X-Men vs. Street Fighter Infinite Combo File
as compiled by David Alexander S. Dial
First Draft: 8/18/98
Most Recent Draft: 2/13/99

Infinites Added in Latest Update:
     Cyclops' Rushing Punch Infinite
     Magneto's Hyper Grav Infinite Modified
     Chun Li's Head Stomp Infinite

First of all, let it be known that I do not approve of ANY of the versus
games (X-Men vs. Street Fighter, Marvel vs. Street Figher, and Marvel vs. 
Capcom) when it comes to two player competition. There are just too many 
high damage combos that take too little skill to be taken seriously as 
quality games. I play XvSF (and ONLY XvSF, out of all the vs. series) for 
FUN and for FUN ONLY.

This document will show many reasons for why XvSF can't be taken seriously, as
it will list all the infinite combos known to myself, and each character in 
the game has at least one. I have taken it upon myself to find every infinite 
combo in the game. To me, that is the one and only reason to play the versus
games. XvSF has the most of any game in the series, and for that reason I find
it to be the most entertaining. MvSF removed characters and features that made
the game enjoyable, and consequently made the game extremely boring to play. 
MvC attempted to put some of those elements back in the game, but it also
added unnecessary features that seemed to make the game all flash and no
quality (at least in my eyes). To this day, XvSF is my favorite of the 
series - the one that gives me the most enjoyment out of a series made just 
for that purpose.


Terms To Be Familiar With
=========================

For the buttons, I use the notation accepted by hardcore SF players -
Jab, Strong, and Fierce for the punches, and Short, Forward, and
Roundhouse for the kicks. It may take a little longer for me to type,
but I'm a purist at heart.

The following terms may not be so straightforward (modified slightly
from James Chen's listing):


 S. = Standing            C. = Crouching            J. = Jumping
SJ. = Super Jumping      DJ. = Double Jumping       -> = Chain into
 XX = Buffer into         D. = Dashing             AD. = Air Dashing
  , = Link into          \/  = Land first           /\ = Jump
FS  = Activates the      OTG = Hits opponent       DN. = Hold Down
      "Flying Screen"          "Off the Ground"
UP. = Hold Up           TWD. = Hold Toward         BK. = Hold Back

Version One   = First incarnation of the game, mainly
                distributed in Japan and other parts of Asia.
Version Two   = Second incarnation of the game. Most common
                version in the US.
Version Three = Final incarnation of the game, the Sega Saturn version
                was modeled after this version.

Some combos are only possible on certain versions. Restrictions will be
listed for each combo.

                               Weight Classes
                               ==============

The characters can be divided into the following weight classes:


    Light          Normal           Medium             Heavy
    =====          ======           ======             =====

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


Also, the term "Tall Characters" may also be used. This group
includes Storm, Cyclops, and all of the Heavy Characters.

Additional terms will be written out completely, so they should be
easy to understand. Now, on with the infinites. Note that there are many
different setups for each infinite. I've only listed the easiest or most
straightforward.


                                  Shotokans
                                  =========

(Shotokans = Akuma, Ryu, and Ken)

The Jumping Infinite
Restrictions: Not possible on heavy characters. Must be done in the
corner.


Setup:

C.Fierce /\  SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/

Infinite:

J.Short -> J.UP.Forward -> J.UP.Roundhouse (FS)

Tips: I like to use J.Jab instead of J.Short. Also, on the initial
jumpback from the setup, try skipping the J.UP.Forward, but including
it on each one thereafter.


The Bobbing Infinite
(a variation of Akuma and Ryu's Standing Infinite)
Restrictions: Not possible on Chun Li, Cammy, Dhalsim, and some heavy
characters. Actual weight restrictions not yet confirmed. Must be
done in the corner.

Setup:

C.Fierce /\  SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ C.Short (OTG) ->
C.Strong,

Infinite:

S.TWD.Jab -> C.Strong

Tips: I call this the "Bobbing Infinite" because your sprite will be
bobbing up and down to keep your opponent suspended in the air. Try
doing the C.Strong on Offensive Crouch rather than on a full crouch
to avoid doing Fireballs and Dragon Punches.


                                 Akuma and Ryu
                                 =============

The Hopkick Infinite
Restrictions: Only possible on Version One

S.TWD.Forward, C.Strong -> S.TWD.Forward, C.Strong (repeat)

Tips: This infinite is EXTREMELY easy. If you're REALLY on a Version
One, and you still can't do the combo, I can't do anything for you.
You're beyond help.


The Standing Infinite
Restrictions: Not possible on heavy characters; must be done in the
corner.

Setup (Both Akuma and Ryu):

C.Fierce /\  SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ C.Short (OTG) ->
C.Strong -> S.Forward (TWO HITS) -> S.Fierce -> S.Roundhouse,

       Setup for Ryu only:

       C.Fierce /\  SJ.Jab -> SJ.Short -> SJ.UP.Forward XX Roundhouse
       Air Hurricane Kick (FS) \/ C.Short (OTG) -> C.Strong ->
       S.Forward (TWO HITS) -> S.Fierce -> S.Roundhouse,

Infinite:

(Done immediately after the S.Roundhouse in the setup)

S.Jab -> S.Strong -> S.Forward (TWO HITS) ->
S.Fierce -> S.Roundhouse,

Tips: I've found that it's easiest on Chun Li. You may have to take
half a step in before linking back to the S.Jab.


                                 Akuma and Ken
                                 =============

The Air Counter Infinite
Restrictions: Opponent must be in the air (no setup at this time).

J.UP.Forward XX Roundhouse Hurricane Kick (land and repeat)

Tips: Try it on Sabretooth, and just have a friend hold the controller
straight up. It's all in the timing.


                                   Magneto
                                   =======

The Hyper Gravitation Infinite
Restrictions: Doesn't work on medium and heavy characters (but read
modification).

Hyper Grav, S.Roundhouse (ONE HIT) XX Hyper Grav, etc..

Tips: I like to use Short for the Hyper Gravs, because it seems easier
to switch back from Short to Roundhouse and back. Also, on Dhalsim,
you'll want to launch him, do a combo ending in a Hyper Grav, land,
and then relaunch and repeat.

MODIFICATION (by James Chen)

"Magneto's Hyper Grav Infinites:
I've figured out lots of weird stuff for Magneto's Hyper Grav
Infinites. I've basically found a way to make it work on every
character in the game, although there are alternate methods for
each character.

The first method, though very difficult, is comboing C.Strong
into the Hyper Grav. I'm not sure if this is just a Saturn glitch,
so I'd like if you guys can test it out. If you try and cancel
C.Strong, when the enemy is in the corner, into a Hyper Grav, it'll
usually miss. However, you can cancel the C.Strong insanely early,
so early that it looks just weird. Magneto leans down and then is
standing up INSTANTLY... all in the time of half a second. Using
this, I can actually do combos with Hyper Gravs in the middle:
J.Fierce -> J.Roundhouse \/ D.Jab -> C.Strong XX Hyper Grav... etc.
However, it has also helped me find some more Infinite combos. Some
characters, while caught in the Hyper Grav, can be hit by C.Strong!
Thus, if they are in the corner, you can Infinite them that way. The
timing is really strange. The way I do it is to do the motion for
the Hyper Grav, hit C.Strong when I'm at Defensive Crouch, and then
immediately shift to back and hit Roundhouse. Magneto's C.Strong
doesn't even animate for more than half a second and he instantly
pops up into the Hyper Grav, and it'll combo. Also, against Rogue,
Magneto has an Infinite combo that is REALLY screwed up... I want
you guys to test it on the PlayStation to see if the Saturn version
is just weird. If Rogue is in the RIGHT corner , you can do S.Strong
XX Hyper Grav, take half a step forward, S.Jab -> S.Strong XX Hyper
Grav, take half a step forward, S.Jab -> S.Strong XX Hyper Grav...
etc. However, if Rogue is in the LEFT corner, the S.Jab -> S.Strong
misses! However, to remedy that, you can Jump forward into the corner
the INSTANT the Hyper Grav connects, take half a step back , and THEN
do S.Jab -> S.Strong XX Hyper Grav, instantly jump forward, take half
a step back, S.Jab -> S.Strong XX Hyper Grav... etc. This makes it so
that She's a tiny bit higher when you hit her with the S.Jab, making
sure the S.Strong has time to connect. Also, one more weird glitch:
you know how when the Hyper Grav connects, you can still walk
backwards and stuff. For some reason, whenever I Hyper Grav Storm, I
can't walk backwards anymore... I'm stuck and when I hold back,
Magneto tries to block. ??? Does this happen everywhere, or just the
Saturn version? [Editor's Note: It happens everywhere.] And, I've
figured an alternate to the typical Magneto S.Roundhouse XX Hyper
Grav Infinite. For characters like Gambit and Cyclops, who are just
a tad bit too heavy for S.Roundhouse XX Hyper Grav to combo, you can
actually make it combo if your timing is good. Get the enemy in the
corner. Wait until the VERY LAST SECOND POSSIBLE and then hit
S.Roundhouse. After the Hyper Grav wears off, the enemy will fly
upwards and away, taking minor damage. Well, if you can nail them
with S.Roundhouse the INSTANT they start flying away , you'll hit
them a tiny bit higher than normal, giving them time to land in the
Hyper Grav before they hit the floor... and it still combos. This
version actually works on almost EVERYONE, but some of the other
ones are easier to do instead.

So in the end, there are five alternate versions of the Hyper Grav
Infinite: The standard Roundhouse XX Hyper Grav Infinite, the
delayed S.Roundhouse XX Hyper Grav Infinite, the C.Strong XX Hyper
Grav Infinite, the rare S.Strong XX Hyper Grav Infinite, and the
Version 2.0 only Dhalsim Air Combo Hyper Grav Infinite.

So here's a listing of which one works on whom, with the easier
one listed first:

Cyclops : Delayed S.Roundhouse XX Hyper Grav
Wolverine : Standard S.Roundhouse XX Hyper Grav
Storm : Delayed S.Roundhouse XX Hyper Grav /
        C.Strong XX Hyper Grav
Gambit : Delayed S.Roundhouse XX Hyper Grav
Rogue : S.Jab -> S.Strong XX Hyper Grav /
        Delayed S.Roundhouse XX Hyper Grav
Sabretooth : C.Strong XX Hyper Grav /
             Delayed S.Roundhouse XX Hyper Grav
Magneto : C.Strong XX Hyper Grav /
          Delayed S.Roundhouse XX Hyper Grav
Juggernaut : C.Strong XX Hyper Grav
Ryu : Standard S.Roundhouse XX Hyper Grav
Ken : Standard S.Roundhouse XX Hyper Grav
Chun Li : Standard S.Roundhouse XX Hyper Grav
Charlie : Standard S.Roundhouse XX Hyper Grav
Dhalsim : V.2 Air Combo Hyper Grav Infninte /
          Delayed S.Roundhouse XX Hyper Grav
Zangief : Delayed S.Roundhouse XX Hyper Grav
Cammy : Standard S.Roundhouse XX Hyper Grav
Bison : Delayed S.Roundhouse XX Hyper Grav
Akuma : Standard S.Roundhouse XX Hyper Grav

So as it turns out, Magneto can do the Hyper Grav Infnite
to every character. Honestly, in terms of easiness to perform,
the order goes: Standard, Rare S.Strong, Dhalsim only,
Delayed, and then C.Strong. The reason why the C.Strong one is
listed so low is because the timing is just BIZARRE, and I've
only managed to do about 6 or 7 repetitions of it before my
timing is gone and I fail. The delayed S.Roundhouse one... it's
easier on the medium characters (like Gambit and Bison) because
you can hit Roundhouse RIGHT when they leave the Hyper Grav,
and it will work. On the heavy characters, like Zangief and
Sabretooth, the Roundhouse has to hit REALLY REALLY perfectly
timed. It has to be after they fly up a bit, but before they
can block. If it's too early, they'll still hit the floor before
the Hyper Grav. If it's too late, it won't combo or it'll just
miss. So on the large characters that C.Strong XX Hyper Grav
works on, it might be better to learn that timing instead."


The Corner Infinite
Restrictions: Must be done in the corner.

(any launch) /\ SJ.Jab -> SJ.DN.Short, SJ.DN.Short, SJ.DN.Short,
SJ.DN.Short, SJ.DN.Short -> SJ.Forward \/ S.Roundhouse (TWO hits) /\
SJ.Jab -> SJ.DN.Short, SJ.DN.Short, SJ.DN.Short, SJ.DN.Short ->
SJ.Forward \/ S.Roundhouse (TWO hits) /\ etc...

Tips: I like to substitute a regular SJ.Short instead of a SJ.Forward,
and a S.Strong for the S.Roundhouse.


                                  Juggernaut
                                  ==========

The Jumping Infinite
Restrictions: Only works on Version One and Version Two; must be done
in the corner, doesn't work on heavy characters.

Setup:

C.Fierce /\ SJ.Jab -> SJ.Strong -> SJ.Fierce (FS) \/

Infinite:

J.Fierce (FS)

Tips: Yes, it really is just one button. You can also use J.Roundhouse
if you like.


                                   Dhalsim
                                   =======

The Drill Infinite
Restrictions: Only works on Version One and Version Two.
Character must be standing.

J.Jab -> J.DN.Forward (Forward Drill) -> J.DN.Fierce (Headroll)

Tips: You can also use J.Short for the first hit, but I use Jab
because it hits lower so it can connect on the smaller characters
more easily.


The Jumping Infinite
Restrictions: Must be done in the corner. Only works on light and
normal weight characters.

Setup:

S.Strong (jump AWAY) SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS),
(drift a bit) SJ.Short -> SJ.Roundhouse \/

Infinite:

J.Short -> J.Strong -> J.Roundhouse (FS)

Tips: Works extremely well on Chun Li. The actual infinite should
be done slowly.


The Yoga Blast Infinite
Restrictions: Only works on Rogue.

S.Strong XX Short Yoga Blast

Tips: For some reason, probably due to her reel animation, this only
works on Rogue. To get it to work, you have to hit the relaunch as
late as possible.


The Relaunching Infinite
Restrictions: Must be done in the corner.

S.Strong /\ SJ.Short -> SJ.Short -> SJ.Short ->
SJ.Short -> SJ.TWD.Strong -> SJ.TWD.Fierce (land and repeat)

Tips: The number of SJ.Shorts depends on the weight of the character.
For heavier characters, you'll want to only do three.


                                    Bison
                                    =====

The Flying Infinite
Restrictions: Unknown - I've never gotten it to work.

Setup:

S.Fierce /\ SJ.Jab -> SJ.Strong XX Flying

Infinite:

(Done immediately after buffering the flying)
(hold Forward Flip) Flying Jabs till Flying wears off, Strong punch
in the air XX (hold Forward Flip) Flying Jabs till Flying wears off,
Strong punch in the air, etc.

Tips: I have no tips to offer because I have never been able to do
this combo. I have trouble connecting anything after buffering into
Flying. I've been told that the timing is the same as the combo for
Iron Man in Marvel Super Heroes.


                                  Sabretooth
                                  ==========

The Jumping Infinite
Restrictions: Only works on tall characters; character must be
standing.

J.Fierce -> J.Roundhouse (land and repeat)

Tips: Works extremely well on Version One, but it works on all
versions. On Versions Two and Three, it's easier to do a J.Strong
before the J.Fierce.


The Relaunching Infinite
Restrictions: Must be done in the corner. Confirmed on normal
weight characters.

C.Fierce (launch) /\ SJ.Jab -> SJ.Strong -> SJ.Fierce, SJ.Jab
\/ C.Fierce (launch) /\ SJ.Jab -> SJ.Strong -> SJ.Fierce, SJ.Jab
\/ C.Fierce (launch) /\ SJ.Jab etc...

Tips: The hardest part of the combo is timing the SJ.Jab to connect
after the SJ.Fierce. It should connect just before you land, so you
can do the C.Fierce to relaunch them.



                                    Storm
                                    =====

The Lightning Attack Infinite
Restrictions: Only works on Version One and Version Two. Must be done
in the corner.

Setup:

Throw the opponent into the corner, take a step in to get underneath
them, and then

Infinite:

Lightning Attack Up, Lightning Attack Down (land and repeat)

Tips: Remember that not all characters weigh the same, so you'll want
to change your timing depending on the character. Lighter characters
require a longer pause in between Lightning Attacks.


The Jumping Infinite
Restrictions: Only works on Version One and Version Two for most
characters (possible on Version Three for light characters only). Must
be done in the corner.

Setup:

Throw the opponent into the corner, take a step in to get underneath
them, and then

Infinite:

J.Short -> J.Forward -> J.Fierce -> J.Roundhouse (FS)

Tips: Do NOT hold the joystick while doing the infinite. Storm floats
during her jump if you do so, so just tap it to jump at them.


The Ground Infinite
Restrictions: Only works on Sabretooth; he must be standing.

J.Short -> J.Forward -> J.DN.TWD.Fierce -> J.DN.TWD.Roundhouse



                                    Chun Li
                                    =======

The Air-Dashing Infinite
Restrictions: Unknown.

AD.UP.Roundhouse (TWO HITS)

Tips: In order to Air Dash fast enough, you have to use the "Three
Punch" method. As soon as you jump, press all three punches and then
Roundhouse, all the while holding up on the joystick.


The Jumping Infinite
Restrictions: Must be done in the corner.

Setup:

S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.TWD.Roundhouse (FS), SJ.Roundhouse

Infinite:

J.Jab -> J.Short -> J.Strong -> J.Fierce -> J.TWD.Roundhouse (FS)

Tips: You can do the setup with either a SJ.TWD.Roundhouse or a
regular SJ.Roundhouse. I like to do the regular one, and hit only once
with it. I believe that if you hit twice with the Roundhouse, the combo
won't work. However, if you use the SJ.TWD.Roundhouse, you'll get too
close to the corner and you'll have to readjust your positioning. Use
whichever method you like best.


The Standing Infinite
Restrictions: Must be done in the corner. Weight restrictions
unconfirmed (confirmed on Cammy).

Setup:

S.Roundhouse /\ SJ.Jab -> SJ.Strong -> SJ.Forward ->
SJ.TWD.Roundhouse (FS), SJ.TWD.Roundhouse

Infinite:

S.TWD.Jab -> S.TWD.Strong -> S.TWD.Forward

Tips: The opponent must never reach the ground. The standing combo is
done while the opponent is still falling. Also, it helps if you put a
slight pause before the initial S.TWD.Forward.


The Headstomp Infinite
Restrictions: Must be done in the corner. Does not work on the light
characters.

Setup: (in the corner) S.Roundhouse /\ SJ.Neutral+Short, SJ.Jab ->
SJ.Short, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward ->
DJ.Towards+Fierce (optional -> DJ.Towards+RH)

Infinite: Headstomp {DN.Forward} (repeat)

Tips: Works extremely well on Juggernaut. Don't worry about the
timing of the Headstomps. If you try to time it, you'll mess up.
Just mash on the button as fast as possible. Since you are in the
Flying Screen, no Lightning Legs will come out, so don't worry.


                                   Zangief
                                   =======

The Air Combo Infinite
Restrictions: None.

C.Strong /\ BK.SJ.Jab -> BK.SJ.Forward XX
Air Kick Lariat (land and repeat)

Tips: The only way to land far enough to relaunch is to hold back
during the whole combo.


The One Move Infinite
Restrictions: Character must be standing.

Jumping Kick Lariat (land and repeat)

Tips: Although the combo will work just by continually jumping
towards them and doing a Kick Lariat, it's much easier to stick in
a J.Forward or a J.Short before the Lariats.


                                    Gambit
                                    ======

The Kinetic Card Infinite
Restrictions: Doesn't work on Dhalsim, Cammy, Chun Li, or heavy
characters. Must be done in the corner.

Setup:

Throw them into the corner with Strong or Fierce, then

DS.Short (OTG) -> S.Forward -> S.Roundhouse XX Jab Kinetic Card,
then

Infinite:

DS.Short -> S.Roundhouse XX Jab Kinetic Card

Tips: The key to this combo is learning the timing on the DS.Short.


The One Move Infinite
Restrictions: Character must be airborne already.

S.Short

Tips: You CAN set it up in the corner using the setup for the Kinetic
Card infinite, but switch to the S.Shorts after the Card hits. Also,
once again, although you only need the one move, it works better if you
do S.Jab -> S.Short and repeat that two hit combo. Also... THIS
variation works even better, but it also only works in the corner:

Setup: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce (FS) -> SJ.Roundhouse, SJ.Roundhouse (OTG) \/

Infinite: S.TWD.Short -> S.TWD.Roundhouse (repeat)

Tips for this variation: The first three hits of the setup should be
done slowly, but the next two [SJ.Fierce (FS) -> SJ.Roundhouse] must
be done as quickly as possible.


The Air Combo Infinite
Restrictions: Only works on Juggernaut. Must be standing next to him.

Setup:

Strong Kinetic Card or Strong Trump Card

Infinite:

J.Jab -> J.Short -> J.Strong -> J.Forward

Tips: Since there is no Flying Screen activated, the timing on the
combo must be precise. If your timing is off by even a bit, they can
block before you can hit them again. Try to time the hits as far apart
as possible - the J.Short should be done at the top of your jump, and
the J.Forward should hit just before you land. This is a nice infinite
because it works anywhere on the screen.


                                    Rogue
                                    =====

The Dive Kick Infinite
Restrictions: Only works on tall characters when they are standing.

J.DN.Roundhouse \/ J.Short

Tips: This is one of the easiest infinites in the game, as long as you
hit the short on the way up and combo it into the Dive Kick, you should
be fine.


The Air-Dashing Infinite
Restrictions: Unknown.

AD.Short -> AD.Strong -> AD.Roundhouse

Tips: As with Chun Li's Air-Dashing Infinite, you must use the "Three
Punch" method to dash. Jump up, hit all three punches, then do the three
hit combo before you land. Land and quickly repeat. I haven't completed
this combo with much consistency, but I've seen it done.


The Ground Dashing Infinite
Restrictions: None.

DS.Short -> S.Strong

Tips: As with Gambit's Kinetic Card infinite, you just have to learn
the timing of the DS.Short.


The Air Combo Infinite
Restrictions: Only works when cornered by Juggernaut (or on a team
also consisting of either Gambit or Magneto).

Setup:

Juggernaut only - Kiss Steal when cornered
Gambit - Kiss Steal, then when Juggernaut comes in:
    Kinetic Card up close
Magneto - Kiss Steal, then when Juggernaut comes in:
    Hyper Gravitation

Infinite:

J.Jab -> J.Short -> J.Strong -> J.Forward

Tips: This is exactly like Gambit's infinite, but it can only be setup
when you are being cornered or if you have stolen Gambit's or Magneto's
powers already. Their projectiles will place Juggernaut in perfect
position for the infinite. Also, if Juggernaut is jumping, you can
just jump up and infinite anywhere on the screen. Again, keep the hits
spaced as far apart as possible.


The Sonic Boom Infinite
Restrictions: Can only be done on a team with Charlie. Must be done
in the corner.

Setup:

Kiss Steal on Charlie, then in the corner do

DS.Short -> S.Strong

Infinite:

Roundhouse Sonic Boom

Tips: You just really have to learn the recovery on the Sonic Booms,
and make the next Sonic Boom hit just before they recover from the
first. The setup combo isn't really necessary, it's just a convenient
way to get right next to your opponent, and the combo only works from
point blank range.


The Earthquake Infinite
Restrictions: Can only be done on a team with Juggernaut. Must be done
in the corner.

Setup:

Kiss Steal on Juggernaut, then in the corner do

DS.Short -> S.Strong

Infinite:

Short Earthquake

Tips: Read the above tips for The Sonic Boom Infinite. The same tips
apply here.


The Yoga Flame Infinite
Restrictions: Can only be done on a team with Dhalsim. Must be done
in the corner. Weight restrictions unconfirmed.

Setup:

Kiss Steal on Dhalsim, then in the corner do

Infinite:

DS.Jab XX Short Yoga Flame

Tips: This is much more difficult than the previous Stolen Powers
Infinites, but again it's all in the timing. You have to hit the
DS.Jab before they recover from the Yoga Flame.


The Corner Infinite
Restrictions: Cannot be done to Juggernaut. Must be done in the corner.

Setup:

C.Fierce (launch) /\ SJ.TWD.Jab -> SJ.TWD.Short -> SJ.TWD.Strong ->
SJ.TWD.Roundhouse (FS), SJ.TWD.Short (OTG)

Infinite:

S.TWD.Jab -> S.TWD.Short

Tips: The timing is very strict for this infinite. If you go too fast,
the opponent may juggle too high up to combo; if you go too slowly,
they will fall. Also, it is VERY important to hold towards on the
joystick throughout the combo - you want to be as close as possible
for the first S.TWD.Jab, and continue to hold it for the infinite so
as not to be pushed away. Also, against light and heavy characters,
the SJ.TWD.Strong in the setup should be skipped.


                                    Cammy
                                    =====

The Air Combo Infinite
Restrictions: Only works on light and normal weight characters. Must be
done in the corner.

Setup:

S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce -> SJ.Roundhouse (FS), SJ.Roundhouse \/

Infinite:

J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Fierce -> J.Roundhouse

Tips: The key to the setup is to do the combo slowly. Once you get the
timing on the setup, the actual infinite is pretty easy. I speed through
the first four hits of the infinite, then do the last two after a slight
pause.


The Relaunching Infinite
Restrictions: Must be done in the corner.

S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce, SJ.Fierce \/ S.Jab ->
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce, SJ.Fierce \/ S.Jab, etc...

Tips: Time it so you hit the second SJ.Fierce as late as possible,
because it doesn't set the Flying Screen and they can block if you
mess up your timing.


The Midscreen Infinite
Restrictions: Only works on normal sized characters. They must be
jumping straight up. Can be done anywhere on the screen

Setup:

No setup found at this time. Character must be jumping straight up.

Infinite:

J.Jab -> J.Short -> J.Strong -> J.Forward

Tips: This is EXACTLY like Gambit's and Rogue's infinites on Juggernaut.
Again, since there is no Flying Screen activated, the timing on the
combo must be precise.


                                    Charlie
                                    =======

The Jumping Infinite
Restrictions: Must be done in the corner.

Setup:

Throw them into the corner with any of the four throw buttons, take a
step in to get underneath them, then jump STRAIGHT UP and do

Infinite:

J.Jab -> J.Strong -> J.Fierce (FS) -> J.Roundhouse

Tips: The infinite must be done slowly, spacing the hits as far apart
as possible.

The Relaunching Infinite
Restrictions: Must be done in the corner.

Variation #1
Infinite:

C.Fierce (launch) /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Forward Air
Razor Kick, SJ.Forward \/ C.Fierce (launch) /\ SJ.Jab -> SJ.Short ->
SJ.Forward XX Forward Air Razor Kick, SJ.Forward \/  C.Fierce (launch) etc...

Variation #2
Setup:

Throw them into the corner

Infinite:

C.Fierce (launch) /\ SJ.Strong XX Forward Air Razor Kick, SJ.Strong \/
C.Fierce (launch) /\ SJ.Strong XX Forward Air Razor Kick, SJ.Strong \/
C.Fierce (launch) etc...

Tips: Although the second variation seems easier, practice with the first
variation to get the timing of the "SJ.Forward XX Forward Air Razor Kick,
SJ.Forward" sequence. The hardest part of the combo is connecting the
SJ.Forward after the Forward Air Razor Kick. Many times, it will OTG, but
in order for the combo to be an infinite, you have to hit them while they're
still in the air. Also, you can probably tell that either SJ.Strong or
SJ.Forward will work after the Air Razor Kick. As long as you don't use
SJ.Fierce or SJ.Roundhouse (which activate a FS), any hit should work.


                                   Wolverine
                                   =========

The Air Combo Infinite
Restrictions: Must be done in the corner.

Setup:

There are several setups to this infinite. I'll list the four I
know, in order from easiest to hardest (all in my opinion) -

       A) Berserker Barrage Super
       B) Fierce Berserker Barrage, mash on Fierce
       C) S.Roundhouse /\ SJ.Jab -> SJ.Short ->
             SJ.DN.Forward -> SJ.Roundhouse (FS)
       D) S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
             SJ.Strong -> SJ.Strong XX Diagonally Up Drill
             Claw (FS) -> SJ.Roundhouse, SJ.Roundhouse

Infinite:

J.Short -> J.Forward -> J.Roundhouse (FS)

Tips: This is the easiest form of the infinite that I've seen. You
can do any variation of hits for the combo, even going so far as
doing a full six hit combo as in Cammy's infinite. Just keep your
opponent at the right height. Remember that the more hits in the combo,
the higher you juggle them. If they start to get too low, insert more
hits in the combo.


                                    Cyclops
                                    =======

The Air Combo Infinite (aka The Double Jump Infinite)
Restrictions: Only works on Version One and Version Two. Must be done
in the corner.

Setup:

S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS), SJ.Fierce, DJ.Jab -> DJ.Short -> DJ.Strong ->
DJ.Forward -> DJ.Fierce, (while falling) Air Fierce Punch \/

Infinite:

J.Short -> J.Strong -> J.Fierce (FS), DJ.Short -> DJ.Strong ->
DJ.Fierce (FS)

Tips: Again, you can vary the number of hits in the combo, depending
on the height of the character during the juggle. I personally don't
do the double jumping hits. I just space out the hits in the regular
jumping combo and repeat those.


The Gene Splice Infinite
Restrictions: Doesn't work on heavy characters (actual weight
restrictions are unconfirmed).

S.Strong, Strong Gene Splice (ONE automatic extra hit)

Tips: You have to pause slightly before doing the Gene Splice. If you
buffer into it, the combo won't work. Also, don't mash on the button
after hitting with the Gene Splice. The extra hit will come out
automatically - if you keep hitting the button, more hits will come out,
but you can't repeat the combo. Finally, as with most relaunching
infinites, the relaunch must be done as late as possible.


The Infinite on Tall Characters
Restrictions: Only works on tall characters (hence the name).

J.Short -> J.DN.Fierce -> J.DN.Roundhouse

Tips: This works best in the corner, though I don't think it's
necessary. Also, you'll want to do the first two hits of the combo
rather quickly, and pause before hitting with the J.DN.Roundhouse.


The Infinite on Juggernaut

Setup:

S.Short -> S.Strong, Fierce Gene Splice (ONE automatic extra hit)

Infinite:

J.Jab -> J.Short -> J.Strong -> J.DN.Forward

Tips: You want to be a little away from Juggernaut before you launch
him. Also, the Gene Splice often crosses them  up, so you'll end up on
the opposite side from where you started. Once again, as with Gambit's
and Rogue's infinites, you have to space the hits as far apart as
possible in order to land and repeat the combo.


The Bobbing Infinite
Restrictions: Not possible on Chun Li, Cammy, Dhalsim, and some heavy
characters. Actual weight restrictions not yet confirmed. Must be
done in the corner.

Setup:

C.Fierce /\  SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce (FS), SJ.Fierce \/ C.Short (OTG) ->
C.Strong,

Infinite:

S.TWD.Jab -> C.Strong

Tips: As with the Shotokan Bobbing Infinite, you must do the C.Strong on
Offensive Crouch rather than on a full crouch to avoid doing Ground Optic
Blasts and Dragon Punches.


The Rushing Punch Infinite
Restrictions: Unconfirmed as to which versions this is possible on.
Must be done in the corner.

Infinite:

S.Jab->S.JabXXRushing Punches {Toward, Toward, Jab+Short}
(FOUR HITS) ->S.Jab->S.JabXXRushing Punches (FOUR HITS)
(repeat sequence)

Tips: I have yet to complete this combo in the arcades, but it was
confirmed on the consoles, with the game extremely slowed-down.
Basically, let the Rushing Punches hit twice, cancel into two Standing
Short Kicks, then buffer another Rushing Punches. Repeat till dizzy.
You should then be able to repeat the combo and continue it till the
opponent is dead.


                                      Ryu
                                      ===

(See also "Shotokans" section and "Akuma and Ryu" section"

The Hurricane Kick Infinite
Restrictions: Must be done in the corner.

Setup:

Air Hurricane Kick that hits LATE, then land and

Infinite:

S.Jab -> S.Strong XX Short Hurricane Kick

Tips: On the initial hits after the Air Hurricane Kick, it sometimes
helps to skip the S.Jab.


                                      Ken
                                      ===

Ken has no other infinites besides the ones listed in the "Shotokans"
section and the "Akuma and Ken" section.



Those are all the infinites that I've found to date (2/13/99). I'm
sure there are many more. The game is several years old, and many
of the ones listed were only found in the past week. If you find
any infinites in this game that aren't listed, please contact me at
namonaki@mailexcite.com,or find me on EFNet as either "Gunter" or
"Namonaki". I'd love to hear them.

Note: when sending me an infinite, remember these guidelines -

A) Throws are not involved in a true infinite (they can be the initial
   setup, however).

B) Please verify the combo to at least 4 repetitions, with 20+ hits
   preferred. If you can tape the combo, that'd be great.

C) Infinites on Apocalypse and on Dhalsim are not wanted.


Thanks to James Chen, Ben Cureton, Derek Daniels, Kris Grytebust,
Trien Ho, Ian D. Kaylor, Jef Pearlman, Dan Wilson, David Wright, and
Mike Zaimont for sending me their infinites.


More to come...