Xmen vs Street Fighter Juggernaut Information Ver 1.4 Version History =============== Ver 1.0 Basic Information Ver 1.1 Increased Juggernaut air combo info and version history added. Tactics section expanded. General clean up. Ver 1.2 More vs Info added ( Dhalsim, Cyclops, Cammy and Akuma ) Ver 1.3 Minor changes/additions Ver 1.4 HEADCRUSH! additional information Firstly, Juggernautís moves havenít changed much since Marvel Super Heroes, so you should check out both the MSH FAQ and the MSH COMBO FAQ, the latter probably being more useful. Both are available from ftp.netcom.com in the pub/vi/vidgames/faqs section. Normal Moves ============ Jab(1) Great range. Good for poking at those pesky little Wolverines. Strong(2) Good "unstoppability" and the throw with strong is VERY useful. Fierce(2) Couching and standing Fierce are launchers. Really bad recovery, but great range on the standing fierce. Should be cancelled with another move nearly every time. MUCH less damage then MSH. Short(4) Good range, crouching one hits prone opponents off the ground. Forward(5) Good "unstoppability", sweeps opponent. Roundhouse(6) Launcher with good range and better recovery than fierce. Good air defense move. Special Moves ============= Citorak Power Up ( CPU ) DP + PP Much improved from MSH. Lasts a long time now, but still has bad recovery. Use carefully. Earthquake Punch ( EQP ) QCB + P Same as MSH. Will stop/reduce the effects of non-projectile super moves. Good block damage and super charging move. Juggernaut Punch ( JP ) QCF + P Much less damage than MSH, same BAD recovery. Only goes through FB type projectiles. Still does good damage, especially if powered up. Juggernaut Body Press ( JBP ) HCF + K (In the Air) Same. Still only a "use for fun, in combos or against scrubs" move. Nail Slam ( NS ) HCB + K (Near) REALLY bad range, but does good damage and bounces them high like the Strong throw. Can grab opponent from air! Object Toss D, D + 3P (Over an object) Havenít done this yet. Not sure that it's even still in the game. Anyone? Hyper X: Juggernaut Head Crush ( JHC ) QCF + PP One of the best super combos in the game ( still ). Poor recovery but instantaneous startup and somewhat "unstoppable". Goes through FB projectiles fairly well. Normally 4 Hits, but while you are mashing into them, if you flail on all the buttons AND rotate the joystick ( this is important ) then you can get 8 Hits fairly regularly! (Thanks to Pete Funnell for the info ) Tactics ======= Firstly, to counteract the bad recovery times on a lot of Jug's moves, you should usually cancel them into an EQP, although this move has a long duration, so jumpers will get you. Basically, be careful and donít just throw moves around randomly. Against FB throwers, you can anticipate FBs and JP through them, or if not a full screen away, JHC through them. If they insist on doing the SF jumping 6, crouching 5, FB then do a standing 3 over the FB or a jab JP. For air defence, the standing 6 is great. It has excellent range. You can also use the couching 3, but be aware of itís recovery time and be ready to cancel it into an EQP, especially against the fast characters. After every throw, if you have a level of super, do a JHC. The 2 throw will bounce them high into the air and this gives you time ( especially if theyíre in the corner ) to either quickly Power Up and do a crouching 3 to launch them and follow with an air combo, or JHC them as they come down. After every crouching 5 ( sweep ) either do an EQP or a JHC if you have the level. If in the corner, you can often get a standing 3 off after the EQP, then follow with an air combo. Juggernautís 1,3,4 and 5 all have EXCELLENT range in the air, and you can usually hit your opponent first if youíre both airborne. The JHC is so fast to come out, you can hit characters normal moves before they finish if they are close. Learn what supers can and canít be JHCíd after they finish, because if they block, youíll eat a throw or super or both. If you knock them down in the corner, do an EQP every time for GREAT block damage and super level charging. If you have a level of super then crouching short ( hits them off the ground ), JHC is another good option. Lastly, a nasty thing a friend told me. As the opponent swaps characters after having their first killed, as they jump in, do a NS and grab them out of the air! Then combo or JHC! For this, you have to be close to the corner after you kill them. ( Thanks Jay ) When your opponent swaps characters, JHC them or standing 3 or JP. Use the 3P "block push" to either keep people away or push them into the corner. If you know that your opponent doesn't roll, after a JHC do a JP with 3 to hit them while they're on the ground. Combos ====== Juggernaut's safe air combo is 1,4,2,3. This will usually guarantee you that all the hits will connect. However, it is now possible to zig-zag in his air combo, but unless the opponent is in the corner, some of the hits won't connect. So Juggernaut now has the potential in ideal situations of a 1,4,2,5,3 or 6 combo. My favourite: ( Thanks Warren! ) jumping 3, crouching 3 ( launch ), 1,4,2,3 ( land ) jumping 1,3 A flashy one for when the opponent is in the corner: jumping 3, crouching 5 ( sweep ), EQP w 3, standing 3 ,cancel into JBP w 6 A good one if they jump into you while youíre in the corner: Throw with 2 as they land ( hold joystick back )( puts them in corner ), quickly do CPU, crouching 3 ( launch ), etc... or JP to hit them on the ground if they don't roll. Some VS Character info ( Human Opponents ) ========================================== Sabretooth: Watch the speed on his jump. You canít try to hit him as he jumps in, so the best bet is to jump back and 5 or 3. Punish his "jump and grab" thing when he bounces off with either a standing 3 or a JP or JHC. Punish missed "weapon X" supers with a crouching 3 into air combo, or a JHC. Punish "birdie" moves by doing a JHC as soon as you hear him say "BIRDIE!" Ken\Ryu\Akuma Anticipate Fbs and JP or JHC through them. Against air Fbs, JHC them if they throw the FB while at the same level as the top of Jugís head or lower. Against a team of these guys, you get the opportunity for the beast thing in the game! Killing them both at once! If they do a "team super" move while close to you, immediately do a JHC afterwards and watch it pulp both of them! Watch out for Akumaís dive kick. If Akuma does a Raging Demon, immediately do a "block push" ( 3P ). It treats his Raging Demon as an attack and he will be pushed away! Gambit If youíre about half screen or less away and you see him pull out his cards to throw, JHC him ( takes good reactions ). If he does airborne card throws, block the first one and anticipate the next ( itís probably coming! ), superjump and 3. If heís in the corner, you might get a crouching/standing 3 off as he falls ( youíll land first ). His Hyper X move has a long recovery. JHC it at will. A crouching 5 will hit after you block his triple ninja strikes. Wolverine Always tricky. You have to be REALLY careful and not get loose. Use standing 6 as air defence, or crouching 3 and be prepared to cancel into an EQP. When heís air-comboing you, hold down and hammer on the 2 button because you can air-throw him after the drill claw in his air combo. Be aware that his throws have truly evil speed. Cyclops Another tricky one because of speed difference. Again be very careful. Punish any close range optic blasts. Watch out for the dash-throw. You can JHC his super optic blast if youíre VERYclose afterwards. If he gets you with an air combo, always block in case he tries the air Hyper X and is slightly too slow. Watch for the air Hyper X in general. Magneto His beam attack has really bad recovery, so you can maim him afterwards. If he flies, jump up then do a JBP in the air to get him. Storm Hope that they donít use the "Milo Cooper" off the screen crap. Block a lot and super jump a lot while blocking and look for chances to 3 or 5 while in the air. Super jump and then JBP is worthwhile too. Use 3K to superjump to cut down on your non-blocking time. Zangief If he lariats while you jump in and you block, JHC or JP him. Watch the "run and grab" when in the corner. Be careful to try and avoid him getting clean jump-ins on you because he can either splash ( 3)( not blocked ), standing 6, FAB or splash (3)(blocked), crouching 4, FAB both of which are real bad. The first FAB is inescapable and the second is almost the same. Use 1,4 and 5 a lot to keep him away. His jumping moves have good priority, so try to keep him back. Cammy Watch for her downward dive move like Akuma's one. Punish if blocked. JHC any blocked "lock on" Hyper X moves, or a JP or standing 3 if no super. Dhalsim His flame attack stays quite some time after it stops hitting, so dash up and attack, or JHC. Juggernaut Always an exciting fight. Be real careful. JHC blocked JHC and JP. Try not to be the first to make a mistake, because itíll probably be your last. Any comments/suggestions/requests, please mail me. firstname.lastname@example.org Web Site: www.geocities.com/TimesSquare/4811 Keep on CRUSHING! Adam.