Marvel vs. Capcom INSANE COMBOS (for the Playstation)
by:  Dakr Gremmil  (thediadem@hotmail.com)
Version 2.1 5/9/00

A special thanks to Greg Lee Dawson (gdawson@angelfire.com) for his aid in
the structure, inspiration and influence for some of these great combos.


*NEW SINCE THE LAST FAQ*
The combos and terms labeled with a "V.2" are combos that are either
entirely new, added since the first version of this FAQ, or combo's from
version 1.0 that were edited...  Check over everything again because their
might be something new.
______________

Most of the combos on this list will take away 50% of life away from
your opponent, and I found a couple combos over 50 hits, and 3 over 99
hits.  There are TONS of combos for each character on this game, but I'm
only going to list the best ones that I've found for the characters listed
below.  But before I go onto the combos, there are a couple things that you
have to keep in mind to do them:

- These combos are ONLY for the PSX (Playstation) version of Marvel vs.
Capcom.  This is because most of these combos require the hyper cancel
feature that is only available on the "EX" version of this game on the Sony
Playstation.  Forget tagging!!!   I'll take the hyper-cancels any day!!!

- The damage listed and the hits are approximate.  All damage is measured in
the training menu with the damage display feature that it has.  (when there
is a number for damage, that doesn't mean percentage - a combo that does 75
damage, will take away about 50% of an enemies life.  I guess that means 150
damage is 100% - you do the math.)  All the combos below are based on being
done against Ryu.  (since he seems to be relatively average in size, and
taking damage.)  Doing these combos against different characters will
probably spawn different results in combo damage and number of hits.  (For
better or worse, depending on the character)

- For the combo info, I have listed first the number of approximate hits,
the damage, and the required super meter level (if there is one needed)

- If there is a comma between the numbers, then you push those buttons in a
chain combo fashion.  (quickly after the other one) - if there is a "+"
between the numbers, then you press those buttons simultaneously.  If you
see a 5/6, that means the strongest punch and kick together (for team
supers).

- Not all the characters from the game will I list combos for.  Not because
that character isn't good, just specific characters, with the BEST combos
will I list.

- If you are new to hyper cancels, the key to getting them to work is to
finish the motions for the next move IMMEDIATLY when the move you just
executed connects with the enemy.  (NOT immediately after you do the motion
for the first move.)   Did you get all that!?  Knowing this is essential to
getting the combos to work.  This doesn't just apply to connecting super
moves, but also connecting special moves to super moves, super moves to team
moves, and more!!  Chain moves are an exception, just do those quickly one
after the other.  Mastering hyper cancels takes some practice if you are new
to it, so don't get discouraged, and don't blame me if you can't get the
combo's to pull off.  They all work.

- The "*GREAT VALUE*" combos listed below do MEGA damage with a Level 1
super, or less.  (while there are combos that do WAY more damage, they take
more of the supermeter - and that doesn't do you much good just starting the
match or after doing a massive combo - hence the "great value" label.)   The
"*INSANE!!*" combos, well, lets just say they are borderline cheat codes
either because of the number of hits, or because of the MEGA damage.  Your
friends will not want to play you if you do these combos to them.  That, or
every time you pull one of these off, they'll say "What the....", then glare
at you.  :)

- Here is the "key" for the combo list below:

1=L. Punch
2=L. Kick
3=M. Punch
4=M. Kick
5=H. Punch
6=H. Kick.

3P=All 3 Punch's button.
3K=All 3 Kick's button.
QCF=Quarter circle forward,
QCB=Quarter Circle Backwards.
HCF=Half circle Forward.
HCB=Half Circle Backwards.
DP(Dragon Punch)=Forward, down, diagonal-forward.

(Be cautious not to confuse the "3" move (medium Punch) with the 3P (all 3
punches button - same with the kicks.)

*V.2* New Term:

OTG=Off the Ground.  When you see an OTG, that means that it's possible to
make a combo continue, even after the enemy has been knocked down.  (in 
other
words, you juggle them while they're laying on the ground)  Though, it is
possible that your opponent could roll out of the way, preventing the OTG
from taking place, (possible, not always) so keep that in mind for the 
combos
labeled OTG.  However, some OTG's don't let your opponent have the roll
option, and they are specified in the combo notes.

___________

Now, ON TO THE COMBOS!!!
___________


RYU

17 hit - 55-60 damage - Level 1
Crouching 2, crouching 5, (into aerial rave) 1, 2, 3, QCF + 3P
NOTE:  The "3" punch in air normally hits twice.  You need to cut the 2nd
hit of that punch off with the QCF + 3P.  This combo is best done away from
the corner of the screen.  Also, if you are at least one screen distance
from the edge of the stage, you can throw a Hadoken (QCF + 5) after the "3"
and still connect a QCF + 3P hyper cancel.  This does a LOT more damage, but
it's harder to pull off.

28 hit - 70-75 damage - Level 1
2, crouching 4, QCF + 5, QCF + 3P
NOTE:  Do the motion for the Super Hadoken very smoothly or else you will
end up doing the Super uppercut and completely miss.  This combo is best
done away from the corner of the screen.

*V.2*
22 hit - 78-80 damage - Level 1 *GREAT VALUE!!*
crouching 2, crouching 6, QCB + 3K, 1, 3, crouching 5 (into aerial rave),
1, 2, 4, 6
NOTE:  This combo ONLY works in the corner, or else at the end of the
hurricane kick supermove, you will be to far to connect.  You may have to
step forward some after the 3K super so that the moves after can connect.
Opponent CAN roll from the "6" OTG.

*V.2*
38 hit - 80 damage - Level 2
QCB + 3K, QCF + 3P
NOTE:  For these two super moved to connect, you have to complete the
motion for the QCF + 3P on the EXACT last hit of the QCB + 3K.  Of course,
if you wanted to, you could start this combo with an OTG crouching "6",
but there is always the possibility that your opponent could roll.

*V.2*
46 hit - 107 damage - Level 3
Jumping QCF + 1, Jumping 4, Jumping 6, 2, crouching 4, QCF + 3P, HCB + 5
(change to Akuma), Crouching 6, QCB + 3P
NOTE:  This combo ONLY works when your opponent is in the corner.  At the
full length of the screen away, the jumping QCF + 1 is VERY close to the
ground.  If you dash, and jump quickly, you can connect with the jumping
4 and 5 IMMEDIATELY after the fireball hits.  Change to Akuma before Ryu's
super fireball ends.  The Crouching 6 is an OTG, and your opponent CAN
roll.


KEN -  (the Ken form of Ryu).
**Either press HCB + 3 during the match, or hold the select button for 5
seconds then select Ryu on the character select menu to get him.**

35 hit - 90-100 damage - Level 3 *INSANE!!*
2, crouching 4, QCF + 5, QCB + 3K, QCF + 3P, QCF + 3K
NOTE:  This combo only works if your opponent is trapped in the corner.  Out
in the open, this combo would normally push opponents away too far for even
the QCB + 3K to connect.  For the first 2 super moves, allow them to hit
several times, but don't allow them to complete in the air or you won't be
able to connect the final super.  Experiment a little on this one.


AKUMA - (the Akuma form of Ryu).
**Either press HCB + 5 during the match to get him, or hold the start button
for 5 seconds then select Ryu on the character select menu.**

38 hit - 80-85 damage - Level 2
2, crouching 4, QCF + 5, QCF + 3P, QCB + 3P
NOTE:  For the first super move, allow them to hit several times, but don't
allow them to complete in the air or you won't be able to connect the final
super.  Best done out in the open away from corners; Experiment a little on
this one.

60 hit - 95-110 damage - Level 3 *INSANE!!*
2, crouching 4, QCF + 5, QCF + 3P, QCF + 5/6
NOTE:  Same notice as the above combo.  I always choose my team partner as
either Gambit or Morrigan.  Their team supers seem to have the most damage,
and gambit's has a mega number of hits as well.

13 hit - 90-95 damage - Level 1 *GREAT VALUE*
Jumping 6, QCB + 6 (while still in air), 1, 3, 5, QCF + 5, QCF + 3P
Note:  This combo only works in the corner.  The first kick should NOT be
very deep, (it should be high and slightly distant) and it should connect at
your opponents head (so that you're still high enough that the QCB + 6 can
still connect in air)  This combo also works with Ken.

15-24 hit - 80 damage - Level 1 *GREAT VALUE*
Crouching 2, crouching 5 (into aerial rave) 1, 2, QCB + 6, QCF + 3P
NOTE:  Allow the QCB + 6 to hit twice in the air.  Execute the QCF + 3P on
the 2nd hit of that move.  Great combo for corners or in the open, but it's
one of the harder combos to do.  The best way that I've gotten it to work is
let the D-Pad go back to neutral immediately after you execute the QCB + 6,
then just wait for that 2nd hit and time the QCF + 3P exactly when it
connects.

*V.2*
|*|My Favorite combo|*|
34 hit - 110-115 damage - Level 3 *INSANE!!*
Jumping 6, Jumping QCB + 6, 2, crouching 4, QCF + 5, QCF + 3P, HCB + 1
(change to Ryu), 1, 3, QCB + 3K, 3P (dash), 1, 3, crouching 5 (into aerial
rave), 1, 2, 4, 6
NOTE:  I love this combo.  I just love it.  First of all, when it comes to
switching to Ryu (HCB + 1), make sure that you are in the corner of the
screen.  (although, you don't really need to start the combo there)  Switch
to Ryu on the EXACT 1st hit of the 3rd rise of Akuma's super dragon punch.
(it pops em' up in the air just a little), then you may have to step forward
a little as Ryu, and juggle with the 1, 3, etc.  Mastering the timing for 
the
dash (3P) is tough - you have to be quick, but not too quick or you'll try 
to
juggle to early.  You have to be pretty close, or the short reaching 
crouching
"5" won't connect.

*V.2*
50-55 hit - 115-120 damage - Level 5 *INSAIN!!*
Jumping 6, jumping QCB + 6, 1, 3, 5, QCF + 5, QCF + 3P, HCB + 1 (change to 
ryu),
1, 3, 5, QCF + 5, QCF + 3P, HCB + 5 (change to Akuma), Crouching 6, QCB + 3P
NOTE:  This combo makes people very, very mad.  Yes, this combo requires 5
super meter levels, so that why this combo can ONLY be done in the training
mode, or if you have the "full combo meter" option turned on for the game in
the EX Options.  (from the menu, choose "Options" while holding the select
button.)  This combo, you turn from Akuma, to Ryu, BACK to Akuma, all in a
connecting combo.  Do the HCB + 1 (change to Ryu) during the last hit of the
2ND RISE of Akuma's super dragon punch.  Do the HCB + 5 (change to Akuma)
before Ryu's super fireball runs out.  OTG with Akuma's sweep, into HIS 
super
fireball.  Opponent can roll from the OTG crouching "6".


CHUN-LI

24 hit - 60 damage - Level 2
Crouching 2, crouching 4, crouching 6, QCF + 3K, DP + 3K
NOTE:  The crouching 6 is a sweep, so you need to do the QCF + 3K fast
before your opponent has time to get up.  If your QCF + 3K connects, it will
automatically stand your opponent up.  Try getting the most hits out of it
before canceling to the DP + 3K.  This is a great combo in or out of the
corner.  Opponent can roll from the OTG crouching "6".

*V.2*
38 hit - 80 damage - Level 3
Jumping 2, Jumping 4, 1, 2, 3, crouching 6, QCF + 3K, QCF + 3P, crouching 2,
6, DP + 3K
Note:  You have to be in the corner to do this combo.  Opponent CAN roll 
from
the crouching "2" OTG


CAPTAIN COMMANDO

11 hit - 90-100 damage - Level 1 *GREAT VALUE*
2, 6, QCB + 5, QCF + 3P
NOTE:  You do not go into an aerial rave after the 6 connects.  The QCB + 5
connects the instant you finish the move.  You'll have to be EXTREMELY quick
on the draw to pull off the following (and hopefully connecting) Captain's
Sword super (QCF + 3P).  It's a great combo in or out of the corner.

5 hit - 46 damage
1, 2, 3, crouching 5, QCB + 6
NOTE:  Just a good old-fashioned combo.  Quick, and descent damage.

*V.2*
54 hit - 130-135 damage - Level 3 *INSANE!!*
QCF + 3K, QCF + 5/6
NOTE:  This combo, you can ONLY execute the 2nd combo on the exact last hit
of the first super.  You actually have to do the team up move BACKWARDS to
get this connect (because the first super, you finish it on the other side
of the enemy)  Don't be surprised if this combo kills someone with full
life.  Also, I had War Machine as my partner - (look at the slowdown when
he comes out!!!   HAHAHA!!)


MEGAMAN

40 hit - 60 damage - Level 1
First, charge your gun (hold 5) and to continue to hold it.  Still holding,
then start combo with 2, 6, (into aerial rave) 1, 2, 3, 4, Let go of 5, QCB
+ 3K
NOTE:  The damage is based upon charging the weapon for an approximate 5
seconds.  If you choose to charge it longer, the damage will be greater -
but it's a little awkward to fight while constantly holding a button.  5
seconds seemed to the most realistic time charged, and still do descent
damage.  When you do the aerial rave, wait a split second before you chase
after them.  If you don't do this, your charge shot will be a little low,
and it will juggle them across the screen (out of reach from the QCB + 3K
from contacting)  Execute the Beat plane (QCB + 3K) ASAP - you will need as
much time possible and it doesn't hurt anything because it won't cut off
your charge shot.  You will have to fly next to the enemy in the Beat Plane,
then press both the punch and kick buttons like a madman to get maximum
damage.

10 hit - 74 damage - Level 1 *GREAT VALUE*
Crouching 2, crouching 4, crouching 6, QCF + 1, QCB + 3P
NOTE:  Do the QCF + 1 quickly after crouching 6 because that is a sweep.
Your opponent can roll from the OTG crouching "6".Make sure that you do the
QCF to the strength of the "1" punch.  Other punches will sent the tornado
hold too far.  Cut off the Tornado hold early on with the Magnetic Shockwave
super (QCB + 3P)...  this super has a delay, and the tornado hold will go
ahead and hit to it's full capacity while the super has time to commence.
For best results, be IN the corner facing out.  That way, the Magnetic
Shockwave will carry you all the way back across the screen.

NOTE:  Normally, Megaman doesn't have the QCB + 3P (Magnetic Shockwave), but
you get it when you beat Onslaught with Megaman, and hold "Select" for a
couple seconds and then select Megaman in the character select menu.

This combo will also work with replacing the Magnetic Shockwave with the
Beat Plane (QCB + 3K) - if you're quick enough.  You will have to fly next
to the enemy in the Beat Plane, then press both the punch and kick buttons
like a madman though.

*V.2*
66 hit - 105-110 damage - Level 2 *INSANE!!*
Charge Gun (hold "5"), crouching 2, crouching 4, let go of 5, QCF + 3K, 
Charge
gun (hold "5"), 2, 6, (into aerial rave), 1, 2, 3, 4, let go of 5, QCB + 3K
NOTE:  This combo needs to be done in the corner of the screen, but you can 
start
it anywhere.  (The Rush Drill does a great job of pushing someone there if 
you
jam on the 3P/3K buttons)  Even though the first "2" is connecting as a OTG, 
the
opponent CAN NOT ROLL out of it.


STRIDER

10 hit - 47 damage  *GREAT VALUE*
Jumping 2, 3, 4, and while standing, 1, 2, 3, 4, 5, 6, QCF + 1
NOTE: This is a combo for the corner of the screen only.  The "2" starter
for the jump in should be deep at all.  Give it enough height and distance
for the 3 and the 4 to also connect in the air.  Wow...  a 10 hit ground
combo without the use of a super.  *sigh*

(Also, the ground combo 1, 2, 3, 4, 5, 6, QCF + 1 by itself is great.  You
can even do this out in open screen.)

14 hit - 45 damage *GREAT VALUE*
Crouching 1, crouching 2, crouching, 3, crouching 5 (into aerial rave) 1, 2,
3, 4, QCF + 1
NOTE:  Make sure that the QCF is to the "1" strength.  That way it will
carry your opponent up for more hits.

33-35 hit - 60 damage - Level 2
QCF + 3P, 1, 2, 3, 4, 5, 6, DP + 3P
NOTE:  The Ouroborus super (QCF + 3P) allows you to move freely while these
little robot things constantly bombard your opponent if you stay close.
This super works best if you can get the Ouroborus super to connect in the
first couple hits, in other words, you may have to compromise chain moves to
still connect the Ragnarok (DP + 3P).

Also, try doing this sort of technique with the Ragnarok super replaced with
a Team super.   Once again, Gambit or War Machine fills this job nicely.


SPIDER MAN

9 hit - 54 damage *GREAT VALUE*
QCF + 5 (either in air or ground to temporarily stun enemy) While he's
stunned (if you can get to him quick enough) press crouching 2, crouching 4,
standing 6 (into aerial rave) 1, 2, 3, 4, QCB + 6
NOTE:  This is one of the easier combos to start.  Because you can be
ANYWHERE on the screen and stun the opponent with the strongest punch (5)
Web Ball.

12 hit - 98 damage - Level 2 *INSANE!!*
Crouching 2, crouching 3, crouching 6, QCF + 3K, QCB + 3P
NOTE:  The Ultimate Web throw (QCB + 3P) will only connect if you cancel the
Crawler assault (QCF + 3K) on the LAST hit.  This is a hard combo to do, but
it's worth it.  This combo works ONLY in the corner of the screen.  You
don't have to start the combo in the corner because the Crawler Assault
super does a nice job of pushing you there.  Opponent can roll from the OTG
crouching "6".


CAPTAIN AMERICA

48 hit - 100-110 damage - Level 3
DP + 3P, QCF + 5/6
NOTE:  Once again, try to get the most out of the first super move before
canceling.  This is a pretty easy combo to do.


GAMBIT

99+ hit - 120-130 damage - Level 3 *INSANE!!*
QCF + 3P, QCF + 5/6
NOTE:  The Royal Flush (QCF + 3P) Normally hits about 37 times, watch
carefully till the combo counter gets up in the 30's, then cancel your Royal
flush with a Team Super.  You HAVE to have gambit as your partner as well
for this to work.  After the 2nd Gambit comes in, stand back and watch the
fireworks.  This combo would hit more than 99 times, but the counter can't
go past that.  This combo will instantly KILL Mech Zangief, Mech War-Machine
and Red Venom.  The people that it doesn't kill, it will take 90% of their
life away, if not all of it.  For best results, catch your opponent standing
up, off guard.

*V.2*
99+ hit - 280-300 DAMAGE - Level 3 *DROOL!!*
CROSS (QCB + 5/6), QCF + 3P, QCB + 3P, etc.
NOTE:  Do this combo (better yet, don't) with gambit as your opponent as 
well.
For the CROSS, the opposing Gambit will come in and land on the other side.
Just do Royal Flushes till time runs out.  (and you'll unload about 10 decks 
of
cards on your opponent - 150 little projectiles...  ouch)

*V.2*
15 hit - 80-85 damage - Level 2
Crouching 2, crouching 5, QCF + 3P, QCB + 3K
NOTE:  Don't follow through with the aerial rave after the crouching "5".  
From
the Royal Flush, your staff will hit them in the air, and knock them into 
the
cards.  The 10 cards will hit at most.  (I know, you guys are probably sick 
of
the 99 hit trick combos)


WAR MACHINE

*V.2*
11 hit - 55 damage *GREAT VALUE*
crouching 2, crouching 3, 6, (into aerial rave) 1, 2, 3, 5, QCF + 1
NOTE:  You when it comes to the aerial rave part of the combo, it's best to
hold "up" on the D-pad while chaining those moves.  If you aren't holding up
when it comes to pressing "5", you won't knock the opponent upward, and be
able to chain the QCF + 1.  Make you do that QCF to the "1" strength as
well, it's a much quicker draw than the other strengths.  This air combo is
hard to do because the 5 aims upward, and if you are a little low in the
air, you'll completely miss.  What I do is, after pressing 6 to launch them
in the air, wait a SPLIT second, then commence the rest of the combo.  It's
your call on mastering the timing.

*V.2*
55-60 hit - 105-115 damage - Level 3
crouching 2, crouching 3, 6, QCF + 3K, QCF + 5/6
NOTE:  Don't go into an aerial rave after hitting "6", just go straight into
the QCF + 3K.  Hold out as long as possible on the first supermove because
you cancel it with the team up.  As for how long you should hold out
exactly, that's your call.  Have War Machine as your Team Partner.


WOLVERINE

10 hit - 50 damage *GREAT VALUE*
Crouching 1, Crouching, 2, Crouching, 3, Crouching 5, Standing 6 (into
aerial rave) 1, 2, 3, 4, 5.
NOTE:  I have a hard time getting this combo to with in corners, this one is
for out in the open.

28 hit - 66 damage - Level 1
1, 2, 3, crouching-diagonal 5, QCF + 5, QCF + 3P
NOTE:  The crouching diagonal "5" is a slide move with Wolverine.  It's a
little hard to connect this with the Berzerker Claw, but I found that it
works best if after executing the crouching diagonal "5" move, return the
D-pad to neutral.  (let go of it for a second), then do the QCF + 5.  Get
the most hits out of the QCF + 5 as much as possible, then execute the
super.

64 hit - 90-95 damage - Level 3
Crouching 1, Crouching 2, Crouching 4, Crouching 5, QCF + 3P, QCF 5/6
NOTE:  Once again, hold out as long as possible on the first super before
you commence the team super cancel.  Do the first super VERY QUICKLY after
the crouching 5; or else your opponent will be pushed too far away for the
rest of the combo.

*V.2*
42 hit - 110-120 damage
Jumping 5, Crouching 1, Crouching 2, Crouching 4, Crouching 5, QCF + 3P,
DP + 3P, DP + 3K
NOTE:  If you do this combo in the middle of the screen, you will need to
"cross over" with your Jumping 5.  (hit them on the opposite side you jumped
from)  Nail the DP + 3K on the EXACT LAST hit of the DP + 3P.  It's tough to
do sometimes, but the rewards are sweet.


RED VENOM - a.k.a. Maximum Carnage (yeah.... right...)
**Beat the game with Venom, and this red mayhem is above Chun-Li**

*V.2*
17 hit - 50 damage *GREAT VALUE*
Jumping 2, jumping 3, Jumping 4, 1, 2, 3, 4, crouching 6, 2, 5 (into
aerial rave), 1, 2, 3, 4, 6
NOTE:  17 hit air combo without a super or special move.  Wow...
Opponent can roll from the OTG crouching "6".  You may have to also
step forward from the crouching 6 to connect with the "2"

*V.2*
20 hit - 70-75 damage - Level 1
1, 2, 3, crouching 6, crouching 5, QCF + 3K
NOTE:  Opponent can roll from the OTG crouching "6".  For best results,
be IN the corner facing out.  That way, the Death Bite (QCF + 3K) will
carry you All the way back across the screen.

*V.2*
44 hit - 85-90 damage - Level 2
Jumping 2, jumping 3, Jumping 4, 1, 2, 3, 4, 6, QCF + 5/6
NOTE:  This combo can only be done in the corner, but if you leave out the
"4" hit, you can do this anywhere on the screen.

8 hit - 45-50 damage *GREAT VALUE*
QCF + 5
NOTE:  I'm sure you are scratching your head as of why I have listed on of
his special moves (and it alone) as a good combo.  One thing though, this
move normally hits only twice.  If you jam on your "5" button like a mad
man, you'll get those extra 6 hits.  (and they make a BIG difference).  They
Closer you are, the LESS likely you are to get all 8 hits.  It's one of the
best specials in the game.  The only non-projectile to reach all the way
across the screen in an instant.

*V.2*
7 hit - 50 damage
5Throw (similar to Spiderman's Web Ball), Crouching 6, Crouching 5, QCF + 5
NOTE:  Opponent can roll from the OTG crouching "6".

16 hit - 65 damage - Level 1
QCF + 3P, crouching 1, crouching 3, crouching 4, crouching 5.
NOTE:  When doing the QCF + 3P, make sure that the enemy will land in the
corner.  (because that's the only place this combo will work)  Time it right
and pull off those chain moves right as he lands....  Your opponent CAN NOT
ROLL away from this OTG.


MORRIGAN (the alternate one) - a.k.a. Lilith (yeah... right...)
**Beat the game with Morrigan and you can choose her below War Machine**

44 hit - 88 damage - Level 2
DP + 3P, QCF + 3K
NOTE:  This combo is pretty easy to do.  It's a good combo in or out of the
corner.  Hold out as long as possible on the first super for maximum damage.


New Characters added since the last version:

*V.2* ROLL

19 hit - 50-55 damage - Level 1
2, 6 (into aerial rave), 1, 2, 3, 4, QCF + 5, QCF + 3P
NOTE:  Give her a break, this is a lot of damage for a little girl.  You
have to be in the corner to do this combo.

21 hit - 60 damage - Level 2
Crouching 2, Crouching 4, Crouching 6, QCF + 5, QCF + 5/6
NOTE:  WOOO!!!  I broke 60 damage with Roll!!!  WOOOO!!!  Do this combo in
the corner.  Have Zangief as your partner *giggle*.  Opponent can roll (I'm
not talking about your character) away from the OTG crouching "6".  Also, it
might help to pray that you can actually get someone in the corner with her.


*V.2* ONSLAUGHT (2nd Form)

Infinity hits - Infinity damage *INSANE!!* (...yet cheap)
QCF + 5, repeat.
NOTE:  Don't try to cancel each QCF + 5 with the other one, do it in a
chain move fashion, quickly one right after the other.  For a finishing
touch, add a QCF + 3P to end the combo.  No one wants to fight me when
I'm Onslaught anymore....  *sniff*

___________________