X-MEN VS. STREET FIGHTER
Best Combos FAQ version 1.6
By John Culbert (tigeraid@geocities.com)

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

v1.5

-Some more combos for some characters
-fixed stupid Ryu/Akuma Throw mistake
-fixed description of Juggernaut's Strong Throw
-fixed Akuma's "dash" section
-Added one quote at the beginning of each fighter's section (Left out Storm, 
 Dhalsim, Ryu, Bison...)
-fixed typos/grammer, etc...

v1.6

-Fixed Rogue combos (never played her much; didn't try SOME of the stuff I
 put down)
-deleted Sabretooth stolen power combo
-couple of other quick corrections

INTRODUCTION:

Well, I already have Charlie, Cyclops, Juggernaut and Sabretooth FAQs up on 
my homepage and gamefaqs.com (and hopefully on brawl.mindlink.net soon as 
well). However I feel I should delve further into their combos, as well as 
the combos of other characters.

Now, in my arcade there are a few really good X-Men Vs. SF players (like 
myself), there are some so-so players, and there are a LOT of scrubs. 
However, with the so-so players and even most really good players, I find 
that combos as a whole are not a firm part of their repitiore (EXCLUDING
MYSELF). These players are either good with their respective fighters (mostly 
Akumas and Ryus of course) and for some reason never use combos other than 
the generic Jumping Roundhouse -> Crouching Roundhouse crap; or, these 
players know how to pull off some good combos, but always end up having them 
blocked or missed (you know what I'm talking about--blocked Violent Dragon!). 

I am assuming that there have got to be other people out there who play like 
this, i.e. fairly good, but think that Ken's Shoryureppa is the pinaccle of 
multi-hit attacks.
The idea with this FAQ is to inform those who play X-Men Vs. SF about the 
proper places to use combos, which combos are worth doing and which aren't, 
which do great damage and which are pathetic, etc...

NOTE: The notation in this FAQ is basically the same as James Chen's XvSF 
      Combo FAQ (which kicks TOTAL ASS!) with a few things left out for 
      simplicity, and I also use a lot of the combos he has listed there. 
      Normally I wouldn't do this but hey, James Chen's FAQ has lots of great 
      combos and explanations in how to do them, but they can still be 
      elaborated further. BTW, if you ARE infamiliar with the combo system of 
      this game, or any of the other game mechanics, check out one of my 
      character guides on www.gamefaqs.com or my homepage (see my URL below), 
      or of course James Chen's FAQ, available on gamefaqs.com (as I recall) 
      and ftp://brawl.mindlink.net/pub/ . As a last resort, ask around the
      newsgroup alt.games.sf2 from some help.

EASY READING:
-------------

Since this FAQ is so damn big, I have set it up so that you can get to each
section with ease, simply by using the "find" command in your word processor
or whatever you're using. When searching, simply put the character's name
that you wish to find in between two spaces and two pound signs. For example,
if you want to skip to Ryu's section, use the find command and type in:

# RYU #

This will bring you to the beginning of Ryu's section.


*FINAL NOTE: At the end of this FAQ is a rundown of all the characters,
             written from MY OPINION; call it and editorial if you will.
             Note that these are my opinions and I AM entitled to them, and
             anyone wishing to challenge me can send me a nice little e-mail
             about it.

*******
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
TBK  = Thousand Burst Kick
SPD  = Spinning Pileriver or similiar motion (roll 360 degrees)

*****************************************************************************

BRIEF RUNDOWN:
--------------

This will basically be how every character section is set up:

Attack Info: 
************

Explains the properties of some of the character's moves, their launchers, 
and Air Combo finishers. Again, see one of my FAQs or James Chen's for more 
info. BTW, "OTG attacks" are specific attacks that can hit the enemy OTG.

Dash: 
*****

This section describes the character's FORWARD dash, and how well it works in 
combos.

Jump: 
*****

This section gives info on the character's REGULAR jump, i.e. how far they 
can jump, how high, and how this affects combos.

Misc. Notes: 
************

Anything extra about the character's combo system or moves, or something I 
just feel like adding.

Easy Combos: 
************

This section lists combos that rarely do good damage, but are extremely easy 
to perform--great for beginners.

Most Effective Combos: 
**********************

This section lists the combos that should be the most-used combos in this 
character's repitiore, doing good damage and being fairly easy to perform. 
They are described in more detail in each respective section. NOTE: some
characters, like Magneto, use Air Combos better than any other combo. However
I will still group their Air Combos in the Air Combos section, and simply 
note there that you should use them the most often.

Long-range Combo: 
*****************

This section describes what attacks to use of that character to best create a 
"Long-range Combo"; this is the term I use to describe what you can do if you 
think the enemy is too far away, yet you wish to combo them. The primary 
place where this is used is if you accidentally perform a jumping attack from 
too far away, and your normal combo will most likely miss when you land. (see
below for example).

BTW, the reason this section is here is because I frequently see scrubs and 
even some of the more experienced players sometimes jump in, and attempt to 
go right into their Jab or whatever following the jumping attack, and it 
misses. A lot of players, who even understand the concept of dashing after 
jump-ins for the magic series, make the mistake of trying to combo from too 
far away with the wrong attack; you will very rarely get so far away that 
NONE of your fighter's regular attacks connect--every fighter should have a 
variety of attacks to use at varying distances, it's just a problem of 
knowing which one is which. This section should solve that.

EXAMPLE: probably the easiest example is with Ryu:

J.Roundhouse, D.S.Jab -> S.Strong XX Roundhouse Hurricane Kick

A fairly easy 4 hit jump-in combo for good damage. However, let's just say 
you're just over a 1/2 screen away, and your opponent throws a slow 
recovering projectile. You easily jump over it and nail them with the 
J.Roundhouse. HOWEVER, you may notice that if you do the D.S.Jab immediately 
after the J.Roundhouse (if you wait or do an extra-long dash, it won't 
combo), it will probably miss because you jumped from too far away and the 
J.Roundhouse BARELY connected. The Jab will miss partially because it has 
little range, and also because Ryu's dash forward is pathetically slow and 
unresponsive. So if the J.Roundhouse puts you too far away, what the hell do 
you do? Simple... do this:

J.Roundhouse, C.Forward XX Fierce FB

Because of the C.Forward's increased range, it will most likely hit, and you
can buffer into a FB for a quick and damaging combo, where a Jab will 
normally miss!

Air Combos: 
***********

Some characters have good Air Combos, some don't. This section will tell you 
if they do or don't, and either way how to perform them as best as possible.

Throw Combos: 
*************

I find pretty much every character has a good ability to combo after a Throw, 
but there are some cases which need to be delved into further. This section 
covers that, and gives some really nifty Throw combos (probably my favorite 
type of combo!) :)

Other Combos: 
*************

This is basically what's left after all of the other stuff. These are combos 
thought up by myself or other experienced players that can be used in a lot 
of different cases; some are a fair challenge to pull off, but can be 
spectacular and quite worth it.

                                 ###########
################################## CYCLOPS ##################################
                                 ###########

"Yes!"

1. ATTACK INFO:
---------------

-Launchers: S.Strong, C.Forward
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: none
-OTG Attacks (Regular): C.Short, C.Roundhouse
-OTG Attacks (Special): Ground Reflect Blast, Cyclone Kick, Optic Array SC

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

2. DASH: 
--------

Cyke's dash is basically a dead run, and gets the job done. Very easy to 
cancel with a dashing attack. No problems here.

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

3. JUMP: 
--------

Scott has an average jump height, distance and speed. When you jump over a 
projectile, you usually get there if they're anywhere near you.

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

4. MISC. NOTES: 
---------------

-For those who don't know, Cyke has some extra regular moves; many of his 
moves in the air, if holding down, will produce different attacks. The most 
notable of these is the J.D+Roundhouse, which will give you a downward drop 
kick as opposed to the flip kick, making for a better jump in.
-Also of note is Cyclops' standing and Crouching Fierces; these produce 
"Optic Bursts", or sometimes called bullets, which are basically little 
projectiles that aren't very fast. The thing to note about them is that they 
can be cancelled VERY FAST with Special Moves, but CANNOT be cancelled into a
Roundhouse of any kind, despite what his Magic Series states.
-One final note: along with Cyke's well-known S.Roundhouse -> S.Roundhouse
chain, he can also perform a S.Jab -> S.Jab (he'll alternate arms for each
jab) and S.Short -> S.Short (he'll perform two kicks, one with each leg). 
Nothing terribly important, except for a few extra hits in a combo.

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

5. EASY COMBOS: 
---------------

a) D.C.Short -> C.Roundhouse

b) D.S.Short -> S.Forward -> C.Roundhouse

c) D.S.Jab -> S.Forward -> S.Roundhouse -> S.Roundhouse

d) J.D+Roundhouse, C.Jab -> C.Strong -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.S.Short -> S.Forward -> S.Roundhouse XX Jab Optic Blast

b) J.Short -> J.D+Roundhouse, D.S.Jab -> C.Roundhouse XX Roundhouse Cyclone
   Kick

c) D.C.Short -> C.Roundhouse XX Mega Optic Blast (OTG)
        
The first is Cyclops' all-purpose combo. The S.Short hits crouching 
opponents, so the combo cannot be ducked, making it safe in that respect. As
well, if the whole combo is blocked, it pushes the enemy far enough away that 
they cannot counter (except with certain Variable Counters.) The damage is 
also quite sound, and this combo can be placed after a jump-in with ease.
The 2nd combo has good damage potential and also quite safe if blocked. For 
more hits and slightly more damage, you can use a S.Roundhouse XX Fierce Gene 
Splice to finish the combo, but if blocked with this you're toast.
The last combo is a VERY easy way to do big damage. If your really fast the 
opponent cannot Safety Roll out of the SC because it will actually catch them 
BEFORE they land on the ground! If blocked, this will certainly leave Cyke 
wide open to counter however. NOTE: do NOT use this combo to OTG the enemy; 
the idea with the C.Roundhouse XX Mega Optic Blast is to just barely catch 
the enemy in the air with the SC as they fall. If you are OTG comboing the 
enemy, they're already very low to the ground and the SC will frequently 
miss.

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

7. LONG-RANGE COMBO:
--------------------

Your best bet in this case is one of two things; Cyclops' longest-ranged 
attacks would be his S.Forward and C.Roundhouse. In the case of a far jump-in
both of these work wonders, and you can cancel them with Optic Blasts or
Cylcone Kicks/Ground Reflect Blasts respectively. 

Here's an example:

   J.D+Roundhouse from afar; if you're only a few steps away, hold F and hit
   Forward kick, or a C.Roundhouse will usually work as well. If you are too
   far away for those to connect, quickly pull off a Jab Optic Blast--this
   will usually work, and sometimes if you do it REALLY fast, you'll cancel
   the J.Roundhouse and get an air Optic Blast!

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

8. AIR COMBOS:
--------------

Not much to complain about here; Cyclops' SJ.Magic Series is quite smooth
and easy to imput. One thing to note is that neither of his launchers throw
the enemy up too far, so you must Super Jump as FAST AS POSSIBLE and begin
the Air Combo.
Cyclops' SJ.Fierce acts as an Air Combo finisher, but because of the angle
it knocks the enemy away at, you can usually tack on a SJ.Roundhouse as they
fall.

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

9. THROW COMBOS:
----------------

Cyclops' Throws are tailor-made to combo! 
-For the Forward and Roundhouse Throw, Cyclops will grab his opponent, then 
blast them straight to the ground with a burst of optic energy. This Throw 
can only be followed up easily in the corner, so use in moderation. 
-His Strong Throw can be directed, causing Cyke to drill the enemy with his 
optic beam either straight up, U/F, U/B or straight forward. If it's straight 
forward in the corner, it can be followed with an OTG combo, and if you 
direct them U/F in the corner, you can Fierce Gene Splice, or direct an Optic 
Array SC to juggle 'em in the air (Cyke's recovery on this Throw makes it 
difficult if not impossible to juggle with an Air Combo, or anything else for 
that matter, after shooting them straight upward).
-By far his most effective Throw is the Fierce Throw, which picks the enemy
up over his head and slams them to the ground. When they hit the ground, they
bounce up easily enough to combo them in many ways in the corner. You can
juggle them as they fall quickly, or you and literally OTG them when they
land--the former is safer.
-Cyclops' Bulldog (F, F+Fierce+Roundhouse) is a Throw during a dash, so it
obviously has the greatest range of his Throws. However, if missed Scott will
stick his shoulder out and slow to a stop, so the recovery isn't too hot. 
This is best used to counter a missed move like a DP from a few steps away,
but you should only do this if they will be slammed into the corner with it.
Otherwise a dashing combo has more damage potential.
-Cyke's Air Throw causes him to grab the enemy and blast them straight into
the ground; as far as I know, there is no follow-up, except possibly a 
mid-air Optic Array SC as you fall to scrape them off the ground--this leaves
you vulnerable if they Safety Roll however.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, S.Roundhouse -> S.Roundhouse XX Roundhouse Cyclone 
   Kick (NOTE: Start Cyclone Kick as late as possible)
 
Comments: VERY cool corner combo, one of my favorites. You can also 
          substitute the Cyclone Kick with a Gene Splice for more hits--I
          recommend this against larger opponents; on light characters both
          hits of the Cyclone Kick will connect if timing is right, but on
          big characters I can only get one hit, so use the Gene Splice in
          this case for 10 hits. With the Cyclone Kick you'll get 5 hits on
          small opponents. ONLY use this on opponents that you think won't
          tech hit your Throw--the follow-up moves are slow and you can be
          countered if they do--same thing if they Safety Roll.

2. Fierce Throw, D.C.Short (OTG) -> S.Forward XX Roundhouse Cyclone Kick

Comments: do this one at least CLOSE to the corner. 5 hits.

3. (corner) Fierce Throw, D.C.Short (OTG) -> S.Fierce XX Dashing Pummel XX 
   Fierce Gene Splice

Comments: an extended version of #5, for even more damage. again, getting the
          hang of the cancelling in and out of the Dashing Pummel can take
          some practice... remember, cancel the Pummel after 5 hits. 15 hits.

4. (corner) Strong Throw, Optic Array

Comments: aim the Throw U/F into the corner, and juggle with the SC. Lotsa
          hits.

5. (corner) Strong Throw, Fierce Gene Splice

Comments: same as above, and juggle with the uppercut as they fall.

6. Fierce Throw, Optic Array (OTG)

Comments: follow the Throw with a downward directed Optic Array to scrape 
          'em off the ground. Lotsa hits.

7. (corner) Bulldog, C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse

Comments: you can start this a fair bit out of the corner as well, because 
          the Bulldog drops them into it. 9 hits.

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

10. OTHER COMBOS:
-----------------

1. (corner) D.S.Short -> S.Roundhouse -> S.Roundhouse XX Fierce Gene Splice

Comments: after the High Kick/Flip Kick, the Gene Splice will only connect in
          the corner. 10 hits.

2. D.S.Jab -> S.Strong -> -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> 
   SJ.Fierce (FS) -> SJ.Roundhouse

Comments: Easy and powerful Air Combo. 8 hits.

3. (corner) Mega Optic Blast, S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> 
   SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse

Comments: Although you'll probably rarely get in the Mega Optic Blast from 
          this range, it's still a good combo...maybe after a missed DP... 
          And hey, although I haven't confirmed it, maybe you can dash after 
          the SC if you're fairly close and still catch him... Anywho, great 
          damage, well over 30 hits.

4. (corner) D.C.Short -> S.Fierce XX Dashing Pummel XX Fierce Gene Splice

Comments: Cancelling in and out of the Dashing Pummel can take a bit of
          practice, but the damage is worth it. Cancel the Dashing Pummel
          after 5 hits. 14 hits.

5. J.D+Strong -> J.D+Roundhouse XX Optic Array

Comments: VERY stylish that only works on the tallest characters. Be sure to
          direct the SC downward on their head.

6. J.D+Fierce, D.S.Short -> S.Forward -> C.Roundhouse XX Fierce Ground 
    Reflect Blast (OTG)

Comments: you don't have to OTG with the Cyclone Kick--the Ground Reflect
          Blast looks quite stylish too. 5 hits.

7. D.S.Short -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
    Optic Array

Comments: basic Air Combo, but finish the SJ.MS with the Optic Array. It may
          have to be directed to follow the opponent.

8. D.C.Short -> C.Roundhouse XX Mega Optic Blast

Comments: Yes, this DOES work. Cancel VERY fast and you'll catch them just
          before they land. Over 30 hits.

9. J.D+Short -> J.D+Roundhouse, D.S.Short -> S.Forward -> C.Roundhouse XX 
    Ground Reflect Blast (OTG)

Comments: Stylish combo, 6 hits.

10. J.Jab -> J.D+Short -> J.D+Roundhouse, D.C.Short -> C.Forward XX Strong
    Gene Splice

Comments: only the Strong Gene Splice will connect after the launcher. About
          10 hits.

11. J.D+Short -> J.D+Roundhouse, D.S.Jab, C.Short -> C.Strong XX Roundhouse
    Cyclone Kick

12. D.S.Jab -> S.Short -> S.Roundhouse XX Mega Optic Blast

13. (corner) J.D+Short -> J.D+Roundhouse, D.S.Short -> S.Strong -> SJ.Jab ->
    -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS), SJ.Jab -> 
    SJ.Fierce, C.Short (OTG) -> S.Roundhouse -> S.Roundhouse

Comments: thanks to James Chen for this awesome combo, which I modified a bit
          at the end. Right after the SJ.Fierce you'll both begin to fall--
          hit them with the SJ.Jab then, and the SECOND you land go into the
          C.Short and the rest of the combo. 14 hits.

                                 ##########
################################## GAMBIT ###################################
                                 ##########

"Never mess with a Cajun!"

1. ATTACK INFO:
---------------

-Launchers: C.Fierce
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: S.Fierce
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): Strong Cajun Slash, Royal Flush

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

2. DASH:
--------

Gambit's also got a very quick, easy dash, which is actually a little hop. No 
problems here.

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

3. JUMP:
--------

Gambit's jump is quite high and easily leaps over the average projectile. No
problem here.

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

4. MISC. NOTES:
---------------

-At the beginning of Gambit's Royal Flush SC, he throws his staff into the 
air; this will actually hit the opponent, making it a semi-effective air
counter.
-Gambit's charge D, U+Punch, Punch move can be controlled in many ways. Upon
performing the move, you can direct it to either side wall by holdin U/F or
U/B; from here you can bounce to the OPPOSITE wall by holding in its 
direction (and Gambit will then AUTOMATICALLY perform the Strike), or you can 
go directly into the Strike from the first bounce at anytime during flight.
Same applies to his charge D, U+Kick, only with Kick. ;)

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

5. EASY COMBOS:
---------------

a) D.C.Jab -> C.Short -> C.Forward -> C.Roundhouse

b) J.Fierce, D.S.Jab -> S.Forward -> S.Fierce

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.S.Short -> S.Forward -> S.Roundhouse XX Jab Cajun Slash

Comments: one of his easiest and most damaging combos, it is best to finish
          with the Jab Cajun Slash in case it is blocked--if it isn't blocked
          use the Fierce version for 3 hits instead of 1, and more damage.
          This combo goes well just dashing in, or out of a jump-in.

b) J.Fierce -> J.Roundhouse, D.C.Jab -> C.Short -> C.Roundhouse XX Strong
   Cajun Slash (OTG)

Comments: The Strong (hopping) Cajun Slash picks the enemy up for another 3
          hits. A GREAT combo if they don't Safety Roll, but you have to 
          cancel the C.Roundhouse FAST.

c) J.Fierce, D.C.Jab -> C.Short -> C.Roundhouse XX Royal Flush (OTG)

Comments: MAJOR damage and the only really easy way to combo the Royal Flush.
          Just remember if they block or Safety Roll, you're spam, so luck
          plays a little part in this.

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

7. LONG RANGE COMBO:
--------------------

Gambit's S.Fierce, C.Roundhouse and Jab Cajun Slash all have great range, so
they're your best bet if you jump in from too far. 

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

8. AIR COMBOS:
--------------

Probably the best way for Gambit to combo, his SJ.MS is fast and smooth, and
the SJ.Fierce knocks them away at just the right so angle that a 
SJ.Roundhouse can usually follow in or close to the corner. The only thing of 
note here is that his C.Fierce launcher knocks the WAY up, so don't begin 
your Air Combo right away, or it'll miss.

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

9. THROW COMBOS:
----------------

Gambit's Strong or Fierce Throw causes him to grab the opponent, charge them
with kinetic energy, and toss them away. In the corner this can be followed
with an OTG combo easily, but otherwise nothing special.
Gambit's Forward/Roundhouse Throw has him mount the opponent, stand atop them
on the ground and jab them repeatedly with his staff. However, he jumps back
off them when finished, so as far as I know, you cannot OTG afterward.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, D.C.Short (OTG) -> S.Roundhouse XX Jab Cajun Slash

2. (corner) Fierce Throw, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short
   -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse

3. (corner) Fierce Throw, D.C.Short (OTG) -> S.Roundhouse XX Fierce Cajun 
   Slash

4. (corner or near corner) Fierce Throw, Royal Flush (FAST!)

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

10. OTHER COMBOS:
-----------------

1. J.Fierce, S.Roundhouse XX Jab Cajun Slash

2. D.C.Jab -> C.Short -> C.Forward -> S.Roundhouse XX Jab Cajun Slash

3. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Roundhouse XX Fierce
   Cajun Slash

4. J.Fierce -> J.Roundhouse, D.S.Short -> C.Roundhouse XX Strong Cajun Slash
   (OTG)

5. J.Fierce -> J.Roundhouse, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ. Strong -> SJ.Forward -> SJ.Fierce (FS)

6. (corner) J.Fierce, D.C.Jab -> C.Short -> C.Fierce -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse

7. J.Fierce -> J.Roundhouse, D.S.Short -> C.Fierce XX Royal Flush

Comments: since Gambit throws his staff up at the beginning of the Royal
          Flush, it can actually hit airborne opponents. Cancel QUICKLY.

8. J.Fierce -> J.Roundhouse, D.S.Short -> S.Roundhouse XX Jab Kinetic Card, 
   Jab Cajun Slash

Comments: you must be RIGHT UP CLOSE when the Kinetic Card hits for the Slash
          to connect.

9. J.Fierce -> J.Roundhouse, D.S.Short -> S.Roundhouse XX Jab Kinetic Card, 
   D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Fierce (FS)
   
Comments: you must hit the enemy with the Short IMMEDIATELY after you recover
          from the Kinetic Card.

                               ##############
################################ JUGGERNAUT #################################
                               ##############

"I'm Unstoppable!"

1. ATTACK INFO:
---------------

-Launchers: C.Fierce, F+Fierce
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Forward
-Strikes: none
-OTG Attacks (Regular): C.Short, C.Strong, S.Forward, C.Forward
-OTG Attacks (Special): Juggernaut Punch/Splash, Earthquake Punch, Headcrush

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

2. DASH:
--------
 
After jump-in combos, Juggernaut's dash is OK. However, it is VERY slow in
recovery and actual ground speed, and doesn't go nearly as far as others.
Because of the range of all of Juggernaut's attacks, regular and Special, you
don't have to use his dash to get in close for a combo, and you should rarely
try. But after a jump-in, it is sometimes absolutely needed.

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

3. JUMP:
--------

Juggernaut's jump is fast and to the point, and if you ANTICIPATE projectiles
or have a good head start on the enemy, you can easily jump over them.
HOWEVER, Juggernaut does NOT cover a lot of distance with his jump, so unless
you're sure you can get a jump-in combo of some sort, stay on the ground.
(i.e. if they throw a projectile, Juggernaut Punch through it if you're far
 away, or definetely Headcrush if you're close enough. However if you're sure
 a jump-in will connect, do so as you can string into a VERY damaging combo!)

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

4. MISC. NOTES:
---------------

-For those who don't know, the F+Fierce makes Juggernaut do his Double Fist
Thrust, which launches the opponent forward more than upward--only a 
Juggernaut Splash will connect after it.
-IMPORTANT: IN ORDER TO PERFORM THE FULL _EIGHT_ HITS OF THE JUGGERNAUT
            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 or juggle with 
            the SC, all 8 hits of the Headcrush rarely connect).
-NOTE: to try and cut down on the size of this FAQ, I will NOT cut and paste
       my "Juggernaut's Unstoppability" section from my Juggernaut FAQ, even
       though it VERY important to playing Juggernaut. If you are at all 
       interested, check out my FAQ at my homepage (see credits) or at 
       gamefaqs.com.

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

5. EASY COMBOS:
---------------

NOTE: since Juggernaut HAS NO GROUND MAGIC SERIES (or Jumping MS for that
      matter), he has no really easy MS combos to use. In addition, any easy
      2-hit combo SHOULD be cancelled into a Special Move (see Extra Combos)
      when playing Juggernaut. Simply put, try and avoid easy combos, as they
      aren't at ALL worth it with Juggy.

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

6. MOST EFFECTIVE COMBOS:
-------------------------

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

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

c) F+Fierce XX Roundhouse Juggernaut Splash

d) J.Fierce, S.Fierce XX Headcrush, Headcrush

These are THE combos for Juggernaut. These for combos comprise most of 
Juggernaut's offensive comboing. The first combo is by far the safest, and if
blocked pushes the enemy away considerably. The 2nd combo is an alternate to
the 1st, if you're sure the enemy isn't blocking. The third combo is just
basically a reminder--WHENEVER you connect with a F+Fierce, always remember
to cancel into a Roundhouse Splash for a quick and powerful 2-hit. The last
combo is the main reason to build Juggernaut's Super meter; this combo alone
will do over 50% damage, and is TOTALLY worth doing if you can get the timing
down pat; after the first Headcrush the opponent will bounce off the corner
and fly in the opposite direction, with Juggernaut going off screen--he CAN,
however, move. Wait almost a second after the 1st Headcrush before performing 
the second if you're comboing a light opponent (eg. Cammy), and do it 
instantly if fighting a big guy like Zangief.
Just remember that the last 3 combos are EXTREMELY dangerous if blocked.

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

7. LONG RANGE COMBOS:
---------------------

Heh, heh... use anything! Juggernaut's S.Jab, C.Forward, and F+Fierce are 
ideal if you jump in from too far--which can usually happen because of 
Juggy's short jump. Remember if you connect with a F+Fierce to cancel with a
Splash, and when the C.Forward hits to cancel into an Earthquake, Juggernaut
Punch or Headcrush.

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

8. AIR COMBOS:
--------------

Juggernaut's air magic series (his ONLY magic series, BTW) is actually quite
smooth and easy. After a C.Fierce all hits connect quite easily, but leave
out the SJ.Forward, as it will rarely connect in an Air Combo.

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

9. THROW COMBOS:
----------------

Throw Combos are THE best way to do damage with Juggernaut.

Juggy's Fierce Throw is two headbutts followed by an uppercut to knock them
away. The Strong Throw is a simple SLAM, bouncing the enemy HIGH into the 
air, and the Nail Slam (which I'll let you see for yourself instead of 
describing it!) will also knock away with an uppercut to finish. All three of 
these Throws are EXTREMELY easy to follow up. If you are NOT in the corner, 
you can time a Headcrush to juggle, or a Splash or Juggernaut Punch as they 
land. You can also dash and juggle with a C.Fierce+Air Combo! If you're in 
the corner, the possibilities are even higher--for example, because you don't 
waste time dashing if they're right beside you in the corner, you have time 
to POWER UP (F, D, D/F+3 punch) before juggling with the C.Fierce, making a 
VERY POWERFUL combo. Throw with Juggy at EVERY opportunity if the enemy 
cannot tech hit consistantly.

SOME THROW COMBOS:
------------------

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 fashion. 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.

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

10. OTHER COMBOS:
-----------------

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

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

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

4. (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.

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

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

7. (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. :)

8. (corner) D.S.Fierce XX Jab Earthquake Punch, Headcrush, Headcrush
 
                                 #########
################################## ROGUE ####################################
                                 #########

"Do I get a kiss now, sugah?"

1. ATTACK INFO:
---------------

-Launchers: C.Fierce, close S.Roundhouse
-Air Combo Finishers: Fierce, Roundhouse, Southern Belle Combo
-Knockdowns: C.Roundhouse
-Strikes: S.Fierce, TAUNT!
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): Good Night Sugah SC

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

2. DASH:
--------

Rogue has a fast, to-the-point-dash. Nothing to complain about here.

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

3. JUMP:
--------

Rogue's jump is pretty high and far, with good speed and control. Note that 
she also has an Air Dash, allowing her to span greater distances in the air.

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

4. MISC. NOTES:
---------------

-BTW, I call her Rushing Punches (QCT+any punch) the "Southern Belle Combo"
(yes, I thought it up, and damn proud of it!). As well, I all her SC "Good
Night Sugah" 'cause that's what she says when she tosses 'em away!
-Just to remind those who may have forgotten, she can perform the stolen 
power of her opponent with QCT+any kick. Also remember that her Absorbing 
Kiss is UNBLOCKABLE. "Stolen Power Combos" are in a separate section after 
Rogue's "Extra Combos".

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

5. EASY COMBOS:
---------------

a) D.C.Short -> C.Forward -> C.Roundhouse

b) J.Fierce, C.Short -> S.Fierce

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) J.Roundhouse, D.C.Short -> C.Strong XX Fierce Southern Belle Combo

b) J.Roundhouse, D.C.Jab -> C.Short -> C.Roundhouse XX Good Night Sugah (OTG)

These two combos and variants of them are pretty much the only combos you 
need for Rogue, without including absorbed/stolen moves. Note that neither 
are safe if blocked so make sure they connect.

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

7. LONG RANGE COMBOS:
---------------------

For a quick 2-hit her C.Roundhouse has exceptional range if you jump in from
too far. If you have the level, cancel it into a Goodnight Sugah SC (OTG).

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

8. AIR COMBOS:
--------------

Once Rogue gets up in the air with them, her Air Combos work nicely. However,
the problem is GETTING there. Her problem is that you must Super Jump 
INSTANTLY after launching the enemy, or Rogue simply WON'T JUMP in time.
NOTE: her C.Fierce knocks the enemy U/F ever-so-slightly, so adjust the Super
Jump accordingly. The close S.Roundhouse knocks them straight up.
Also, for the Southern Belle Combo to connect in an Air Combo, it is best to
make sure the enemy is a little below you when they start.

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

9. THROW COMBOS:
----------------

Unfortunately, Rogue's ground and Air Throws are both essentially the same,
and cannot be comboed after. However, her Absorbing Kiss is technically a
Throw as it is unblockable. You can follow up the Kiss ONLY IF _YOU_ WERE IN
THE CORNER, as Rogue will swivel around and toss the enemy in the opposite
direction she was originally facing. You can then OTG.

ABSORBING KISS COMBOS: (all combos must start with Rogue in or near corner)
----------------------

1. Absorbing Kiss, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)

2. Absorbing Kiss, D.C.Short (OTG) -> C.Strong XX Fierce Southern Belle Combo

3. Absorbing Kiss, Good Night Sugah (OTG)

4. Absorbing Kiss, D.C.Fierce -> SJ.Jab -> SJ.Strong XX Southern Belle Combo
   (FS)

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

10. OTHER COMBOS:
-----------------

1. (Rogue in corner) Good Night Sugah, Good Night Sugah (OTG)

Comments: like the Absorbing Kiss, the SC switches places with Rogue, and you
          can OTG from a short distance with another SC if you toss them into
          the corner. GREAT damage.

2. J.Roundhouse, D.S.Short -> C.Strong -> S.Roundhouse -> SJ.Jab -> SJ.Short 
   -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)

3. J.Short -> J.Strong, D.S.Short -> C.Strong XX Good Night Sugah

STOLEN POWER COMBOS:
--------------------

1. (STEAL FROM CYCLOPS) D.S.Short -> S.Forward XX Optic Blast (UNLIKE WHAT I
   SAID I BEFORE, STRENGTH OF KICK DOES NOT AFFECT THE BEAM--IT IS ALWAYS
   STANDING)

2. (STEAL FROM GAMBIT) J.Roundhouse, D.C.Short -> S.Roundhouse XX Kinetic 
   Card (with Short), Fierce Southern Belle Combo

Comments: see Gambit's Combos for info on the Kinetic Card thing.

3. (start in corner) Absorbing Kiss Juggernaut, Earthquake (OTG)

4. (STEAL FROM JUGGERNAUT) J.Short -> J.Strong, D.C.Jab -> C.Short -> 
   C.Roundhouse XX Earthquake (with Roundhouse) (OTG)

5. (STEAL FROM WOLVERINE) (corner) J.Short -> J.Strong, D.S.Jab -> S.Strong 
   XX Berserker Barrage (with Roundhouse; tap repeatedly) (FS), C.Short (OTG) 
   -> S.Fierce
 
Comments: the BB executes the Flying Screen, and OTG with the rest.

6. (STEAL FROM MAGNETO) Hypergrav, C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 

7. (STEAL FROM RYU) J.Roundhouse, C.Forward XX Hadouken (YAWN!)

8. (STEAL FROM KEN) J.Fierce, D.S.Jab -> S.Strong XX Fierce DP

9. (STEAL FROM ZANGIEF) J.Roundhouse, D.S.Short XX SPD

Comments: this is actually a tick, as the SPD cannot be put into the end of a
          combo (except in the air with Zangief). Still, the QCT motion for
          the SPD is a BIG bonus, so use this tick and many others whenever
          possible.

10. (STEAL FROM CAMMY) J.Fierce, D.S.Short -> C.Forward -> C.Roundhouse XX 
    Cannon Drill (OTG)

11. (STEAL FROM CHARLIE) J.Short -> J.Roundouse, D.S.Short -> S.Strong XX 
    Sonic Boom (with Roundhouse)

12. (STEAL FROM AKUMA) Raging Demon, D.C.Short (OTG) -> C.Strong XX Good 
    Night Sugah

Comments: in addition to stealing Akuma's Air FB, she can also do his Raging
          Demon SC.
 
                                 #########
################################## STORM ####################################
                                 #########
 
1. ATTACK INFO:
---------------

-Launchers: C.Fierce, S.Roundhouse
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Forward
-Strikes: S.Forward, S.Fierce, C.Roundhouse
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): Typhoon, Lightning Storm SC

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

2. DASH:
--------
 
Although I'm not sure if she's still invulnerable (I don't play her much),
her "wind barrier" dash is fast and long-range--very easy to combo with.

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

3. JUMP:
--------

She has a bit of lag on her jump, but that's OK for her because of her 
versitility in the air. OK for jump-in combos either way.

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

4. MISC. NOTES:
---------------

-Storm can still perform the Lightning Ball with a J.Strong, which can be 
directed in any way.
-Storm can safely float to the ground by holding U during any jump.
-Storm can air dash during flight (QCB+All three kicks) by holding in ANY
direction and hitting all three directions.

(Thanks to James Chen for the following explanation)
-After starting the Lightning Attack, you can do a total of three hits by
doing three Lightning Attacks in a row. The first time you do the move, you 
can aim it in any direction. At any point during the first Lightning Attack, 
before or after the hit, you can activate the second Lightning Attack and aim 
it in any direction, which will give you a second hit. At any point during 
THAT Lightning Attack, you can activate the third one, which you can also aim 
in any direction. Now, at ANY point during any of the three Lightning 
Attacks, you can steer it and change its direction ONCE, and you can only 
make a 1/8 of a circle turn. For example, you can charge Forward at first, 
and then turn to Up/Forward or Down/Forward only. In order to change to a 
completely different direction, you have to activate the next Lightning 
Attack. Remember that steering this move does NOT produce extra hits. Each of 
the Lightning Attacks can only hit ONCE for a total potential of three hits.

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

5. EASY COMBOS:
---------------

a) J.Fierce, C.Short -> C.Forward -> C.Roundhouse (OTG)

b) D.S.Jab -> S.Strong -> S.Fierce

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.C.Jab -> C.Short -> C.Forward XX Fierce Typhoon (OTG)

b) D.C.Jab -> C.Short -> C.Forward XX Lightning Storm (OTG)

Comments: the first is really the only combo you need with Storm, not 
          involving Air Combos. As for the second, the only easy way to combo 
          the Lightning Storm is OTG.

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

7. LONG RANGE COMBOS:
---------------------

The C.Roundhouse works well here, or a C.Forward XX Fierce Typhoon.

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

8. AIR COMBOS:
--------------

Her air MS is fairly easy to perform, but the big problem is that her 
C.Fierce Launcher puts the enemy up at an akward diagonal, making Super 
Jumping difficult. The S.Roundhouse is slightly less diagonal, but knocks 
them up VERY high, so you have to master Super Jumping far. However, once 
mastered it's the best type of combo for Storm. 
Omit the SJ.Strong in the Air Combo, which produces the Lightning Ball (this
doesn't combo very well).

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

9. THROW COMBOS:
----------------

Storm's Strong/Fierce Throw is her old Strong Throw from X-Men: CotA, the
Lightning Grab. When it is finished she knocks the enemy upward reeling. 
This is an EXCELLENT setup in or near the corner for a combo. Use it often.
Her Forward/Roundhouse Throw is the same 'ol Upward Toss from X-Men: CotA;
because of the new upward knock-away with the Lightning Grab, this is kinda
useless--you can juggle afterwards, but the timing is more difficult, so
stick with the Strong/Fierce Throw. If you want variety, then go ahead and
use the Roundhouse Throw, followed by a juggle; a good way to combo is to
Super Jump after them and Air Combo.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, Lightning Storm (OTG)

Comments: easy and powerful combo, ALWAYS follow a Throw in the corner with
          the SC if you have it available.

2. (corner) Fierce Throw, D.C.Short (OTG) -> C.Strong XX Fierce Typhoon

3. (corner) Fierce Throw, S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Forward ->
   SJ.Fierce (FS)

4. (corner) Roundhouse Throw, SJ.Jab -> SJ.Short -> SJ.Forward -> 
   SJ.Roundhouse (FS)

5. (corner) Roundhouse Throw, SJ.Fierce Air Throw :)

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

10. OTHER COMBOS:
-----------------

1. Fierce Tornado Column, Hail Storm or Lightning Storm

Comments: if you can ever connect with the slow Tornado Column, it is an
          excellent combo setup. This little combo does MAJOR damage, most
          with the Hail Storm.

2. J.Short -> J.Fierce, D.S.Short -> S.Forward -> S.Roundhouse -> SJ.Jab
   -> SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)

3. Tornado Column, SJ.Jab -> SJ.Forward -> SJ.Fierce (FS)

4. (corner) J.Short -> J.Fierce -> D.S.Jab -> S.Short -> S.Strong XX 
   Lightning Attack (3 times), C.Fierce -> SJ.Short XX Lightning Attack (3
   times), Lightning Storm (OTG)
   
Comments: thanks to James Chen for this cool combo. I kinda bite with Storm
          and don't really like using her either, so here's his explanation:
        
        Okay... here we go... In order to pull this one off, you MUST follow 
        these Lightning Attack patterns: The first Lightning attack must be
        done Straight... in the direction you're facing. After it hits, 
        change its direction so that it is going diagonally Up/Forward.  
        Activate the Second Lightning Attack going straight Up. After that 
        one hits, delay for half a second and do the Third Lightning Attack 
        so that it goes straight DOWN. The enemy will fall back down ONTO it 
        and bounce back up. You'll have landed and when the enemy starts
        falling down, nail them out of the air with a Crouching Fierce. Super 
        Jump up and do the SJ.Short into the Lightning Attack. The first
        Lightning Attack needs to go straight once again in the direction you 
        were facing when you started the combo. After it hits, change 
        diagonally Down/Forward for half a second to get closer to the ground 
        (but not too close so that you'll land) and then do the second one 
        going straight into the wall right above the floor. The enemy will 
        bounce off of it on their way down. Wait half a second and do the 
        third Lightning Attack in the same direction going straight into the 
        wall. The enemy will come back down and bounce off of you AGAIN. 
        Quickly change your direction to Diagonally Down/Forward and land.  
        Do the Lightning Storm IMMEDIATELY upon landing and it should OTG the 
        enemy.
        
                               #############
################################ WOLVERINE ##################################
                               #############
 
"Let's go,bub!"

1. ATTACK INFO:
---------------

-Launchers: S.Roundhouse
-Air Combo Finishers: Fierce, Roundhouse, Drill Claw
-Knockdowns: C.Forward
-Strikes: S.Fierce
-OTG Attacks (Regular): any Crouching kick, C.Fierce, D/F+Fierce
-OTG Attacks (Special): Berserker Barrage, Super Berserker Barrage

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

2. DASH:
--------
 
Wolverine's dash is possibly the fastest and certainly one of the 
longest-ranged dashes in the game. Great in all circumstances.

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

3. JUMP:
--------

Wolverine's jump is perfect, with good vertical and horizontal range.

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

4. MISC. NOTES:
---------------
 
-Wolverine's BB and Super BB will only execute the Flying Screen IF all hits 
connect (tap Punch repeatedly). So remember to tap the punch repeatedly for
the SBB, BB AND the Tornado Claw (you spazzo, you!). :)
-Wolverine's Claw Slide is D/F+Fierce; an important tool with GREAT range,
priority and speed.
-Wolverine can chain S.Forward, S.Strong and S.Jab into themselves; the 
S.Forward hit twice will produce a knee into a high kick. J.Strong can also
be chained into itself--great in Air Combos!

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

5. EASY COMBOS:
---------------

a) D.S.Jab -> S.Strong -> S.Fierce

b) D.C.Jab -> C.Short -> C.Strong -> C.Forward

c) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce (best on large
   opponents)

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.S.Jab -> S.Short -> S.Strong XX Fierce Tornado Claw

b) (corner) D.S.Jab -> S.Short -> S.Strong XX Fierce BB (FS), C.Short (OTG) 
   -> C.Strong -> S.Roundhouse

c) D/F+Fierce XX Berserker Barrage (OTG)

d) (corner) J.Jab -> J.Short -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX 
   SBB, C.Short (OTG) -> C.Strong -> S.Roundhouse

e) J.D+Forward XX Drill Claw (D/F)

These are the most important combos in Wolverine's arsenal (along with his
awesome Air Combos). The first one should be most used, the second only in
the corner (or else the last 3 hits miss), and the 3rd one is a GREAT long
range move buffered into the BB, which deals very well with mid-range high 
attacks and even the odd FB. The 4th combo is a DAMAGING combo and also quite
easy to perform; the jump-in beginning is of course optional, and the last 
part after the SBB isn't needed, but add it on in the corner (it will only 
work here) for a LITTLE bit more damage.
And finally, the last combo is just a fun little one, but because of the 
speed and downward range of his Dive Kick, this is an effective 2 hit if the
enemy leaves themselves open for it.

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

7. LONG RANGE COMBOS:
---------------------

Whenever you find yourself connecting with a jumping attack from too far, hit 
them with a Claw Slide (D/F+Fierce) buffered into a BB; this can sometimes be
just as rewarding as landing the proper jump-in combo. Alternately, a Drill
Claw works well here.

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

8. AIR COMBOS:
--------------

Air Combos should be Logan's most used type of combo. His launcher knocks 
them straight up at just the right height, and his MS is smooth and FAST; you 
can also put in multiple SJ.Strongs for the added hits.

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

9. THROW COMBOS:
----------------

Generally an overlooked part of Wolverine's repitiore, his Throws are 
lightning fast and therefore difficult to tech hit. Scrubs love to use his
Throws, but the most important part is that he can string together a big OTG
combo in the corner.
The Fierce Throw will have him mount the enemy on the ground, slash the hell
outta him, then kick off. Because of the kick-off, you cannot follow this
with an OTG combo. However, the Strong Throw leaves you recovering quickly so
you can follow with a D.C.Short into combo, or D/F+Fierce XX BB.

SOME THROW COMBOS:
------------------

1. Strong Throw, Claw Slide (OTG) XX Berserker Barrage (FS)

2. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX 
    Tornado Claw

3. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX
    Berserker Barrage (FS)

4. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX
    Super Berserker Barrage (FS)

5. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> S.Roundhouse ->
    SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward XX 
    Drill Claw U/F (FS)

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

10. OTHER COMBOS:
-----------------

1. (corner) D.S.Short -> S.Forward -> S.Forward XX BB, S.Fierce (OTG)

2. D.S.Jab -> S.Short -> S.Strong -> S.Forward -> Claw Slide XX BB (FS)

3. J.Fierce, S.Strong -> S.Strong -> S.Fierce

4. (corner) C.Fierce -> C.Roundhouse XX Tornado Claw

5. J.Jab -> J.Fierce, S.Jab -> S.Short -> S.Strong -> C.Forward, 
   C.Short (OTG) -> S.Forward XX Tornado Claw or BB (FS)

6. D.S.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward 
   XX Drill Claw (FS)

7. J.Jab -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX Fierce Tornado Claw

8. J.Jab -> J.Short -> J.Fierce, D.S.Jab -> S.Short -> S.Strong -> 
   S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> 
   SJ.Strong -> SJ.Forward XX Drill Claw (FS)

9. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> S.Short -> 
    S.Strong -> S.Forward -> S.Forward XX Super Berserker Barrage (FS), 
    C.Short (OTG) -> C.Strong -> S.Roundhouse

10. J.Fierce -> J.Roundhouse, D.S.Strong -> S.Forward -> S.Roundhouse 
    -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)

11. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> S.Short 
   -> S.Strong -> C.Forward, D.S.Short (OTG) -> C.Strong -> S.Roundhouse -> 
   SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw 
   (FS)
 
                              ##############
############################### SABRETOOTH ##################################
                              ##############

"Now watch the Birdie! Ha, Ha!"

1. ATTACK INFO:
---------------

-Launchers: C.Fierce, S.Fierce (2nd hit)
-Air Combo Finishers: Roundhouse
-Knockdowns: S.Forward, C.Roundhouse, S.Strong
-Strikes: C.Forward
-OTG Attacks (Regular): C.Short, C.Roundhouse
-OTG Attacks (Special): Berserker Claw, Berserker Claw X

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

2. DASH:
--------
 
Sabretooth's dash is fast and easy to combo with. A little short, but other
than that no problem here.

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

3. JUMP:
--------

Sabretooth's jump is quick and also has good range. No problem here.

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

4. MISC. NOTES:
---------------

-You can OTG after a Jab Berserker Claw.
-Note: It is possible, because of Sabretooth's excellent recovery, to hit the 
       enemy as you recover from the Birdie Gatler. This is particularily 
       effective in the corner, and can rack up a lot of hits. However, 
       unless the opponent is dizzy or REALLY stupid, you'll never hit them 
       with this in the corner. So your most-used follow-up would be a 
       Berserker Claw or Berserker Claw X.
       
-----------------------------------------------------------------------------

5. EASY COMBOS:
---------------

a) D.S.Jab -> S.Strong (*YAWN*)

b) J.Roundhouse, D.C.Short -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.S.Jab -> S.Fierce (1st hit) XX Fierce Berserker Claw

b) D.S.Jab -> S.Fierce (1st hit) XX Fierce Berserker Claw X

IMO Sabretooth's best ways to combo are with Throws and Air Combos. These are
the only two regular ground combos you really need without getting 
complicated (i.e. OTG after Jab Berserker Claw)

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

7. LONG RANGE COMBOS:
---------------------

Sabretooth's S.Roundhouse has GREAT range and comes out fast, as does his
C.Roundhouse. The latter can also be cancelled into a Berserker Claw X OTG 
for a damaging combo. Other than that, you can just peform a Fierce Berserker
Claw if you jump in from too far.

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

8. AIR COMBOS:
--------------

Sabretooth's SJ.MS is beautiful, and must be done REALLY fast, but I rarely 
have any attacks miss in the combo. The SJ.Fierce knocks them downward 
slightly, so the SJ.Roundhouse connects, which then executes the FS.
Sabretooth's Air Combos should be your primary form of combo, as it is 
damaging and also quite easy.
BTW, don't use the 2nd hit of the S.Fierce for a launcher except in the 
corner--it puts them up at a very akward angle.

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

9. THROW COMBOS:
----------------

This is another place where Sabretooth shines. He only has one ground Throw,
but is very effective nonetheless.
The Fierce Throw has him bash his enemy's face into the ground repeatedly.
If you toss them into the corner with this, Sabretooth recovers quite fast
and you can OTG with ease.
His Air Throw is also really interesting; since the enemy bounces after it,
it is possible the SECOND you land to juggle them with a Fierce Berserker
Claw or the SC version! The best part is, you can frequently get in an Air
Throw with Sabretooth, as he has GREAT priority in the air.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)

2. (corner) Fierce Throw, C.Short (OTG) -> C.Roundhouse XX Berserker Claw X

3. (corner) Fierce Throw, C.Short (OTG) -> S.Fierce (1st hit) XX Berserker
   Claw X

4. J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong,
   Strong Air Throw, Berserker Claw X

5. (corner) J.Fierce -> J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> 
   SJ.Short -> SJ.Strong, Strong Air Throw, Weapon X

Comments: a combo from James Chen that REALLY hurts! You must do the Weapon
          X the INSTANT you land to catch them out of the air, and you cannot
          do this on heavier opponents, or Sabretooth'll leap over them. 22
          hits.

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

10. OTHER COMBOS:
-----------------

1. J.Fierce, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> 
   SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)

2. D.C.Short -> S.Fierce (1st hit) XX Berserker Claw X

3. (corner) Wild Fang, C.Roundhouse XX Berserker Claw X

4. (corner) Wild Fang, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)

5. J.Fierce -> J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)   

Comments: you can ONLY do this combo on the Juggernaut or another Sabretooth,
          because if Sabretooth's J.Fierce hits even a LITTLE too late, the
          J.Roundhouse will not have any time to come out. I have only gotten
          it on those two characters, but James Chen's FAQ says you can do it
          to anyone if you hit them on the way UP with the Fierce. Hmm... 10
          hits.

6. D.S.Jab -> S.Fierce (1st hit) XX Jab Berserker Claw, C.Short (OTG) ->
    S.Fierce (1st hit) XX Fierce Berserker Claw

Comments: VERY stylish OTG combo with two Berserker Claws and plenty o'
          damage. Make the OTG VERY fast and they can still Safety Roll (but,
          most opponents won't be expecting this combo!) 6 hits.

7. Variable Counter, C.Short (OTG) -> S.Fierce (1st hit) XX Berserker Claw X

Comments: Sabretooth must be doing the Variable Counter, so he must start off
          the screen. This does a LOT of damage for some reason, and I would
          have thought the SC would have been weakened at least... 7 hits.

8. Birdie Gatler, Berserker Claw X

Comments: you may think this combo is worth it, but it isn't. The Berserker
          Claw X does literally NO damage in this combo. Quite stylish,
          however, if you feel like wasting an SC. See below for a better
          alternative.

9. Birdie Call, Fierce Berserker Claw

Comments: quick and easy 2-hit, but you must do the Claw JUST as the bullets
          hit them. Not really worth it IMO.

10. (corner) Birdie Gatler, Weapon X, C.Short (OTG) -> C.Fierce -> SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)

Comments: unlike #8, the Weapon X AND the Air Combo will both do some
          damage. Again, for some reason if you put a Berserker Claw X into
          the combo (i.e. cancelled out of a S.Fierce after the C.Short), it
          will do no damage.

11. J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong,
    Strong Air Throw, Fierce Berserker Claw

Comments: big combo that looks quite stylish. The Strong Throw sometimes 
          counts on the combo meter, sometimes not. Either way, you have to
          time the Berserker Claw differently for different characters--on
          heavy fighters (eg. Zangief) do it immediately as you land from the
          Air Throw, and for for light characters, wait a short moment since
          they fly higher.

12. J.Short -> J.Strong -> J.Forward -> J.Roundhouse, D.S.Jab -> S.Fierce 
   (1st hit) XX Jab Berserker Claw, C.Short (OTG) -> C.Fierce -> SJ.Jab ->
   SJ.Short -> SJ.Strong, Strong Air Throw, Berserker Claw X

Comments: a HUGE combo I made up myself, this will AWE everybody who's
          watching. This is best done on big characters so that it moves
          quickly and smoothly. Do the jump-in Air Combo, follow with the MS
          cancelled into the Claw, OTG with the C.Short into C.Fierce, SJ and
          Air Combo, finishing with SJ.Strong and an Air Throw, then juggle
          with the Berserker Claw X. 17 hits!

13. (corner) J.Fierce, S.Fierce XX Weapon X, C.Short (OTG) -> C.Fierce ->
    SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> 
    SJ.Roundhouse (FS)

Comments: the Weapon X SC _will_ connect out of a S.Fierce IF you perform it
          on tall characters (Sabretooth, Magneto, Juggernaut). Big damage if
          this connects. 24 hits.

14. (near corner) J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short ->
    SJ.Strong, Strong Air Throw, Weapon X, Weapon X, Weapon X, C.Fierce ->
    SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> 
    SJ.Roundhouse (FS)
   
Comments: this unbelievable combo was listed in James Chen's Combo FAQ; I 
          have never been able to pull it off, and neither has he, but we 
          both believe it can be done, as we can both do 2 Weapon Xs in a 
          row, and you can OTG after a Weapon X. The big problem is that the
          enemy is usually dead afyter two Weapon Xs (I managed to keep them
          alive after two, but I screwed up the timing of the third :( ). 
          42 HITS!!!!

                                ###########
################################# MAGNETO ###################################
                                ###########

"Playtime has ended."

1. ATTACK INFO:
---------------

-Launchers: C.Fierce, S.Roundhouse (2 hits)
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: C.Strong, S.Fierce
-OTG Attacks (Regular): any Crouching kick, C.Strong
-OTG Attacks (Special): Shockwave SC

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

2. DASH:
--------
 
Magneto's dash leaves him in perfect standing position and is easily comboed.
Not the fastest, but works well nonetheless.

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

3. JUMP:
--------

Mags' jump is smooth and fairly high and long, though a bit slow. Still, 
good for jump-ins and as an alternative he can of course fly (QCB+all three
kicks).

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

4. MISC. NOTES:
---------------

-Magneto can air dash during flight (QCB+All three kicks) by holding in ANY
direction and hitting all three directions.
-Magneto's S.Roundhouse will only act as a launcher if both hits connect;
the first hit knocks the enemy ever-so-slightly off the floor, and the 2nd
launches.
-You can follow up Magnus' Magnetic Tempest SC if fast (see combos)

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

5. EASY COMBOS:
---------------

a) D.S.Jab -> S.Fierce

b) J.Roundhouse, C.Short -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor

b) D.C.Short -> C.Roundhouse XX Shockwave (OTG)

Magneto shines best with Air Combos, so these are the only two combos you
really need. Use only for variety, as his Air Combos are more worth it.

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

7. LONG RANGE COMBOS:
---------------------

Your best bet with a far jump-in would be S.Fierce, or if you're SURE it will
connect, a C.Roundhouse, which you may be able to follow with a Shockwave SC
OTG.

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

8. AIR COMBOS:
--------------

Magneto's SJ.MS is the best in the game, period. Finishing with either 
SJ.Fierce or SJ.Roundhouse, Magneto's Air Combo is smooth and fast, giving
5 hits, and his C.Fierce launches them at the perfect heights STRAIGHT up. 
Alternately, you can finish an Air Combo with the EM Disruptor.

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

9. THROW COMBOS:
----------------

Magneto's Fierce Throw is quite possibly the best Throw in the game, as it 
allows you to follow up with ANY major combo of your choice! This is because 
after Magneto releases the opponent from his grip, they remain held in the 
metal IN A STANDING POSITION (meaning your follow-up will not be OTG) for 
long enough to connect with ANY attack before they are released. Note that 
they can escape from the metal faster by shaking the joystick and pressing 
buttons rapidly (which is easier in this game, IMO), but even then you should 
be able to get just about anything in. 
Always dash in for a combo or Shockwave; you can also start with a jump-in 
attack if you wish, but provided you're not full screen away, the Hyper Grav 
will bring them to you--remember that in some cases dashing in would be 
faster, however.

The Strong Throw is IMO not as effective as his Fierce Throw, but it has the 
advantage of being directed; if you aim it down, Magneto will slam them 
directly into the ground, where you can do at least a C.Short -> C.Fierce -> 
Air Combo. You can Throw them straight, and in the corner this can be 
followed with an OTG combo as well. Or, if you direct it upward Magneto will 
fling them up and forward slightly. Because of the forward slightly part, I 
have yet to connect with a Super Jumping Air Combo, although a Magnetic 
Tempest may combo (?).

Magnus' Air Throw has basically the same properties as the ground version. If
you grab them way up high in a Super Jump, it is doubtful you will reach them 
in time for a combo before they wriggle free. If you catch them low to the 
ground, dash in when you land for a big combo or Hyper Grav+big combo or SC!

SOME THROW COMBOS:
------------------

1. Fierce Throw, D.S.Jab -> S.Fierce

2. Fierce Throw, D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor

3. Fierce Throw, Shockwave (FS)

Comments: if you don't think you'll get close in time, use a Hyper Grav to
          bring 'me closer.

4. Fierce Throw, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong ->
   SJ.Forward XX Jab EM Disruptor

5. J.Jab -> J.Strong -> J.Fierce, D.C.Jab -> C.Fierce -> SJ.Air Throw, 
   Shockwave (FS)

6. Fierce Throw, D.C.Short -> C.Roundhouse XX Shockwave (OTG)

7. (corner) Strong Throw (forward), Shockwave (OTG)

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

10. OTHER COMBOS:
-----------------

1. Hyper Grav, Shockwave (FS)

2. D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
   SJ.Roundhouse (FS)

3. Hyper Grav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
   Jab EM Disruptor

4. J.Strong -> J.Fierce, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)

5. J.Fierce -> J.Roundhouse -> D.S.Jab -> C.Roundhouse XX Shockwave (FS)

6. Hyper Grav from a screen away, Magnetic Tempest, D.C.Short (OTG) -> 
   C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab EM 
   Disruptor
   
Comments: Do the Magnetic Tempest IMMEDIATELY upon grabbing them with the
           Hyper Grav. 

7. Hyper Grav from a screen away, Magnetic Tempest, Shockwave
 
                                  #######
################################### RYU #####################################
                                  #######

1. ATTACK INFO:
---------------

-Launchers: C.Fierce
-Air Combo Finishers: Fierce, Roundhouse, Air FB, Air HK
-Knockdowns: C.Roundhouse
-Strikes: none
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): none

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

2. DASH:
--------
 
Ryu's dash is WORTHLESS. It is slow, unresponsive, and difficult to combo
with. If you feel like dashing from a short distance when you have the
opportunity, go for it, but I'd rather jump if possible, or throw a FB or
Super FB if all else fails. After jumping in it's OKAY for comboing, with a
little timing.

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

3. JUMP:
--------

Ryu's jump is average height and distance. No problem here.

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

4. MISC. NOTES:
---------------

-Ryu's Overhead Strike is done F+Strong. This CANNOT be comboed or cancelled
into a Special Move.
-Ryu's Cyclone Kick is done F+Forward. This is NOT an OS and can be blocked
from a crouch. Like his OS, it cannot be comboed or cancelled into a Special
Move (though it does have great recovery...)
-To perform the old straight jump kick from SF2, hold up and hit Roundhouse
during a straight jump. This kick has great air-to-air priority.

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

5. EASY COMBOS:
---------------

a) J.Roundhouse, D.C.Short -> C.Forward -> C.Roundhouse (smacks of SFA1!)

b) J.Roundhouse, C.Roundhouse (*yawn*)

c) (corner) D.C.Jab -> C.Short -> S.Strong -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) J.Roundhouse, D.S.Jab -> S.Strong XX Roundhouse HK

b) J.Roundhouse, C.Short -> C.Forward XX Fierce FB

c) J.Short -> J.Fierce, S.Forward XX Jab DP

d) D.C.Short -> C.Forward XX Shinkuu Hadouken
 
These are basically the only combos you need with Ryu. His Air Combos aren't
that great, but these are all fairly damaging. The last one is the easiest
way to combo in the Shinkuu Hadouken.

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

7. LONG RANGE COMBOS:
---------------------

As with the example at the beginning of the FAQ, Ryu's best long-range 
regular attack is the C.Forward. Use this whenever you hit the enemy from
too far away with a jump-in attack, and chain into a FB or Shinkuu Hadouken.

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

8. AIR COMBOS:
--------------

Ryu has a very poor SJ.MS and has difficulty keeping the enemy in a combo.
Simply put, even though his SJ.MS is the Zig-zag, don't put very many hits in
it (unless you're sure you've mastered his akward timing).
BTW, his mid-air Strong is still that two-hit uppercut, and refrain from 
using this in an Air Combo as it throws the enemy too far away for more hits
to connect.

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

9. THROW COMBOS:
----------------

Both Ryu's Stomach Throw (with Forward/Roundhouse) and the Shoulder Throw
(with Strong/Fierce) can be comboed afterwards. In correction to what I had
previously, Ryu's Strong/Fierce Throw does NOT leave the enemy at Ryu's feet,
but instead tosses them a few steps away. In the corner it is still easy to
OTG, however.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, C.Short (OTG) -> C.Forward -> C.Roundhouse

2. (corner) Fierce Throw, C.Short (OTG) C.Fierce -> SJ.Jab -> SJ.Short XX 
   Fierce FB

3. (corner) Fierce Throw, C.Short (OTG) -> C.Forward XX Shinkuu Hadouken

4. (corner) Roundhouse Throw, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> 
   SJ.Short -> SJ.Forward XX Short Air HK (FS)

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

10. OTHER COMBOS:
-----------------

1. C.Short -> C.Roundhouse XX ShinKuu TatsuMakiSenPuuKyaku

2. J.Fierce, S.Fierce XX ShinKuu HaDouKen

3. J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward XX 
   HaDouKen (FS)

4. J.Forward -> J.Fierce, D.S.Jab -> C.Fierce -> SJ.Jab -> SJ.Short XX
   Air HK (FS)

5. J.Forward -> J.Fierce, D.S.Short -> S.Fierce XX ShinKuu HaDouKen

6. J.Forward -> J.Fierce, D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short XX
   ShinKuu HaDouKen

7. (corner) J.Roundhouse XX Air HK, C.Fierce -> SJ.Jab -> SJ.Short -> 
   SJ.Forward XX Air HK (FS), C.Short (OTG) -> S.Forward -> S.Roundhouse
   
Comments: after hitting the enemy from your jump-in with the Air Hurricane,
          you will land JUST before them--juggle with a C.Fierce, do the air
          combo, and after the second HK, you will land first again and can
          OTG (with nothing else, as the 2nd Air HK executes the Flying
          Screen).
                                  #######
################################### KEN #####################################
                                  #######

"Yatte ze!"

1. ATTACK INFO:
---------------

-Launchers: C.Fierce
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: S.Roundhouse
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): none

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

2. DASH:
--------
 
Ken's dash is even more worthless than Ryu's. It is supposed to be like Ken's
QCB+Punch Roll from SFA2, but instead it is slow, unresponsive, and you can
rarely combo with it until the end of the actual roll (i.e. you cannot dash
and interrupt it with an attack easily). Since I don't use Ken often I did
not initially realize that his dash is SO bad that you CANNOT do a jump-in ->
dashing combo! Therefore, all of his combos involving dashes after jump-ins
below have been modified. This is one of the main things that demotes Ken as 
the "King of Combos".

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

3. JUMP:
--------

Ken's jump is average height and distance. No problem here.

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

4. MISC. NOTES:
---------------

-Ken's Overhead Strike is done F+Forward. This CANNOT be comboed or cancelled
into a Special Move.
-To perform the old straight jump kick from SF2, hold up and hit Roundhouse
during a straight jump. This kick has great air-to-air priority.

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

5. EASY COMBOS:
---------------

a) J.Roundhouse, C.Short -> C.Forward -> C.Roundhouse

b) J.Roundhouse, C.Roundhouse (*yawn*)

c) (corner) D.C.Jab -> C.Short -> S.Strong -> S.Roundhouse

d) C.Short -> S.Forward (2 hits) -> S.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) J.Fierce, S.Jab -> S.Strong XX Fierce DP

b) D.C.Short -> C.Forward XX Roundhouse HK

c) J.Roundhouse, C.Short -> C.Forward XX Shoryureppa

d) J.Short -> J.Fierce, C.Short -> C.Fierce XX Shinryuken (FS)

Like Ryu, Ken's combos don't get much more complicated than this. For the 1st
and 2nd combos, if it is blocked, perform a S.Fierce instead of the last
Special Move and cancel into a Jab FB to push them back a safe distance. Note
that because Ken cannot dash after a jump-in to extend his combos, you will
find that the Fierce DP in the 1st combo will miss if out of the corner OR on
thin opponents. :( The last combo is probably the easiest and most 
devastating way for Ken to do good damage; WHENEVER you hit the enemy with a 
C.Fierce and have a level on the Super Meter, try very hard to juggle with 
the Shinryuken--it's worth it!

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

7. LONG RANGE COMBOS:
---------------------

Like Ryu, Ken's best long-range regular attack is his C.Forward, and buffer
it into a Fierce Fireball (or Shoryureppa). Alternately you can do a 
S.Roundhouse which, although having better range than the C.Forward, is a
Strike and will not buffer into a combo.

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

8. AIR COMBOS:
--------------

As with Ryu, his air MS is very slow and sluggish--see Ryu. Note however that
Ken CAN put his SJ.Strong in as it is a normal jumping punch.

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

9. THROW COMBOS:
----------------

The big advantage that Ken has in Throws is that his Strong/Fierce Throw 
rolls the enemy a fair distance, frequently right into the corner where they
can be easily comboed. For this reason, if you are anywhere near the corner
and within the range that the Throw will bring them there, do so. As well,
his Air Throw is an airborne version of the Rolling Stomach Throw, and 
carries them to the ground with Ken, and into the corner if he's near it.
Ken's Forward/Roundhouse Throw is also comboable, but it's possibilities are
less than the Strong/Fierce Throw.

SOME THROW COMBOS:
------------------

1. Fierce Throw into corner, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short
   -> SJ.Strong -> SJ.Forward XX Fierce DP

2. Fierce Throw into corner, C.Short (OTG) -> C.Fierce XX Shinryuken (FS)

3. Fierce Throw into corner, C.Short (OTG) -> C.Forward -> S.Roundhouse

4. Fierce Throw into corner, C.Short (OTG) -> S.Strong XX Roundhouse HK

5. Fierce Air Throw into corner, C.Short (OTG) -> C.Forward XX Shinryuken 
   (FS)

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

10. OTHER COMBOS:
-----------------

1. J.Roundhouse, C.Forward XX Roundhouse Hurricane Kick

2. J.Roundhouse, C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong ->
   SJ.Forward XX Fierce DP

3. J.Roundhouse, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong XX Air HK

4. J.Roundhouse XX Air Hurricane Kick, C.Forward (OTG) -> C.Fierce -> SJ.Jab 
   -> SJ.Short -> SJ.Strong -> SJ.Forward XX Fierce DP

5. (corner) J.Roundhouse, C.Fierce XX Shinryuken (FS), J.Short -> 
   J.U+Roundhouse, C.Short (OTG) -> S.Forward
 
                                ###########
################################# ZANGIEF ###################################
                                ###########
 
"Call me cheap, call me champ!!"

1. ATTACK INFO:
---------------

-Launchers: C.Strong, Strong Air Throw
-Air Combo Finishers: Roundhouse
-Knockdowns: C.Roundhouse, D/F+Roundhouse
-Strikes: none
-OTG Attacks (Regular): any Crouching kick, F+Strong
-OTG Attacks (Special): none

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

2. DASH:
--------
 
Zangief's Dash forward is actually a Throw; he will run forward with his 
hands up, and if he connects with the enemy, he will hold them briefly, and
you can then perform any of his regular Throws! This is however VERY slow,
and he doesn't really need it when jumping in because he doesn't have a 
ground MS anyways. Just beware of the lag on this move...

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

3. JUMP:
--------

Zangief's jump is quite slow, but can get over FBs if timed correctly. In
order to tick effectively with 'Gief, you must time his jump-ins.

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

4. MISC. NOTES:
---------------

-Zangief can still do a Body Splash with D+Fierce in the air. In addition, 
his best tick, the Knee Drop, is done D+Short or Forward in the air.

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

5. EASY COMBOS:
---------------

a) J.Roundhouse, C.Roundhouse

b) J.D+Fierce, C.Jab -> C.Jab -> C.Jab... (until out of range)

c) J.Fierce, S.Fierce

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) J.D+Fierce, C.Fierce XX Fierce Banishing Punch

b) J.Roundhouse, S.Roundhouse (1st hit) XX Spinning Clothesline

c) CU.D+Fierce, S.Roundhouse (2 hits) XX Short Rising Air Throw

Zangief leaves little to the imagination for combos, as he has no regular
Jumping or ground MS. B is probably the most used, and C is really stylish
with good damage. However, you should be primarily trying to tick for the SPD 
or other Throw, or at least trying to land them in some way. Note that, as in
the 1st combo here, you can perform an SPD _just_ as the Banishing Punch
finishes; if they block, there's a good chance you'll grab them, and if they
don't block the combo, pause a BRIEF moment after the Banishing Punch, and
the SPD will grab them if they are slow (will not count in combo, though.)

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

7. LONG RANGE COMBOS:
---------------------

Zangief's D/F+Roundhouse is one of the longest-reaching regular attacks in
the game, so use it if you jumped in from too far (which will happen a lot
with Z's short jump). Alternately a S.Forward or S.Fierce work well too, and
the FORMER has great recovery.

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

8. AIR COMBOS:
--------------

Zangief's Air MS is Weaker -> Stronger, so the maximum number of hits is 3.
However, none of his moves work well in Air Combos, so it is best to do only
1, possibly 2 hits and finish with a Clothesline, or if you've mastered it,
an SPD (WHICH IS TOTALLY WORTH IT!!!).

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

9. THROW COMBOS:
----------------

Despite being a grappler, 'Gief's Throw Combo possiblities are limited.

-Zangief's Fierce Throw is his old Back Drop, which does good damage and 
leaves him standing for a quick OTG in the corner.
-His Forward/Roundhouse Throw is the Bites, which knock away and can be 
followed in the corner with an OTG attack. As well, he has his old C.Strong
or C.Fierce Stomach Pump Throw, which has basically the same properties as 
the Bites.
-The only really comboable Throw is Zangief's Strong Throw, which is TRUELY
a Launcher (it gives the blue sparks when it connects) and will throw the
enemy straight up in the air. You can then follow with a brief Air Combo,
and once the Air SPD is mastered, this becomes Z's best combo PERIOD.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, C.Roundhouse (OTG)

2. (corner) Forward/Roundhouse Throw, D/F+Roundhouse (OTG)

3. (corner) Stomach Pump, C.Roundhouse (OTG)

4. Strong Throw, SJ.Jab XX Fierce SPD

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

10. OTHER COMBOS:
-----------------

(NOTE: combos that have "tick" in brackets beside them denote that they can 
       be used as ticks. Explanations may follow if needed.)
      
1. J.D+Fierce, C.Strong -> SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)

2. J.Fierce, C.Strong -> SJ.Jab -> SJ.Forward XX Fierce SPD

3. J.Fierce, C.Strong -> SJ.Jab -> SJ.Forward XX Turbo Clothesline, 
   S.Roundhouse (2 hits) XX Short Rising Air Throw
   
Comments: you will land slightly before the enemy after the Clothesline, and
          from there juggle with the S.Roundhouse which, with both hits, will
          knock the enemy into the air ever-so-slightly that the Rising Air
          Throw will juggle.

4. (corner) Fierce Throw, C.Short (OTG) -> Turbo Clothesline

5. (tick) J.D+Forward, Fierce SPD/FAB/Bear Grab

Comments: the Knee Drop is BAR-NONE 'Gief's best tick; for the SPD and FAB,
          start the motion during the animations of the Knee Drop.

6. (tick) C.Short XX Fierce SPD/FAB/Bear Grab

7. (tick) S.Forward XX Bear Grab

8. (tick) Strong Throw, Bear Grab/FAB

Comments: although they can block on their way down, these Throws are 
          unblockable--in addition, Zangief will absorb jumping attacks and
          grab anyway; unless of course they do a J.Fierce or J.Roundhouse on
          their way down, but this will NOT knock 'Gief out of the FAB, only
          the Bear Grab. So, this is in effect a totally inescapable tick for 
          the FAB if your timing is good.

9. (tick) S.Roundhouse (2 hits) XX Bear Grab/FAB

Comments: like the combos using the Short Rising Air Throw, the only way the
          enemy can stop this tick is if they wail on Fierce or Roundhouse
          as you knock them up with the S.Roundhouse (again, this is totally
          invincible with the FAB). Cancel the S.Roundhouse a LITTLE late.
                                
                                #########
################################# CAMMY #####################################
                                #########

"Terminated!"

1. ATTACK INFO:
---------------

-Launchers: S.Roundhouse (close)
-Air Combo Finishers: Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: none
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): Cannon Drill, Spin Drive Smasher

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

2. DASH:
--------
 
Ala Cyclops, Cammy's dash is a fast run with easy comboability; no problems
here.

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

3. JUMP:
--------

Fast and long-ranged, nothing to complain about here.

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

4. MISC. NOTES:
---------------

-Cammy's Furiga Combine (QCB+any kick) is an air roll forward that can be 
followed with five things:

1. If you don't press anything, Cammy will land and perform a slide kick.
2. If you press kick in the air, Cammy will abort the move
3. If you press kick as you arrive at the enemy, you will perform her 
   Frankensteiner (Roundhouse Throw).
4. If you press VERY close to the ground near the enemy, she will perform a
   Rolling Throw.
5. You you intercept the opponent in the air and press kick, she will perform
   her Air Throw.

-Cammy's S.Roundhouse launcher WILL ONLY LAUNCH THE ENEMY UP CLOSE. From even
a few steps away, she will perform a stretching handstand kick, which can be
good in combos cancelled into a Cannon Drill. So, you must learn to gauge the
distance between you and your opponent during dashing and jump-in combos, and
of course their width is very important here.
-I call Cammy's QCB+3 Kicks Super Combo the "Maximum Cammy", because it is
similiar in many ways to Spider-Man's Maximum Spider IC from Marvel Super
Heroes. (I think it is actually called "Lock-on" or something to that effect,
'cause that's what she exclaims.)

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

5. EASY COMBOS:
---------------

a) D.C.Short -> C.Forward -> C.Roundhouse

b) J.Fierce, D.S.Jab -> S.Strong -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) D.C.Short -> C.Forward -> C.Roundhouse XX Roundhouse Cannon Drill (OTG)

b) D.S.Jab -> S.Strong -> S.Fierce XX Spin Drive Smasher

Without involving Air Combos, these are really the only two combos you need
for Cammy. Unlike some of the other fighters, her DP-like move, the Cannon
Spike, has almost no horizontal range and therefore is dangerous to use in
most combos except in the corner. Note that both of these combos leave you
open if blocked or missed, so try and cut them short if you see the enemy 
defend.

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

7. LONG RANGE COMBOS:
---------------------

Cammy's S.Roundhouse is the perfect attack for this case; from a distance she
will of course do a stretching handstand kick instead of the launcher, and 
you can even cancel this with a Cannon Drill.

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

8. AIR COMBOS:
--------------

Cammy has the best Super Jumping Magic Series of all the Street Fighter
characters. Fast with a good rythim; it is definetely her best way to combo.
BTW, leave out the SJ.Forward, which is a kick angled-upward and will usually
miss.

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

9. THROW COMBOS:
----------------

Both Cammy's Strong/Fierce Throw (Back Drop) and Forward/Roundhouse Throw
(Frankensteiner) can be followed with an OTG combo in the corner. I 
personally find the Back Drop easier to follow up.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, D.C.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Fierce XX Roundhouse Cannon Drill

2. (corner) Roundhouse Throw, Spin Drive Smasher

3. (corner) Fierce Throw, D.C.Short -> C.Forward XX Roundhouse Cannon Drill

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

10. OTHER COMBOS:
-----------------

1. J.Fierce, S.Fierce XX Spin Drive Smasher

2. (corner) D.S.Short -> S.Roundhouse XX Roundhouse Cannon Spike

3. Maximum Cammy (SC) C.Forward (OTG) XX Roundhouse Cannon Drill

4. J.Jab -> J.Fierce, C.Short -> C.Forward XX Spin Drive Smasher

5. J.Jab -> J.Short -> J.Roundhouse, D.S.Jab -> S.Strong -> S.Fierce XX
   Roundhouse Cannon Drill

6. J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> S.Roundhouse -> SJ.Jab
   -> SJ.Short -> SJ.Strong -> SJ.Roundhouse (FS)

7. (corner) J.Jab -> J.Short XX Short AIR Cannon Drill, C.Short (OTG) ->
   S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX 
   Roundhouse Cannon Drill

8. (close to corner) J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> S.Strong 
   -> S.Fierce XX Spin Drive Smasher, C.Short (OTG) -> S.Roundhouse -> SJ.Jab
   -> SJ.Short -> SJ.Strong -> SJ.Roundhouse (FS)

Comments: do the C.Short (OTG) the SECOND you land from the SC. Remember they
          can of course Safety Roll.

9. D.S.Jab -> S.Strong XX Roundhouse Cannon Spike (best Vs. large fighters,
   or in corner)

                                ###########
################################# CHARLIE ###################################
                                ###########
 
"The Red Cross is on its way!"

1. ATTACK INFO:
---------------

-Launchers: C.Fierce
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: none
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): none

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

2. DASH:
--------
 
Like Cyclops', Charlie's dash is a dead run with good comboability. No 
problem here.

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

3. JUMP:
--------

Average jump, height speed and distance.

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

4. MISC. NOTES:
---------------

-Charlie's Backfist is done F+Fierce. This can be buffered and will work
 cancelled OUT of his Magic Series.
-Charlie's Hop Kick OS (F or B+Forward) and Front Kick (F or B+Roundhouse)
 CANNOT be cancelled or buffered in any way.
-Because of the excellent recovery on the Sonic Boom and even the Sonic 
 Blade, they can sometimes be followed up in combos.

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

5. EASY COMBOS:
---------------

a) D.C.Short -> C.Forward -> C.Roundhouse

b) J.Fierce, D.S.Jab -> S.Strong -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) J.Fierce, S.Jab -> S.Strong XX Fierce Sonic Boom

b) D.C.Jab -> C.Forward XX Roundhouse Somersault Kick

c) D.S.Jab -> S.Strong -> S.Fierce XX Somersault Justice

Charlie's Air Combos are good, but so are his ground combos. There are lots 
of different variations, but these are basically his easiest combos. The 1st
combo if blocked pushes them fairly far away, but the other two will leave
Charlie wide open.

-----------------------------------------------------------------------------
 
7. LONG RANGE COMBOS: 
---------------------

Charlie's C.Forward is your best bet if you want to try comboing, and the 
C.Roundhouse has more range. However, I find the Backfist is Charlie's 
longest-range attack, however you should only be able to cancel this with an
SC, and it can be ducked. Your choice.

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

8. AIR COMBOS:
--------------

Like Cammy, Charlie's Air Combos are quite smooth like the X-Men, and all 5
potential hits rarely miss. One thing to notice is that you have to hit them
with the SJ.Jab VERY fast after launching them, or else the next hits will
miss. As well, his C.Fierce knocks them up at a slight angle, so Super Jump
a little forward.

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

9. THROW COMBOS:
----------------

Also a great way to combo with Charlie.
His Fierce Throw (Back Drop) bounces the enemy into the air, and if in the 
corner or in some cases near it, you can always combo them before OR after 
they land. At a minimum you should at least charge for a Somersault Kick to 
juggle. Charlie's Grab `n' Knee with Forward or Roundhouse also knocks them
up, and is equally effective.
However, the big thing that I love about Charlie is that his high-priority
Backbreaker Air Throw drops the enemy RIGHT at his feet, in or out of the 
corner!!!!! Use this OFTEN!!!

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, Roundhouse Somersault Kick

Comments: although you can do more, this is a simple way to follow the Throw.
          3 hits.

2. (corner) Fierce Throw, D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)

3. (corner) Forward Throw, D.C.Short -> C.Strong XX Fierce Sonic Boom

4. (corner) Forward Throw, Sonic Blade, Sonic Blade

Comments: I have connected with two Sonic Blades in air row after the combo,
          and you can supposedly do three. Note however that the last SC will
          do little damage in this combo, so it may be more appropriate to
          just juggle with a Somersault Justice or a well-timed Crossfire 
          Blitz.

5. Fierce Air Throw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> 
    SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)

Comments: If the opponent Safety Rolls you should be OK with the recovery of
          the C.Short. Remember, you don't have to be in the corner. :)

6. (corner) Fierce Throw, Sonic Blade, C.Fierce -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward XX Somersault Slash

Comments: if you are right beside the enemy when the Crossfire Blitz hits,
          you can follow into a combo, in this case a launcher -> Air Combo.

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

10. OTHER COMBOS:
-----------------

1. (corner) J.Fierce, S.Jab -> S.Strong -> S.Fierce XX Fierce Sonic Boom

2. D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
   SJ.Fierce (FS)

3. (corner) J.Short -> J.Fierce, D.C.Jab -> C.Strong -> C.Fierce -> SJ.Jab ->
   SJ.Short -> SJ.Strong -> SJ.Forward XX Roundhouse Somersault Slash

Comments: the D.C.Jab -> C.Strong -> C.Fierce will only connect in the 
          corner; otherwise, omit the C.Strong.

4. J.Fierce, D.S.Jab -> S.Strong -> S.Fierce XX Sonic Blade

Comments: basic and easy SC combo. Tap punch repeatedly and you'll get 19
          hits.

5. D.S.Short -> S.Forward -> S.Roundhouse XX Crossfire Blitz (LOTSA KICKS!)

6. D.C.Short -> C.Roundhouse XX Somersault Justice

Comments: Don't do the SC TOO fast or the first Somerault will miss. 14 hits.

7. (full screen) Jab Sonic Boom, J.Roundhouse, S.Strong XX Sonic Blade

Comments: this is just an example of what you can do with the Boom after you
          throw it. Once it recovers, follow the SB in and hit the enemy. If
          you do the combo at the right time, the SB will count in the combo!
          This one will give you 18 hits.

8. D.S.Jab -> S.Strong -> S.F+Fierce XX Crossfire Blitz

Comments: cancel the Backfist FAST. 13 hits.

9. J.Fierce, D.C.Short -> C.Forward XX Somersault Justice

10. J.Short -> J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short ->
    SJ.Strong, Strong Air Throw, C.Short (OTG) -> C.Forward -> XX Crossfire 
    Blitz

Comments: WHEW! This big combo DOES work, but the timing for the Air Throw is
          really annoying. I've only done this combo twice, but you must 
          catch the enemy with the Backbreaker when they are slightly above
          you--this makes it ABSOLUTELY imperitive that you do the SJ.Jab as 
          SOON as possible. I have grabbed them out of the Air Combo 
          otherwise, but the Air Throw doesn't count on the combo tally; it's
          just more impressive if it does. 20 hits! 

11. J.Short -> J.Roundhouse, D.S.Jab -> S.Strong XX Sonic Blade, D.C.Forward
    XX Sonic Blade, C.Forward XX Somersault Justice

Comments: WHEE! As the first Sonic Blade is hitting, start buffering in a 
          dash so you'll dash as the SC is finished; you should reach the 
          enemy just as the last disc of sonic energy connects, then, 
          C.Forward and repeat, and after the 2nd Sonic Blade the enemy will
          be in the corner, so you won't have to dash after it, just do a 
          regular C.Forward and finish the combo. If you start the combo in
          the corner, you don't have to dash after either Sonic Blade! Well
          over 40 hits!

12. (corner) J.Short -> J.Roundhouse, D.S.Short -> S.Forward -> S.Roundhouse
    XX Crossfire Blitz, C.Short (OTG) -> S.Roundhouse XX Somersault Justice

Comments: Fairly easy combo to pull off, the C.Short MUST be done FAST. This
          combo consists of all kicks, so it's great to look at and the first
          time I did this combo, my opponent kept screaming "Quit kicking 
          me!" :)

                                #########
################################# BISON #####################################
                                #########
 
1. ATTACK INFO:
---------------

-Launchers: S.Fierce
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: none
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): none (possibly Scissor Kick Nightmare?)

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

2. DASH:
--------
 
Ala Magneto's, Bison's dash is basically a straight float; fast and fairly
easy to combo.

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

3. JUMP:
--------

Bison's jump is still quite fast and high, albeit difficult to time your
jump-in. May take some getting used to, but is pretty powerful.

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

4. MISC. NOTES:
---------------

-Although Bison's C.Fierce looks pretty much the same as his S.Fierce, it 
does NOT launch.
-Just as a word of caution, Bison's Psycho Shot is VERY different in X-Men 
Vs. SF--the Jab throws it downward, the Fierce throws it upward and only the
Strong goes straight. The Jab and Fierce are lagged and actually START out
straight, then angle upward.

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

5. EASY COMBOS:
---------------

a) D.C.Short -> C.Roundhouse

b) J.Roundhouse, D.S.Jab -> S.Roundhouse (2 hits)

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) S.Jab -> S.Roundhouse (2 hits) XX Roundhouse Scissor Kick

b) D.S.Jab -> C.Fierce XX Fierce Psycho Shot

c) J.Roundhouse, D.C.Short -> S.Roundhouse (2 hits) XX Psycho Crusher

I personally find Bison a very "low-combo" type of person (see my "character
rundown" section at the end of the FAQ) and these are pretty much the only
really good combos he has. The 2nd one is fairly safe if blocked, BTW,
although I'm not quite sure it works (anyone confirm it? I don't like Bison!)

-----------------------------------------------------------------------------
 
7. LONG RANGE COMBO:
--------------------

Boy, do I wish Bison still had his old S.Roundhouse from SF2... The only 
other attacks he can use from long range are the C.Roundhouse (very unsafe)
or the C.Forward. The latter can be cancelled into a Scissor Kick, so stick
with it if you jump in from too far with an attack.

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

8. AIR COMBOS:
--------------

Like the rest of Bison, the Air Combos are worthless. He can only get a max
of 3 hits in them and his launcher is kinda akward. I recommend only using an
Air Combo if you have a Psycho Crusher charged to put in it, and even then it
isn't very useful as the SC doesn't give maximum hits.

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

9. THROW COMBOS:
----------------

His Strong/Fierce Throw (the Turning Shoulder Toss) is his only Throw, and 
can be OTG comboed after in the corner.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, D.C.Short (OTG) -> C.Roundhouse

2. (corner) Fierce Throw, D.C.Short (OTG) -> S.Fierce -> SJ.Short -> 
   SJ.Forward -> SJ.Roundhouse (FS)

3. (corner) Fierce Throw, D.C.Short (OTG) -> S.Roundhouse (2 hits) XX
   Roundhouse Scissor Kick

4. (corner) Fierce Throw, D.C.Forward (OTG) XX Psycho Crusher

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

10. OTHER COMBOS:
-----------------

1. D.C.Short -> S.Roundhouse XX Psycho Crusher

2. Psycho Ball, Psycho Crusher

3. Fierce Psycho Ball, Scissor Kick Nightmare

4. J.Roundhouse, D.S.Jab -> S.Fierce -> SJ.Short -> SJ.Forward -> 
   SJ.Fierce (FS)

5. J.Roundhouse, S.Fierce -> SJ.Jab -> SJ.Forward XX Psycho Crusher

6. Psycho Ball, D.S.Fierce ->  SJ.Jab -> SJ.Forward XX Psycho Crusher

7. J.Short -> J.Roundhouse, S.S.Jab -> S.Roundhouse (2 hits) XX Roundhouse
   Scissor Kick

8. (about1/2 screen from enemy in corner) Fierce Psycho Ball, Strong Psycho 
   Shot, D.S.Fierce -> SJ.Jab -> SJ.Forward XX Psycho Crusher

                                ###########
################################# DHALSIM ###################################
                                ###########
 
1. ATTACK INFO:
---------------

-Launchers: S.Strong (close)
-Air Combo Finishers: Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: S.Roundhouse (far)
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): Yoga Inferno

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

2. DASH:
--------
 
Dhalsim's dash is a SLOW float, but that's OK because you shouldn't be doing
much dash-in comboing with Dhalsim anyways. ;)

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

3. JUMP:
--------

As always, Dhalsim's jump is VERY high, but VERY slow and lagged. However,
he is very versitile in the air with his various Drills and Mummys, as well
as the Air Yoga Fire (QCT+any punch). Just don't try many jump-IN combos with
him, and instead focus on trying to connect with the Yoga Drills or Mummy.

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

4. MISC. NOTES:
---------------

-As in SFA2, Dhalsim has 3 types of Yoga Drills; they have variable angles 
depending on the kick you use--Short is VERY steep and will travel most of  
the screen, Forward will travel fairly far at a fairly steep angle, and 
Roundhouse is almost totally straight down. These Drills and the Yoga Mummy
(D+Fierce in mid-air) are VERY important to any comboing with Dhalsim; this
is because he can now chain his Drills and Mummies into a series for jump-in
hits!
-Dhalsim's regular attacks are no longer short or close-ranged depending on
the joystick direction; Dhalsim's back to his old self, and will only do 
close-range moves at close range and long-range moves from a distance.
-Dhalsim's Yoga Inferno (which IMO is probably the best SC in the game!) can
be directed up or down slightly.

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

5. EASY COMBOS:
---------------

a) Forward Yoga Drill, C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------
     
a) J.D+Short -> J.D+Fierce, Yoga Fire

b) J.D+Short -> J.D+Fierce, C.Short XX Yoga Inferno

c) Yoga Blast enemy out of air, Yoga Inferno

Dhalsim's whole strategy revolves around defense, but on a rare occasion you
can get in for a combo, the first two are probably the easiest. Alternately,
the 3rd combo is an awesome defense and does a LOT of damage.

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

7. LONG RANGE COMBOS:
---------------------

Use any attack; seriously!

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

8. AIR COMBOS:
--------------

First off, forget using any Drills or the Mummy in any Air Combo, as they
just don't want to connect during a Super Jump. The timing is a little slow,
but not that hard; for added assurance, hold forward when performing the
series.

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

9. THROW COMBOS:
----------------

Both of Dhalsim's Throws, Fierce (the Toss) and Strong (the Noogie) can be
comboed after in or close to the corner with ease--the latter knocks the 
enemy high into the air, setting them up for a great juggle. Throwing is
definetely one of the best ways to combo with Dhalsim.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, C.Roundhouse

2. (corner) Fierce or Strong Throw, Yoga Inferno (for Fierce Throw, direct
   the Yoga Inferno D/F)

3. (near or in corner) Strong Throw, S.Roundhouse

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

10. OTHER COMBOS:
-----------------

1. C.Roundhouse XX Yoga Inferno

2. Jab Yoga Fire, S.Roundhouse (vs. airborne enemies)

Comments: throw the Yoga Fire; when the enemy jumps over it, smack 'em down
          with the Roundhouse, and they will fall on the projectile for a 2
          hit combo.
   
3. J.D+Short -> J.D+Fierce, S.Strong (close) -> SJ.Jab -> SJ.Short ->
   SJ.Forward -> SJ.DN.Roundhouse

Comments: as James Chen says, it may be a good idea to cancel the final hit 
          with a Yoga Teleport, just for safety.

4. J.Jab -> J.D+Forward -> J.D+Fierce, C.Forward XX Yoga Inferno
   
Comments: only works on large characters.   

5. (in or near corner) Yoga Flame, C.Roundhouse (OTG)

                                ###########
################################# CHUN LI ###################################
                                ###########

"Gome-ne?"

1. ATTACK INFO:
---------------

-Launchers: S.Roundhouse
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: Taunt!
-OTG Attacks (Regular): C.Short, C.Forward
-OTG Attacks (Special): Lightning Kick, Crescent Kick?

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

2. DASH:
--------
 
Chun Li's dash is fairly fast, though a bit delayed at the end. Still, quite
easy to combo with.

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

3. JUMP:
--------

Same ol' jump for the Chunster. Quite high and fast, but you have time your
jump-in attacks to hit late for her. No big deal. She also has an Air Dash
for more versitility.

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

4. MISC. NOTES:
---------------

-Chun Li still has the Heel Stomp with D+Forward in the air.     
-She can also perform her Flip Kick with D/F+Roundhouse (NOTE: this CAN be
 put in a magic series AND can be cancelled into Special Moves at any time 
 in its animation)
-Chun Li can Air Dash by tapping F, F during any jump.

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

5. EASY COMBOS:
---------------

a) D.C.Jab -> C.Short -> C.Roundhouse

b) J.Fierce, D.S.Jab -> S.Strong -> S.Fierce

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

5. MOST EFFECTIVE COMBOS:
-------------------------

a) D.C.Jab -> C.Strong XX Roundhouse SBK
     
b) J.Fierce, C.Forward XX Jab Kikoken

c) D.C.Short -> C.Roundhouse XX Roundhouse Lightning Kick (OTG)

d) D.C.Short -> C.Forward XX Thousand Burst Kick
     
These are the basic combos you need for Chun Li, but there are variations.     
Both the 2nd and 3rd are quite safe in most cases if blocked.

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

7. LONG RANGE COMBOS:
---------------------

Chun Li's baby, the C.Forward, is her longest-reaching regular attack, so use
it if you jump in from too far with an attack.

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

8. AIR COMBOS:
--------------

Chun Li's Air Combos are quite slow and akward when starting out--since her
attacks don't stay out very long in mid-air, it is important that you wait a
SPLIT second after the launcher and Super Jump to start into your SJ.MS so
you don't miss. Once you get into the Air Combo, it still takes practice,
and has a pattern a little like Ken, Akuma's and Ryu's.

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

9. THROW COMBOS:
----------------

Chun Li's only Throw, the Shoulder Drop with Strong or Fierce, can be 
followed up right in the corner with an OTG combo. Her Air Throw may POSSIBLY
combo, but I'm not yet sure.

SOME THROW COMBOS:
------------------

1. (corner) Fierce Throw, C.Short (OTG) -> C.Strong XX Roundhouse SBK

2. (corner) Fierce Throw, C.Short (OTG) -> C.Forward XX TBK

3. (corner) Fierce Throw, Roundhouse Lightning Kick (OTG)

4. (corner) Fierce Throw, C.Short (OTG) -> S.Roundhouse XX Super SBK

5. (corner) Fierce Throw, D.C.Short (OTG) -> S.Roundhouse -> SJ.Jab -> 
   SJ.Short -> SJ.Strong -> SJ.Forward XX Forward Lightning Kick

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

10. OTHER COMBOS:
-----------------

1. C.Short -> C.Roundhouse XX KikoShou (OTG)

2. J.Roundhouse XX AIR Roundhouse Lightning Kick

3. J.Fierce, D.S.Jab -> S.Roundhouse -> SJ.Jab -> SJ. Short -> SJ.Strong
   -> SJ.Forward XX Forward Lightning Kick

3. J.Fierce, D.S.Short -> S.Roundhouse XX Super SBK

4. (corner) Kikosho, C.Short (OTG) XX TBK

5. (corner) KikoSho, C.Short (OTG) -> S.Roundhouse -> SJ.Jab -> SJ. Short -> 
   SJ.Strong -> SJ.Forward XX Forward Lightning Kick

                                #########
################################# AKUMA #####################################
                                #########

"This grows boring."

1. ATTACK INFO:
---------------

-Launchers: C.Fierce
-Air Combo Finishers: Fierce, Roundhouse
-Knockdowns: C.Roundhouse
-Strikes: none
-OTG Attacks (Regular): any Crouching kick
-OTG Attacks (Special): none

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

2. DASH:
--------
 
Unlike I previously said, Akuma's dash is DIFFERENT from Ryu's; Akuma will
float forward exactly like his Teleport, only there's no shadows and he is
NOT invulnerable. Easier to combo with than the other Shotokans, thankfully,
but still slow.

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

3. JUMP:
--------

Akuma's jump is average height and distance. No problem here.

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

4. MISC. NOTES:
---------------

-Akuma's Overhead Strike is done F+Strong. This CANNOT be comboed or 
 cancelled into a Special Move.
-Like Ryu, Akuma's Cyclone Kick is done F+Forward. This is NOT an OS and can 
 be blocked from a crouch. Like his OS, it cannot be comboed or cancelled 
 into a Special Move (though it does have great recovery...)
-To perform the old straight jump kick from previous gamea, hold up and hit 
 Roundhouse during a straight jump. This kick has great air-to-air priority.

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

5. EASY COMBOS:
---------------

a) J.Roundhouse, D.C.Short -> C.Forward -> C.Roundhouse

b) J.Roundhouse, C.Roundhouse

c) (corner) D.C.Jab -> C.Short -> S.Strong -> C.Roundhouse

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

6. MOST EFFECTIVE COMBOS:
-------------------------

a) J.Fierce, D.S.Jab -> S.Strong XX Fierce DP

b) J.Roundhouse, D.C.Short -> C.Forward XX Fierce FB

c) D.C.Short -> C.Forward (2 hits) XX Roundhouse HK

d) J.Short -> J.Fierce, D.C.Short -> C.Forward XX Violent Dragon

e) D.S.Jab -> S.Forward (2 hits) XX Super FB

f) Raging Demon, C.Short (OTG) -> C.Forward XX Roundhouse HK

Akuma has quite a few options open to him, with the 2nd combo being the 
safest (albeit weakest). The last combo is open to variation with the OTG
part, but remember that THE ENEMY CANNOT SAFETY ROLL AFTER THE RAGING DEMON!

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

7. LONG RANGE COMBOS:
---------------------

Like Ryu, Akuma's best long-range regular attack is the C.Forward. Use this 
whenever you hit the enemy from too far away with a jump-in, and cancel into
a FB or Super FB.

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

8. AIR COMBOS:
--------------

Same as Ryu, except that he doesn't have the mid-air Strong Uppercut, meaning
you can include that in the combo. Practice the Air Combo to get the timing
down pat.

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

9. THROW COMBOS:
----------------

Akuma's Throws are the best of both worlds compared to Ryu and Ken;  
in correction to what I had previously, his Strong/Fierce Throw does NOT 
leave the enemy at Akuma's feet, but instead tosses them a few steps away. In 
the corner it is still easy to OTG, however. The Forward/Roundhouse Throw 
does Ken's Rolling Stomach Throw, great for bringing the enemy to the corner 
for an OTG combo.

1. (corner) Fierce Throw, C.Short (OTG) -> C.Forward XX Roundhouse HK

2. (corner) Fierce Throw, C.Short (OTG) C.Fierce -> SJ.Jab -> SJ.Short XX 
   Fierce FB

3. (corner) Fierce Throw, C.Short (OTG) -> C.Forward XX Super FB

4. (corner) Fierce Throw, C.Short (OTG) -> C.Forward XX Violent Dragon

5. Roundhouse Throw into corner, C.Short (OTG) -> C.Fierce -> SJ.Jab -> 
   SJ.Short -> SJ.Strong -> SJ.Forward XX Roundhouse HK

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

10. OTHER COMBOS:
-----------------

1. J.Roundhouse, S.Fierce XX Super FB

2. J.Fierce, D.S.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong XX
   Roundhouse HK

3. J.Forward -> J.Fierce, D.S.Short -> C.Forward XX Violent Dragon

4. J.Forward -> J.Fierce, D.S.Jab -> C.Fierce -> SJ.Jab -> SJ.Short ->
   SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)

5. Raging Demon, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong 
   XX Roundhouse HK

6. J.Roundhouse XX AIR Hurricane Kick, C.Short (OTG) -> S.Fierce XX Super FB

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

CHARACTER RUNDOWN:
******************

Legend: (ratings out of 10)

Strength: this is a rating of how much damage the character does OUT OF 
          COMBOS--this means any ONE move, even multi-hit moves, just not in
          combos. For example, Ken's Shoryureppa hits multiple times, but is
          included in this rating, whereas a S.Fierce XX FB would not be
          counted.

Speed: This is the opponent's overall speed rating, including dashing, 
       jumping and normal walking speed.

Defense: this is a rating of how well the opponent deals with offensive
         opponents, including enemies jumping in, dashing in, or throwing a
         projectile.

Air Priority: how well the character fares in the air as far as beating the
              enemy to a move (eg. Chun Li jumps up at the same time as   
              Ryu--if he goes to perform his J.Roundhouse and she does her
              J.Roundhouse, HER ATTACK _SHOULD_ HIT)

Ground Priority: how well the character's regular attacks deal with attacks
                 at mid to close range (eg. if Cammy starts to throw her
                 S.Fierce and Charlie also does his S.Forward, his S.Forward
                 _SHOULD_ HIT).

Comboability: rating of how the character performs combos as a whole, 
              including Air Combos, OTG combos, corner combos, etc...

Throws: how effective the fighter's Throws are, i.e. for speed (meaning how
        fast the enemy has to tech hit it), damage, and comboability.

Super Combos: how effective in all cases the character's SCs are. This 
              includes priorities, damage, comboability, speed, etc...

Keep-away: how well the character can play keep-away (note: this doesn't
           necessarily mean they use projectiles; characters with fast,
           long-reaching attacks can still play a fair keep-away game.)

Cheese Rating: How "cheesy" the character is. (Now, don't get me wrong with
               this cheese thing--what I interpret as cheese can vary a lot
               with other people's ideas, however my basic definition is:
               a tactic or attack that can be used repeatedly and effectively
               and the enemy cannot put up a very good defense against it.
               IMO, cheese is OK in ALL cases, EXCEPT for infinite combos and
               re-dizzy combos (which is why there are none in this FAQ!),
               and there is ALWAYS a way to get out of cheese situations,
               and if not there's a good chance the cheeser will screw up and
               give you an opening). So basically, this rating is a rating of
               how many effective techniques and setups the character has 
               that the enemy will find difficult, if not impossible, to 
               defend against.

OVERALL RATING: the average of these ratings.

FINAL NOTE: the final rating does NOT determine who in this game is good and
            who sucks--as I and many others have said a million times, the
            character does not matter, simply how well they are played. ;)

CYCLOPS:
********

Strength: 7/10
Speed: 7/10
Defense: 7/10
Air Priority: 6/10
Ground Priority: 6/10
Comboability: 9/10
Throws: 7.5/10
Super Combos: 7/10
Keep-away: 8/10
Cheese Rating: 7/10
OVERALL RATING: 7.15/10

One of my personal favs and definetely in the top teir of characters; he has
great damage potential, effective Throws and SCs, and GREAT variety in
combos. He is also fairly fast with average priority on both ground and air,
and has good defenses (i.e. Optic Blasts and the Jab Gene Splice). And of
course, when push comes to shove, he can put up a great keep-away game which
can get quite cheesy with his various Optic Blasts. However, I find he is
actually better offensively and you should only resort to this cheesy
keep-away if you're in trouble.

GAMBIT:
*******

Strength: 6/10
Speed: 7/10
Defense: 6/10
Air Priority: 7/10
Ground Priority: 6.5/10
Comboability: 7/10
Throws: 5.5/10
Super Combos: 7/10
Keep-away: 6/10
Cheese Rating: 8/10
OVERALL RATING: 6.6/10

Gambit's damage potential out of combos is not that high, save for his Cajun
Slash. He is quite fast, but lacks a good defense, especially vs. jumping
opponents (the C.Fierce is an uppercut, but has little range). His priority
in the air is good and it's fair on the ground (i.e. countering low attacks
with the Strong Cajun Slash). So, his major weak points would have to be his
defense, strength and Throws. One plus about him is that when things get hot,
you can do lotsa those Cajun Strikes and his other charge D, U moves to keep
moving all around above the enemy. This can get quite cheesy...

JUGGERNAUT:
***********

Strength: 10/10
Speed: 4/10
Defense: 7/10
Air Priority: 6/10
Ground Priority: 8/10
Comboability: 7/10
Throws: 8.5/10
Super Combos: 7.5/10
Keep-away: 5/10
Cheese Rating: 4/10
OVERALL RATING: 6.8/10

Juggernaut is another of my favorites, and forgeting everything else, the 
best reason to play him is simply 'cause it's fun! He's slow, but the damage
he does MORE than makes up for that. His ability to absorb attacks (see my
Juggernaut FAQ for more info) makes him great on defense and priority. He 
also has great Throws that ALWAYS let you follow up with a combo. All this
and a GREAT SC makes him one of the best characters to use if you can master
his speed and timing.

ROGUE:
******

Strength: 6/10
Speed: 7.5/10
Defense: 7.5/10
Air Priority: 7/10
Ground Priority: 7/10
Comboability: 6.5/10
Throws: 3/10
Super Combos: 6/10
Keep-away: 8/10
Cheese Rating: 8/10
OVERALL RATING: 6.65/10

Rogue doesn't do much damage with her moves, but stealing the other moves
allows her to do some damage (i.e. SPD!). Her priority on the air and ground
are both good, as is her defense. Basically, she's a GREAT character IF you
absorb the enemy's powers, which always work well in some way (eg. SPD for
damage, Optic Blast for keep-away, etc...)

STORM:
******

Strength: 6/10
Speed: 8/10
Defense: 7/10
Air Priority: 7/10
Ground Priority: 6/10
Comboability: 6/10
Throws: 6/10
Super Combos: 6.5/10
Keep-away: 9/10
Cheese Rating: 9/10
OVERALL RATING: 7/10

If you can get used to her style of play, i.e. mainly keep-away, she's a 
horrible character to fight against. If the Storm player uses that STUPID
flying, repeated Lightning Attack at the top of the screen to spend the whole
fight flying away from you, then either punch them out, or laugh and walk
away from the machine (they are NOT true fighting game players, just scrubs
who know how to fly). Anywho, her defenses are quite good, and she can combo
fairly well, especially off Throws. Good fighter with practice.

WOLVERINE:
**********

Strength: 6.5/10
Speed: 9/10
Defense: 7/10
Air Priority: 8/10
Ground Priority: 8/10
Comboability: 9/10
Throws: 6/10
Super Combos: 7/10
Keep-away: 5/10
Cheese Rating: 5/10
OVERALL RATING: 7/10

Wolverine is a great character for beginners, though I find that since MSH
Wolverine is no longer the total spaz-ass scrub-lover he was in X-Men: CotA.
He is quite on the offensive, true, but a good Wolverine player knows he 
still has to be careful to get anywhere. Wolverine's greatest asset is his
speed and priority, as well has GREAT combos and a very effective SC (the
Weapon X). He also has great defenses because of his quick moves. A real
power player if PLAYED RIGHT.

SABRETOOTH:
***********

Strength: 8/10
Speed: 6/10
Defense: 7/10
Air Priority: 9/10
Ground Priority: 7/10
Comboability: 8.5/10
Throws: 7/10
Super Combos: 8/10
Keep-away: 6/10
Cheese Rating: 5/10
OVERALL RATING: 7.15/10

Sabretooth is pretty much my favorite character; he has GREAT combos which
require a lot of timing, but are well worth it because of the damage. He also
has great priority, especially in the air, and AWESOME SCs if used in the 
right places. And of course, he has GREAT Throw combos, my favorite type of
combo! He doesn't, however, have a lot of cheese, i.e. a lot of effective
set-ups for attacks, but that just means you have to be good with him. :)

MAGNETO:
********

Strength: 7/10
Speed: 7/10
Defense: 7.5/10
Air Priority: 6/10
Ground Priority: 6/10
Comboability: 8.5/10
Throws: 9/10
Super Combos: 6.5/10
Keep-away: 7/10
Cheese Rating: 7/10
OVERALL RATING: 7.15/10

There are three things that make Magneto one of the best fighters in the 
game: first, he has the Hyper Grav, which is an instant setup to easy combos,
and unless the enemy's right near him, he's safe if it is blocked or 
avoided. Secondly, he has the easiest Air Combos in the game, PERIOD, and 
they do decent damage as well. And lastly, he also has possibly the best
Throw in the game, which leaves the enemy caught in scraps of metal for more
than enough time to combo them silly. This along with good priority in the 
air and ground, and a decent projectile to play keep-away with (not to 
mention he can fly) makes Magneto one of the most deadly characters in the
game.

RYU:
****

Strength: 6.5/10
Speed: 7/10
Defense: 7.5/10
Air Priority: 5/10
Ground Priority: 6/10
Comboability: 6/10
Throws: 7.5/10
Super Combos: 7/10
Keep-away: 9/10
Cheese Rating: 7/10
OVERALL RATING: 6.8/10

Ryu is the ultimate scrub machine, IMO. Most of his ratings are average, but
what boosts him to scrubness is his Cheese and Keep-away ratings; these are
high simply because it is easiest (and cheapest) to play Ryu almost totally
defensively, chucking FBs consistantly, and of course throwing in that 
Shinkuu Hadouken in the traditional scrub manner--for block damage! I have
met a FEW Ryu players who play him a lot like I play Cyke, i.e. offensive,
but will use keep-away if they are losing. This actually isn't hard if you
refrain from doing too many DPs unless in a combo or air countering. Try it,
and maybe you won't be disappointed.

KEN:
****

Strength: 6.5/10
Speed: 7.5/10
Defense: 7.5/10
Air Priority: 5/10
Ground Priority: 6/10
Comboability: 6/10
Throws: 7.5/10
Super Combos: 8/10
Keep-away: 6/10
Cheese Rating: 6/10
OVERALL RATING: 6.6/10

Ken is no longer the "King of Combos", sadly. His terrible Air Combos coupled
with a horrible dash make him difficult to do any interesting combos with.
Most of his other stats are OK, and the Shoryureppa SC has enough priority to
do him well, however he suffers in a lot of other departments. Definetely not
the nightmare he was in SFA2.

ZANGIEF:
********

Strength: 9/10
Speed: 4/10
Defense: 8/10
Air Priority: 6/10
Ground Priority: 7/10
Comboability: 4/10
Throws: 8/10
Super Combos: 7/10
Keep-away: 2/10
Cheese Rating: 7.5/10
OVERALL RATING: 6.25/10

Zangief suffers because of his speed and comboability, and that he has no
really effective long-range moves. However, don't think that he's no good,
as his ticking ability (i.e. "cheese") coupled with his Throws and the FAB 
Super Combo more than make up for this. Basically, your game should revolve 
around getting your Super Meter up to a level to use the FAB in a tick, and 
otherwise stay mostly defensive, and press in for the kill when there is the
opportunity to tick.

CAMMY:
******

Strength: 6/10
Speed: 10/10
Defense: 7/10
Air Priority: 7/10
Ground Priority: 7/10
Comboability: 8/10
Throws: 7/10
Super Combos: 7/10
Keep-away: 5/10
Cheese Rating: 4/10
OVERALL RATING: 6.8/10

Cammy is probably the fastest character in the game, and has good damage
potential within combos. She's a good all-around character, but must be mid-
range or up close to get anywhere in a fight.

CHARLIE:
********

Strength: 7/10
Speed: 7/10
Defense: 7/10
Air Priority: 6/10
Ground Priority: 6/10
Comboability: 9/10
Throws: 8/10
Super Combos: 9/10
Keep-away: 8/10
Cheese Rating: 7/10
OVERALL RATING: 7.4/10

My favorite of the Street Fighters, Charlie is the most well-rounded 
character in the game, with good strength, speed, defense, priority, Throws,
and combos. This coupled with good keep-away abilities with the Sonic Boom
and three SCs, each with there own uses make him a GREAT all-around fighter.

BISON:
******

Strength: 6/10
Speed: 7/10
Defense: 6/10
Air Priority: 6/10
Ground Priority: 5/10
Comboability: 3/10
Throws: 3/10
Super Combos: 6/10
Keep-away: 7.5/10
Cheese Rating: 7/10
OVERALL RATING: 5.6/10

In my personal opinion, the worst character in the game. He does average
damage in AND out of combos, has decent defense, decent speed; however, he
has poor priority in most cases on the ground, uncreative/uninteresting 
Throws, and VERY little comboability. Except for the keep-away/cheese he can
pull with the Psycho Shots and Teleports, one would wonder why anyone would
choose this loser.

DHALSIM:
********

Strength: 8/10
Speed: 5/10
Defense: 10/10
Air Priority: 8/10
Ground Priority: 6/10
Comboability: 6/10
Throws: 9/10
Super Combos: 9/10
Keep-away: 9/10
Cheese Rating: 8/10
OVERALL RATING: 7.8/10

Definetely one of the best characters in the game. He doesn't have that much
in the way of big combos, but he can string together a few big hits, and the
singular damage he does makes up for it greatly. He's slow, especially when
jumping, but his air priority and Teleport easily compensate for this. He 
also has quite possibly the best SC in the game, the Yoga Inferno, which does
AMAZING damage, and can be directed to nail the enemy in different spots (it
also has amazing recovery). If you play him properly, i.e. almost totally
defensively but ready to go offensive with Yoga Drills and the Yoga Mummy
when the opportunity opens up for a combo, he is a VERY deadly opponent.

CHUN LI:
********

Strength: 6/10
Speed: 9/10
Defense: 7/10
Air Priority: 8/10
Ground Priority: 6/10
Comboability: 7.5/10
Throws: 6/10
Super Combos: 9/10
Keep-away: 6.5/10
Cheese Rating: 6/10
OVERALL RATING: 7.1/10

A good character with great speed, air priority, and defense. She can be 
devastating once she has a level charged, with a Super Combo for all
occasions; if you can play her wisely, and not jump around so much, she is
quite deadly.

AKUMA:
******

Strength: 7/10
Speed: 7/10
Defense: 7/10
Air Priority: 5/10
Ground Priority: 6/10
Comboability: 7/10
Throws: 7.5/10
Super Combos: 8.5/10
Keep-away: 8/10
Cheese Rating: 8.5/10
OVERALL RATING: 7.15/10

The best of both Ryu and Ken, Akuma is a good character, and is definetely
better than Ryu OR Ken. He has average ratings in most cases, but prevails
with his Cheese rating, which basically encompasses the Air FBs, ground FB
keep-away, SUPER FB BLOCK DAMAGE/RECOVERY, and of course the Raging Demon
setups. I find little wrong with "cheesing" the enemy with the Demon, as they
can usually escape the attempt with some good timing.

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

CREDITS:
********

First and foremost, a HUGE, _HUGE_ thanks to James Chen for the third 
installment in his AWESOME Combo FAQ series, which I got most of this info
from. 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

Some of my FAQs are also available at www.gamefaqs.com

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