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    Infinite Combos by DDial

    Updated: 02/13/99 | Printable Version | Search Guide | Bookmark Guide

    
    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...