JUGGERNAUT Guide version 1.1
X-MEN VS. STREET FIGHTER (ARCADE)
By John "CUL" Culbert (tigeraid@geocities.com)

INTRODUCTION:

IMO Capcom's coolest game, XMENVsSF combines favs from the X-Men universe 
with with everyone's favorite Street Fighters (except Sagat :( ). This 
awesome game combines the combo system of Marvel Super Heroes and the speed
(and feel, really) of Street Fighter Alpha 2. In addition to the various new
aspects of gameplay is playing in a tag-team fashion; you choose 2 players
and can switch between them during battle, and even gang up on opponents! 
Now, if only our arcade would bring the price down from 3 tokens... :(

Why play Juggernaut? 'Cause he's hilarious! His damage potential is extremely
high and his ability to absorb attacks makes him a nightmare for FBers and
the overly-offensive. And of course, his moves are humiliating and insulting! 
If you can master his speed and timing, he's a very worthwhile character.

VERSION UPDATES:
----------------

-just fixed the description/name of Juggernaut's Strong Throw

*******
LEGEND:          BUTTONS
*******
                .-------------Jab
   JOYSTICK     | .-----------Strong
                | | .---------Fierce
   U/B U U/F    | | |
      \|/       | | |
    B--o--F     | | |
      /|\       O O O
   D/B D D/F    O O O
                | | |
                | | |
                | | |
                | | ----------Roundhouse
                | ------------Forward
                 -------------Short

QCT  = Quarter Circle Toward (roll the joystick from D to F)
QCB  = Quarter Circle Back (roll the joystick from D to B)
HCT  = Half Circle Toward (roll the joystick from B to D to F)
HCB  = Half Circle Back (roll the joystick from F to D to B)
 +   = enter commands simultainiously
(A)  = indicates it can be done in air
(AIR)= MUST be done in air
 OS  = Overhead Strike--CANNOT be blocked low
MS   = Magic Series
MSH  = Marvel Super Heroes
SBB  = Super Berserker Barrage (Wolverine's move)
BB   = Berserker Barrage (Wolverine's move)
OTG  = Off the Ground 
FS   = Flying Screen
J.   = Jumping
CU.  = Cross-up (jump behind opponent and hit back of neck with attack)
SJ.  = Super Jumping
S.   = Standing
C.   = Crouching
FL.  = Flying
AD.  = Air Dashing
XX   = Buffer/Cancel into following move
->   = indicates Magic Series cancelling
SFA2 = Street Fighter Alpha II
DP   = Dragon Punch or similiar joystick motion (F, D, D/F)
HK   = Hurricane Kick or similiar joystick motion (QCB)
FB   = Fireball
SC   = Super Combo
FK   = Flash Kick or similiar joystick motion (charge D, U)
SB   = Sonic Boom or similiar joystick motion (charge B, F)
YF   = Yoga Flame or similiar joystick motion (HCT)
SBK  = Spinning Bird Kick
SPD  = Spinning Pileriver or similiar motion (roll 360 degrees)

***************
A WORD ABOUT...
***************

SUPER METER:
>>>>>>>>>>>>

This is a Meter located at the bottom of the screen; and as you perform 
moves or hit opponents (performing Special Moves fills it the fastest), it 
will fill up. Once it is full, a one will appear beside it. This means you 
have one Super Level, allowing Juggernaut to perform a Super Combo. It can 
continue to be filled to at least L3 (not sure if it goes higher).

-----------------------------------------------------------------------------

SUPER COMBO:
>>>>>>>>>>>>

This is a devastating move that can only be performed when at least one level
of Juggernaut's Super Meter is full. Once activated, the screen will grow 
dark for a moment as Juggernaut gathers his/her energy; they will then 
perform the move. Note that all animation, except Juggernaut's 
"gathering" of energy, is halted during the dark screen, so your opponent 
cannot move, i.e. if the enemy is standing right in front of you and you pull 
off the SC, they cannot avoid it.

-----------------------------------------------------------------------------

VARIABLE SUPER:
>>>>>>>>>>>>>>>

This is a totally devastating team-up move done with a QCT+Fierce+Roundhouse.
When activated, your current character will begin their Super, then the other
partner will jump in and begin theirs! The first character will jump out when
done and the character that was out at first will now be playing. A Variable 
Super can only be done with a Level 2 or higher Super Meter.

-----------------------------------------------------------------------------

VARIABLE ATTACK:
>>>>>>>>>>>>>>>>

To switch to your partner, tap Fierce+Roundhouse. Your current character will
go into a stance and say some sort of taunt or whatever--DURING THIS TIME
YOUR CURRENT CHARACTER IS INVULNERABLE. Just as that fighter jumps off the
screen, your partner will come on with a jumping attack that will knock the 
opponent away; they will then perform an opening taunt--DURING THIS TIME
THE TAUNTING CHARACTER IS _NOT_ INVULNERABLE. This is very important, as you
want to make absolutely sure that jumping attack will not be blocked or 
avoided, otherwise your left wide open during the opening taunt. Therefore, 
it is ideal to switch characters only when the enemy gives you the 
opportunity to hit them with the jumping attack (eg. after blocking a slow
recovering move, or they miss a slow move). BTW, when your partner is "idle",
they slowly regain health.

-----------------------------------------------------------------------------

PUSH AWAYS:
>>>>>>>>>>>

Thanks to our constant whining and bitching, Capcom finally got rid of them
stupid Alpha Counters, and now we have Push Aways; when you block an enemy's
attack, quickly tap all three punches (before your fighter finished their 
blocking animation) and Juggernaut will shove his foe away from him. This 
takes NO energy from the Super Meter, nor does it do any damage. It does 
however help put some distance away from overly offensive opponents. 

-----------------------------------------------------------------------------

VARIABLE COUNTER:
>>>>>>>>>>>>>>>>>

After blocking an attack, perform a roll from B to D and hit 
Fierce+Roundhouse during your characters blocking animation--your partner 
will jump in and attack the enemy with one of their moves; they will also
remain to continue the fight. See the Moves Analysis for more info on 
Juggernaut's VC. The Variable Counter uses 1 level of the Super Meter.

-----------------------------------------------------------------------------

SUPER JUMPING:
>>>>>>>>>>>>>>

Super Jumps cause Juggernaut to jump very high into the air; to perform a 
Super Jump, quickly tap D before jumping, or hit all three kicks.

-----------------------------------------------------------------------------

THROWS:
>>>>>>>

To perform a Throw, hold towards or away from the opponent and hit Fierce or
Strong up close. To perform Juggernaut's Air Throw, hold F or B and hit 
Fierce or Strong up close IN MID-AIR.

-----------------------------------------------------------------------------

TECH HITS:
>>>>>>>>>>

Tech hits allow Juggernaut to recover from Throws done to him. To tech hit a 
Throw, perform the motion for one of your own Throws just as they Throw; this 
will lessen the damage to you.

-----------------------------------------------------------------------------

DASHING:
>>>>>>>>

To perform a dash forward, tap forward twice. To perform a retreating dash,
tap back twice. Dashing is an important part of a lot of combos (see combo
system).
Alternately, you can also perform a dash by hitting all three punches 
simultainously. To dash back, hold B while hitting the punches. All 
characters can interrupt their forward dash with any move, including a 
backward dash.

-----------------------------------------------------------------------------

TAUNT:
>>>>>>

To taunt or tease your opponent, press Start. Note that taunts cannot be 
stopped, and Juggernaut will be totally vulnerable, so choose where to do it 
wisely.

-----------------------------------------------------------------------------

SAFETY ROLL:
>>>>>>>>>>>>

After being knocked down, it is possible to roll in recovery to standing.
This does not lessen the damage of the knockdown, but it allows you to avoid
an opponent's attempted ground attack or possible OTG combo, and you can also 
roll behind them and perhaps surprise them. To get a Safety Roll, perform a 
complete motion from B to D and hit any punch. Note that if the move you're  
hit with executes the Flying Screen phenomenon, you cannot Safety Roll.

-----------------------------------------------------------------------------

DIZZYING:
>>>>>>>>>

When a fighter is hit many times in a row with powerful moves in a short
time (it doesn't have to be a combo) they will eventually dizzy; after a 
certain point the character will bounce up then stand to be dizzy. At this 
point is the opponent's chance to do an attack or combo that the dizzy 
character will have no defense against. When Juggernaut is dizzy, shake the 
Joystick repeatedly and hit the buttons rapidly to regain control faster.

#############################################################################

**************************
THE XMENVsSF COMBO SYSTEM:
**************************
 
NOTE: in some cases, Juggernaut's specific combo system is explained in 
      further detail in the combo section later on.

MAGIC SERIES:
>>>>>>>>>>>>>

This is the name given to Capcom's version of a chain combo system. 
X-MEN: CotA, MSH and now XMENVsSF have adapted Street Fighter's original 
combo system so that there is a way to cancel normal attacks into other 
normal attacks as well as normal--> Special Attacks. Each fighter has his or 
her own Magic Series that follows a distinct pattern. Note that you can skip 
any of the steps in the series, but you cannot go backwards. 
NOTE: JUGGERNAUT HAS NO GROUND OR REGULAR JUMPING (see below) MAGIC SERIES!!! 
      ANYTHING IN THIS PORTION OF THE FAQ EXPLAINING GROUND OR REGULAR 
      JUMPING MAGIC SERIES IS THERE TO INFORM YOU ABOUT THE OTHER FIGHTER'S 
      COMBO SYSTEMS.

The rules for the Ground Magic Series are that they can input crouching or
standing attacks following the series (for example, Charlie can cancel a 
S.Jab into a S.Roundhouse, or C.Roundhouse). Note that you cannot go 
backwards in a Magic Series (eg. Jab -> Short -> Forward -> Short). Also note
that they can cancel into any of their various directional moves 
(eg. Wolverine's D/F+Fierce).

You can perform a Magic Series while jumping as well. This is great for 
starting jump-in combos, allowing you to get in more hits as you jump in at 
the enemy before continuing a combo on the ground--again, Juggernaut HAS NO
JUMPING MAGIC SERIES.

As well, MS combos can be done during a SUPER jump, and in Juggernaut's case,
follow the "Zig-Zag" Magic Series: 

Jab -> Short -> Strong -> Forward -> Fierce or Roundhouse

Like the other two version of the Magic Series, it allows you to do any 
version of one button. See Air Combos for more info. Remember, this is the
only MS Juggernaut possesses.

-----------------------------------------------------------------------------

AIR COMBOS:
>>>>>>>>>>>

These, put in loose terms, are juggles. But, the exception laid down is that 
they must be done as you jump in the air. So, to do an air combo by 
definition, you must knock the enemy up into the air with a launcher (eg. 
Juggernaut's C.Fierce) then follow them up and perform an air combo before 
either of you land. NOTE: there are other ways to connect with a SJ. Air
Combo, but they really aren't that important to Juggernaut. 
BOTH fighters must be in the air for an Air Combo to register (for example, 
launching the opponent with Juggernaut's C.Fierce then juggling quickly with 
a Juggernaut Splash will not count as an Air Combo, even if the Splash 
connected against an airborn enemy). 

Setup:
******

Launchers:

Launchers are by far the most effective way for Juggernaut of setting the 
opponent up for an air combo, as they throw the enemy straight up in the air. 
Note that the enemy recovers on their way DOWN and can then air block 
everything (except if launched by a Throw, like Juggernaut's Fierce Throw), 
so you must follow your opponent UP after a Launcher and hit them before they 
reach the apex of their flight. 
Now, in order to successfully follow up a Launcher, you must cancel the
Launcher with a Super Jump, i.e. hit the enemy with the Launcher, then
before its animation is complete, simply tap U and the Super Jump comes out
automatically.

TYPES:
------

Super Jumping Air Combos:

The only MS that Juggernaut can perform is during a Super Jump.
Something unique to this game exists only in Super Jumping Air Combos; the
ability to bring out a "combo finisher" similiar in fashion to Killer
Instinct. In X-Men Vs. Street Fighter, the combo system of Super Jumping is 
highly customized because for every character the combo finishers are simply 
done by chaining in a Fierce or Roundhouse at the end of that series. Note 
that you can only perform this Finisher if you do not start the air combo 
with the Fierce or Roundhouse (otherwise that will finish the combo right 
there) The finishers are pretty cool and allow you to knock the enemy away 
and the camera will follow them to the ground. After they land, you'll jump 
back into the screen from the side (some finishers will also knock the enemy 
straight down towards the ground, but the same properties apply). This is 
known as the "Flying Screen" phenomenon, which I will explain later.

Normal Move/Special Move Cancellation Combos:

Ah, the classics. Remember the good ol' Fierce Punch cancelled into a
Dragon Punch with Ken and Ryu? Well, Capcom's given us much more
possibilities, because ANY normal move can now be cancelled into a Special
Move. This allows A LOT of freedom for combos, and these combos are usually
very easy pull off. Also note that "any" normal move also includes mid-air
moves cancelled into Air Special Moves (eg. Juggernaut Splash), which is what 
allows Air Magic Series combos to cancel into Special Moves.

Dashing Combos:

Dashing combos don't apply to Juggernaut that much because he can only do one
regular hit on the ground. The thing to note is that dashing allows your 
opponent to get more hits on you. So, it is sometimes important to try and 
keep your enemy from dashing in. 
One place where this is important to Juggernaut is after a jump-in. After 
connecting with your jump-in attack, you may find yourself missing attacks
when you land. To remedy this, tap F, F for a dash, timing it so that the 
last forward comes out as Juggernaut plants his feet on the ground. Then,
return the stick to neutral and perform the hit.

Off the Ground (OTG) Combos:

An Off the Ground (OTG) attack is an attack that hits a downed opponent,     
and if doing an OTG combo, allows the attacker to continue into more hit.

Technically, an OTG combo is NOT a true combo. The definition of a combo from
way back in the SF2 days is-- 

"a series of attacks that, once the first hit has connected, the rest cannot
 be defended against."

But, if the opponent is wary, he can perform a Safety Roll, which will avoid
OTG attacks. But if he doesn't, the combo number will continue to rise.
(NOTE: There is an exception to this rolling escape--see Flying Screen 
 Combos).
So, an OTG combo is a combo where you knock the enemy down, then combo them     
OFF the floor as they land. To do this, you must hit the fallen enemy with a 
low enough attack (eg. a sweep or perhaps slide). Now, no matter what move 
you used, when an opponent is hit while on the ground, they are "bounced" a 
VERY small ways into the air, then they fall again. During the time before 
they land, they cannot block anything, so you can hit them with any attack 
that will reach. If you want an easy example, perform a C.Forward with 
Juggernaut and cancel into a Earthquake Punch; the sweep will knock them 
down, and the Earthquake will hit the opponent just as they land. 
BTW, to be fair, you cannot do two OTG combos in one combination. For 
example, with Wolverine you cannot do a- 

S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short -> C.Forward, C.Short ->
C.Forward etc...

As this would effectively create two OTG combos in one. This of course would 
make for infinite combos, because you could continuously OTG the opponent 
after every time you do the C.Forward.

Flying Screen (FS) Combos:

I will use James Chen's definition of the Flying Screen (FS):

 "The Flying Screen is the phenomena that causes the screen to scroll VERY 
  quickly after certain moves hit the enemy.  The view of the game follows 
  the enemy and the person doing the hit disappears from the screen. Once the 
  screen stops moving, the person who was hit will just lie there and the 
  other player will hop into the screen from the side."  

(My Note: BTW, some FS attacks will knock the enemy straight into the ground 
 as opposed to off screen, like finishing a Super Jumping Air Combo with 
 Magneto's SJ.Fierce--it will send the enemy into the ground on the SAME
 screen. Note that the same FS restrictions explained below still apply)

The FS happens after the following conditions:

-after performing a Super Jumping Air Combo "finisher" or Special Move 
 Finish.
-after performing the following moves: (this may be updated)

-Juggernaut's Juggernaut Punch
-Wolverine's Berserker Barrage (if all hits connect; same with the Super 
 Berserker Barrage SC)
-Magneto's Shockwave SC
-Ken's Shinryuken SC

Now, here's the catch--if your opponent is close or in the corner, there is
no way for the screen to scroll, because the border is there. So, when you
perform a move executing the FS phenomenon that knocks the enemy into a close
corner, they will hover against the corner for a moment, then fall to the
ground. As they land, you can easily perform an OTG combo (provided the move
recovers fast enough).

-Limitations

One good limitation is that the FS forbids the opponent from Safety Rolling
PERIOD, so OTG combos WILL become true combos in this case.
One thing against the comboer is that once you perform an OTG combo after the
FS, the game will not let you perform ANY Air Combos or Special Moves; for
example, with Wolverine if you perform a Berserker Barrage in the corner with
all hits, the enemy will hover briefly, then when they fall, you can hit them
OTG with a C.Short into S.Roundhouse. But, you CANNOT cancel the Roundhouse
with a Tornado Claw, nor can you follow them up with a Super Jump and Air
Combo!
     
-----------------------------------------------------------------------------

CHARACTER SIZE:
>>>>>>>>>>>>>>>

In X-Men: CotA, there were three character sizes, with Sentinel, Colossus and
Juggernaut being large, Silver Samurai and Omega Red being mid, and everyone
else light. In MSH and now XMENVsSF, it is even more detailed, going by 
height, width and weight. Height will determine how many hits you can get on 
a jump-in combo (eg. you can easily get all 4 hits of Wolverine's Jumping 
Magic Series on Juggernaut, but you can only get one or two on a little guy 
like Wolverine). Width determines how many hits are possible in a dashing 
combo (eg. on Juggernaut, Wolverine can get 5 hits in a dashing combo, 
finishing with either Roundhouse or Fierce, but on a scrawny girl like Cammy 
you would not get as much, maybe 3 hits). Weight determines wether or not a 
few combos will work, usually because you cannot launch a fat dude like 
Juggernaut as high as you can launch someone like Cammy. Here is a rough list
of character's dimensions, BUT NOT EXACT:

Width:
------

Juggernaut
Zangief
Bison
Sabretooth
Magneto
Charlie
Dhalsim
Akuma
Ryu
Ken
Cyclops
Gambit
Rogue
Wolverine
Storm
Chun Li
Cammy

Height:
-------

Juggernaut
Sabretooth
Magneto
Zangief
Gambit
Dhalsim
Bison
Charlie
Akuma
Ryu
Ken
Cyclops
Rogue
Storm
Chun Li
Wolverine
Cammy

Weight:
-------

Juggernaut
Zangief
Sabretooth
Bison
Magneto
Charlie
Akuma
Ryu
Ken
Cyclops
Gambit
Dhalsim
Wolverine
Storm
Rogue
Chun Li
Cammy

Combo Damage:
>>>>>>>>>>>>>

You may have noticed when performed some big huge, mutlihit combo that the
damage isn't so hot, even with an SC in there. This is because the game has 
this weird damage system where the more hits you use, the weaker each hit 
gets progressively, also applying to what type of hits. For example, you'll 
notice with say, Charlie, if you do a J.Fierce, S.Roundhouse XX Sonic Blade, 
the damage is REALLY good. But, if you do:

J.Short -> J.Strong -> J.Roundhouse, D.S.Jab -> S.Short -> S.Forward ->
S.Roundhouse XX Sonic Blade (in the corner on large opponents)

You'll get a large amount of hits (and lots of points), but you may notice 
that it does around the same, or slightly less damage! So, you basically have 
a choice--more damage or bigger, more spectacular combos for good points.

#############################################################################

Juggernaut:
>>>>>>>>>>>

Starting Pose: bends a metal beam in half in throws it away
1st Color: red outfit
2nd Color: black outfit
Taunt: clasps his hands together and exclaims "I'm the Juggernaut!"
Variable Attack Entrance: raises his arms and roars
Variable Attack Exit: clasps his hands together
Variable Super Move: Juggernaut Head Crush
Winning Pose 1- picks the opponent up and laughs in their face
Winning Pose 2- walks over and stomps on the fallen enemy
Winning Pose 3- clasps his hands together and exclaims "I'm unstoppable!"

Moves List:
-----------

-Juggernaut Punch: HCT+any punch
-Cytorrak Power-up: F, D, D/F+all three punches
-Earthquake Punch: F, D/F, D+any punch
-Juggernaut Splash: HCT+any kick (A)
-Nail Slam: HCB+any kick (close)
-Double-Fisted Thrust: F+Fierce
-Headbutts `n' Uppercut: F or B+Fierce (close)
-Slam: F or B+Strong (close)
-Air Drop: F or B+Strong or Fierce (close) (AIR)
-SC; Juggernaut Head Crush: QCT+all three punches
-Launchers: C.Fierce, Double-Fisted Thrust
-Knockdowns: C.Forward
-VARIABLE COUNTER: ???


REGULAR MOVES ANALYSIS:
***********************

Jab- This used to be one of his most important moves, because you could
     absorb attacks with it and counter quickly (it also comes out quickly),
     then chain into a combo. Since Juggernaut can no longer use a MS on the
     ground, you can't really do anything after this except a VERY QUICK 
     Juggernaut Headcrush or perhaps an Earthquake Punch. Still, it is a
     valuable asset because of its range and GREAT speed. Use it to stop
     offensive opponents in their tracks or to peck away at them. 
     The C.Jab is basically the same, only crouching. The J.Jab is no big
     deal.

Strong- S.Strong gives a single overhead hammer, and C.Strong does a 
        double-fisted hammer, which looks like his Earthquake Punch without
        the tremor. Both punches absorb attack nicely, and if they connect,
        cancel with an Earthquake Punch, or of course a Headcrush. They take
        great priority over sweeps and slides if you anticipate them as well,
        though a Juggernaut Punch is the better choice here. J.Strong is no
        big deal.

Fierce- S.Fierce is one of Juggernaut's most important attacks; it is the 
        only true "AIR LAUNCHER" left in the game (back in MSH, there were
        different types of launchers, and an air launcher would launch the
        enemy ONLY if they were already air born, i.e. jumping in), so it is
        a great air counter if you can get it to connect, as you can follow
        with an air combo. Use it only if the enemy is jumping in high. That 
        isn't its main asset, however--it is Juggernaut's most easily comboed
        attack, and fortunately, the most powerful as well. Whenever you
        connect with a S.Fierce on the ground, cancel QUICKLY with a 
        Juggernaut Punch or DEFINETELY the Headcrush for BIG damage.
        The C.Fierce is also an important tool; it is Juggernaut's only 
        regular launcher, and thankfully launches them straight up for an
        easy air combo. Also a decent air counter.
        J.Fierce is Jug's best jumping attack, both for air-to-air and as a
        jump-in.

Short- S.Short's great for taking out pesky low attacks, and has surprising
       ranging. C.Short is a great pecking attack and will hit opponents OTG. 
       J.Short, since he can no longer perform a regular J.MS, is relatively 
       useless.

Forward- S.Forward is a stomp which has ZERO range, but does good damage and
         looks hilarious if it connects. Just for the fun of it, follow a 
         Throw with this OTG if you don't have a Headcrush charged. The 
         C.Forward is also important, 'cause it's his only knockdown attack. 
         Great unstoppability, so try and connect with this a lot up close, 
         so you can follow with a Headcrush or Earthquake Punch OTG. The 
         J.Forward is an upward kick, so don't use it unless the enemy is 
         near you and you're both airborne, better if they're above you.

Roundhouse- S.Roundhouse is a great air counter, especially to deep jumping
            opponents. Its recovery is bad, however, so refrain from using it
            too often on grounded opponents. C.Roundhouse is also an upward
            kick, but a lower angle than S.Roundhouse, so don't use it too
            often. Likewise, the J.Roundhouse is also an upward kick, but has
            big priority in the air, so use it in this fashion.

#############################################################################

MOVES ANALYSIS:
***************

-Juggernaut Punch-

(Juggernaut exclaims "Juggernaut Punch!" and rushes the opponent, driving 
 them into the ground with a brutal downward punch; they then bounce off the
 ground and across the screen)

Does HEFTY damage (though less than in MSH) and executes the FS (you can OTG
after it, but since he has no ground MS _and_ you can't perform Special Moves
after the FS, you can only do a C.Short or C.Forward afterwards in the 
corner). The recovery is HORRID, giving the opponent around a full SECOND to 
counter. The idea is to make ABSOLUTELY sure that this connects, and when it 
does it is definetely worth the caution! In addition, Juggernaut will absorb 
all hits during the rush, so if the opponent begins to throw ANY projectile 
or long range attack (see tactics section), quickly perform a Fierce 
Juggernaut Punch to barrel through it and smack 'em down. Remember to make 
sure you're ahead in health of course because the attacks will still do 
damage to you. Also not a bad combo finisher. Jab goes a few steps, Strong 
half the screen and Fierce travels full screen.
BTW, I listed the motion for this move as a HCT, although it is supposed to
be a QCT. I always use HCT anyway just to be safe, because if you screw up
the motion Juggernaut'll perform a punch, and this is bad news if this punch
comes out and doesn't hit anything.

-----------------------------------------------------------------------------

-Cytorrak Power-up-

(Juggernaut raises his fists to the air and exclaims "Power-Up!"; he then
 begins to glow red)

Once activated Juggernaut's attacks will do MUCH more damage. This also lasts 
a lot longer than in MSH. Try to do this WHENEVER you have the chance, and 
you should basically be treating it like a Taunt, as it takes him around a
full second to power up. And don't think you should do it on rare occasions;
I mean USE IT; when the enemy misses a DP move that leaves them way up in the
air (i.e. Ken's Shinryuken, Chun Li's Tensho-Kyaku), QUICKLY whip this off
and be ready to attack when they land. A C.Fierce+air combo does monster
damage with this, as does a F+Fierce XX Roundhouse Juggernaut Splash.

-----------------------------------------------------------------------------

-Earthquake Punch-

(Juggernaut exclaims "Earthquake!" and slams his fists into the ground like
 his C.Strong, producing ripples of shockwaves across the ground)

One of his primary moves. This absorbs hits quite well, and hits the enemy
OTG for good damage. However, if you're fast you can Headcrush or Juggernaut
Punch in these cases. The Earthquake's greatest asset is that when blocked it
pushes the enemy quite a distance away--the key to winning with Juggernaut is
to cancel EVERY standing attack with an Earthquake IF it is blocked. This 
will push them away significantly and make up for the bad recovery on his 
moves. The Earthquake Punch also does GREAT block damage. Note that if jumped
Juggernaut can be hit, so try not to do it too often if the enemy has the
opportunity to jump.

-----------------------------------------------------------------------------

-Juggernaut Splash-

(Juggernaut flies into the air with a growl and lands in a full body splash
 on top of the opponent)

MAJOR damage when it connects, and is great for avoiding some ground-based
projectiles if you are FAST. If the opponent sees it coming they can quickly 
perform a DP move, or even worse they can block and then have a full SECOND 
or so to counter as Juggernaut gets up off his ass! Again, be VERY careful 
using this and in the air it's great for going over missed attacks, 
especially projectiles. For example, because of the Roundhouse version's 
range, you can Super Jump over Ryu's Shinkuu Hadouken and come crashing down 
on him with it! This is alsog good in the odd combo, and with a LOT of 
timing, the Short version will take priority over low attacks VERY easily up
close (eg. Dhalsim's Slide).

-----------------------------------------------------------------------------

-Nail Slam-

(Juggernaut grabs the opponent by the back of their neck, cackles sickeningly 
 in their face, then drives them feet first into the ground; he then proceeds 
 to bash them into the ground like a Tent Peg with his head! He then 
 uppercuts them away)

His New move, the Nail Slam, is a Special Throw that brings tears to my eyes 
every time I see it! Hefty damage, but it has NO range. You may think you're
going to catch them, but Juggernaut's hand passes right through the enemy,
leaving you open to a counter. This will absorb attacks, but because of its
range, it will work rarely here as well (try to absorb ticks and you may get
somewhere...) One thing to note is that you can absorb a jumping attack and
always grab them if they jumped close enough; see tactics for more info.
BTW, you can always follow this Throw with a Headcrush OTG or Juggernaut 
Punch OTG.

-----------------------------------------------------------------------------

-Double Fist Thrust-

(With a growl Juggernaut thrusts both of his fists straight in front of him)

Although it is considered a launcher, it launches the enemy at a VERY shallow
angle, so that the only thing that connects is a Roundhouse Juggernaut 
Splash. It does monster damage and has amazing range, about half the screen!
Best used in combos or to counter an attack from a distance, this is IMO 
quite good at absorbing hits with close projectiles and even dashing combos!
This has the worst recovery of all his attacks, so be VERY careful that it
hits. It can also be ducked by most, BTW.

-----------------------------------------------------------------------------

-Headbutts `n' Uppercut-

(Juggernaut grabs his opponent, headbutts them twice then uppercuts them 
 away)

In the corner this can be EASILY followed with an OTG combo, or if you're
even fairly close to the corner, you can Headcrush with ease. By itself it 
looks hilarious and does good damage. Get it in whenever up close and you 
can't connect with a combo, or against an opponent who doesn't tech hit or
Safety Roll often.

-----------------------------------------------------------------------------

-Slam-

(Juggernaut grabs the enemy and slams them into the ground, bouncing them WAY
 up into the air)

Sometimes easier to follow up than the Fierce Throw, this gives you plenty of 
time to set up a juggle.

-----------------------------------------------------------------------------

-Air Drop-

(Juggernaut grabs the opponent and whips them to the ground)

Decent damage, do it if you want. It MAY be possible to OTG them, I'm not yet
sure.

-----------------------------------------------------------------------------

-Infinity Combo; Juggernaut Headcrush-

(Juggernaut exclaims "Headcrush!" and rushes the opponent with his head
 stuck out; once he's done the headbutt the enemy flies over behind his head)

This move is probably the main reason to play Juggernaut; sadly, it does less
damage than it did in MSH, but it still retains its awesome properties. It is 
unstoppable to the fullest, taking out EVERYTHING except other SCs (some 
exceptions :). It also can be put quite easily into combos and, despite what 
some others think, can be followed with an OTG combo; the way to do this is 
to initiate either a Fierce Juggernaut Punch or another Headcrush as the 
enemy flies away in the other direction; see combos for more info. And 
remember, because of its awesome speed, it is an ideal reactionary move.
NOTE: IN ORDER TO PERFORM THE FULL _EIGHT_ HITS OF THE HEADCRUSH, YOU MUST
      START RAMMING ON THE PUNCH BUTTONS _AFTER_ THE FIRST HIT OF THE SC
      CONNECTS. IF YOU DO IT BEFORE THAT, THE EXTRA HITS WILL NOT COME OUT.
      (BTW, when you OTG, all 8 hits of the Headcrush rarely connect).

-----------------------------------------------------------------------------

-VARIABLE COUNTER; ???-

MORE LATER.

#############################################################################

COMBOS:
*******

Notes:
------

Super Jumping: Juggernaut's air combo is actually quite smooth for such a big
               guy. Avoid putting the SJ.Forward in however, as it usually
               misses.

Air Combo Finish: Both Juggernaut's SJ.Fierce and SJ.Roundhouse are 
                  finishers. Because of the angle of the SJ.Fierce, you 
                  cannot chain into a SJ.Roundhouse and catch them during the 
                  FS.

Throw Combos: Juggernaut has the ability to perform devastating follow-up
              combos after Throws, and you should do so at every opportunity,
              unless you're sure they'll tech hit.

COMBOS:
-------

1. J.Fierce, C.Forward XX Fierce Earthquake Punch (OTG)

Comments: easy combo to perform, and if blocked will push the enemy back
          considerably.

2. J.Fierce, C.Forward XX Jab Juggernaut Punch (OTG)

Comments: cancel the C.Forward fast, and for some you may have to substitute
          the last hit with a Strong JP. 3 hits.

3. J.Fierce, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)

Comments: easy and basic air combo, quite worth it if you're powered up. 6
          hits.

4. (corner), D.C.Fierce -> SJ.Jab -> SJ.Short XX Short Juggernaut Splash

Comments: good damage but the Splash will only connect in the corner fast
          enough. 4 hits.

5. Double Fisted Thrust XX Roundhouse Juggernaut Splash

Comments: ALWAYS cancel a F+Fierce with a Roundhouse Juggernaut Splash for a
          quick and painful 2 hit combo.

6. J.Strong, S.Strong XX Fierce Earthquake Punch

Comments: also pushes the enemy quite far away if blocked.

7. (corner) J.Fierce, C.Forward XX Jab Earthquake Punch, D.C.Fierce XX 
   Roundhouse Juggernaut Splash

Comments: The Earthquake will actually keep the enemy frozen in the corner, 
          and you can also do an air combo instead of the Splash.

8. J.Fierce, S.Fierce XX Headcrush, Headcrush (OTG)

Comments: THE MOST IMPORTANT COMBO IN JUGGERNAUT'S ARSENAL. This will destroy
          at least 50% of the enemy's meter, and is REALLY easy to do. The 
          thing to note is that the camera follows the enemy who has bounced
          off the corner from the Headcrush back to the other side of the
          screen--at this time, perform another Headcrush and you will hit
          them as they land for all hits! 10 hits.

9. J.Fierce, C.Forward XX Headcrush (OTG)

Comments: you can only perform one Headcrush in this combo because it already
          hits the enemy OTG after the C.Forward (you cannot OTG more than
          once in a combo, remember.) Still, great damage and it is 
          definetely the best follow-up to a C.Forward. 6 hits.

10. (corner) J.Fierce, S.Fierce XX Jab Juggernaut Punch (FS), C.Short (OTG) 
    XX Headcrush

Comments: in the corner you can always follow up a Jab JP with a C.Short;
          cancel with the Headcrush for major damage. 8-9 hits.

11. (start with partner, in this case Wolverine!) 

J.Jab -> J.Short -> J.Strong -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX
Variable SC, Headcrush (OTG)

Comments: WHEE! In some cases Juggernaut will finish his part of a Variable
          SC at the right time so that he can follow it up as he would his
          usual Headcrush SC! This combo shows how (and also allows me to 
          show a cool Wolverine combo!), and you need a L3 to do this. 
          Experiment to find more Variable SC combos!

12. (corner) J.Fierce, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Fierce (FS), C.Strong (OTG)

Comments: hit the enemy OTG VERY quickly as you land from the SJ.Fierce. 
          Alternately, you can perform a S.Forward to OTG, which looks a lot
          more humiliating. :)

13. (corner) D.S.Fierce XX Jab Earthquake Punch, Headcrush, Headcrush

Comments: a DEVASTATING combo, you must do the first SC VERY quickly.

THROW COMBOS:
*************

(I've put these in a separate section just to tidy things up)

1. Fierce Throw, Headcrush

Comments: pretty straight forward; hit 'em as they get to the ground after 
          the Throw. Timing takes some practice (wait a little longer to do
          the SC if you're fighting a light character) but the damage is 
          worth it.

2. Nail Slam, Headcrush

Comments: the Nail Slam also finishes with an uppercut like the Fierce Throw,
          so juggle in the same fasion. Great if the enemy jumps near the 
          corner, hoping for a jump-in MS (see tactics!)

3. (corner) Nail Slam or Fierce Throw, Roundhouse Juggernaut Splash

Comments: the Splash will only connect in the corner, and is a good alternate
          if you don't have a Headcrush charged.

4. Strong Throw, Roundhouse Juggernaut Splash

Comments: if you Throw them into the corner this is easy, otherwise you 
          should dash closer and do the Splash just as they near the ground.

5. Strong Throw, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce 
   (FS)

Comments: again, dash under them and nail 'em with the launcher. Easier in
          the corner.

6. (corner) Strong Throw, Power Up, C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ.Strong -> SJ.Fierce (FS)

Comments: you have time to Power Up before they land because you don't have 
          to dash to get in the C.Fierce in the corner. GREAT damage.

#############################################################################

TACTICS:
********

JUGGERNAUT'S "UNSTOPPABILITY"
------------------------------

In order to be at all effective with Juggernaut you MUST take advantage of
his "Unstoppability". What this means is that Juggernaut has the ability to
absorb attacks and continue his own. For example, Juggernaut has no FB and
has a short jump, so dealing with projectiles can be a problem right? WRONG.
Just perform a Juggernaut Punch through them! Note that Juggernaut will not
PASS through the projectile; it will in fact hit him, but it will not phase
him and he will continue to barrel through and plow the enemy into the 
ground.
Juggernaut CANNOT absorb the following attacks:

1. Swift, powerful knock-downs.
Examples:

-any sweep that knocks down, like Ryu's
-a Dragon Punch

2. chained combos
Examples:

-if you absorb Cyclops' S.Jab, but he chains into a S.Roundhouse
-Cammy jumps in with a J.Short and chains into a J.Roundhouse

3. Super Combos.
Examples:

-attempt to absorb Akuma's Super FB
-Ken's Shoryureppa

4. Fierce or Roundhouse Jumping Attacks
Examples:

-you attempt to stop a J.Roundhouse with the Nail Slam; this will NOT work.

NOTE: for #2, IF the attack you are performing when they hit you (with their 
      first attack) comes out before their next hit, it will be successful.  
      In the Cammy example, if you start a Nail Slam and she hits you just as
      Juggy brings his arm up, the Roundhouse usually doesn't come out fast
      enough to cancel out the Nail Slam, and he'll pound her into the 
      ground.

The following is a list of ways to use Juggernaut Unstoppability with each
move:

S.Jab, C.Forward- Both great unstoppable attacks with good speed, ideal for
                  working up close. Because of its great speed, the S.Jab is
                  perfect against pesky little guys like Wolverine who like
                  to dash in with Jabs and such--this will usually come out
                  fast enough to negate his attack, and you can quickly 
                  cancel into an Earthquake Punch to push them back. The 
                  C.Forward is also good in this respect, although if they 
                  are even remotely fast and chain into another attack from
                  the one you're absorbing, this sweep will not come out fast
                  enough to connect with. This is great against an opponent
                  who uses a lot of unchainable attacks up close, or lots of
                  FBs from this range.

C.Fierce, F+Fierce- use BOTH with caution. The C.Fierce does big damage, and
                    if you are DASHING when it absorbs an attack, you will
                    usually launch the enemy for an air combo. If the enemy 
                    is quick with their MS you will frequently get 
                    interrupted with this attack, and weary opponents will
                    simply sweep you. Same with the F+Fierce, except the good
                    thing about this is that a Roundhouse Splash will ALWAYS
                    connect after this if you cancel fast enough. It can be
                    seen coming though, so try to absorb attacks with it 
                    from mid-range, especially FBs and dashing regular 
                    attacks.

S.Roundhouse, S.Fierce- again, both are slow and if anticipated can be swept
                        or comboed. Use these as air counters to those who
                        like jumping in with attacks other than Fierce or
                        Roundhouse, but time them extra early so they will
                        have difficulty chaining into a MS. Some characters 
                        that like to jump with attacks besides Fierce and 
                        Roundhouse are Wolverine, Cammy (lotsa Jabs `n' 
                        Shorts for jump-in combos), Ryu/Ken/Akuma (like to
                        have fun with that J.Forward!)

Juggernaut Punch- overused in other places, the JP's greatest asset is its
                  tremendous speed once he starts moving, and its absorbing
                  ability. From anywhere on the screen except from FULL 
                  screen, if you see the enemy start a FB, IMMEDIATELY whip 
                  off a Juggernaut Punch (Fierce from CLOSE to full screen, 
                  Strong from mid-screen, etc...). Just beware not to do this 
                  as often against those with a FB SC (eg. Ryu/Akuma, 
                  Cyclops). The JP is also fairly useful with absorbing 
                  regular attacks, but I find its recovery is far too long to 
                  do this often--in this case, stick with F+Fierce from 
                  mid-range and Jabs and C.Forwards up close.

Earthquake Punch- absorbs attacks QUITE well, but the only reason I see to 
                  use it here is against dashing attacks, as it will push 
                  them away considerably.

Nail Slam- again, overused (at least around here). Do this move VERY rarely,
           and it seems to miss on the ground all too often. However, a key
           place to use it is to absorb the enemy's jumping attack (if it 
           isn't a Fierce or Roundhouse, of course). This is especially 
           effective on Cammys and Wolverines who like to do lotsa little
           jump-in combos. Another AWESOME thing to note is that you can 
           grab opponents out of their Variable Attack! ALWAYS be sure to try
           and follow the Nail Slam with a combo or especially Headcrush SC.

Headcrush- a VERY important unstoppable attack, this move is LITTERALLY
           unstoppable. With the exception of SCs, this CANNOT be stopped by
           ANYTHING, including chains, sweeps and J.Roundhouse and Fierce.
           This is because of its tremendous speed; ANYTIME you see the enemy
           do ANYTHING (really, anything), whip this off to take it out; 
           unless it's an SC or the enemy is above you, I GUARENTEE this will
           take it out! One thing to note however is not to do it against 
           full screen projectiles, as the Headcrush's range prevents it from
           hitting that far; you'll absorb the projectile, but the Headcrush
           will not reach them.

Juggernaut in the air:
----------------------

You should not jump with Juggernaut unless the opportunity presents itself
for a jump-in combo IMO, as Juggernaut's air arsenal is limited. His J.Jab
has decent range and is good if they pester you in the air, but you shouldn't
really be up there anyways.
The only good move he has in the air is J.Fierce for priority up close, but
most opponents can snag him with a jumping kick before he reaches them. The
Juggernaut Splash doesn't help you much either, because if you miss you're
toast. Juggernaut's game is generally defensive, so stay grounded.

Variable Countering:
--------------------

When performing a Variable Counter with Juggernaut as your partner (idle), he 
will jump onto the screen and counter a blocked attack with ???
MORE LATER.

Juggernaut In a Team:
---------------------

Juggernaut is a great team partner simply because of how he can balance out a
fight quickly. Playing as any character and running a little low on health?
Try your best to find a place to switch to Juggy, and if he has a full meter,
he'll be ready to absorb a few attacks and even the score!
As well, if you finish a Variable SC with Juggernaut, not only will you 
USUALLY get all 8 hits in, but you can also tack on an OTG move to nail 'em 
for MORE damage in some cases (SEE COMBOS!).

For his Variable Attack, the easiest way to change characters, Juggy will 
come diving in with a Splash. Note that wether this connects or not, he'll go 
into a taunt afterwards, so you MUST make sure this connects or you will be 
hit. Ideal situations are pretty much anytime the opponent misses a slow 
attack, or if the opponent is jumping back, or if they're at the peak of a 
Super Jump. Another nice place to use it is with a setup attack for combos, 
like after a launcher, or in some other cases, like with Magneto's Hyper 
Grav. The one thing to remember is to ask yourself wether or not you want 
to waste and opportunity to hit the opponent with a big combo--for example, 
if I am Magneto and fighting Ryu, and he misses a DP, I can either call in my 
partner, or I can go for a BIG combo. The immediate choice should depend on 
wether or not you have enough life; if Magnus is down to a sliver of health, 
I would definetely switch, because even though I hit him with a big combo, he 
might just do a comeback afterward and kill me; you also have to take into 
account wether or not they have a lot, or a little, amount of life.


Favorite Teams:
---------------

Here are (IMO) good teammates for Juggernaut:

1. Charlie (great defensive team, good Variable SC with Juggy starting)
2. Zangief (slow but powerful)
3. Cyclops
4. Sabretooth (RAW POWER!)

#############################################################################

CREDITS:
********

First and foremost, a HUGE thanks to James Chen for the third installment in 
his AWESOME combo FAQ series. Also thanks to everyone who submitted info on 
this game to the newsgroups. Thanks to Capcom for a great game, and no thanks 
to Happy Man arcade for making it cost 3 tokens! :(

You can access this FAQ and many others at my homepage:

http://www.geocities.com/SiliconValley/Heights/1910

You can also e-mail me at:

tigeraid@geocities.com

"I said it before and I'll say it again--democracy simply doesn't work!"

                                          -Kent Brockman, the Simpsons