X-MEN VS. STREET FIGHTER EX EDITION

Author:  Carson Wong
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Document created on:
Date:  March 20, 1998
Time:  12:42 am EST
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Last updated on:
Date:  March 22, 1998
Time:  11:20 pm EST
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Disclaimer:
I don't mind what is being done with the document.  I just provide
information for fellow gamers.  It would be nice if I were given
some credit for writting this up though.

*This document is intended for people who have played X-Men Vs. Street
 Fighter and have some experience doing air combos.
*All combos have been performed by myself and work on the Japanese
 version of the game.  All of the combos are those that I have figured
 out by fluke and I have not seen any of these combos done on the
 arcade version of X-Men Vs. Street Fighter.  Many of the combos that
 can be performed on the arcade version will not be included in this
 document.
*If there are any questions about any of the combos or if there are
 errors, please feel free to E-Mail me at:  evangelion@cyberdude.com
*Please E-Mail me if the information provided is too vague and hard to
 understand.  I will then take the time to put comments and
 descriptions for the combos.
*I also have weird combos that may never be performed on a moving
 target.

***NOTE***
Extra hits can be added before performing the combos. All combos tested
on Cyclops and therefore may not work on other characters.

[Legend]
F - Hold Control Forward
B - Hold Control Back
D - Hold Control Down
U - Hold Control Up
JP - Jab Punch
SP - Strong Punch
FP - Fierce Punch
SK - Short Kick
FK - Forward Kick
RK - Roundhouse Kick
DJ - Double Jump
TK - Triple Jump

[Cammy]
<INFINITE-HIT COMBO>
 In the corner launch the opponent using RK
 Slowly tap the following:  JP, SK, SP, FK, FP, RK
 As opponent falls, hit them with FK
 Land on the ground, jump, JP, SK, SP, FK, FP, RK, repeat (FAST!)
 (opponent seems to stay in one place, looks very cool)

[Chun-Li]
<19-HIT COMBO>
 In the corner launch the opponent using RK
 JP, SK, SK, F+RK,
 DJ, JP, SK, FK, F+RK, F+RK,
 TJ, JP, SK, FK, F+RK, F+RK,
 Land on the ground, jump, JP, SK, FK, F+RK
 (i only put this combo in because it uses all three jumps)

<INFINITY-HIT COMBO>
 In the corner launch the opponent using RK
 JP, SK, SP, F+RK, F+RK,
 Land on the ground, jump, JP, SK, SP, FK, F+RK, repeat
 (took me quite a while to figure out, timing is almost impossible)

[Cyclops]
<10-HIT COMBO>
 In the corner launch the opponent using SP
 Slowly tap the following: JP, SK, SP, FK, FP, RK,
 As opponent hits the floor, hit them with D+FP,
 Land on the ground and and press RK, RK
 (this combo only adds 3 extra hits to the basic air combo)

<VARIABLE-HIT COMBO>
 In the corner in front of opponent do the super Optic Blast
 Launch the opponent using SP,
 Do an air combo
 (i got this one out by accident, counts as a single combo)

[Gambit]
<INFINITY-HIT COMBO ?>
 Kenetic Card and link all 3 supers correctly for an instant kill.
 (not as easy as you think, every hit counts)

[Ryu]
<INFINITY-HIT COMBO>
 In the corner launch the opponent using D+FP
 JP, SK, U+MK, U+FK
 While opponent is falling, press U+FK
 Land on the ground, jump, SK, U+RK, land, jump, JP, SK, U+RK, land,
 jump, SK, U+FK, U+RK, repeat
 (height and timing is very important)

[Zangief]
<INFINITY-HIT COMBO>
 Launch the opponent using D+MP
 JP, FK, B+SK+FK+RK, land, launch, repeat
 (very basic, same as in the arcade)

Credits:
Dennis Ong for the FAQ which provided me with combos that I never knew
existed.
To all my friends who spent hours at the arcade and provided me with
much knowledge of the game.
To Capcom for leaving many infinite combos from the arcade still
intact.  (too bad Cyclops lost his)