X-Men: Next Dimension for PS2 Combo guide version 1.07 updated 8/13/03 by Azraelswrd (created 10/22/02) azraelswrd@hot mail com (it's spelled wrong so I don't tip off SPAM bots) copyright of Azraelswrd 2002 ***DISCLAIMER*** I claim that this entire work is a product of my own so please don't rip me off and copy it and say it's yours because that would be really lame and let's everyone know you're socially and morally weak!!! PLEASE DO NOT STEAL MY WORK!!! ^_^ Best viewed if both the numbers and = line up: 123456 ====== ===================== = Table of Contents = ===================== I. Update History II. Introduction III. Characters 1. Cyclops 2. Wolverine 3. Gambit 4. Storm 5. Beast 6. Phoenix 7. Toad 8. Mystique 9. Sabretooth 10. Magneto 11. Nightcrawler 12. Rogue 13. Forge 14. Juggernaut 15. Havok 16. Lady D 17. Betsy 18. Bastion 19. Sentinel A 20. Sentinel B 21. Psylocke 22. Bishop 23. Blob 24. Dark Phoenix IV. In the Future... V. Credits ********************************************************************** ********************* I. UPDATE HISTORY ************************* ********************************************************************** (I'm only including major events, since I update almost everyday now) 4-5-03 - ver 1.07 - updated the appearance and lines up the presentation; overall cleanup 3-29-03 - ver 1.06 - updated the whole look for the combo listings and reincorporated the QUICK COMBOS into the regular combo listings and noted all the METER combos. 3-27-03 - ver 1.05 - added some more combos; added QUICK COMBOS section 1-26-03 - ver 1.04 - added Change-up combo strings 1-18-03 - Ver 1.03 - Completed and confirmed the combo names list. Simplified the Gambit infinite - Cleaned up the combos. 1-14-03 - Almost everyone got updated; added the [tricky] notation 10-27-02 - Ver 1.01 - moved combos from my general FAQ ver. 2.50 - reorganized the layout and separated the combos - added more combos to everyone - fixed the combo pauses by putting the ! 10-22-02 - Ver. 1.00 - Combo list created from pre-existing Guide/Movelist ********************************************************************** ********************* II. INTRODUCTION ************************ ********************************************************************** This document was designed with the sole purpose of listing useable and unique combos for the characters in the fighting game X-Men Next Dimension. If you were looking for general moves, go to the general guide/movelist (by me!). THIS DOES NOT HAVE EVERY SINGLE COMBO IN THE GAME!!!! Instead, I'm only listing the ones given to me OR combos that are effective OR those that do a lot of damage. As for this, I will try to avoid using "names" of moves or supers since some are not listed and not everyone may recognize them. Instead I will let the buttons speak for themselves. If its a very good combo or needs further details, I'll add a description. I've also included hits and amount of damage versus Cyclops. He makes a good practice dummy and will keep ALL damage and hits against him for continuity and reference. Be sure to remember that NOT all hits or damage will get in EVERY time. Think of it as a baseline for comparison. I tried to include the "best" number of hits and damage. Things to keep in mind when making and performing combos: - a combo "string" is a series of attacks that are unblockable once started - separate strings can be linked with other strings for longer combos - you cannot link two strings together that do the same effect (STUN, AIR SEEK) this will result in a far knockaway, which is hard to follow-up. - doing combos into the walls usually ends or interferes with it - throws and some knockdowns reset the damage and hit counter - DAMAGE AND HITS AREN'T EVERYTHING. Sometimes you gotta mix it up, or else you become predictable and fodder for counters. When you're developing and testing your combos its a good idea to test them against all kinds of enemies (ideally, you should try them against all 24 characters) but for the sake of time, here are my recommendations for practice dummies: - Cyclops: average defense and average height; good for measuring damage - Sabretooth: he has a very SHORT stun frame, so he's good to test stuns on - Blob: the LARGEST character profile - Wolverine/Toad: the SMALLEST character profile Another thing to remember is that some combos are fairly long and bloated so don't be frustrated if you can't get the timing or remember the whole thing. Just imagine trying to do all these combos from memory for all 24 characters. (Now that's extremely tiring at times!!!) It's best to stick with one fighter and learn him/her. Combos rarely translate well to other games. Almost every character has their own type of combo strings/gamestyle to learn. Sometimes, its not always the fancy combos that win battles. The simpler the combo, the less risk of error which can cost you a lot of damage. ..and in case you missed it the first time - THIS DOES NOT CONTAIN EVERY SINGLE COMBO POSSIBLE!!! ********************************************************************** ********************* III. CHARACTERS ************************* ********************************************************************** =========== = Legend: = =========== S square punch 1 T triangle punch 2 X kick 1 O circle or "O" kick 2 R1 throw R2 + forward Punch counter R2 + back Kick counter R2 + down Low counter jump R2 Aerial counter L1 power transfer (follow the buttons highlighted) L2 + d-pad 8-way movement up, L2 flight (10 seconds) *some characters only* sidestep up tap up sidestep down tap down b,b dash back f,f dash forward (hold forward to run) b,f tap back then tap forward f forward b back u up d down /\ jump up or push UP to go for an AIR SEEK /j\ normal jump \/ landing from an air seek or jump (no need to hold down) qcf quarter circle forward (down, down-forward, forward) qcb quarter circle back (down, down-back, back) _ or + and * hold down the direction on the d-pad for 2 sec then release .. wait before executing the next attack ... more combo strings can follow this ! stunning hit (pause before you enter the next attack) ws during the standing animation. let go of the d-pad while standing up (can also be done be doing a diagonal-forward but hard to do on d-pad) ~ perform the next move very quickly xx cancel the current move by doing the next move DURING this move U unblockable attack ==================== = DAMAGE REDUCTION = ==================== Damage after the FIRST attack automatically loses 10% of its default value. This is useful to know especially for designing combos, since having a lot of HITS does not mean a very damaging combo string. 1st hit = 100% 2nd hit = 90% 3rd hit = 80% ... 10+ hit = 10% The damage reduction drops down until its 10% of the original A good thing to keep in mind is that if you want to do the MOST damage in a combo, make sure high damage attacks occur earlier than later and to minimize too many low damage attacks. -THROWS- Throwing is also one way to get around the "Reduction" by resetting the damage to MAX immediately after the throw. This makes Throwing very powerful/cheap in combos. -KNOCKDOWNS- Another trick that resets the hit/damage counter but still keeps the combo going is to let the enemy fall down or bounce on the ground very hard that they bounce up. During this moment of bouncing, they cannot defend or tech roll and the counters will reset. Follow it up with another combo or super for MAX damage on the new combo string. -SUPERS- Some supers suffer from Damage Reduction, but the ones that DO NOT involve any type of projectiles will not lose their damage. I guess this is compensation for these moves that require some proximity to perform. ================== = METER BUILDING = ================== This game has supers, and you need energy in your METER to do them. The METER is the big blue bar underneath your green life meter. It's divided into 3 zones: Level 1: is the smallest bar and quickest to build up Level 2: is the second bar and takes longer to build up Level 3: is the longest bar and takes the longest to build up Level 4: ALL 3 Levels (One, Two, Three) combined Each Level has a certain required amount of damage done with attacks (punches, kicks - they don't even need to hit the enemy) and a certain number of hits to build up enough meter to do a super of their respective level. Not all attacks build up meter the same way. It varies on the character (hence why some combos that satisfy both the DMG and HITS requirements still don't build up a Level 1) Throws MUST connect to build meter! Throws vary, but the average is given below and they ignore the number of hits; just the number of connected throws. Taunts also build up meter very quickly and my estimations are given below. Note that when you Taunt, the METER doesn't stop once you reach a Level (like with the hits, dmg and throws), making them very efficient. However, they do leave you VERY vulnerable for a few seconds so be aware. POWER DMG HITS THROWS TAUNTS ----------------------------------------- Level 1 = 7000 7 (3) (1.5) Level 2 = 11000 10 (4) (2.5) Level 3 = 17000 14 (6) (3.5) Level 4 = 35000 31 (13) (7.5) Keep in mind that these are only approximations. ========================== = Terms and definitions: = ========================== knockdown when the opponent hits the ground hard and either bounce or are KD slow to recover. Great opportunity for follow up attacks on the ground aka "okizeme" from Tekken or "OTGs" from Street Fighter. stuns momentarily causes the enemy to keel over in a "stun" animation. ST Follow up with any attack for a guaranteed hit, but must be done quickly or they will recover in time. A message will pop up. air seek special kind of attack that sends the opponent flying very high AS and gives you the opportunity to chase after them with an aerial combo or even a super combo! A message will pop up to indicate. juggles any attack that causes the enemy to fly into the air, but not an JU AIR SEEK. However, the enemy cannot block on the way down, so they are still open to attack in the air! aerial a series of attack or combos that are executed ONLY to an opponent hit very high into the air (after an AIR SEEK). Also known as aerial rave or air combos. These are noted by the combos starting with the (...) [tricky] the combo is fairly hard to execute successfully EVERY time. Involves a lot of luck or timing to do it. [super] insert any super from that character into the combo (L1,2,3) refers to the type of super the combo employs. An "a" denotes supers that are performed in the air. change-ups any string of attacks that vary their attack position to the enemy by being an attack that is high, mid, or low. Each type of attack must be handled in a specific manner: high (h) - can be blocked standing or crouching mid (m) - MUST be blocked standing low (l) - MUST be blocked crouching combos that contain only H and L can be completely blocked by crouching. To counter this, throw in some M to change-up the attack. if your combos are mostly H and M, it can be stopped by standing blocks, so mix in some lows. A good string should have all 3 elements to keep the enemy guessing on where the next attack will be coming from. --- If you need to find a character quickly, use the SEARCH function of your word processor and type in the name of the character. EX: In MS Word, hit Ctrl-F. Type in the name. Hit return until you find it. COMBO DESCRIPTION CHART ========================= <> These are the little message that pop up when you do a combo that reaches a specific value. All of them have been confirmed. 5 - 6 hits Good 7 - 9 hits Fantastic 10-12 hits Outstanding 13-15 hits Sensational 16-18 hits Spectacular 19-21 hits Amazing 22-24 hits Wonderful 25-27 hits Stellar 28-30 hits Phenomenal 31-35 hits Uncanny 36-40 hits Marvelous 41-45 hits Superb 46-50 hits Magnificent 51-55 hits Destructive 56-60 hits Miraculous 61-65 hits Breath-Taking 66-70 hits Remarkable 71-75 hits Xcellent 76-80 hits Xtreme 81-85 hits Xciting 86-90 hits Xceptional 91-95 hits Xemplary 96-100 hit Xtraordinary 101+ hits Xrated [# of hits / damage] ======================================================= 1. CYCLOPS ======================================================= GROUND STARTERS: f+S super gut punch [1/2500] h *ST* TT elbow stun [2/3130] h-h *ST* b+SST elbow [3/3465] h-h-h *ST* STT elbow stun [3/4100] h-h-h *ST* f+XX SXO quick beam combo [5/5845] h-h-h-l-h *ST* *PR* qcb+O power flash kick #2 [2/3040] h-h *AS* TTS fist up [3/5130] h-h-h *AS* f+OO jump snap kick [2/3510] h-h *KD* SXX axe kick [3/3920] h-h-m *KD* b+TXX jump side kick [3/4030] m-h-h *KD* b+TXO jump head kick [3/4390] m-h-h *KD* XOO round kick [3/4540] h-h-h *KD* XTXX side kick [4/4985] h-m-h-h *KD* SST XX side kick [6/5185] h-h-h-m-m-m *KD* XTXO jump kick [4/5300] h-m-h-h *KD* SXOO round kick [4/5330] h-h-h-h *KD* SST XO high kick [6/5410] h-h-h-m-m-h *KD* STOO round kick [4/5510] h-h-h-h *KD* SXT XX side kick [5/5700] h-h-m-h-h *KD* SXT XO jump kick [5/5970] h-h-m-h-h *KD* f,f+T spinning dual fist [1/2800] h *JU* f+TT elbow launcher [2/3130] m-h *JU* b+TT down fist, uppercut [2/3230] m-h *JU* XTT upper [3/4290] h-m-h *JU* SXTT upper [4/5110] h-h-m-h *JU* f+STT knuckles [3/5300] h-m-h *JU* d+TT pop punch [2/5470] l-l *JU* AERIAL COMBOS: ... SXTO R1 ... SXTO S+T CHANGE-UPS: f+XX SXOT - h h h l h h [6/6595] SXTT - h h m h [4/5110] SXTS - h h m l [4/4760] b+TS - m l [2/2780] COMPLETE NORMAL COMBOS: SXOO [4/5330] b+SSTSTXO [7/6255] STT! STTT [6/6840] STT! SXTS [7/7180] d+SXTT qcb+T qcf+X [7/7475] TT! f+XXSXOT [8/8005] <> f+S f+XXSXOT [7/8235] STT! qcb+O /\ SXTO R1 [10/11255] SXTT qcb+O /\ SXTO R1 [11/11395] f+XX SXO! qcb+O /\ SXTO R1 [12/11420] <> TT SXTT qcb+O /\SXTO R1 [13/12015] f+S! f+TT qcb+O /\ SXTO R1 [10/12455] COMPLETE SUPER COMBOS: SXTT X+O qcf+X [20/12720] (L1) TT SXTT X+O qcf+X [22/14090] (L1) f+XX SXO! f+S+T qcf+X [31/14443] (L2) TT SXTT qcb+O /\\/ f+S+T* qcf+X [26/18088] (L2) *(wait after the bounce before doing the super) SXTT qcb+O /\ SXTO S+T [45/18905] (L3a) f+XX SXO! qcb+O /\ SXTO f+S+T [49/19125] (L3a) <> TT SXTT qcb+O /\SXTO R1 \/ S+T qcf+X [15/22485] (L3) f+S! f+TT qcb+O b+S+T [43/22922] (L4) TT SXTT qcb+O b+S+T [46/23682] (L4) TT! SXTT X+O S+T qcf+X [23/20210] (L1,L3) f+XX SXO! f+S+T S+T qcf+X [32/20563] (L2,L3) <> TT SXTT qcb+O /\ SXTO R1 \/ S+T f+S+T qcf+X [30/26817] (L3,L2) TTS /\SXTO S+T (T3) \/S+T qcf+X [44/25745] (L3a,L3) f+S! f+TT qcb+O /\SXTO S+T (T3) \/S+T qcf+X [46/26355] (L3a,L3) TT SXTT qcb+O /\ SXTO R1 \/ S+T (T3) S+T qcf+X [15/28605] (L3,L3) f+S! f+TT qcb+O /\ SXTO R1 \/ S+T (T3) S+T qcf+X [13/29045] (L3,L3) f+S XTT qcb+O /\ SXTO R1 \/ S+T (T3) S+T qcf+X [14/29185] (L3,L3) b+SST! X+O f+S+T S+T [44/16847] (L1,L2,L3) <> TT SXTT X+O S+T f+S+T qcf+X [48/22376] (L1,L3,L2) f+XX f,f SXT qcb+O f,f X+O /\ SXXTO R1 \/ S+T (T1) X+O (T2) /\ SXO f+S+T qcf+X [?/?] (L1,L3,L1,L2)<> /j\ SXTO qcf+S \/ f+XXSXO! /j\ SXTO qcf+S \/ SSTT /j\ SXO S+T \/ d+S d+X d+T T f+S+T (T2) f+S+T [112/28118] (L3,L2,L2) <> /j\ SXTO qcf+S \/ f+XXSXO! /j\ SXTO qcf+S \/ SSTT.. X+O /j\ O R1 \/ d+ST f+S+T (T2) f+S+T [89/9953] (L1,L2,L2) <> /j\ SXTO qcf+S \/ f+XXSXO! /j\ SXTO qcf+S \/ SSTT /j\ SXT \/ X+O /j\ O S+T \/ d+ST f+S+T [101/25336] (L3a,L1,L2) <> /j\ SXTO qcf+S \/ f+XXSXO! /j\ SXTO qcf+S \/ SSTT /j\ SXTT qcb+S f,f d+ST f+S+T (T2) f+S+T (T2) f+S+T [102/24786] (L2,L2,L2) <> TT SXTT qcb+O /\\/ f+S+T (T2) f+S+T (T2) f+S+T qcf+X [76/24586]* (L2,L2,L2) *(wait until they land completely BEFORE the first super) (the combo counter should reset = more damage!!!) (otherwise you'll lose about 2000 dmg b/c of dmg reduction) (can also tack on another L2 for more damage) ======================================================= 2. WOLVERINE ======================================================= GROUND STARTERS: df+T! rolling stab [1/1600] h *ST* f+STT! rolling blades [4/3180] h-m-l-h *ST* f+TS gut stunner [3/3575] h-h-h *ST* SS mini lift [3/3000] h-h-h *AS* f,f+S slicing tumble [1/3200] h *AS* qcf+S slash frenzy(upper) [4/3400] h-h-h-h *AS* f+STS claw upper [4/4940] h-m-l-h *AS* d+O pop n' slide [2/1805] l-l *KD* qcb+X_O X_O swivel kick [1/2400] h *KD* qcb+X_O S claw slice [1/2800] h *KD* qcb+X_O T claw dive [1/3200] h *KD* qcf+T slash frenzy [4/3740] h-h-h-h *KD* f+T S T bowl over [4/4765] h-h-h-h *KD* b+T upper claw [2/1900] h *JU* AERIAL COMBOS: ... SSXTOO <> ... SXT R1 ... SXTT ... SX qcf+T ... SXTO S+T (L2) CHANGE-UPS: OOSTOO - h h h h l h h [7/7010] f+TSSTOO - h h h m l m h [7/6835] OOSOT - h h h l h* [10/6430] f+STS - h m l h [4/4940] f+STT - h m l h [4/3820] f+OOO - m l l [3/3015] COMPLETE NORMAL COMBOS: d+SXTOO [6/4780] f+STT! f,f+T [12/5108] f+STT! qcf+T [8/5800] f+STT! f+TTTT [8/6305] f+STT f+TST [8/6305] f+STT! qcf+S /\ SSXTOO [15/6460] <> f+TSSTOO [7/6835] <> f+STT OOSOT [13/6840] SXXXTSOT [14/6960] <> SXXXTSTOO [11/6990] <> OOSTOO [7/7010] f+STT! qcf+S /\ SXT R1 [13/9550] f+STT qcf+S xx f+STS /\ SXT R1 [16/10040] SXXXTS R1 [8/10160] f+STS /\ SXT R1 [9/10245] f+STT f,f+S /\ SXT R1 [10/10645] f+TS! f+STS /\ SXT R1 [12/10835] f+STT! qcb+X~S b+SSS /\SSXT R1 [14/11230] <> COMPLETE SUPER COMBOS: f+STT! b+S+T S [14/10420] (L1) d+SXTOO b+S+T S [16/11380] (L1) b+S+T T /\ SSXTOO [12/11670] (L1) f+STT qcf+S xx f+STT b+S+T S [20/12640] (L1) f+STT f+TST b+S+T S [18/12905] (L1) b+S+T T /\ SSXT R1 [11/14215] (L1) f+STT! qcf+S xx f+STT S+T [31/13840] (L2) f+STT! qcf+S /\ SSXTO S+T [24/12850] (L2) <> f+TS! qcf+S /\ SXTO S+T [22/13135] (L2) f+TS! f+STS /\ SXTO S+T [22/14015] (L2) f+STT qcf+S xx f+STT f+S+T [23/18580] (L3) f+STT! qcf+S /\ SXT \/ f+S+T [24/18600] (L3) f+STT f+TST f+S+T [19/18805] (L3) f+TS! f+STS /\ SXT \/ f+S+T [23/19935] (L3) b+S+T T /\ SXTO S+T [20/14884] (L1,L2) f+STT qcf+S /\SXTO S+T \/b+S+T S [34/16810] (L2a,L1) f+STT qcf+S xx f+STS /\ SXTO S+T \/ b+S+T S [36/17180] (L2a,L1) f+STT f,f+S /\SXTO S+T \/b+S+T S [30/17785] (L2a,L1) f+STT qcf+S xx f+STT S+T b+S+T S [41/17800] (L2,L1) f+TS! f+STS /\SXTO S+T \/b+S+T S [32/17975] (L2a,L1) f+STT! qcf+S /\SSXTO S+T \/ f+S+T [34/20230] (L2,L3) f+STT f,f+S /\ SXTO S+T \/ f+S+T [32/21325] (L2a,L3) f+STT qcf+S xx f+STT S+T f+S+T [43/21540] (L2,L3) f+TS! f+STS /\ SXTO S+T \/ f+S+T [34/22315] (L2,L3) /\SSXT qcf+S /\SSX S+T (T2) \/S+T b+S+T S [?/?] (L2,L2,L1) <> b+S+T T /\ SXTO S+T \/ f+S+T [29/17889] (L1,L2a,L3) b+S+T T /\ SXTO S+T \/ f+S+T [32/20034] (L1,L2,L3) f+TS f+STS /\ SXTO S+T \/ b+S+T S f+S+T [23/21575]* (L2,L1,L3) *(note: doing the f+S+T after the b+S+T S causes the hit counter to go down!) (note: Sabretooth can block the second f+STT sometimes if you're too slow) ======================================================= 3. GAMBIT ======================================================= GROUND STARTERS: X+O X! poke [1/1200] h *ST* qcb+S! magic wand [8/2808] all h *ST* SSS! pole jabs [3/3420] h-h-h *ST* TTO! stun kick [3/3790] h-l-h *ST* f+SOTT! pole poker [5/4435] h-h-h-h-h *ST* b,f+O surging staff 2 [1/3400] h *AS* TS staff lift [3/3540] h-l-h *AS* f+SOTTX TS [9/6235] h(5)-l-h-l-h *AS* X+O O pole vault [1/2400] m *KD* qcb+T T low card [1/3000] h *KD* *PR* f+OO pole kick [3/3055] h-m-h *KD* SSSX low kick [4/4260] h-h-h-l *KD* f+SOTTX ankle trip [6/5035] h-h-h-h-h-l *KD* f+SOTTT overhead staff [6/5135] h-h-h-h-h-m *KD* TTOS flash staff [4/5190] h-l-h-m *KD* AERIAL COMBOS: ... S X d+T O R1 CHANGE-UPS: SSSX - h h h l [4/4260] TS - h l h [3/3540] f+TTS - h l h [3/4220] f+OO - h m h [3/3055] TTOS - h l h m [4/5190] COMPLETE NORMAL COMBOS: b+SOO [3/4200] <> f+TTS [3/4220] R1 TS [9/4500] X+O (cajun) XOT [3/5040] f+SOTTX [6/5035] f+SOTTT [6/5135] X+O (cajun) XO S+T [4/5422] SXOTTS [7/5485] <> X+O (cajun) XOS (normal) [5/5512] SXXTTOS [8/6070] f+SOTTX.. XXTT [11/6175] SSS! b+SOO [6/6210] f+SOTT! f,f SXOTTS [12/6370] <> SSS f+SOTTT [9/6425] f+SOTT! f,f SXXTTOS [13/6515] <> SSS TTOS [7/6750] f+SOTT! f,f R1 /\ SX d+T qcb+T \/ d+SXTO [23/9150] <> SSS! TS /\ SX d+T O R1 [17/10850] f+SOTT! f,f SXXTTO b,f+O /\ SSX d+T R1 [24/10870] <> SSS b,f+O /\ SX d+T O R1 [15/11815] TTO! b,f+O /\ SX d+T O R1 [15/12185] f+SOTT! f,f R1 /\SX d+T R1 [21/12625] <> SSS! [TS /\ SSSOO \/] [?/?] - infinite <> (this could be an infinite, but it can be rolled if you make a mistake) modified infinite: SSS! [TS /\\/] [?/?] - infinite (OK, I was messing around and I found out that after the TS air seek, when they land, they ALWAYS have to bounce (non-techable). Well, you can hit them back up with another T S, as long as you keep jumping up with them, BUT DO NOT HIT THEM with anything while in the air. That way, they are infintely bounced up and down. It ends once they're against a wall because Gambit won't land facing the opponent. Also the hit/dmg counter resets as they land but since they can't roll or recover after they bounce, whack them back up to continue the infinite. Once you reach that wall, just do a regular air combo that ends with a throw for max damage: ... SX d+T R1 is a nice one. Each successive TS (with a reset) is about 3500 dmg. COMPLETE SUPER COMBOS: R1 S+T [7/9200] (L1) f+STTOX S+T [7/10935] (L1) R1 b+S+T [8/10400] (L2) f+STTOX b+S+T [8/12135] (L2) f+SOTTX.. TS /\ SX d+T S+T [20/11170] (L2) SSS! TS /\ SSS S+T [18/12540] (L2) <> f+SOTT f,f+R1 /\ SXX d+T d+S+T /\ SXX d+T R1 [?/29501] (L2) <> TTOS f+S+T [60/15998] (L3) f+SOTTX f+S+T [70/17387] (L3) TTOS d+S+T TS [22/18750] (L4) R1 d+S+T TS [28/18480] (L4) f+SOTTX d+S+T /\ R1 [30/23936] (L4) SSS TS* d+S+T TS [30/22500+] (L4) *(after the TS you can start the infinite combo then finish the combo) f+SOTTX..TS /\SX d+T S+T \/f+S+T [78/19770] (L2,L3) SSS TS* /\SX d+T S+T \/f+S+T [63/18620+] (L2a,L3) R1 f+S+T (T3) f+S+T [129/22281] (L3,L3) f+SOTTX f+S+T f+S+T [117/22714] (L3,L3) *varies* f+SOTTX f+S+T (T3) f+S+T [125/23556] (L3,L3) f+SOTT! f,f R1 /j\ SX d+T qcb+T \/ f+S+T (T3)f+S+T [137/26884] (L3,L3) <> SSS /\ SXX d+T S+T (T2) \//\ SXX d+T S+T (T2) /\ SXX d+T qcb+T f+S+T [?/?] (L2,L2,L2) <> /j\ SX d+TO qcf+S \/ SXXTTO! /j\ S+T \/ SXXTTO! TS f+S+T (T3) f+S+T [136/23339+] (L2,L3,L3) <> ======================================================= 4. STORM ======================================================= GROUND STARTERS: b,b+S! gale force [1/2400] h *ST* *PR* f+SXS! elemental combo [4/3585] h-h-h-h *ST* df+O lift kick [1/1700] h *AS* d+XX kick launcher [2/2730] l-h *AS* STT upper [3/3840] h-h-h *AS* f+SXST wind lifter [5/4545] h-h-h-h-h *AS* OX TT air time [4/5640] h-m-h-h *AS* f+SXS OX TT [8/6585] h(4)-h-m-h-h *AS* /\ qcf+X gale force [3/1147] h *KD* db+X slow axekick [1/2000] m *KD* b+T windstorm [1/2300] h *KD* OX axe kick [2/3400] h-m *KD* SXO axe kick [3/3920] h-h-m *KD* XXX axe kick [3/3930] h-h-m *KD* f+XXOT windstorm [4/4630] h-h-l-h *KD* f+XXOO high kick [4/4700] h-h-l-h *JU* SSTX kick [4/4760] h-h-h-h *JU* f+XXOTO high kick [5/5410] h-h-l-h-h *JU* SSTXSSS [9/7480] all h *JU* AERIAL COMBOS: ... S X T R1 \/ qcf+T ... S X T T CHANGE-UPS: f+XX OTO STS - h h l h h h h h [9/7300] f+XX OO - h h l h [4/4700] d+XX - l h [2/2730] SXO - h h m [3/3920] OX OO - h m h h [4/5940] OX TT - h m h h [4/5640] COMPLETE NORMAL COMBOS: d+SXO [3/3400] /\ qcf+O \/ SSS b+T f+TT [12/3819] /\ qcf+O (blocked) R1 [3885] SXXX [4/4790] b+T f+TTT [4/4970] SST b+S [4/5007] f+SXSOT [6/5025] <> SST b+T [4/5110] f+SXS! f+TT [6/5125] f+SXS! OO [6/5325] OX OO [4/5940] f+XX OTO S [7/6210] f+XX OTO ST [8/6850] STT b+T f+TT [7/7130] SSSS b+T f+TT [7/7220] f+XX OTO STS [9/7300] <> SSTX b+T f+TT [8/7490] <> f+T! f+OS SSTX f+XXOT b+T f+TT [14/7990] <> (works on small characters) SSTX SSS.. b+T f+TT [10/8070] [tricky] OX TT /\ SXT qcf+O \/ b+T f+TT [16/8338] OX TT /\ SXT qcf+O \/ b+TT qcf+T [15/8498] f+SXS! f+SXST /\ SXT R1 qcf+T [16/10050] f+SXS OX TT /\ SXT R1 qcf+T [15/10945] OX TT /\ SXT R1 qcf+T [9/11380] b+T f,f [b+T f,f] [?/?] - infinite <> b+T [/j\ qcf+X b+T] [?/?] - infinite <> /j\ X qcf+X [\//j\ X qcf+X] [?/?] - infinite <> COMPLETE SUPER COMBOS: f+SXS b+R1 X+O qcf+T [10/14066] (L1) OX TT /\SXT qcf+O \/b+T X+O qcf+T [17/14208] (L1) f+SXS b+R1 b+X+O qcf+T [13/12716] (L1) OX TT /\ SXT qcf+O \/ b+X+O qcf+T [20/12858] (L1) *varies* OX TT /\ SXT qcf+O \/ b+T S+T [24/14619] (L2) f+XX OTO STS b+S+T [14/18800] (L3) <> (all balls hit in air) SSTX /j\SXT d+X qcf+O \/SSS b+S+T [17/19420] (L3) <> OX TT /\ SXT qcf+O \/ b+T b+S+T [18/19508] (L3) f+SXS b+R1 ~f+X+O [52/20886] (L4) OX TT /\ SXT R1 \/ f+X+O [63/27020] (L4) *varies* OX TT /\ SXT X+O \/ b+X+O (T2)S+T [46/20302] (L2a,L1,L2) OX TT /\ SXT X+O \/ b+X+O b+S+T [41/22231] (L2a,L1,L3) ======================================================= 5. BEAST ======================================================= GROUND STARTERS: f+TT! stun claws [2/2660] m-m *ST* f,f+T! flying slaps [2/2850] h-h *ST* STT! stun claw [4/3670] h-h-h-h *ST* SXX! stun claw [3/3910] h* *ST* SOX stun claw [3/4180] h-h-h *ST* SXTT! stun claws [5/4540] h* *ST* qcf+T cyclone loft [4/2890] h* *AS* XTX leg lifter [3/3470] h-h-h *AS* STX leg lift [3/3470] h-h-h *AS* f+OO somersault launcher [2/3600] m-h *AS* SXTX leg lift [4/4380] h* *AS* STTT claw lift [5/4390] h* *AS* SXXX leg lift [4/5100] h-h-h-h *AS* SXTTT claw lift [6/5140] h* *AS* SOXX leg lift [4/5370] h-h-h-h *AS* d+X+O X split(normal) [2/2280] l-m *KD* SS elbow [2/2560] h-h *KD* f,f+X cartwheel [2/3040] m-m *KD* qcf+S cyclone hammer [5/3400] h-h-h-h-m *KD* b+S paw pounce 1 [2/3420] h-m *KD* b+XX flop kick [2/3530] m-m *KD* SOO shoulder butt [3/4020] h-h-h *KD* f,f+TT double slaps [4/4275] all h *KD* AERIAL COMBOS: ... SXO R1 ... SXO S+T ... SX d+T CHANGE-UPS: f+SSOO - h h h l l [5/4292] f+SSOTXO - h h h l m m h h [8/5598] f+XXOOXOO - hhhh llmh mmm [11/6260] (hand) TXX - m l l l [4/3555] (beast) X - l m [2/2280] COMPLETE NORMAL COMBOS: f+XXOOO [10/5460] f+SSOTXO [8/5598] f+XXOOO b+OO [12/5755] SXXXXX [5/5940] f+XXOOXOO [11/6260] <> SOX! b+OO [6/6545] STTT /\ SXO R1 [9/9725] SXTTT /\ SXO R1 [10/9975] SXTT! TT /\ SXO R1 [13/10000] SXTT! STX /\ SXO R1 [12/10235] SXTT! SXTTT /\ SXO R1 [15/10450] OX! TTT /\ SXO R1 [9/10965] SOX! f+OO /\ SXO R1 [9/11875] f+XX (hand stance) S (beast stance) T [not a combo] COMPLETE SUPER COMBOS: SXX! S+T [5/9710] (L1) SOX! S+T [5/9980] (L1) SXTT! S+T [7/10340] (L1) STT! qcf+S S+T [10/11000] (L1) SOX f,f+X S+T [7/12060] (L1) b+XX d+S+T [13/12330] (L2) f+XXOOO d+S+T [21/14260] (L2) STT! qcf+S S+T [19/14000] (L2) SXTT! SOX! d+S+T [19/15170] (L2) SOX! TTT /\ SX d+T \/ d+S+T [20/16165] (L2) SOX! f+OO /\ SX d+T \/ d+S+T [19/17095] (L2) SXTTT /\ SXO S+T [31/13075] (L2) SOX! f+OO /\ SXO S+T [24/13475] (L2) SXTT! STX /\ SXO S+T [35/13835] (L2) SOX f+OO /\ SXO qcf+O \/ d+S+T [24/17325] (L2) (into wall) R1 f+S+T [8/13701] (L3) STT! qcf+S f+S+T [12/15200] (L3) f+XXOOO f+S+T [14/15460] (L3) SXTT! SOX! f+S+T [12/16370] (L3) SXTT! SXTTT /\ SX d+T \/ f+S+T [18/16820] (L3) SXX! TTT /\ SX d+T \/ f+S+T [14/16950] (L3) SOX! TTT /\ SX d+T \/ f+S+T [13/17365] (L3) SOX! f+OO /\ SX d+T \/ f+S+T [12/18295] (L3) SOX f+OO /\ SXO qcf+O \/ f+S+T [15/18425] (L3) f+XXOOO b+S+T [23/20960] (L4) SXTT! TTT.. b+S+T [22/21450] (L4) [tricky] SOX f+XXOOO b+S+T [25/22605] (L4) SXTT! STX /\SXO S+T (T2) \/d+S+T [40/17615] (L2,L2) SOX! f+OO /\ SXO S+T (T2) \/d+S+T [35/18755] (L2,L2) SXTT SXTTT /\SXO S+T (T2) \/d+S+T [48/19080] (L2,L2) SXTT! STX /\ SXO S+T \/ f+S+T [29/17335] (L2,L3) SOX! f,f+OO /\ SXO S+T \/ f+S+T [29/19725] (L2,L3) SXTT! SXTTT /\ SXO S+T \/ f+S+T [43/20300] (L2,L3) SOX f+OO /\ SXO S+T \/ f+S+T [33/20725] (L2,L3) *varies* /\ XXO qcf+O \/ SXTT! f,f SXTTT /\ (on way down) SX \//\+S .. X \//\+S+T \/ f+S+T [?/?] (L2,L3) <> (note: his supers IGNORE the Dmg Reduction rule!) ======================================================= 6. PHOENIX ======================================================= GROUND STARTERS: f,f+X! pump gut kick [2/2280] h-h *ST* f+ST TK grab [2/2480] h-h *ST* TT b+S TK grab [3/3680] h-h-h *ST* STX! dual kicks [4/4170] h-h-h *ST* STT b+S TK pull [4/4470] h* *ST* d+XX leg lifter [2/2370] l-h *AS* f,f+TT fire upper [2/2660] h-h *AS* f,f+XX rising kicks [4/3555] h-h-h-h *AS* f+STOX lift kick [6/4690] all h *AS* STXX fly kicks [6/5105] all h *AS* TXSXTT fire up [7/6420] all h *AS* TT b+S f+STOX lift legs [9/6570] all h *AS* /\ qcf+O_X blazing arrow [1/1700] h *KD* b,b+O solar flare [1/2200] h *PR* f+XXX KO kicks [3/3940] m-h-m *KD* SOXX axe kick [4/4860] h-h-h-m *KD* SSXXX axe kick [5/5385] h-h-m-h-m *KD* SXOXX axe kick [5/5525] h-h-h-h-m *KD* ws+T psy juggle [1/1600] h *JU* STX qcb+T [6/7971] *JU* AERIAL COMBOS: ... SXTO R1 CHANGE-UPS: SXX - h h l [3/3685] XXX - h l h [3/3760] XXOO - h l h h [4/4790] f+XXX - m h m [3/3940] COMPLETE NORMAL COMBOS: f+OXXO [4/4705] <> TT b+SS [4/4870] STT b+SS [5/5490] SXOXO [5/5645] f+ST b+TT [5/5750] [tricky] <> STXX.. O [7/5825] <> STX SS [6/5860] STX XXX [6/6250] STX b+TTT [7/6500] STX SXS [7/6510] <> STX! OXO [7/6530] STX! XXOO [8/6680] STX! SXOOO [9/6835] STX! f+XXX b+O [8/6860] STX! SXOXO [9/6915] TT~b+S f+STOX S+T [19/6920] TX SXT TS [8/6930] <> STX! SS XXX b+O [10/6985] f+OSXT S+T [9-11/7560-7800] <> STX f+OSXT b+O [13/7560] STX qcb+T b+O [7/8651] STX qcb+T OOO [9/9291] STX f+STOX /\ SXTO R1 [15/10600] STX! STXX /\ SXTO R1 [15/10775] STX SXTT /\ SXTO R1 [13/10950] COMPLETE SUPER COMBOS: STX! STXX S+T [11/11335] (L1) STX! f+XXX f+S+T SST S+T [13/9350] (L2) SSXXX f+S+T SST S+T [13/9385] (L2) STX! f+S+T SST S+T [21/12970 (L2) STX! STXX /\ SXT S+T [19/11525] (L2) STX! b+S+T [77/20511] (L4) SSXXX b+S+T [78/22036] (L4) OXX b+S+T b+O [76/22471] (L4) STX! f+XXX b+S+T [80/23001] (L4) STX! STXX b+S+T [83/23286] (L4) STX! b+XOXX b+S+T [81/23391] (L4) <> STX f+OSXT b+S+T b+O [85/25741] (L4) /\qcf+X TT b+S f+ST f,f+XX /\SSSX b+S+T [?/?] (L4) <> TT b+S f+ST OXX S+T b+X+O S+T [38/17858] (L1,L2,L1) /\ OO \/ TT b+S /\ XX X+O TT b+S f+STOX /\ SSS XTO S+T \/ b+X+O [?/?] (L1,L2) <> STX! f+XXX b+X+O (T2) f+S+T [25/13713] (L2,L2) SSXXX b+X+O (T2) f+S+T SST S+T [26/14252] (L2,L2) STX SXTT /\ SXTO S+T (T2) \/ f+S+T SST [27/14460] (L2a,L2) TX b+XOXX b+X+O (T2) b+X+O f,f+TT [37/18003] (L2,L2) <> TX! qcb+T b+X+O (T2) b+X+O f,f+TT [36/18475] (L2,L2) <> STX f+XXX b+X+O (T2) b+X+O f,f+TT [43/19307] (L2,L2) STX f+OSXT b+X+O (T2) b+X+O b+O [46/19366] (L2,L2) f+STOX /\ SXTO S+T (T2) \/ f+S+T [26/13490] (L2a,L2) SS f+T f+OSXT b+X+O (T2) f+S+T SST S+T [?/?] (L2,L2) <> STX qcb+T b+X+O (T2) b+X+O (T2) b+X+O b+O [52/20994] (L2,L2,L2) ======================================================= 7. TOAD ======================================================= GROUND STARTERS: qcf+T acid stun [1/2200] h *ST* *PR* f+SS! groin punch [2/2370] h-h *ST* qcb+S! saliva slap [6/2811] all h *ST* TSS! low blow [3/3420] h-h-h *ST* b+O mule kick [1/1600] h *AS* b,b+O T tongue launcher [3/3830] m-m-h *AS* TSS b+O [4/4540] h* *AS* f+T pop punch [1/1300] m *KD* df+T frog slide [1/1500] l *KD* TT pop down [2/2470] h-m *KD* SXT pop down [3/3320] h-h-m *KD* f+OT juggle punch [2/2570] h-h *JU* TST upper [3/3420] h-h-h *JU* TTT upper [3/3510] h-m-h *JU* AERIAL COMBOS: ... SXO R1 ... SXO X+O CHANGE-UPS: XXSX - h h h l [4/4240] qcf+X X - h l [2/3360] (frog) STS - h l l [3/3730] OXX - m m l h [4/3845] OOX - m m h l [4/4255] b+XX - m l [2/3060] COMPLETE NORMAL COMBOS: XXSX [4/4240] TSSTT [4/4260] (spit rarely connects) d+XTT qcf+O [16/4998] XXSXO [5/5320] SXTT qcb+S [11/5603] XXSX OX [6/6020] TSS OOX (if X blocked, R1) [7/6085] SXTT.. OO [7/6220] TSS SXTT [super]... [7/6150] SXTT.. f+OOO [7/6400] TSS! SXOOT [10/6605] TSS! SXTT qcb+S [14/6772] TSS! SXTT.. OO [10/6865] TSS! SXTT.. f+OOO [10/7000] TSS XXSX R1 [6/9710] TSS b+O /\ SXO R1 [11/9897] d+XTTO /\ SXO R1 [9/10267] TSS! SXT b+O /\ SXO R1 [11/10454] TSS d+SXTT b+O /\ SXO R1 [15/10649] COMPLETE SUPER COMBOS: TSS! TSS S+T [8/11100] (L1) TSS SXTT OOO S+T [12/12265] (L1) d+SXTT b+O /\ SXO X+O [12/12572] (L1) TSS! SXT b+O /\ SXO X+O [14/12759] (L1) d+XTT f+S+T /\ SXO R1 [14/16372] (L2) TSS! TSS f+S+T /\ SXO R1 [20/17602] (L2) TSS! TSS! d+S+T [11/16300] (L3) TSS! SXTT d+S+T [12/16750] (L3) TSS! TSS! b+S+T [12/21000] (L4) TSS! SXTT b+S+T [13/21450] (L4) TSS TSS OOO b+S+T [16/22055] (L4) TSS d+SXTT b+O /\SXT qcf+O\/b+S+T [22/22627] (L4) d+XTT f+S+T /\ SXO X+O [20/16755] (L2,L1) TSS! TSS! f+S+T /\ SXT \/ S+T [23/17389] (L2,L1) TSS TSS f+S+T /\ SXO X+O [20/17625] (L2,L1) TSS SXTT f+S+T /\ SXO X+O [24/17742] (L2,L1a) (note: his supers IGNORE damage reduction) ======================================================= 8. MYSTIQUE ======================================================= GROUND STARTERS: T! gun choke [1/1550] h *ST* f,f+T! rifle butt [1/1600] h *ST* ws+X front kick [1/1600] h *ST* b+XT! gun sweep [2/2790] l-h *ST* b+T gun lifter [1/1600] h *AS* d+TT sweep-gun lifter [2/3040] l-h *AS* TO gun-flash kick [2/3080] h-h *AS* SX b+T kicks/gun [4/3935] h-h-h-h *AS* f+OXO flash kick [4/4480] m-m-l-h *AS* f+TTT gun lifter [3/4985] h-h-h *AS* f+XO axe kick [2/2300] m-m *KD* b+XXO bounce kick [3/3500] l-l-m *KD* SS shocker [6/4086] all h *KD* f+TXO axe kick [3/4100] h-l-m *KD* b+XTXO 3 kicks [6/5315] l-h-h-h-l-m *KD* f+SXOSS shocker [11/5926] h-h-h-h-m-h* *KD* TXSS shock combo [9/6244] h-h-m-h* *KD* AERIAL COMBOS: ... SXT R1 ... SXT S+T CHANGE-UPS: d+TT - l h [2/3040] f+TXT - h l h [3/5060] f+TXX - h l h [3/4740] OXOO - h h l l [4/5040] b+XXX - l h h [3/4140] f+TXO - h l m [3/4100] b+XTXO - l h h h l m [6/5315] b+XXO - l l m [3/3500] f+OXO - m m l h [4/4480] COMPLETE NORMAL COMBOS: b+X S R1 ... [3186 + 3680 = 6866] (not a real combo, but good way to guarantee a throw; Lv3 can link afterwards) b+XS f+TTTT [11/3817] <> SXO [4/4075] f+TXX [3/4740] f+TXT [3/5060] (misses short characters) SSS.. TTT [9/5506] b+XT! SXO [6/5885] f+SXOSOT [9/5985] <> b+XT! TTT [5/6150] b+XTXO b+XS [12/6273] f+TXO.. SS [9/6589] TXSS.. TTT [12/6729] TXSS b+XS qcf+O [16/6939] <> f+SXOSS b+T /\ SS R1 [18/10186] <> f+OXO /\ SXT R1 \/qcf+X [?/11600] T f+TTT f+TTT /\SXT R1 \/ qcf+X [15/14720] COMPLETE SUPER COMBOS: f+TXO.. X+O [8/10201] (L1) b+XTXO X+O [11/11415] (L1) TXSS X+O [14/12345] (L1) b+XTXO (before he lands) f+X+O [23/13140] (L2) TXSS(before he lands) f+X+O [25/13569] (L2) [tricky] f+S X O S S b+T /\ S S S+T [46/16626] (L3) <> b+XT! f+OXO f+TTT /\ SXT R1 \/S+T [51/22565] (L3) <> b+XT! b+XXO f+TTT /\ SXT R1 \/S+T [50/22585] (L3) <> b+XT! f+TXO f+TTT /\ SXT R1 \/S+T [50/23065] (L3) b+XT f+TTT /j\SXT \/f+TTT /\SXXT R1 \/ S+T [54/23830] (L3) <> T f+TTT f+TTT /\ SXT R1 \/ S+T [49/23870] (L3) b+XT! f+TTT f+TTT /\SXXT R1 \/S+T [51/23880] (L3) <> /\ SXO \/ b+XT! f+TXO qcb+S f,f qcb+S f,f b+T /\ (float down near ground) SXT (miss the T on purpose) \//\+SXT R1 \/ f,f f+X+O S+T [?/?] (L3) <> TXSS d+S+T [12/21744 (L4) ======================================================= 9. SABRETOOTH ======================================================= GROUND STARTERS: qcb+T raging bulldog [1/1200] h *ST* d+O! critter kick [1/1800] h *ST* f+SS! stun claws [3/3020] h-h-h *ST* STS! stun claw [3/4030] h-h-h *ST* TTS stun claw [3/4230] h-h-h *ST* TSS stun claw [3/4320] h-h-h *ST* d+T shovel up [1/1800] l *AS* f,f+T razor stampede 2 [3/3375] h-h-h *AS* b+O pop kick [1/1800] m *KD* STXO boot down [4/5050] h-h-h-m *KD* TSXO boot down [4/5340] h-h-h-m *KD* qcb+S cruel aggression [7/2450] all h *JU* f+SSTST berserk claws [5/4970] h-h-h-h-h *JU* AERIAL COMBOS: ... SX S+T ... SX qcf+T ... SXT R1 u,d+S CHANGE-UPS: b+SS - l m [2/4355] XO - h m [2/2920] b+O - m [1/1800] TSST - h h h m [4/5685] COMPLETE NORMAL COMBOS: d+XO b,f+T [3/6060] TSS! b,f+T [4/6980] TSS! TTT [6/7240] f+SSTST f+TTT [9/7450] TSXO b,f+T [5/7620] STXO f+TTT [7/7700] TSXO f+TTT [7/7990] TSS! TSSS [8/8000] TSS! qcf+T [5/8770] XO qcf+X qcb+O [5/8875] TSXO OST f+T f+TTT [11/8835] [tricky] TSS! TSXO b,f+T [8/8910] f+SS! R1 b+S u+S [11/9621] *multi-throw* TSXO qcf+T [6/9740] TSS! qcf+X qcb+O [6/10005] f+SS! qcf+S b,f+S+T u,d+S+T [11/10220] *multi-throw* STXO qcf+X qcb+O [7/10465] TSXO qcf+X qcb+O [7/10755] TSS! qcf+S b,f+S+T u,d+S+T [11/11520] *multi-throw* TSS! f,f+T /\ SXT R1 u,d+S [18/16070] *multi-throw* COMPLETE SUPER COMBOS: R1 b+S u+S S+T [9/13237] (L1) XO qcf+X S+T [5/14191] (L1) TSS! TSXO S+T [8/14406] (L1) f+SS! R1 b+S u+S S+T [12/16257] (L1) <> TSS! f,f+T /\ SXT S+T [10/13370] (L1) TSXO qcf+X f+S+T b,f+T [8/18495] (L2) TSXO qcf+X b+S+T [12/16875] (L2) TSS! TSXO qcf+X b+S+T [15/19155] (L2) [tricky] <> TSS! f+S+T /\ SXT R1 u,d+S [7/22150] (L2) d+XO b+X+O [7/19700] (L4) TSS! TSXO b+X+O [12/24270] (L4) STXO qcf+X f+S+T S+T [8/20664] (L2,L1) TSS b+O qcf+X f+S+T S+T [8/21194] (L2,L1) TSS! TSXO qcf+X f+S+T S+T [11/23234] (L2,L1) f+SSTST qcb+X f+S+T S+T [10/21384] (L2,L1) [tricky] (the qcb+X is hard to time) f+SS f+S+T (T2) /\d+S d+S \/f+S+T (T1) S+T [9/18200] (L2,L2,L1) ======================================================= 10. MAGNETO ======================================================= GROUND STARTERS: T! double palm [1/1400] h *ST* f+X groin kick [1/1400] h *ST* f,f+TT! stun punch [2/2850] h-h *ST* TTT! capture [3/3620] h-h-h *ST* SXT! high-high-low [3/3670] h-h-h *ST* STT! gut buster [3/3850] h-h-h *ST* SSTS stunning crusher [4/4510] h-h-h-h *ST* f+TT upper [2/2840] m-h *AS* qcf+T magnetic gush [1/3500] h *AS* f+XOT upper [3/3760] h-h-h *AS* f,f+OOT lift up [3/3960] h-h-h *AS* XTOOT upper combo [5/5730] h-h-h-h-h *AS* SXX qcf+T gush combo [5/5845] h-h-h-h-h *AS* SXT OOT upper [6/6310] h-h-h-h-h-h *AS* OOXOOT lift up [6/6450] h-h-l-h-h-h *AS* STT OOT punch up [6/6490] h-h-h-h-h-h *AS* S_X_T OOX OOT upper [7/6890] h-h-h-l-h-h-h *AS* qcb+X core press 1 [1/2400] h *KD* *PR* qcf+X core press 2 [1/2400] h *KD* *PR* SSTST finisher [5/5530] h-h-h-h-h *KD* SOOXT straight [5/5710] h-h-h-h *KD* AERIAL COMBOS: ... SXXTO R1 ... SXXTO S+T (L2) CHANGE-UPS: OOXOOT - h h l h h h [6/6450] OOXT - h h l h [4/5000] f+TT - m h [2/2840] COMPLETE NORMAL COMBOS: SSTST [5/5530] SXTOT [5/5870] f+XO SS TTTT [8/6120] <> d+STT qcf+T [4/6460] SSTS! SXTOT [9/7380] TOOXOOTT [8/7470] TOOXOOT qcf+T [8/8040] qcf+T /\ SXTO R1 [15/11010] TOOXOOT /\ SXTO R1 [21/11250] SSTS! qcf+T /\ SXTO R1 [18/11840] SXT! qcf+T /\ SXTO R1 [18/11920] STT! qcf+T /\ SXTO R1 [17/12100] COMPLETE SUPER COMBOS: STT! b,f+T S+T /\ SXTO R1 [19/17515 (L1) SSTS! f+S+T [31/12205 (L2) TOOXOOT f+S+T [34/14685 (L2) SXX qcf+T /\ SXTO S+T [28/14840 (L2) TOOXOOT /\ SXTO S+T [30/15265 (L2) TTT b+S+T [17/14755 (L3) SXT! b+S+T [18/14860 (L3) SSTS! b+S+T [19/15700 (L3) SXT b,f+T b+S+T [19/16400] (L3) TOOXOOT b+S+T [20/18070] (L3) SSTS! d+X+O [38/20388 (L4) SXX qcf+T d+X+O [39/21723 (L4) TOOXOOT d+X+O [38/22868 (L4) STT qcf+T /\SXTO R1 \/d+X+O f,f qcf+T [51/27861] (L4) <> SXT qcf+T /\SXTO R1 \/ d+X+O qcf+O b,f+T [32/28837] (L4) (note: the b,f+T after a qcf+O causes the hit counter to go down) (and the b,f+T to do max damage) SXT qcf+T /\SXTO R1 \/d+X+O f,f qcf+T [44/28148] (L4) (if the last QCF+T does an "air seek", then finish with /\ SXTO R1) STT b,f+T b,f+T d+X+O qcf+T /\ SXTO R1 \/ qcf+T [54/28881] (L4) <> STT b,f+T b,f+T d+X+O qcf+T /\ SXXTO R1 \/ qcf+T [55/29381] (L4) <> STT qcf+T /\ SXXTO R1 \/ d+X+O f,f qcf+T /\ SXXTO R1 qcf+T [69/32054] (L4) <> STT! b,f+T S+T /\ SXXTO R1 \/ S+T b,f+T [21/21530] (L1,L1) <> SXT b,f+T S+T /\ SXTO R1 \/ S+T b,f+T [20/23880] (L1,L1) SXT! b,f+T S+T /\SXTO S+T \/b,f+T [29/18864] (L1,L2) STT b,f+T S+T /\ SXXTO R1 (T1) \/ S+T (T2) f+S+T [46/23215] (L1,L1,L2) <> ======================================================= 11. NIGHTCRAWLER ======================================================= GROUND STARTERS: OT! thrash [2/2660] h-h *ST* f+XXO stun kick [4/3415] h-l-l-h *ST* qcf+S! rolling rapier [2/3420] h-h *ST* SOT! thrash [3/3580] h* *ST* XOT! thrash [3/3680] h-h-h *ST* XXXO! mid kick [5/4315] h-h-l-l-h *ST* SSOT! thrash [4/4380] h-h-h-h *ST* TS rolling rapier [2/4460] h-h *ST* SXOT! thrash [4/4470] all h *ST* SSXXO! mid kick [5/4895] h-h-h-l-h *ST* SXXXO! stun kick [6/4985] h-h-h-l-l-h *ST* STS! roll rapier [4/5160] h-h-h-h *ST* XXTS! roll rapier [5/6020] h-h-h-h-h *ST* SXXTS! roll rapier [6/6450] h-h-h-h-h-h *ST* ws+O vault kick [1/1400] h *AS* b+T sword lifter [2/1615] h-h *AS* TT sword lifter [2/2165] h-h *AS* d+OO flip kick [2/2560] l-h *AS* f+OO flip kick [2/2830] h-h *AS* f+XTT sword up [3/3340] h-h-h *AS* f+XSS sword lifter [3/3770] h-l-h *AS* f+XOO kick lift [4/3910] h-h-h-h *AS* f+XOTS sword combo [6/4655] h-h-h-m-m-h *AS* SSXSS sword up [5/5210] h-h-h-l-h *AS* SSXOO flip kick [6/5270] h-h-h-h-h-h *AS* SXXSS sword up [5/5300] h-h-h-l-h *AS* SXXOO flip kick [5/5360] all h *AS* f+O rainbow kick [2/1710] h-h *KD* b,f+O reverse divekick [1/2300] h *KD* SSS push [3/3480] h-h-h *KD* f+XXOO slide [5/4315] h-l-l-h-l *KD* SSXXOO slide [7/5495] h-h-h-l-l-h-l *KD* AERIAL COMBOS: ... S S X X R1 [5/4077 = 1200 + 1170 + 960 + 402 + 345 + throw] ... S X X R1 [5/3487 = 1200 + 1080 + 460 + 402 + 345 + throw] ... S O R1 [6/2950 = 1200 + 450 + 400 + 350 + 300 + 250 + throw] ... S X O [3/3560 = 1200 + 1080 + 1280] ... S X T [3/3480 = 1200 + 1080 + 1200] ... d+SX CHANGE-UPS: SOOO - h h l h [4/4480] f+XXO - h l l h [4/3415] d+OO - l h [2/2560] f+XOTS - h h h m m h [6/4655] f+OT - h h m m [4/2835] *(keep in mind that NC has very few mid attacks so watch out - just block low!) COMPLETE NORMAL COMBOS: SXOT T [10/5541] SXOT SSS [7/6170] f+XXO [combo] f+XXOO qcf+X [7/5507] f+XXOO f+XXOO [10/5880] f+XXOO f+XOTS [10/5900] <<<< mid combo f+XXOO f+XOO [9/5925] f+XXOO f+XSS [8/5985] f+XXO b,f+O qcf+T [8/6235] f+XXOO TS [8/6275] SXO b,f+O qcf+T [7/6900] f+XXO R1 [7/6915] d+OO /\ SSXX R1 [11/9339] f+XOO /\ SSXX R1 [13/9604] f+XXO f+XOO /\SSXX R1 [17/9646] SSXXO! SSXOO /\ SO R1 [21/10205] <> COMPLETE SUPER COMBOS: f+XXO b,f+O S+T TS [12/14651] (L1) SXO b,f+O S+T TS [12/14956] (L1) SSXXO! X+O [9/12795] (L2) f+XXO f+XO X+O [10/12965] (L2) SSXXO SSXO X+O [14/14095] (L2) f+XXO b,f+O b+S+T TS [?/19756] (L3) SXO b,f+O b+S+T TS [?/20061] (L3) SSXXO! SSXO b+S+T TS [?/21156] (L3) SXX TS! b+S+T \/ TS [?/21411] (L3) <> SXX TS! b+S+T \/ XXXOO [?/21926] (L3) SXO b,f+O f+S+T f+S+T TS x4 [11/16623] (L4) SXO b,f+O b+S+T \/ S+T TS [11/23297] (L3,L1) f+XXO f+XO b+S+T (T3) \/b+S+T TS [12/26327] (L3,L3) SXO b,f+O b+S+T (T3) \/b+S+T TS [4/26362] (L3,L3) SSXXO! SSXO b+S+T (T3)\/b+S+T TS [?/29057] (L3,L3) <> (I added TS at the end for extra damage) TS f+S+T (b,f+K)x6 [7/17839] (L4) <> STS! f+S+T SXOT... [infinite] (L4) a simpler version of the freeze combo: this combo freezes the opponent indefinitely! you can win either by beating him up or waiting for time to run out. Super meters will not charge up during the freeze bug in the PS2, but you really won't need them anyways. all that matters is doing the S X O T while in the Level 4 super. <> SXX TS! f+S+T SXOT... [infinite] (L4) this was my original combo I used to discover this glitch. It does more initial damage, but is more to remember so a bit cumbersome. f+XXO b,f+O f+S+T f+S+T TS [infinite] (L4) just another way to get the freeze bug going (Nightcrawler's Counter pose is very short! He may duck an attack) ======================================================= 12. ROGUE ======================================================= GROUND STARTERS: f,f+T! shoulder charge [1/1850] h *ST* SS! stun jab [2/3115] h-h *ST* d+OO leg sweep [2/3125] l-l *ST* /\ qcf+S sugar and spice #1 [1/3250] h *ST* f+TTSS! stunner [4/5750] h-h-h-h *ST* TOTOS! stun mid [5/6310] h-h-h-l-h *ST* df+T pop fly [1/1750] h *AS* b+O leg lift [1/1850] h *AS* d+T d+T pop fly [2/3125] h-h *AS* qcf+T jaw splitter 2 [1/3250] h *AS* OO leg lift [2/3415] h-h *AS* f+ST launcher [2/3775] h-h *AS* SSS upper [3/4435] h-h-h *AS* XXT upper [3/4735] h-h-h *AS* STSS upper [4/5230] h-h-h-h *AS* SXXT upper [4/5650] h-h-h-h *AS* TOTT upper [4/5760] h-h-h-h *AS* f+TTSSS Rush combo [5/6740] h-h-h-h-h *AS* STOTOSS upper [7/7625] h-h-h-h-l-h-h *AS* b+T hammer fall [1/1950] m *KD* qcb+S belle ringer 1 [1/2750] h *KD* /\ qcf+T sugar and spice #2 [1/3250] h *KD* qcf+S jaw splitter 1 [1/2750] h *JU* AERIAL COMBOS: ... SXT R1 ... SXT qcf+O ... SXT S+T CHANGE-UPS: OTOS - h h l h [4/5510] OTOT - h h l m [4/5720] b+TS - m h [2/3435] COMPLETE NORMAL COMBOS: SXXX [4/5650] STOOT [5/6680] d+X d+T d+O d+O qcf+O [6/7000] STO TOS! T [7/7825] STO TOS! qcf+O [8/8125] STO TOS! XXX [9/8490] STO TOS! STO TOS! [12/8805] STO TOS! f+R1 [9/10265] SS qcf+S qcf+T /\ SXT qcf+S d+XOO [9/10780] STOTT /\ SXT qcf+O [9/11720] f+TTSSS /\ SXT R1 [10/12340] STO TOS! TOTT /\ SXT qcf+O [?/12360] <> SS! TOTT /\ SXT qcf+O [?/12220] <> SS qcf+T /\SXT R1 [8/12265] STO TOS! STOTT /\ SXT R1 [16/12875] STO TOS! qcf+S qcf+O /\ SXT R1 [13/13360] <> TOTOS qcf+S qcf+T /\ SXT R1 [12/13635] COMPLETE SUPER COMBOS: d+XTOO X+O [5/10000+] (L1) *reliable* STO TOS! X+O [11/12016] (L1) *absorb* STO TOS! b+T X+O [12/12796] (L1) *absorb* [tricky] STO TOS! qcf+S X+O [12/13116] (L1) *absorb* [tricky] SS qcf+S qcf+T /\ SXT qcf+S \/X+O [8/15000+] (L1) *reliable* STO TOS! STOTT /\SXT S+T \/d+OO [17/15005] (L1a) STO TOS! qcf+S qcf+O /\SXT S+T \/d+OO [14/15490] (L1a) STO TOS! S+T [11/15725] (L2) STO TOS! b+T S+T [12/16505] (L2) [tricky] STO TOS! qcf+S S+T [12/16825] (L2) [tricky] STO TOS! b+S+T [22/14565] (L2) STO TOS! b+T b+S+T [23/15345] (L2) [tricky] STO TOS! qcf+S b+S+T [23/15665] (L2) SS qcf+S qcf+T /\ SXT qcf+S b+S+T [23/17565] (L2) STO TOS b+T f+S+T [10/18525] (L3) STO TOS qcf+T f+S+T [9-10/13905-19045] (L3) STO TOS! STOTT f,f f+S+T [14/19480] (L3) [tricky] STO TOS b+T f+S+T OO /\ SXT R1 [17/23595] (L3) STO TOS qcf+T f+S+T OO /\ SXT R1 [16-17/18975-24115] (L3) STO TOS! b+T f+X+O [11/22745] (L4) SS! STOTT.. f+X+O [11/22965] (L4) <> STO TOS! qcf+T f+X+O [11/23265] (L4) [tricky] SS! STOTT /\ SXT S+T \/ b+S+T [24/18045] (L1,L2) <> STO TOS! STOTT /\SXT S+T \/b+S+T [31/19235] (L1,L2) STO TOS! qcf+S qcf+O /\ SXT S+T \/ b+S+T [28/19720] (L1,L2) SS qcf+S qcf+T /\ SXT S+T \/b+S+T [24/20025] (L1,L2) *reliable* SS! b+T f+S+T f,f b+S+T [16/18305] (L3,L2) <> STO TOS! qcf+S f+S+T f,f b+S+T [26/23405] (L3,L2) STOTOS! STOTT f,f f+S+T f,f b+S+T [30/24040] (L3,L2) SSS f,f f+S+T f,f b+O /\ SXT S+T \/ d+OO [?/?] (L3,L2) <> STO TOS b+T f+S+T OO /\ SXT S+T \/ b+S+T [32/25467] (L3,L1,L2) STO TOS qcf+T f+S+T OO /\ SXT S+T \/ b+S+T [31-32/20847-25987] (L3,L1,L2) SS b+T f+S+T OO /\SXT S+T \/b+S+T [27-28/20122-25262] (L3,L1a,L2) (after the OO, if combo is 8 hits, then continue the combo) (after the OO, if combo is 7 hits, then finish with SXT R1) *infinite only in subway station* (the short ceiling with her air throw causes the enemy to fall very slowly) OO /\ SXXT R1 \/ [b+O /\ SXXT R1] [?/?] <> ======================================================= 13. FORGE ======================================================= GROUND STARTERS: qcb+X S qcb+S trap shot [1/1000] h *ST 1 sec* f+X! groin kick [1/1400] h *ST* d+XT low rifle [2/2380] l-h *ST* SX! groin kick [2/2560] h-h *ST* f+STTT! ranged stun [4/4180] h-h-U-U *ST* b+T backhand [1/1600] h *AS* df+T flare shot [1/1600] h *AS* d+X ws+T low kick lift [2/2740] l-h *AS* f+TS elbow/lift [2/2940] m-h *AS* f+SS! gun pop [3/4020] h-h-h *AS* SXOT gun lift [4/4702] h-h-l-h *AS* SXST gun lift [4/4800] h-h-h-h *AS* STSST gun lift [5/5700] h-h-h-h-h *AS* SSST gun pop [5/5840] h-h-h-h-h *AS* SXSST gun pop [6/6490] h-h-h-h-h-h *AS* b+O roundhouse [1/1600] h *KD* SXOX dash knee [4/4720] h-h-l-h *KD* qcb+X X qcb+S launch orb [1/2600] h *JU* AERIAL COMBOS: ... SXO R1 ... SXOOO ... SXO S+T CHANGE-UPS: SXOT - h h l h [4/4720] SXOX - h h l h [4/4720] SXOO - h h l h [4/4720] XTTT - h m m m [4/4700] f+TS - m h [2/2940] COMPLETE NORMAL COMBOS: SXOX [4/4434] SXOO [4/4720] f+STTT! T [5/5200] d+SXTOO [5/5610] (must be very close to work) SX R1... [6/6061] STXTTT [6/6140] SX! STTT [6/6210] SX! TXTTT [7/6700] d+SXT TXTTT [8/6970] SST /\ SXO R1 [9/9915] SXOT /\ SXO R1 [11/10070] SX! SST /\ SXO R1 [13/11245] d+SXT! SSST /\ SXO R1 [15/11310] SXSST /\ SXXO R1 [14/11450] COMPLETE SUPER COMBOS: d+SXT S+T [13/8250] (L1) SXST.. S+T [14/9520] (L1) SXSST.. S+T [16/11210] (L1) SXSST /\ SX \/ S+T [18/12080] (L1) d+SXT f+S+T [4/10830] (L2) SXSST.. f+S+T [7/13790] (L2) SXSST /\ SX \/ f+S+T [9/14660] (L2) SXSST /\ SXO.. S+T [14/11645] (L2) SXST.. X+O X qcb+S* [5/15550] (L3) SXSST.. X+O X qcb+S* [7/17240] (L3) SXSST /\ SX \/ X+O X qcb+S* [9/18110] (L3) *(change your gun (qcb+X) to beam shot (T) and can follow it with a qcb+S) (to time the qcb+S, finish the move when they bounce off the ceiling) SXST.. d+S+T tap X [34/13800] (L3) SXSST.. d+S+T tap X [36/15490] (L3) SXSST ~ b+S+T *qcb+S [63/21000+] (L4) *varies* (the higher they are, the better the damage) SXSST b+S+T *qcb+S [62/22450] (L4) SXSST /\ SX \/ b+S+T *qcb+S [64/23320] (L4) *(change your gun (qcb+X) to beam shot (T) and can follow it with a qcb+S) (to time the qcb+S, finish the move EXACTLY when the super stops hitting) R1 X+O X S+T [15/17081] (L3,L1) SXSST X+O X S+T [17/20070] (L3,L1) SXSST /\ SX \/ X+O X S+T [19/20940] (L3,L1) f+STTT! X+O X f+S+T [6/19310] (L3,L2) SXSST X+O X f+S+T [8/21620] (L3,L2) SXSST /\ SX \/ X+O X f+S+T [10/22490] (L3,L2) SX R1 X+O O (T3) X+O O *qcb+S [9/24141] (L3,L3) SXSST /\ SX \/ X+O X (T3) X+O X *qcb+S [/] (L3,L3) SXSST /\SXXO \/X+O O (T3) X+O O *qcb+S [12/25080] (L3,L3) *(change your gun (qcb+X) to beam shot (T) and can follow it with a qcb+S) (to time the qcb+S, finish the move when they bounce off the ceiling) SXSST /\ SXXO S+T \/ X+O O S+T [26/19710] (L2a,L3,L1) *varies* ======================================================= 14. JUGGERNAUT ======================================================= GROUND STARTERS: d+T groin jab [1/1550] h *ST* f+S! dual fists [1/1650] h *ST* TT power sweep [2/3395] h-h *ST* f+XT knuckle down [2/3495] h-h *ST* SSS axe swing [3/3975] h-h-h *ST* f+XXT knuckles [3/4865] h-h-h *ST* SXXXTT finisher [6/7165] h-h-h-h-h-h *ST* f+SS overhead [2/3405] h-m *KD* b,f+O overhead slam [1/3550] m *KD* OX head butt [2/3615] h-h *KD* f+XXX headbutt [3/4705] h-h-h *KD* SXOX headbutt [4/5600] h-h-h-h *KD* f+SXXX beat down [4/5830] h-h-h-h *KD* b+O uppercut [1/1850] h *JU* f+XO juggle lift [2/2865] h-h *JU* SO juggie upper [2/3015] h-h *JU* b,f+X upper burst [1/3450] h *JU* f+STS triple juggle [3/4125] h-h-h *JU* SSO juggie upper [3/4135] h-h-h *JU* AERIAL COMBOS: ... /\ XXT qcf+T CHANGE-UPS: f+SS - h m [2/3405] XOT qcf+X - h h m h [4/7400] COMPLETE NORMAL COMBOS: SO.. b,f+T [3/6095] OX b,f+S [4/6540 ] f+STTSS [5/6710] f+STTTT [5/6760] f+STS b,f+T [4/6820] d+SXO qcf+X [4/6850] f+SXO.. qcf+X [4/6910] ST b,f+T [4/7080] f+XXT.. TT [5/7180] ST b,f+O qcf+O [4/7651] SXOT qcf+X [5/7840] SXO b,f+O b,f+X [5/8860] SXO b,f+O b,f+S [6/8935] f+XT b,f+X b,f+T [4/8950] O b,f+O qcf+O [5/9246] f+SXXX qcf+O [7/9931] f+XT b,f+O OT qcf+X [6/10675] SXO b,f+O qcf+O [6/10891] SXXX OXX qcb+T [8/11205] <> f+XT O b,f+O qcf+O [7/11641] COMPLETE SUPER COMBOS: f+XXT b,f+O X+O [8/12950] (L1) f+XXT! b,f+O S+T..OT [8/17295] (L2) f+XXT b,f+O b+S+T [7/19290] (L3) SXXXTT! f+S+T ..qcf+X [18/24005] (L4) <> f+XXT! b,f+O f+S+T ..qcf+X [16/24960] (L4) f+XXT b,f+O S+T X+O [9/17590] (L2,L1) f+XXT b,f+O S+T b+S+T [9/22414] (L2,L3) f+XXT b,f+O S+T (T2) S+T (T2) S+T OT [12/24405] (L2,L2,L2) SXXXTT! X+O f,f S+T b+S+T [15/21087] (L1,L2,L3) <> ======================================================= 15. HAVOK ======================================================= GROUND STARTERS: b+T! lateral blows [2/1805] h-h *ST* TT! elbow rush [2/2705] h-h *ST* b+ST! stun elbow [2/2850] h-h *ST* SXX! stun kick [3/3310] h-h-h *ST* b+XXX! slice kicks [3/3830] h-h-h *ST* f,f+O spear kick [1/2700] h *AS* qcb+O sensational kicks [3/2700] h-l-h *AS* qcb+S upper combo [2/2755] h-h *AS* b,b+TT chaos uppercut [2/4360] h-h *AS* SSTT plasma up [5/5470] h-h-h-h-h *AS* b+O sky kick [1/1400] h *KD* f+OO knee-side kick [2/2980] h-h *KD* b+T,T havok hammer [3/3405] h-h-m *KD* b+SXO forward kicks [3/3780] h-h-h *KD* df+S mini-launch [1/1300] h *JU* b,b+T swinging uppercut [1/2200] h *JU* f+TT elbow upper [2/2750] m-h *JU* SST knuckle up [4/4030] h-h-h-h *JU* AERIAL COMBOS: ... SSXX (R1_O O_T_S+T) <> ... SXX R1 ... SX S+T CHANGE-UPS: f+TT - m h [2/2750] b+TT - h h m [3/3405] qcb+O - h l h [3/2700] COMPLETE NORMAL COMBOS: TT (blocked) [any throw] [3700] b+XTT [4/4360] STT! b+TT [6/5955] b+XXX! b+XXX [6/6370] STT!.. OO [5/6420] b+XXX!.. OO [5/6530] STT! b+XTT [7/6550] b+XXX! f+TT.. f,f+T [6/7310] b+XXX! qcb+O /\ SX R1 [9/10515] b+TT SSTT /\ SXX R1 [12/10910] TT SSTT /\ SXX R1 [10/11640] COMPLETE SUPER COMBOS: TT SSTT /\ SXX R1 \/ f+S+T [20/17500] (L1) TT SSTT /\ SXX S+T [23/14940] (L2) b+XXX! SSTT /\ SSXX d+O R1 X+O qcf+T* [15/23560] (L3) <> *(I added the qcf+T for more damage) TT SSTT /\ SXX R1 \/ X+O qcf+T [11/24020] (L3) b+XXX SSTT /\SSXX d+O R1 b+X+O [15/27315] (L4) <> TT SSTT /\ SXX R1 \/ b+X+O [11/27340] (L4) TT SSTT /\ SXX R1 \/ X+O.. S+T [24/27518] (L3,L2) TT SSTT /\ SXX R1 \/X+O (T3) X+O qcf+T [13/30800] (L3,L3) (kills Group II and III characters) ======================================================= 16. LADY DEATHSTRIKE ======================================================= GROUND STARTERS: b+S! stun palm [1/1400] h *ST* f+T! chest exam [2/2280] h-h *ST* ST! stun jab [2/2460] h-h *ST* b+TT! stun palm [2/2660] h-h *ST* XT! stretch [2/2920] h-h *ST* f+S b+S! upon hit [2/3555] h-h *ST* SXT! stretch [3/3810] h-h-h *ST* SSTTTS! sneaky stun [6/5460] h-h-h-h-h-h *ST* qcf+S S finger lifter [1/1800] h *AS* TT claw lift [2/3040] h-h *AS* f,f+S samurai charge [2/3420] h-h *AS* b+STT claw sky [3/4120] h-h-h *AS* qcb+X TT claws up [4/5535] m-m-h-h *AS* b+OO ankle-high kick [2/2730] h-h *KD* TS power palm [2/3040] h-h *KD* f,f+T deadly needle [2/3040] h-h *KD* qcb+X deadly flip [2/3135] m-m *KD* STX wheel kick [4/3585] h-h-h-h *KD* SXO hook kick [3/3730] h-h-h *KD* STT power palm [3/3900] h-h-h *KD* f,f+O piston kicks [2/2945] h-h *JU* qcf+S OO flips [3/3535] h-h-h *JU* df+O O flip kicks [3/3535] h-h-h *JU* TO flip kick [2/3760] h-h *JU* f,f+TO deadly kicks [2/3760] h-h *JU* b+STO claw-kick [3/4760] h-h-h *JU* qcb+X O flip kick [3/5055] m-m-h *JU* AERIAL COMBOS: ... S X T O R1 CHANGE-UPS: SXXT - h h l h [4/6020] b+OXOT - l h h l h [5/5795] f+OT - h h l h [4/3660] ST qcb+X TT - h h m m h h [6/6695] COMPLETE NORMAL COMBOS: STST [4/4840] ST f+OT [6/5240] b+OXOT [5/5795] SXT OO [5/5800] SXT! TS [5/5890] ST b+R1 [3/5910] SXXT [4/6020] ST R1 [3/6110] SXT TO [super]... [5/6370] SXT! f+TT [6/7120] SXT XXT [6/7370] SSTTTS! TOTO [10/7380] SXT TO f+OT [9/7830] SXT! TO .. TO [7/8130] ST TT /\ SXTO R1 [9/10570] SSTTTS! TT /\ SXTO R1 [13/10585] SXT! TT /\ SXTO R1 [?/11070] SXT! TO /j\ SXTO R1 [?/11285] SXT f,f+S /\ SXTO R1 [10/11330] b+STO.. TT /\ SXTO R1 [?/12020] COMPLETE SUPER COMBOS: SXT! S+T [10/10310] (L1) b+STO.. S+T [10/11260] (L1) ST b+R1 S+T [10/12410] (L1) SXT TO (they land) S+T [12/12870] (L1) SSTTTS! TO S+T [15/13320] (L1) f+S b+S X+O [7/11655] (L2) SXT! X+O [8/11910] (L2) b+STO X+O [8/12860] (L2) SSTTTS! X+O [11/13560] (L2) SXT! TO X+O [10/14470] (L2) SXT! f+S+T [12/15110] (L3) SXT! TT f+S+T [14/17190] (L3) SXT! TO f+S+T [14/17670] (L3) SSTTTS! TO f+S+T [17/18120] (L3) SXT! b+S+T [16/19490] (L4) b+STO b+S+T [16/20440] (L4) SSTTTS! TO b+S+T [21/21140] (L4) ST b+R1 b+S+T [16/21590] (L4) SXT TO (they land) b+S+T [18/22050] (L4) ST TT /\ SXTO \/ b+S+T [21/22900] (L4) SXT! X+O \/ S+T [14/15210] (L2,L1) SXT! TO X+O \/ S+T [17/18370] (L2,L1) SSTTTS! X+O \/ S+T [18/17460] (L2,L1) SXT TO X+O \/ (they land) S+T [17/18370] (L2,L1) SXT TO X+O \/(after bounce) f+S+T [19/21250] (L2,L3) b+STO X+O \/ f+S+T [17/19640] (L2,L3) SSTTTS! X+O \/ f+S+T [20/20340] (L2,L3) SXT! TO X+O \/ f+S+T [19/21250] (L2,L3) (In her Counter pose, she leans far back, so may evade) ======================================================= 17. BETSY ======================================================= GROUND STARTERS: qcb+T! piercing knife [1/2200] h *ST* b+TT stun punch [2/2650] h-h *ST* f,f+OXS! stun blade [3/3780] h-l-h *ST* qcf+T ninja assault [4/2890] h-h-h-h *AS* f+O round-axe kick [2/1710] h-m *KD* qcf+S ripline fists [3/2700] h-h-h *KD* SXO hook kick [4/3630] h-h-h-m *KD* f+STTT blade thrusts [4/4040] h-h-h-h *KD* b+TTO high kick [3/3770] h-h-h *JU* AERIAL COMBOS: ... S X O R1 ... S X O qcb+O CHANGE-UPS: f,f+OXS - h l h [3/3780] XO - h h m [3/2730] f+STOOX - h h m h h h h [7/5505] COMPLETE NORMAL COMBOS: SXO f+O [6/4620] f+STOOX [7/5505] SXO d+XTOO [9/5565] qcb+T! TTSS [5/5890] SXO b+TTOO [8/6230] qcb+T d+SXTOO [7/6245] qcb+T f+STOOX [8/6945] f,f+OXS! f+STOOX [10/7005] <> TT qcb+T! qcf+T /\ SXO R1 [15/8945] f,f+OXS! qcf+T /\ SXO R1 [13/9830] f,f+OXS! TT qcf+T /\ SXO R1 [15/9880] f,f+OXS! f,F STTT qcb+T qcf+T /\ SXO R1 [19/10595] [tricky] <> qcb+T f+STTT qcf+T /\ SXO R1 [15/10770] f,f+OXS! qcb+T qcf+T /\ SXO R1 [14/10780] [tricky] COMPLETE SUPER COMBOS: qcb+T S+T /\ SXO R1 [15/13085] (L1) b+TT S+T /\ SXO R1 [16/13125] (L1) SXO X+O [10/10930] (L2) f+STTT X+O [10/11340] (L2) b+TT! qcf+S X+O [11/12050] (L2) TT qcb+T! qcf+S X+O [14/12445] (L2) f,f+OXS! qcf+S X+O [12/12880] (L2) f,f+OXS! XO X+O [12/12910] (L2) [tricky] qcb+T f+STTT X+O [11/13070] (L2) f,f+OXS! f+STTT X+O [13/13710] (L2) f,f+OXS! f,f STTT qcb+T qcf+T /\ SX qcb+X \/ X+O [23/14715] (L2) [tricky] <> SXO b+S+T [17/16381] (L3) b+TT! b+TT! b+S+T [17/17491] (L3) f,f+OXS! XO b+S+T [19/18361] (L3) f,f+OXS! qcf+T /\\/ b+S+T [20/18401] (L3) f,f+OXS! f,f STTT qcf+S b+S+T [24/19156] (L3) [tricky] <> qcb+T f+STTT qcf+T /\\/ b+S+T [22/19711] (L3) f+STTT f+S+T [9/20290] (L4) TT qcf+S f+S+T [12/20375] (L4) TT qcb+T! f+STTT f+S+T [14/21885] (L4) qcb+T f+STTT f+S+T [10/22020] (L4) f,f+OXS! f+STTT f+S+T [12/22660] (L4) <> (I modified the original combo for more damage) qcb+T S+T /\\/ (wait a bit) b+S+T [13/19196] (L1,L3) (SXO doesn't KD Sabretooth) ======================================================= 18. BASTION ======================================================= GROUND STARTERS: SXS! stun jab [3/3680] h-h-h *ST* SOO! stun kick [3/3750] h-h-h *ST* qcb+O crazy kicks [3/2835] h-l-h *AS* f,f+T gut buster uppercut [2/3420] h-h *AS* f+TTT double tap lift [4/3940] h-h-h-h *AS* STT punch upper [5/4760] h-h-h-h-h *AS* SXT stun upper [4/5260] h-h-h-h *AS* XS XT [5/6120] h-h h-h *AS* XST XT [6/6580] h-h h-h *AS* b+O high angle kick [1/1700] h *KD* SXXXO axe kick [4/4730] h-h-h-h m *KD* f,f+S uppercut [1/2000] h *JU* b+SS juggler [2/3020] m-h *JU* AERIAL COMBOS: ... S X T O R1 qcf+S ... S X T O S+T CHANGE-UPS: qcb+O - h l h [3/2835] b+SS - m h [2/3020] COMPLETE NORMAL COMBOS: XSS [4/4160] d+SOO [3/4290] d+SXTOO [5/6060] XSTSTS [6/6080] [tricky] SOO! XSS [7/6470] SOO! SXXX [7/6800] SOO SXSS [8/6900] SOO! b+SS qcf+S [6/7410] SOO! qcb+O /\ SXTO R1 [12/11080] SOO! XTT /\ SXTO R1 [12/11720] XS XT /\ SXTO R1 \/ qcf+S [12/11980] COMPLETE SUPER COMBOS: SOO! b+SS S+T [11/11510] (L1) SOO! STTT S+T [14/12380] (L1) XS XT... S+T [12/12770] (L1) SOO! f+S+T [18/12300] (L2) SOO! b+SS f+S+T [20/14360] (L2) SOO! STTT.. f+S+T [23/15230] (L2) SOO! STTT /\ SXTO S+T [34/15910] (L2) XS XT /\ SXTO S+T [31/16490] (L2) SOO! STTT /\ SXTO R1 \/ X+O [22/15990] (L3) SOO! b+SS X+O [22/16520] (L3) SOO! STTT /\\/ X+O [26/18020] (L3) XS XT /\\/ X+O qcf+S [19/20660] (L3) SOO! STTT b+S+T [23/20180] (L4) (varies greatly) XS XT /\ SXTO S+T \/ X+O qcf+S [31/22714] (L2a,L3) XS XT /\\/ X+O (T3) X+O qcf+S [9/23684] (L3,L3) (note: doing a qcf+S or X+O after the X+O causes hit counter to count DOWN;) (the qcf+S damage is also counted as 3200 = MAX!!! The other damage) (is still counted normally) ======================================================= 19. SENTINEL A ======================================================= GROUND STARTERS: X! shin kick [1/1450] h *ST* T! stun axe [1/1650] h *ST* d+O big sweep [1/1750] h *ST* SX stun boot [2/2755] h-h *ST* SO stun punt [2/3025] h-h *ST* OO big step [2/3235] h *ST* SSO! step 1 [3/4245] h-h-h *ST* SSS! stun clobber [3/4245] h-h-h *ST* b+SSS! stun spin [3/4445] m-h-h *ST* f+S elbow hack [1/1850] h *KD* b+O axe kick [1/2050] h *KD* f,f+T crushing fist [6/3780] h *KD* TT axe juggle [2/3765] h-h *JU* AERIAL COMBOS: none I know of CHANGE-UPS: b+S S S - m h h [3/4445] b+S T - m h [2/3405] COMPLETE NORMAL COMBOS: f+OT [2/3405] SXX [3/4235] f+OSS [3/4435] SSOO [4/5400] SS f+TT [4/5440] b+X b+O qcb+S d+X [11/5868] b+X b+O qcf+T [4/6530] SSO! f,f+S [4/6590] b+X b+O TT TT [6/8425] SSS! TT.. TT [7/8575] [tricky] b+SSS TT b,b+T [6/8685] b+SSS! TT.. TT [7/8775] [tricky] COMPLETE SUPER COMBOS: b+X b+O qcb+S d+S+T [11/11473] (L1) b+SSS TT d+S+T [6/12760] (L1) SSS! b+S+T SSSS T [28/13389] (L2) [tricky] b+SSS TT S+T [19/14850] (L2) b+SSS! TT.. TT S+T [21/16615] (L2) b+SSS! f+S+T [4/15645] (L3) b+SSS TT f+S+T [6/18210] (L3) b+SSS f+X+O b+O [9/21155] (L4) b+SSS! f+X+O qcb+O [9/22455] (L4) ======================================================= 20. SENTINEL B ======================================================= GROUND STARTERS: f,f+O! side kicks of doom [2/1900] h-h *ST* f,f+T! shoulder smack [1/2000] h *ST* b+TT! stun jabs [2/2660] h-h *ST* b+TO! stun kicks [3/3100] h-h-h *ST* df+O launcher kick [1/1800] h *AS* TT uppercut [2/2560] h-h *AS* b+ST upper [2/2860] m-h *AS* qcb+S ion uppercut [1/3400] h *AS* STT uppercut [3/3490] h-h-h *AS* f+STT mega lifter [3/3490] h-h-h *AS* f,f+OO fly kicks [4/3550] h-h-h-h *AS* b+TOO sky kicks [5/4530] h-h-h-h-h *AS* OO axe kick [2/2860] h-m *KD* STOO axe kick [4/4630] h-h-h-m *KD* d+O pop kick [1/1500] h *JU* d+TT juggler fist [2/2840] h-h *JU* AERIAL COMBOS: ... SSXO R1 ... SSX qcf+O CHANGE-UPS: TOO - h h m [3/3860] b+ST - m h [2/2860] COMPLETE NORMAL COMBOS: f+TTX [3/4020] OX f+T [3/4160] f+TTSS [4/4760] SS qcf+S [12/4488] SS qcf+T qcf+T [24/4900] SSOO [4/4950] b+TT! XX [4/5040] d+XTT qcf+S [13/5321] b+TO f+TTSS [7/6180] d+XTT b,f+T [4/6260] b+TO b+R1 [5/6801] b+TO TT /\ SXO R1 [10/9450] b+TT! b+TOO /\ SSXO R1 [13/10080] b+TT! STT /\ SSXO R1 [11/10240] b+TT! b+ST /\ SSXO R1 [10/10290] b+TO qcb+S /\ SXO R1 [9/10450] f,f+T qcb+S /\ SSXO R1 [8/11430] COMPLETE SUPER COMBOS: b+TO! qcb+S /\ SXO X+O \/ d+XX [15/11050] (L1) b+TT! f+S+T /\ SXO R1 [13/15145] (L1) b+TO qcb+S.. f+S+T /\ SXO R1 [14/17225] (L1) b+TT! STOO S+T [18/13594] (L2) b+TO qcb+S /\ SXO S+T [21/14414] (L2a) b+TT! b+TOO /\ SXO S+T [24/13894] (L2a) b+TT! qcb+S /\ SXO S+T [20/14684] (L2a) b+TT! STT X+O [62/15959] (L4) b+TO! qcb+S f+S+T (T1) /\SXO X+O \/d+XX [22/16805] (L1,L1) b+TO! qcb+S f+S+T /\ SXO S+T [27/18347] (L1,L2a) ======================================================= 21. PSYLOCKE ======================================================= GROUND STARTERS: T! kitana slash [1/1500] h *ST* ST! kitana slash [2/2550] h-h *ST* b+TT! sneak attack [2/2850] h-h *ST* qcf+S ninja assault 1 [1/2900] h *ST* f,f+OXS! psi stab [3/3780] h-l-h *ST* ws+O flip kick [2/1900] h-h *AS* qcf+T ninja assault 2 [2/2820] h-h *AS* f+O double kicks [2/1710] h-m *KD* SXO hook kicks [4/3630] h-h-h-m *KD* AERIAL COMBOS: ... SXO R1 ... S+T CHANGE-UPS: f,f+OXS - h l h [3/3780] f+STOOX - h h m m h h h [6/5855] COMPLETE NORMAL COMBOS: SXO f+O [6/4620] d+SXTO [6/4705] STOX [4/4790] b+TTOO [4/5160] <> f+STOOX [6/5855] <> b+TT! SXO qcb+X XX f+T [10/6870] b+TT! f+STOOX [8/7085] f,f+OXS! f+STOOX [9/7205] f,f+OXS XO qcf+T /\ SXO R1 [13/10892] b+TT! SXO qcf+T /\ SXO R1 [14/10922] qcf+S SXO qcf+T /\ SXO R1 [13/11957] COMPLETE SUPER COMBOS: b+TT! S+T /\ SXO R1 [16/13715] (L1) f,f+OXS S+T /\ SXO R1 [17/14225] (L1) b+TT! SXO qcf+T /\ S+T \/ d+XO [14/11022] (L1) f,f+OXS! XO X+O [12/12910] (L2) b+TT! SXO X+O [12/12940] (L2) b+TT! SXO.. XO f+S+T [39/18780] (L3) b+TT! SXO qcf+T /\ d+SXT \/ f+S+T [41/19452] (L3) b+TT! b+S+T [25/17318] (L4) b+TT! SXO.. XO b+S+T [32/21038] (L4) b+TT! SXO qcb+X XX b+S+T [32/21188] (L4) <> f,f+OXS XO qcf+T /\d+S XT \/b+S+T [34/21680] (L4) qcf+S SXO qcf+T /\ d+S XT \/b+S+T [33/22755] (L4) <> b+TT! S+T (T1) /\ S+T d+XO [16/11926] (L1,L1) f,f+OXS S+T /\ d+SXT \/ f+S+T [44/17915] (L1,L3) qcf+S R1 f+S+T (T3) f+S+T [34/25830] (L3,L3) b+TT SXO..XO f+S+T (T3) f+S+T [39/26100] (L3,L3) b+TT! SXO qcf+T /\ d+S XT \/ f+S+T (T3) f+S+T [41/26772] (L3,L3) qcf+S SXO qcf+T f+S+T (T3) f+S+T [37/26967] (L3,L3) <> qcf+S SXO qcf+T /\ d+S XT \/f+S+T (T3) f+S+T [40/27817] (L3,L3) <> (Like Betsy, SXO won't KD Sabretooth) ======================================================= 22. BISHOP ======================================================= GROUND STARTERS: d+T! gun punch [1/1400] h *ST* SOO! stun kick [3/3840] h-h-h *ST* SXTT punch lift [4/4880] h-h-h-h *AS* SOOX axe kick [4/4960] h-h-h-m *KD* f,f+S jawbreaker [2/3610] h-h *JU* AERIAL COMBOS: ... S X T O R1 CHANGE-UPS: SOOX - h h h m [4/4960] f,f+OXOTS - h h h m h h [6/7030] COMPLETE NORMAL COMBOS: d+SXTO [4/4540] SSTT [4/4640] SXXX [4/4800] f+STTOX [5/5460] SOO! f+TT [6/5545] SOO! f+STT [6/6190] SOO! XXX [6/6460] SOO! OOX [6/6580] f,f+OXOTS [6/7030] SOOXOOX [7/7240] SOO! f,f+S T [8/7390] b+R1 /j\ SXTO R1 [7/9851] SOO! SXTT /\ SXTO R1 [13/11720] SOOX.. TT /\ SXTO R1 [12/11800] OOX TT /\ SXTO R1 [11/11820] *freeze glitch combo* b+R1 (as the guy flies over) O (at Bishop's head level) - if done right, the opponent will float in place, but cannot be attacked any further, so make sure you have more life than they do or else you will lose by time. COMPLETE SUPER COMBOS: SOO! X+O [14/11100] (L2) f,f+S T X+O [15/12100] (L2) SOO! f,f+S T X+O [18/13990] (L2) b+R1 b+X+O [17/9801] (L2) SOOX b+X+O [18/11120] (L2) SOO! SXTT b+X+O [21/13140] (L2) SOOX.. TT b+X+O [21/13260] (L2) SOO! f,f+S T b+X+O [22/13550] (L2) SOOX f+S+T [11/16260] (L3) SOOX f+X+O [7/20760] (L4) b+R1 b+X+O (T2) X+O [26/13321] (L2,L2) SOO! SXTT b+X+O (T2) X+O [32/17496] (L2,L2) SOOX.. TT b+X+O (T2) X+O [32/17616] (L2,L2) SOO! f,f+S T b+X+O (T2) X+O [33/17950] (L2,L2) ======================================================= 23. BLOB ======================================================= GROUND STARTERS: X! mighty kick [1/1650] h *ST* f+X! stagger kick [1/2050] h *ST* SS! stun slap [2/3035] h-h *ST* SX! stun boot [2/3035] h-h *ST* b,f+O tremor [1/3350] l *PR* *ST* b+OS! low kick spin [2/3435] l-h *ST* b,f+TT cranium crash [2/5415] h-h *KD* b,f+X aftershock [1/3350] l *PR* *KD* TS punch [2/3405] h-m *KD* STS punch [3/4595] h-h-m *KD* STT backhand [3/4595] h-h-h *KD* SXO juggle foot [3/4755] h-h-h *KD* SOT backhand [3/5045] h-h-h *KD* XOT big slap [3/5145] h-h-h *KD* d+T belly lifter [1/1705] h *JU* TT backhand [2/3405] h-h *JU* d* T two scoops [2/3785] h-h *JU* TST backhand [3/4965] h-m-h *JU* f+SST backhand [4/5490] m-m-m-h *JU* SXOT backhand [4/6120] h-h-h-h *JU* AERIAL COMBOS: none CHANGE-UPS: b+OSS - l h m [3/4915] TS - h m [2/3405] f+TT - m h [2/3305] COMPLETE NORMAL COMBOS: (note: doing any non-super move after the OT is ROLLABLE, so omit it for security) d+ST b,f+X [3/5705] SSOS [4/6120] SXOO [4/6260] OTOO [8/6710] SX b+R1 [4/6835] SXO SSS [5/6950] SX R1 [7/7035] SX d+R1 [7/7553] SXO f,f+SS [5/7880] SXOT b,f+X [5/8130] SXO XOO [10/8145] OTOX [4/8180] OX.. OTOO [10/9105] f+SST.. OTOO [12/9063] TST.. OTOO [11/9296] SXOT f,f+OXO OOOO [11/9486] <> STST.. OTOO [12/9533] [tricky] SXOT.. OTOO [12/9693] f+SST.. OTOX [8/9750] STT OTOX [7/9835] SXOT OT f,f+SS [8/10070] b,f+TTT f,f+SS [5/10100] TST.. OTOX [7/10205] OX .. OTOX [6/10215] XOT.. OTOX [7/10385] b,f+TTT OTOO [11/11306] b,f+TTT OTOX [7/12215] XOT [OT] [semi-infinite] (THIS CAN BE ROLLED after the first OT. However, if they don't, just tap the OT smoothly and you can keep going until you hit a wall. By then you should have enough meter to do either a S+T or X+O or a simple OTOX) COMPLETE SUPER COMBOS: (note: doing any non-super move after the OT is ROLLABLE, so omit it for security) TST b,f+X S+T [5/13610] (L1) SXOT b,f+X S+T [6/14430] (L1) SXOT OT* S+T [7/14685] (L1) *can start doing the semi-infinite for more damage (ROLLABLE) SX f+S+T [?/10035] (L2) TST f+S+T [?/11595] (L2) SXOT f+S+T [?/13120] (L2) TST d+X+O [5/22310] (L4) SXOT b,f+X d+X+O [6/23130] (L4) TST OT b,f+X d+X+O [?/24315] (L4) SXOT OT* d+X+O [7/23385] (L4) *can start doing the semi-infinite for more damage (ROLLABLE) TST b,f+X X+O S+T [10/22340] (L3,L1) SXOT b,f+X X+O S+T [11/23160] (L3,L1) SXOT OT* X+O qcb+S S+T [14/29475] (L3,L1) *can start doing the semi-infinite for more damage (ROLLABLE). SXOT b,f+X X+O(T3)X+O qcb+S b,f+X [18/33105] (L3,L3) <> (kills everyone but Blob and Juggie) SXOT OT X+O(T3)qcb+S X+O qcb+S XO [?/42060] (L3,L3) *kills all* TST OT b,f+X X+O (T3) qcb+S X+O qcb+S [?/39280] (L3,L3) *kills all* SXOT b,f+X X+O (T3) qcb+S X+O qcb+S b,f+X [22/41655] (L3,L3) *kills all* <> (after second super: 34255 dmg which can kill everyone, even Juggs = 30546) TST f+S+T X+O qcb+S S+T [?/29605] (L2,L3,L1) SXOT f+S+T X+O qcb+S S+T [?/30220] (L2,L3,L1) (kills Group II and III characters) ======================================================= 24. DARK PHOENIX ======================================================= GROUND STARTERS: OX! stun kick [2/2165] h-h *ST* f,f+X! ember kick [2/2280] h-h *ST* f+ST TK snag [2/2480] h-h *ST* TT b+S TK pull [3/3680] h-h-h *ST* STX! stun kicks [4/4170] h-h-h-h *ST* d+XX leg lift [2/2370] l-h *AS* f,f+TT turn and burn [2/2680] h-h *AS* OXX fly kicks [4/3440] h-h-h-h *AS* f,f+XX lift kick [4/3555] h-h-h-h *AS* f+STOX fly kicks [6/4690] h-h-h-h-h-h *AS* STXX fly kicks [6/5105] h-h-h-h-h-h *AS* /\ qcf+X searing corkscrew 1 [1/1700] h *KD* SSXXO hook kick [5/5385] h-h-m-h-m *KD* SXTXXO hook kick [6/5945] h-h-h-m-h-m *KD* XX hotfoot [2/2780] h-l *JU* *PR* AERIAL COMBOS: ... SXTO R1 ... SXTO X+O ... SXTO S+T CHANGE-UPS: f,F+SXT - h l h [3/4220] XX - h l [2/2780] d+XX - l h [2/2370] OSXS - h h l h [4/4970] OSXT - h h l h h h h h [8/6780] f+T d+T - m h h h h h h [5/4300] b+XXX - m h m [3/4020] SSXXO - h h m h m [5/5385] SSXXX - h h m h m [5/5445] OXOO - h h h m [4/4635] OXXO - h h h m [5/4460] COMPLETE NORMAL COMBOS: f,f+SXT [3/4220] OXOO [4/4635] OSXS [4/4970] f+STOO (they land) XX [6/5355] SSXXX [5/5445] STX! f+ST [6/5610] f+ST! b+TT [5/5750] STXXO [7/5785] STXSS [6/5860] (6th hit unblockable) SXTXXX [6/5995] STT b+SS [5/6090] STX f+XXX [7/6250] TT b+S d+TT [8/6280] (TK, TK, fire pillar) STX b+TTT [7/6500] OSXT [8/6780] STX SXTXX [10/6885] SXTXXOOO [8/7015] OSXT S+T [9/7020] <> STX OSXT XX [13/7400] STX OSXT b+XXX [15/7680] STX R1 f,f XX [8/8981] STX R1 b+XXX [9/9291] STXX f,F+TT /as\ SXTO R1 [13/9345] <> STX! f,f+TT /\ SXTO R1 [11/10610] STX STXX /\ SXTO R1 [15/10775] STX! R1 /j\ SXTO R1 [11/12871] <> COMPLETE SUPER COMBOS: STX! STXX b+S+T XX [12/10305] (L1) STX! STXX /\ ST X+O [13/10895] (L1a) STX! f+S+T [14/10170] (L2) *gain life* STX! STXX /\ SXTO S+T [38/18023] (L3a) STX! X+O [32/15650] (L3) SXTXXO X+O [34/17425] (L3) STX! R1 X+O [34/19602] (L3) STX! STXX f+X+O [49/21338] (L4) STX R1 f+X+O [44/22297] (L4) *varies* STX! STXX b+S+T b+X+O [27/14743] (L1,L2) STX! STXX b+X+O b+S+T [26/15935] (L2,L1) SXTXXO b+X+O S+T [44/20005] (L2,L3) STX! STXX b+X+O S+T [49/20757] (L2,L3) STX! STXX /\\/ b+X+O X+O [48/18323] (L2,L3) SXTXXO b+X+O X+O [52/21473] (L2,L3) STX R1 (before they land) b+X+O ~ X+O [49/22059] (L2,L3) TX OSXT b+X+O X+O [56/22228] (L2,L3) STX! STXX /\ SXTO S+T (T3) \/ S+T [55/22037] (L3,L3) STX STXX /\ SXTO S+T (T3) \/ S+T [57/22991] (L3a,L3) *varies* STX STXX /\ SXT S+T (T3) \/ f,f X+O [65/24761] (L3a,L3) *varies* <> STX! R1 /j\ SXTO S+T (T3) S+T \//j\ SXOT R1 [64/28049] (L3,L3) <> STX! R1 /j\ SXTO S+T (T3) \//j\ SXTO S+T \//j\ SXTO R1 [68/30580+] (L3,L3) <> (kills Group II and III) STX f+S+T (T2) b+X+O (T1) b+S+T f,f XX [28/18320] (L2,L2,L1) TX OSXT b+X+O (T2) b+X+O b+S+T f,f XX [38/24404] (L2,L2,L1) *varies* STX! STXX b+S+T b+X+O S+T [48/17425] (L1,L2,L3) STX! STXX /\ SXTO S+T \/ b+S+T f,f b+X+O [56/22571] (L3,L1,L2) TX OSXT b+X+O (T2) b+X+O (T2) b+X+O [61/22540] (L2,L2,L2) (note: doing XX after b+S+T while they are on ground resets the damage) (and the hit counter goes down) ********************************************************************** ********************* IV. IN THE FUTURE... ********************** ********************************************************************** Any help would be greatly appreciated for any missing unique combos. Plus if you see a mistake, let me know! If you do submit a combo, could you please include the damage and hits you got with it against Cyclops. It's fine if you don't, but then I'll have to check it myself and if I can't do it successfully with a high percentage of success then I won't include it unless it's extremely unique or special (EX: does 30000 dmg against Juggie). update: if your info is wrong or I can't confirm it, I WILL NOT POST IT! Adding the HITS and DMG vs Cyclops will make updates faster and smoother. FUTURE UPDATES: - more combos!!! STUFF I'M LOOKING FOR: - full-life non-super combos against AVG character (Cyclops, Forge, Havok) - air combos for Juggernaut (if any) Send all queries to: azraelswrd@hot mail com (take out the space. add ".") ********************************************************************** ********************* V. CREDITS *********************** ********************************************************************** My Thanks goes out to: - Sony for the Playstation 2 - Activision for making the 3rd X-Men fighting game in their series - GameFAQs for allowing me to post this - GF X-Men Next Dimension message board for being so nice and helpful! ^_^ My personal gratitude for those who helped me make this a better work: - Drake3 for Storm - Robert Garcia for Gambit, Cyclops, Rogue - El Gimpo for Storm, Phoenix and Psylocke - Bad Storm for Storm - Anthony Whyte for combos - James "liu kang" Che from Paradox Development for Beast - Aeneid for many combos - Eric Dunham for Havok - Ryo, Stephen Jones for Rogue - Wolf Dark for Wolverine - Mika L for Mystique - Fabe for Nightcrawler - Edward Veira for Beast and Mystique - Matt Juarez for Rogue's infinite - Mayvarik for many - OakAthleticsRule on Phoenix - Jeremy for Storm - Terry Green for Cyclops and Gambit - Matt for Juggie combo - Chris Anderson for Magneto, Mystique, and Dark Phoenix - Forty2 for D. Phoenix - Santiel Creekmore for Nightcrawler