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    Combo FAQ by jchensor

    Version: 3.0 | Updated: 01/01/70 | Printable Version | Search This Guide

                     The Complete MARVEL SUPER HEROES Combo FAQ
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    Written by James Chen
    e-mail:jchensor@ucla.edu
    Version 3.0
    
    *****IMPORTANT NOTE... PLEASE READ:*****
         For clearest reading of this FAQ, it is best viewed with a type-writer
    font (example: Courier on Mac-based Word-Processors) with left/right margins
    at 1.0 or smaller with a font size at 10 point or smaller (try different
    combinations of fonts, sizes, and margins to see if you can find a format that
    looks most clear).  If you want to be EXACT, use a set up where there are 78
    characters per line.  You can tell if you can view the FAQ clearly if the
    title ASCII art looks correct and each line of it fits on one line.
    
    Table of Contents:
    - What's new in this version
    - Intro
    - The Basic Components to the Combos
      - Multi-Hit Moves
      - Special Moves/Infinity Combos
      - Special Move Cancellation
      - The Magic Series
        - Basic Rules
        - Rules for Ground Magic Series
        - Rules for Regular Jumping Magic Series
        - Rules for Super Jumping Magic Series
    - Combo Classifications
      - Regular Combos
      - Dashing Combos
      - Jump-In Combos
      - Juggling Combos
      - Air Combos
        - Set-Ups
          - Launchers
          - Super Jumping
          - Regular Jumping
        - Types of Air Combos
          - Super Jumping
          - Regular Jumping
        - Tips On How To Perform
          - Reaction Problem
          - Timing Problem
          - The Fireball Problem
          - The Confusion Problem
      - Double Jumping Combos
      - Off-The-Ground (OTG) Combos
      - Flying Screen Combos
      - Gem Combos
    - Combo Combinations
    - Character Specifics
      - Legend/Definitions of terms used for describing the combos
      - Captain America
      - Spiderman
      - Wolverine
      - Psylocke
      - Hulk
      - Ironman
      - Magneto
      - Juggernaut
      - Shuma Gorath
      - Blackheart
    - Special Thanks/Closing
    - Appendix: Detailed Combo Explanations
    
    WHAT'S NEW IN THIS VERSION
    (3.0)
    - MANY MANY MANY more new and MORE awesome combos than before!
    - Lots more information never in before
    - Totally revamped the format of the FAQ for more clarity
    - New sections made, old ones deleted, etc.
    - Just read the whole FAQ again 'cause everything is updated!  :-)
    (2.0)
    - More combos
    - New information about Regular Jumping Magic Series added
      - New paragraphs in the Regular Jumping Magic Series Section
      - # of hits possible on grounded enemy added to Character Specifics Section
    - New info about Dashing Combos after Jumping Combos
      - New Paragraphs in the Dashing Combos Section
    - Figured out everyone's Regular Jumping Magic Series
    - Lots of fixing-up and cleaning-up in the Character Specifics Section
    
    (1.9)
    - More combos
    - All combos in here work and have been verified
    - Juggernaut section totally revamped!  Lots of combos now!
    - New "Safe Ground Combo" section for character specifics
    - New section added to the end: Combo Limitations
    - New discovery about Regular Jumping Magic Series...
      - Section in Air Combos description and Magic Series section changed
      - Added Regular Jumping Magic Series to Character Specifics (not all known)
    - Few minor tweaks in paragraphs, nothing really important
    
    ==============================================================================
    
    INTRO
         Welcome to the world of Marvel Super Heroes, Capcom's latest installment
    in the Marvel Fighting Game Series.  The first game, X-Men: Children of the
    Atom, gave the player control of 11 familiar faces from the popular Marvel
    Comics Series X-Men capable of some of the most bizarre combos ever seen in a
    fighting game.  Now, in Marvel Super Heroes, they have completely expanded the
    combos and brought them up to another level!  Never before has there been a
    game where the combos grow into the number of 20+ hits yet still require
    skill, imagination, and timing (unlike the preprogrammed combos from KI).
    Never before has anyone seen the wild styles and types of combos pulled off in
    this game.  And never before has there been a game where the ability to create
    unique and awesome-looking combos been possible.  The possibilities are
    endless.  New combos are created everyday.  Old ones are constantly being
    improved.  And the number of max hits for each character constantly climbs.
    So thus I present this FAQ to help you learn how to perform, create, and
    improve your own combos!  So hopefully, this FAQ will turn you into a Combo
    machine so you can impress your friends and destroy your enemies and give you
    an adrenaline rush you've never felt before performing these combos!
         Throughout this FAQ, I will be pointing out difference between this game
    and X-Men in case you read the X-Men Combo FAQ and think that some of the
    combos are the same (for example, air combos are hardly the same as they were
    in X-Men).
    
         Note: Remember, this is PURELY A COMBO FAQ.  For more comprehensive
    information on the game in general, please look for the MSH FAQ by Richard
    Cheung in the Brawl.Mindlink.Net FTP Site, the FTP.netcom.com FTP site, or in
    any other places you may be able to locate it.  It may be a good idea to find
    that FAQ first if you have never played this game before because that FAQ will
    be a better aid in helping you learn the basics of the game.  This FAQ assumes
    that you already have a very high knowledge of the game in its basic
    structures and systems.  If you are very unfamiliar with this game, it may be
    more productive to learn the game to an extent before utilizing this FAQ.
    
    ==============================================================================
    
    THE BASIC COMPONENTS TO THE COMBOS
         There are many different kinds of combos in Marvel Super Heroes.
    However, all of the combos are made up of combo rules and techniques.  This
    section lists the basic components of every combo for the game.  Understanding
    the very basics behind every combo is a key factor in learning how to do
    combos effectively.
    
    -=Multi-Hit Moves=-
         What better way to do a combo than to just hit a button that makes your
    character perform a move that hits more than once?  Some examples are Shuma
    Gorath's Standing Roundhouse, Hulk's Crouching Fierce, Blackheart's Standing
    Roundhouse, and Psylocke's Jumping Up+Roundhouse.  They don't require much
    skill and they don't look at all impressive, but they count as combos anyhow.
    
    -=Special Moves/Infinity Combos=-
         Not much harder to do are the Special Moves and Infinity Combos that
    automatically get you a higher number of hits.  These can be rather
    impressive, however... especially the Infinity Combos.  Examples of
    automatically multi-hitting Special Moves are Shuma Gorath's Mystic Stare,
    Ironman's UniBeam, Wolverine's Berserker Barrage, Blackheart's Inferno, and
    Psylocke's PsiBlade.  Examples of multi-hitting Infinity Combos are
    Wolverine's Weapon X, Captain America's Final Justice, Blackheart's Heart of
    Darkness, Psylocke's Psionic Maelstrom, Juggernaut's Juggernaut Headcrush, and
    Ironman's Proton Cannon.  These all get you impressive looking combos but
    don't rank too high on the skill-level meter.
    
    -=Special-Move Cancellation=-
         Marvel Super Heroes still hasn't lost the classic way to do combos... the
    old Street Fighter series method of comboing is still quite intact!  The
    method of allowing you to cancel normal moves with special moves is still
    possible and still one of the best ways to do a combo.  The whole principle
    behind this combo method is to hit the enemy with a normal move and then
    cancel the normal move's animation and delay with a special move so that the
    special move hits faster than the opponent can recover from the first hit.
         However, as in X-Men, the programmers of Marvel Super Heroes have decided
    to give the player MUCH more freedom than in the SF series.  In MSH, you now
    have the freedom to cancel ALL normal moves (grounded, jumping, super jumping)
    at ANY point in its animation whether you hit the enemy or not (in Street
    Fighter, you could only cancel CERTAIN moves in only CERTAIN frames of
    animation)!  This goes for ALL normal moves including Ironman's Low Fierce
    missile, Wolverine's Offensive Crouching Fierce, and Shuma Gorath's Standing
    Roundhouse.  This allows for a great freedom of combos.
         There are a couple of exceptions to this rule, however.  Blackheart's
    Fierce and Roundhouse are some of them.  Once the demons are summoned, he can
    no longer cancel these moves with a special move.  He has to wait until they
    are finished before doing a special move (the Standing Roundhouse CAN be
    canceled in it's initial frames of animation before the demons appear,
    however).  Another exception is Juggernaut.  Some of his Fierce punches can
    only be canceled in their early frames of animation.  If you wait too long,
    for some reason, they won't cancel anymore.
    
    -=Magic Series=-
         In MSH, Capcom uses a very similar Chain Combo system as they did in X-
    Men.  For MSH, the Magic Series once again becomes of the major determining
    factors in how long and impressive your combo can be.
         Basically, the Magic Series is a system in which the fighters are allowed
    to cancel one normal into another different one.  For each character, there is
    a specific rule that their Magic Series follows while on the ground.  Also,
    every character has a Magic Series for when they are performing a Regular
    Jump.  The same goes for Super Jumping although everyone has the same Super
    Jumping Magic Series.
    
         Some basic rules about Magic Series: Before, in X-Men, you could cancel a
    normal move with another move in the Series even if you didn't make contact
    with the enemy.  That feature is now gone and, thus, you now have to actually
    make contact with the enemy before the next move can come out.  For example,
    in X-Men, you could actually make Psylocke whiff a Standing Fierce Punch and
    cancel it into the Standing Roundhouse in the middle of the Fierce's
    animation.  Now in order to do that in MSH you actually have to make contact
    with the enemy with the Fierce attack or you cannot cancel it with the
    Roundhouse attack.  This is a little more limiting in some respects, but
    helpful in others.
         If a Magic Series is more than two buttons long, you can skip any of the
    middle buttons and jump right to later ones.  However, you can never go
    backwards.  For example, Psylocke's Ground Magic Series is Jab -> Short ->
    Strong -> Forward -> Fierce -> Roundhouse.  However, she can choose to just do
    a Jab -> Strong -> Forward -> Roundhouse skipping Short and Fierce all
    together.  However, she cannot do a Jab -> Strong -> Fierce, and then back to
    a Forward.  You can only progress forward in the series.
    
         Rules for ground Magic Series: When performing a Magic Series while on
    standing, you can cancel the appropriate normal move with a Standing or
    Crouching move.  For example, in Psylocke's above Magic Series, she can cancel
    her Strong into a Standing Forward OR a Crouching Forward.  Psylocke also has
    another normal move that you do by holding Towards on the joystick and
    pressing Forward Kick.  Thus, you can also cancel her Standing Strong into
    this move as well.  Basically, you can cancel a move into any version of the
    next button(s) of the series.
         Rules for Jumping Magic Series: Basically the same as Ground Magic
    Series.  Just like the Ground Magic Series, you can do any version of a button
    that you want.  For example, with Shuma Gorath, you can do a Jumping Strong
    into a Jumping Forward OR a Jumping Fierce into a Jumping Down+Forward.
         Rules for Super Jumping Magic Series: The way Magic Series work while
    Super Jumping has been simplified since X-Men.  This is so because everyone
    has the same Magic Series while Super Jumping: the Zig Zag series (Jab ->
    Short -> Strong -> Forward -> Fierce -> Roundhouse).  Like the Ground Magic
    Series and the Regular Jumping magic Series, the Super Jumping Magic Series
    allows you to do any version of a button.  For example, Captain America can do
    a Super Jumping Jab into a Super Jumping Roundhouse OR a Super Jumping
    Down+Roundhouse.
    
    ==============================================================================
    
    COMBO CLASSIFICATIONS
         Now, with all of the basic components to combos, you can do many
    different things with them.  This section here lists all of the different
    types of combos possible using the basic components.  Throughout this section,
    I will classify combos in the terms of locations.  For example, in the Dashing
    Combos section, I say that the it is a Ground-to-Ground combo, meaning that
    these combos are done when you are on the ground attacking an enemy on the
    ground.  The first location applies to you and the second applies to your
    opponent.
    
    -=Regular Combos=-
         The first type of combo possible, of course, is a normal combo using any
    of the basic components.  A good example of this is a basic Magic Series Combo
    with Captain America: Crouching Short -> Crouching Forward -> Crouching
    Roundhouse.  Another example is a basic Special Move Cancellation Combo with
    Psylocke: Standing Strong canceled by a PsiBlade.
    
    -=Dashing Combos=-
         Dashing Combos apply for Ground-to-Ground combos.
         There is no better way to initiate ground combos then to start them by
    Dashing in this game.  By doing a Dash before your first move, you can add
    more hits than if you did the combo without the Dash.  This works because,
    when you Dash, your first attack will carry some left-over momentum from the
    dash and, thus, your first hit won't push you away from the enemy as far as a
    non-dashing version of the attack would.  For example, when Psylocke fights
    against Juggernaut, she can do a Standing Jab -> Standing Short -> Standing
    Strong -> Standing Forward Magic Series against him.  If she tries to chain a
    Crouching Fierce after the initial four hits, it will miss Juggernaut
    completely.  However, if you start the exact same combo Dashing in and hitting
    the Jab right when you get next to him, you will be able to connect with the
    Crouching Fierce at the end and that will launch Juggernaut into the sky
    setting up for Air Combos.  The extra Dash inserted at the beginning allows
    Psylocke to put in more hits for her Ground Magic Series and not slide too far
    from the enemy after too many hits so that some moves will whiff.  Thus, when
    someone like Wolverine leaves himself open for a combo after missing with the
    Tornado Claw, it is much better to start a combo off by dashing at him and
    comboing him than to just start it from standing next to him.
         Remember that it is key that you do not attack too fast with your first
    attack.  The point of Dashing in is also to make sure you're as close to the
    enemy as possible so you can sneak in the most hits.  In order to ensure that
    you are close to the enemy and hit them with all your moves, you must do the
    attack a little AFTER you start Dashing.  I will use the above Psylocke
    example against Juggernaut again in this situation.  If you Dash in with
    Psylocke but hit Jab too early, you'll stop Psylocke's Dash early and she
    won't be as close to Juggernaut as you would want her to be, thus giving you
    the chance of missing with the Crouch Fierce.  However, if you Dash and attack
    a little later after your Dash, this will make sure you are closer to
    Juggernaut giving you a better chance of landing all five hits.  Needless to
    say that this is highly dependent on the distance between you and your enemy.
    If you are already next to each other, only a short pause is needed.  If you
    are a screen away from the enemy, you can't get close enough with a Dash no
    matter what.
    
    -=Jump-In Combos=-
         Jump-In Combos apply for Air-to-Ground Combos.
         Jump-In Combos is the use of the Magic Series to give yourself more hits
    when initiating a combo from Jumping.  For example, if you are using Spiderman
    and you jump in at Hulk, you can do a Jumping Roundhouse, Crouch Short ->
    Crouch Roundhouse combo.  However, utilizing a Jump-In Combo allows you to
    perform a Jumping Jab -> Jumping Short -> Jumping Strong -> Jumping Fierce
    when you jump in at Hulk all before you land and do the two hits from the
    ground.  All four hits will connect and combo before Spiderman even touches
    the floor.
         An important thing to know to do these combos more effectively, however,
    is that in order to add many hits from normal jumping at the enemy, it is
    better to start the first hit very high on your Jump Arc.  For example, in the
    previous Spiderman example, you have to hit the Jab Button right when
    Spiderman starts coming on his way down from his Jump.  If you wait too late
    to hit the Jab Button, there won't be enough time for Spiderman to get in all
    four hits.
         Also, it is important to note that the smaller attacks, such as Jab and
    Short, permit more hits.  Using the Spiderman example again, Spiderman can get
    in four hits ONLY if he uses Jab and Short for the First two.  If Spiderman
    tries a Jumping Strong -> Jumping Forward -> Jumping Fierce -> Jumping
    Roundhouse, the Fierce or Roundhouse will miss because the previous two moves
    come out slower than the Jab and Short, preventing him from getting all four
    hits in.
         So, in the long run, it is debatable which is better: doing four hits
    with weaker attacks or two hits with stronger attacks.  For example: Wolverine
    can jump against Hulk with a Jumping Jab -> Jumping Short -> Jumping Strong ->
    Jumping Forward.  However, he can opt for a Jumping Fierce -> Jumping
    Roundhouse instead.  Which is better?  To put it simply: for more hits and a
    more impressive looking combo, do the four hits from the weaker attacks.  For
    more damage, do the two hits with the stronger attacks.  I will leave it at
    that.
    
    -=Juggling Combos=-
         Juggling Combos apply for Ground-to-Air Combos or Air-to-Air Combos.
         Juggling is basically any combo that keeps your opponent in the air while
    you are on the ground hitting them.  This can come in MANY forms.  For
    example, If the enemy jumps backwards in the corner, Psylocke can do a
    Standing Jab -> Standing Strong -> Standing Fierce to the enemy while he is
    still in the air.  All three hits will connect and "bounce" the enemy in the
    air a little.  Another example is after Captain America's Forward Kick Throw
    (the Throw where Captain America takes his opponent and tosses them up into
    the air).  If Captain America throws, say, Spiderman with the Forward button,
    Captain America can hit Spiderman on his way down from the Throw with a
    Standing Fierce before Spiderman lands on the ground.  This is also a Juggling
    Combo.  One last example is after getting hit by Blackheart's Inferno
    (Pillar).  After hitting the enemy with the Inferno, if Blackheart is close
    enough, he can hit the enemy on their way down from being hit by the Pillar
    with a Standing Strong or any other move quick enough, bouncing them back up.
         Also, you can Juggle people with any sort of Jumping Move as well.  So
    after throwing Spiderman, Captain America can Jumping Fierce Spiderman as
    he falls as well as Standing Fierce.
         There are many forms of Juggling Combos.  This isn't the most useful type
    of Combo, however.  It is almost exclusively used most effectively for Air
    Combo set-ups, after OTG Combos, and Flying Screen Combos.
    
    -=Air Combos=-
         Air Combos Apply for Air-to-Air Combos.
         The one thing that Capcom apparently is trying to promote is the Air
    Combo.  Not only do they give you special messages when you perform them (the
    words "Air Combo" appear at the side of the screen), they tell you to do them
    after you lose games (you know, those little "advice" messages they give you
    while the Continue Meter counts down).  Messages like, "Down, Up for a Super
    Jump.  Do combos even in the air!" or "After you knock opponent into the air,
    it's time for an air combo!" or something like that will appear.  Even though
    they existed in X-Men, they were not NEARLY as effective as they are in MSH.
    Plus, only a few people could really effectively use them in X-Men.  Now in
    MSH, everyone can do them (even Juggernaut can fly up and whack you a bunch of
    times... looks funny as hell!), it's practical for everyone, and it's easy for
    everyone to do as well.
         The actual definition of an Air Combo, in MSH terms, are a series of hits
    you perform on an airborne enemy while you yourself are airborne.  For
    example, if you juggle an enemy in the air while remaining on the ground, it
    is not considered an Air Combo.  If you jump at an enemy and hit the ground-
    based enemy with two hits from a Jumping Magic Series, you do not get an Air
    Combo message.  It only counts as an Air Combo if both characters are in the
    air.
         There are three ways to set up air combos and actually two different
    types of air combos.  The three ways to set them up, in order of usefulness,
    are a) after "Launchers"; b) Super Jumping at an airborne enemy; c) regular
    jumping an airborne opponent.  The two different types of Air Combos are,
    simply enough, Super Jumping Air Combos and Regular Jumping Air Combos.
    
    -Set-Ups-
         1) Launchers: In MSH, there are many moves that, when striking the
    opponent while they stand on the floor, will knock them off of their feet so
    that they are no longer standing still.  There are three kinds of these moves:
    1) Launchers: ones that will knock the opponent upwards rather than outwards.
    Height can be from just a little bit upwards to very high; 2) Strikes: moves
    that knock the enemy off their feet but not upwards for an Air Combo set-up.
    Most of the time, they knock the enemy straight across the screen; 3)
    Knock-Downs: Ones that drop the enemy to the floor (sweep moves/trip
    moves).  The
    first one is the most useful one concerning Air Combos.  The other two are not
    useful for Air Combos so no detail on those need be gone into for now.
         The Launchers are by far the most useful because they knock the opponent
    right into the range for an air combo.  There are three kinds of Straight Up
    Launchers:  1) Regular Launchers: ones that knock the opponent upwards and
    very high regardless if the opponent is on the ground or in the air; 2) Small
    Launchers: ones that knock the opponent just slightly up off the floor; 3) Air
    Launchers: ones that launch enemies straight up and sky high only if the enemy
    was hit out of the air.
         Regular launchers can be used as Air Combo set-ups at almost anytime.The
     Small Launchers and Air launchers can be combined to set-up Air Combos.
    Since Air Launchers can only launch people if they hit the enemy out of the
    air, you can set them up with Small Launchers.  For example, with Spiderman,
    you can use Crouching Forward, which is a Small Launcher, and follow it up
    with Standing Roundhouse, which is an Air Launcher.  The Crouching Forward
    will barely knock the guy into the air but the Standing Roundhouse will hit
    them out of the air before they recover and launch them sky high allowing you
    to perform an Air Combo.  The Air Launchers can be also used to set up Air
    Combos if you merely strike an opponent with the move while he is jumping or
    flying or any other action making them not touch the floor.
         When the opponent is knocked upwards into the air by a Launcher, he is
    rendered vulnerable UNTIL HE REACHES THE TOP OF HIS REEL "FLIGHT".  After the
    opponent starts falling back down, they can block everything again.  This is
    very important as, after launching an enemy, you must IMMEDIATELY jump after
    them and HIT THEM ON THEIR WAY UP, NOT ON THEIR WAY DOWN.
         To use a Launcher successfully, you must hit the enemy with it and then
    cancel your move with a Super Jump to follow the reeling enemy into the air
    and combo them.  However, you do not have to do the complete Down, Up motion
    required to Super Jump in the middle of a Launching combo.  You merely have to
    hit any of the three up directions to send your character Super Jumping after
    the enemy after being launched by your move.  This only works after Launchers,
    however.  If you hit the enemy with non-Launchers, you cannot Super Jump after
    hitting them.  If you hit the enemy with a Launcher, however, the game will
    automatically make you Super Jump as soon as you touch any of the three Jump
    positions with the Joystick.  So after you hit the enemy with Launcher,
    immediately hold Forward Flip (or Straight Up depending on the situation) upon
    contact to make your character Super Jump and then start your Air Combo.  A
    side note: you can ONLY cancel your Launcher with a Super Jump if it HITS the
    enemy.  If they block your launcher or you whiff them with it, you cannot
    cancel it with a Super Jump.
         2) Super Jumping: When your opponent is airborne (whether they are flying
    or Super Jumping, or just Regular Jumping), you can actually Super Jump after
    them and start comboing them right there and then without setting them up with
    a Launcher.  This, however, is not as carefully set-up and the same combos
    that you used after Launchers may not connect with every hit as the enemy is
    not always in such perfect positioning.
         3) Regular Jumping: the best time to do this one is when your opponent
    Regular Jumps at you.  You can regular jump up at them and try to hit them
    first with your air combo.  This is basically the same as the second method,
    only with a slight difference that will be mentioned in the next section.
    
    -Types of Air Combos-
         1) Super Jumping: In MSH, Super Jumping Air Combos have been highly
    systemized.  Not only does everyone have the same Magic Series, they have put
    in "Air Combo Finishers".  The Combo Finishers for Super Jumping Air Combos
    are merely the Fierce and Roundhouse buttons (for most characters... some
    exceptions do exist in Blackheart and Ironman).  If you start an Air Combo
    with any button other than these two, you will end the combo as soon as you
    hit Fierce or Roundhouse (again, with exceptions for Blackheart and Ironman...
    read their section for more details).  What do I mean by "ending the combo?"
    What I mean is this: if you hit the enemy with one of these "Finisher"
    buttons, the enemy will be launched with great velocity either straight down
    or across (depending on what move ends it) and your character will disappear
    off the screen so that the view can follow the comboed person.  (This is what
    I call the "Flying Screen".  Read the section called "Flying Screen Combos" to
    get a more detailed explanation of what a Flying Screen is)  This ends the
    combo, as you cannot add anymore hits to it, normal or special, and the enemy
    is rendered immobile as he/she cannot even perform a roll when they hit the
    floor.  Your character will then jump into the screen from the side and the
    game continues.
          For example: If Wolverine does a Super Jumping Air Combo, he can do a
    Jab -> Short -> Strong -> Forward and then choose to end it with Fierce OR
    Roundhouse.  Fierce (which slashes downwards) will launch the enemy to the
    floor and slam them into the ground.  Roundhouse (which is a straight kick)
    will launch the enemy sideways.
          Another way of ending Air Combos is with a Special Move.  You can only
    cancel one of the first four buttons of the series (Jab, Short, Strong, or
    Forward) as Fierce and Roundhouse end the combos.  This will not do any fancy
    character launching as the Fierce or Roundhouse button would, but it can be
    much more damaging or useful in knocking Gems out of the enemy if he/she is
    holding any.  Also, for certain special moves, you can still tack on moves
    AFTER the special moves for even longer combos!  For example, instead of
    hitting Fierce or Roundhouse in the previous Wolverine example, you can end
    the combo with a Drill Claw.
         Note: If you Super Jump and start a combo with Fierce or Roundhouse, they
    will not cause the Flying Screen the enemy and end the combo.  Thus, you can
    cancel them with Special Moves.
          2) Regular Jumping: There is only one main difference between Super
    Jumping Air Combos and Regular Jumping Air Combos: the lack of Fierce and
    Roundhouse finishers.  You can actually do use all six buttons from the Magic
    Series in Regular Jumping Air Combos.  For example: If Magneto Hyper Gravs
    Juggernaut, he can launch Juggernaut into the Air with a Crouching Fierce and
    jump after him and do a Jab, Short, Strong, Forward, Fierce Magic Series.  The
    Fierce will end the combo and Juggernaut will crash to the floor.  However, if
    Magneto Hyper Gravs Juggernaut, he can skip the Crouching Fierce launcher and
    Regular Jump at Juggernaut.  Since the Hyper Grav renders opponents in the
    air, Magneto can then do a complete Jab, Short, Strong, Forward, Fierce, and
    Roundhouse Air Combo on Juggernaut (really difficult to distance and time
    correctly, but is possible).  You can also cancel any of these six hits into
    Special Moves.  This is how the Wolverine on the Attract Mode gets the seven
    hit Air Combo on Blackheart (if you watch carefully, you can see Wolverine do
    a Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse canceled by a
    Drill Claw Combo).  This can never be used after launchers because you can
    only cancel Launchers moves with Super Jumps, never Regular Jumps.
    
    -Tips On How To Perform Air Combos-
         Many people have difficulty trying to perform Air Combos with great ease
    and so I offer this section to aid those who are finding it difficult to
    successfully pull these off.  Here are my tips:
         1) The Reaction Problem: When it comes to using Launchers for Air
    Combos, one problem may occur: when you go for Air Combos, your opponent may
    not be so nice as to let you hit them with your Launcher every time.  In fact,
    they will probably block more than half of your Launchers.  Thus, half the
    time you find your Air Combo attempts must be aborted.  However, sometimes you
    WILL get a miracle Launcher to connect and the enemy is knocked high into the
    air.  However, since you were so used to having the enemy block it, you
    reacted too late, Super Jumped too slowly, and your Air Combo failed.
         There is a simple solution to this problem: ***never believe your
    opponent is going to block your Launcher.***  After you hit the enemy with
    your Launcher, hold Forward Flip for the Super Jump anyhow and hit Jab
    immediately afterwards for the first hit in the air.  If the enemy is hit,
    you'll go into your Air Combo.  If they block it, NOTHING WILL HAPPEN.  Your
    move can't get canceled by a Super Jump since it was blocked and the Jab
    won't do anything.  So merely let go of the controller and go to block
    yourself if you notice the enemy blocked your move.  You can react quicker to
    the fact that the opponent BLOCKED your Launcher than to the fact that they
    got hit by it so always believe you're Launcher is going to hit.
         2) The Timing Problem: A more elementary problem is merely getting off
    all the hits in the air.  Some people have trouble, at first, timing the hits
    so that they will connect.  I've seen many people attack too late and fly past
    their enemy, attack too slowly so their combo just stops connecting, or hit
    their buttons too sporadically and only get 2 hits instead of potentially 5.
         The two most likely problems are 1) You aren't timing the buttons
    rhythmically.  2) You're doing nothing wrong (I'll explain).  When you do Air
    Combos, it is VERY important that you do NOT hit the buttons lots of times
    until you see the move hit and then switch buttons and hit that button LOTS of
    times until it hits, etc.  The best way to do Air Combos is to develop a nice,
    steady rhythmic timing for each button so that you only hit each button once.
    If you develop this timing, you can do Air Combos with your eyes closed...
    seriously.  The rhythms may be different for each character, however.  For
    example, Magneto's is the easiest to do BY FAR and is very quick and simple.
    However, Blackheart's is VERY slow, and very delayed so that the timing is a
    LOT slower than Magnetos.  Experiment with your character.  Most people range
    on the fast side like Magneto so you're best bet is for quick.  Warning,
    though: don't do it TOO fast... you can potentially do it SO fast that you
    skip moves.  Learn a good consistent timing.
         The other problem is that you're doing nothing wrong.  Some characters
    have moves that simply aim in the wrong direction.  For example, Psylocke's
    Jumping Strong punches completely up and can't hit anything next to her.  So
    if you get into the air and do a Jab, Short, Strong Air Combo, the Strong will
    simply miss and the Air Combo will fail.  So skip the Strong button altogether
    to get a simpler, easier Air Combo (I list the BEST sequence for Air Combos
    for every character in the Character Specifics Section).
         3) The Fireball Problem: This problem occurs for only characters will Air
    fireballs and Crouching Launchers (Captain America, Psylocke, and Magneto).  A
    lot of the times after you Launch the enemy into the air, you go up for the
    Jab hit and instead comes out a Jab Fireball, be it a Web Ball, Shield Slash
    or PsiBlast.  This occurs because when you go from a Crouching Launcher to
    Forward Flip, the controller passes from Down to Down/Forward to Forward to
    Forward Flip.  The fireball code is in there and so when you hit Jab, the
    fireball comes out instead.
         To fix this problem, this is what I do: hit Up on the controller EARLY.
    As SOON as I hit the button that is my Launcher, I immediately hold Up.  Thus,
    by the time I hit Jab, the fireball motion is past and won't be connected to
    the Jab button.  That prevents the fireball from coming out and you can
    proceed with your Air Combo.  Another solution is merely to just be more
    careful when going to Up.  Do it more carefully and don't sweep it around the
    front, doing the fireball motion.
         4) The Confusion Problem: Lastly, another problem I often face myself is
    just pure confusion.  Sometimes I launch the enemy and jump after them and
    forget which buttons I should try and use.  In the above Psylocke example, I
    sometimes forget to skip Strong until it's too late and thus, I either pause
    too long because of my realization and whiff my Forward Kick or actually hit
    Strong and miss the rest of the combo.  A good way to solve this is to, with
    each character you use, keep it set in your mind which combo you want to do
    and what moves you are planning to use before you go up for it.  That way, you
    can do the whole combo with great ease and control and not have to remember
    things at the last minute.  I basically have each character's Air Combo dead
    set into my mind now so that it's completely second nature to me for which
    buttons to hit in an Air Combo... so much so that if I want to change it, I
    have a hard time changing.
    
    -=The Double Jumping Combos=-
         This is a really bizarre form of combo in MSH.  It requires two separate
    Air Combos... one normal Jumping Air Combo and one last Super Jumping Air
    Combo.  The enemy must be in the air when you start this.  Basically, this is
    how it works: if you Regular Jump at the enemy and they are in the air, you
    can start hitting them on your way down from your jump.  When you land, they
    will finish their reel in the air.  In that time, you can actually Super Jump
    again and continue hitting them on your way up if you're fast enough.  Thus,
    you connect the two Air Combos together in one.  Not the greatest nor most
    exciting form of combos, but they exist so I must put them down.  They work
    best against Flying enemies who are low to the floor.  Jump at them and hit
    them as late in your jump as possible (or do a bunch of hits early but have
    the last one hit late) and then Super Jump again as fast as possible to
    continue the combo.
    
    -=Off The Ground Combos (OTG Combos)=-
         This type of combo is the only kind that break the rule of combos that
    say that: "A combo is a series of hits that the opponent can do nothing about
    once the first hit makes contact."  You can actually prevent yourself from
    being OTG Comboed if you are aware of them (in MOST cases... see Flying Screen
    Combos for exceptions).
         So what is an OTG Combo?  This is a combo where you knock the enemy onto
    the ground with a Knock-Down move and then combo them off the floor while they
    are still lying there.  The basic way it works is this: when an enemy is lying
    on the ground, they can be hit by moves that hit low enough (sweeps, downward
    punches, etc.).  When hit by these moves, regardless of WHAT they are, the
    person hit will fly off the ground only a SMALL distance and then land
    quickly.  During the time before they land and after they are hit, they cannot
    block anything for they are stuck in reeling animation.  Thus, you can
    actually hit them in that period of time with any move that will reach them.
         A good example of an OTG Combo is in the Attract Mode with Captain
    America vs. Shuma Gorath.  In one combo, Captain America hits Shuma Gorath out
    of the air with a Jab Stars And Stripes.  When Shuma Gorath lands on the
    ground, Cap follow this up with a Dashing Crouching Short which knocks Shuma
    Gorath slightly into the air off the ground.  Thanks to the momentum from the
    dash, Cap can follow the Crouching Short up with a Crouching Fierce, which is
    a Launcher.  This makes contact with Shuma Gorath before he can land and
    recover and launches him into the air.  Cap then cancels with a Super Jump and
    smacks Shuma Gorath with one last Fierce.
         One thing you should take note of, though: people do not lie on the
    ground for very long in this game.  So OTG Combos can only be done after a
    select few set-up moves that characters can use.  For example, Psylocke can
    set you up for an OTG Combo with a Low Roundhouse sweep because she is fast
    enough to hit you off the floor with a Low Short before you can get up.
    However, Magneto's Low Roundhouse move is too slow recovering to be able to
    hit someone Off The Ground after it sweeps them.  Thus, it is NOT a good set-
    p even though it knocks them to the floor.  So OTG Combos are hard to come by.
         Essentially, there is no such thing as an OTG "Combo" because OTG combos
    are mainly Juggling Combos initiated by hitting the enemy off the ground.
    After you knock the enemy off the ground, you can try to combo them in the air
    for as long as possible but this, then, has become a Juggling Combo.  So
    Juggling Combos and OTG Combos go hand in hand.  Without Juggling Combos, OTG
    Combos would be useless.
         The reason why OTG Combos are so good is because they usually allow the
    player to create longer combos.  You can add many hits into a combo sequence
    if you add in a good OTG section.  However, the bad part about OTG Combos is
    that when the enemy hits the floor (after the move you use to knock them
    down), they can roll away and completely avoid the rest of the combo.  If they
    do NOT roll, however, the combo will keep going and your combo meter will
    still rise.  So even though the combos are escapable, they will still continue
    the combo meter going if they do NOT roll away.
         There are some exceptions to the rolling rule, however.  Read the next
    section to find out what those are.
         It is NOT possible to do 2 OTGs in one combo.  After being knocked off
    the ground once, you can no longer be hit off the floor again until you land
    and are able to block.  Example: If you perform a Gamma Crush with Hulk after
    a Crouching Fierce, you can hit the enemy out of the air with the first hit.
    The enemy will land on the ground and the second hit of the Gamma Charge will
    come down and hit the enemy off of the floor for an OTG Combo.  HOWEVER, if
    you do a Short Gamma Charge (one hit) and let's the enemy hit the floor, you
    can Crouch Fierce them Off The Ground after the Gamma Charge and then do the
    Gamma Crush.  However, the second hit of the Gamma Crush will NOT hit the
    enemy off the floor because you have already hit them Off The Ground once.
    The enemy on the floor will just be invincible.and the Gamma Crush will go
    right through him.
    
    -=Flying Screen Combos=-
         To start this section off, I must explain what the Flying Screen is and
    what effects it has on the game.  The Flying Screen is the phenomena in MSH
    that causes the screen to scroll VERY quickly after certain moves hit the
    enemy.  The view of the game follows the enemy and the person doing the hit
    disappears from the screen.  Once the screen stops moving, the person who was
    hit will just lie there and the other player will hop into the screen from the
    side.  This can be seen happening after any Air Combo Finishers and after
    certain special moves like Juggernaut Punch, Web Throw, Berserker Barrage (if
    all hits connect), and Shockwave.  If any of those moves hit the enemy, they
    are sent flying across the screen and the view follows them, and after they
    land, the other fighter jumps into the screen from the side.
         However, if you are too close to the corner of the playing field, there
    is no where for the person who is hit to fly.  Thus, after getting sent into
    the Flying Screen, they will just hug the corner wall going up, and then down
    and hit the floor.  So essentially, if you hit the enemy while you're in the
    corner and they are sent into the Flying Screen and you can recover quickly
    enough, you can add extra hits AFTER or BEFORE they land!
         Here's the easiest example: if you're Wolverine and you do a Fierce
    Berserker Barrage against someone in the corner and you get all hits to
    connect, the enemy will be sent into the Flying Screen but he won't go
    anywhere because you're both in the corner.  The enemy will merely fly against
    the wall up and then down.  Wolverine recovers fast enough from the Berserker
    Barrage to be able to hit the enemy Off The Ground after they land.  So
    Wolverine can tack on an OTG Juggling Combo after the Berserker Barrage in the
    corner in the form of a Crouching Short -> Crouching Strong -> Standing
    Roundhouse for three extra hits.
         Now, there are a lot of limitations to the Flying Screen.  The biggest
    limitation is that after the Flying Screen is initiated, a person can no
    longer Super Jump NOR perform a special move until the comboed person is ABLE
    TO BLOCK AGAIN.  Until the enemy is able to block, you won't be able to do a
    single Special Move or a Super Jump.  So in the above Wolverine example, you
    CANNOT hit them off the floor with a Crouching Short -> Crouching Strong into
    a Tornado Claw NOR can you do all three hits and then go for the Air Combo
    after the Roundhouse Launcher.  The Flying Screen will prevent you from doing
    any sort of Special Move or Super Jump until the enemy can block again.
         However, one GOOD thing about Flying Screen Combos is that the Flying
    Screen also restricts the person being hit.  Once they are sent into the
    Flying Screen, they are not allowed to roll when they land.  THUS< OTG Combos
    after Flying Screen initiations are NOT escapable and 100% definitely a combo.
    Thus, even though the above Wolverine Combo is an OTG Combo, the enemy cannot
    roll to escape it.
         More technicalities with Flying Screen Combos.  Whenever you do two hits
    while Super Jumping (last one being a Fierce or Roundhouse), the Flying Screen
    is initiated as said before.  Some special cases allow you to actually hit the
    enemy AGAIN after the initial Air Combo and Flying Screen initiation.  For
    example, if you end an Air Combo with Fierce while you are in the corner with
    Captain America, you will knock the enemy slightly upwards with the Fierce.
    Since you are in the corner, the enemy will start falling back down and pass
    by Captain America again, who has not yet landed from his Super Jump.  Thus,
    in this time, Captain America can land MORE hits on the enemy while they are
    both on their way down.  If Captain America hits them with a Magic Series and
    ends with Fierce or Roundhouse, they will take the damage and still hit the
    floor afterwards, unable to roll or block.  HOWEVER, if Captain America,
    during this time, hits the enemy and stops at a Jab, Short, Strong, or
    Forward, the enemy will recover afterwards and can block on their way down
    again.
    
    -=Gem Combos=-
         There are two types of Gem Combos: ones that use the initial activation
    hit from the Gem and ones that need the extra ability of the Gem.
         An example of a Gem Combo that needs to use the Initiation Hit if the Gem
    to do a combo is with Juggernaut.  When you actually hit the enemy with a Gem,
    you can INSTANTLY preform a Juggernaut Headcrush and it will combo after the
    hit from the Gem.  With certain characters, you can also DASH right after
    hitting the enemy with the Gem and hit them before they recover.  However,
    this is VERY VERY VERY difficult to do and I, myself, have never, EVER done
    this myself but the CPU has done it to me.  The reason for the difficulty of
    this is the intense need for accurate timing... while the screen turns black
    during the Gem Activation, no joystick motions are effective so buffering in a
    Dash by tapping the joystick forward twice before the Black Screen leaves will
    not register.  Thus, the only way to do this combo is to do the Dash by
    hitting the 3 Punch Buttons.  Thus, you have to PERFECTLY time the dash and
    then PERFECTLY time the first attack after Dashing.  It's very tough and,
    other than the Juggernaut one, probably not worth attempting.
         The second method is not really an actual combo method, but after using
    some Gems, there can be new combos you can perform that were previously
    unperformable.  An example of this is with Hulk.  If he uses the Speed Gem, he
    can actually use his newfound speed to combo two Standing Fierces in a row.
    For these types of combos, only notable and unique ones will be mentioned
    (combos like hitting someone with the Strong punch after using the Reality Gem
    will not be listed in the Character Specific Section since anyone can do it).
    
    ==============================================================================
    
    COMBO COMBINATIONS
         Here's the meaty part: the ability to combine ALL of those different
    Combo Classifications in one combo.  It is possible to put nearly every
    classification into one combo.  An example:  With Wolverine, do a Jumping
    Fierce into a Jumping Roundhouse.  Land and dash with a Jab into a Short into
    a Crouching Strong into a Standing Roundhouse.  Super Jump after them with a
    Jab into a Short into a Strong into a Strong into a Strong into a Forward
    canceled by an upwards aimed Drill Claw.  Then Jab into a Roundhouse.  If in
    corner, hit the enemy Off The Ground with a Short on your way down from the
    air, land and do a Crouching Strong into a Standing Roundhouse.
         YES, this is all one combo.  In it, we have a Jump-In Combo, a Dashing
    Combo, and Air Combo, a special move cancellation, an OTG Combo, and a Juggle
    Combo.  And in case this combo really confused you, worry not... it'll get a
    detailed description in his Character Specifics Section.
    
         However, there is ONE essential combination of Combo Classifications that
    deserves a LOT of attention and that is what this section will concentrate on:
    the Jump-In Combos into the Dashing Combos.  In MSH, it is possible to hit the
    enemy from a Jump-In, land and dash with a move fast enough so that it all
    connects into one combo.  If you do not learn this technique, it will be
    difficult to perform the larger and more impressive combos.
         So here are some tips on how to perform a Jump-In to Dashing Combo since
    it is such an important part of combos (95-99% of the best combos I will list
    require this technique).  Jump-In to Dashing Combos is 100% timing and nothing
    else.  In order to perform this correctly, you must do however many this from
    the air you were planning to do and land, dash, and attack quickly enough
    before your opponent recovers from the hits from the air.
         To start off, make sure you know EXACTLY how many hits you're planning to
    do from the air.  Jump at the enemy and start attacking the enemy.  After you
    hit the last move you plan on doing from the air, you must enter the Dash code
    by tapping forward on the joystick twice quickly.  However, you must start to
    do the motion BEFORE you land from the air.  So, in other words, after your
    last hit from the air, start dashing right away.  However, you ALSO have to
    FINISH the code right AFTER you land.  Thus, you must hit the first forward on
    the joystick while not yet landed but hit the second forward on the joystick
    AFTER you have landed.  THEN, you must hit the first button in your Dashing
    Combo quickly enough so that the enemy does not have time to recover from the
    air.
         Thus, it is logical to try to finish your Jump-In Combo with a Fierce or
    Roundhouse as those moves make the enemy reel longest, giving you MORE time to
    connect a Dashing attack when you land.  Also, it is logical to START your
    Dashing Combo with a Jab or Short, since those moves come out the quickest.
    Thus, this gives you the most lee-way for timing errors between the Jump_in
    and the Dash.
         This just takes practice.  Once you practice enough, it gets REALLY easy
    to do and you'll never do a combo without it ever again.  Just practice it and
    don't give up because it is VERY important to learn this technique.
         Another thing, there is an alternate way of doing this technique.  Since
    you can Dash by pressing all three Punches, you CAN also do a Jump_in to
    Dashing Combo simply by pressing the three Punches RIGHT when you land and
    going for your combo VERY quickly after Dashing.  Seeing as, however, I prefer
    to use the Double Tap method personally, I can't offer any tips on doing it
    this way.  Experiment with both methods and see which suits you the most.
    
    ==============================================================================
    
    CHARACTER SPECIFICS
    Here is a list of phrases and definitions I use when I describe the combos:
    
    Magic Series Names:
    ZigZag - The Series that incorporates all six buttons:
          Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
    Punch to Kick - Can cancel any one punch button with any one kick button.
         Jab/Strong/Fierce -> Short/Forward/Roundhouse
    Kick to Punch - Can cancel any one kick button with any one punch button.
         Short/Forward/Roundhouse -> Jab/Strong/Fierce
    Stronger - The Series used in Darkstalkers 1.  Can go to any stronger attack.
         Jab/Short -> Strong/Forward -> Fierce/Roundhouse
    Weak Start - Start on Jab or Short and end with any of the other four attacks.
         Jab/Short -> Strong/Forward/Fierce/Roundhouse
    
    Ground Magic Series: The Magic Series used on the ground.
    
    Jump Magic Series: The Magic Series the character uses when Regular Jumping,
    not Super Jumping.  A number will be in parenthesis after the name of the
    Magic Series.  This number represents the MAXIMUM number of hits you can get
    from a Jump-In Combo against the largest enemies.  For smaller enemies, just
    lower the number down one or two.  Experiment with the timing to see what the
    most hits you can get on each specific character.
    
    Safe Air Magic Series: Since everyone's hits in the air hit in different
    directions, you can get a lot of Air Combos that fall apart when trying to get
    in all five hits (Jab, Short, Strong, Forward, Fierce/Roundhouse).  Thus, I
    list the safest series of buttons to do here.  These series will work on every
    character, no matter how small they are and are less likely to miss their
    target.  Against bigger characters, you might be able to add more hits...
    experiment and find out where you might be able to add hits and on whom you
    can do it to.  Also, since you may want to knock a Gem out of the enemy with a
    Special Move, the best Special Move to use in place of an Air Combo Finisher
    will be listed in parenthesis afterwards.
    
    List of Launchers:
    Launchers: These are the moves that launch the enemy sky high no matter where
    they are.
    Small Launchers: There are the moves that barely knock the enemy into the air.
    Air Launchers: These are the moves that only launch enemies sky high if they
    hit the enemy out of the air.
    Strikes: Moves that knock the enemy clear across the screen.  I list these
    moves because it is a good idea to AVOID these moves when trying for combos.
    Knock-Downs: All the normal moves the character has that can knock the enemy
         down onto the ground.  These can possibly set-up for OTG Combos.
    
    Combo Notations:
    -> means use Magic Series to reach next move listed
    XX indicates Special Move cancellation
    /\ indicates that you cancel the current move with a Super Jump
    \/ indicates that you land after the last move and continue on the ground
     , indicates that no special combo method is needed in between the two moves
     S. stands for standing
     C. stands for crouching
    OC. stands for offensive crouching
    DN. stands for holding down on the controller while attacking during a jump
    UP. stands for holding up on the controller while attacking during a jump
     T. stands for holding towards on the controller (direction you are facing)
     J. stands for jumping
    SJ. stands for Super Jumping
     D. stands for dashing before performing the move
     F. stands for Flying (for Magneto and Ironman only)
    AD. stands for Air Dashing (for Magneto and Ironman only)
    (OTG) means this will hit opponent off the ground
    (FS) means that the move you just did initiated the Flying Screen
    Jab- means you must do the Special Move indicated with Jab
    Strong-  means you must do the Special Move indicated with Strong
    Fierce-  means you must do the Special Move indicated with Fierce
    Short-  means you must do the Special Move indicated with Short
    Forward-  means you must do the Special Move indicated with Forward
    Roundhouse-  means you must do the Special Move indicated with Roundhouse
    
    Safe Ground Combo: It has come to my attention that, in MSH, it is pretty easy
    to get countered after trying to initiate a Ground Combo because the move you
    tried to launch the enemy with or punish the enemy with makes you pause too
    long (For example, you dash in with Magneto, do a Crouching Short into a
    Crouching Fierce and the enemy blocks it... then, he counters you can combos
    YOU for massive damage).  Thus, to help avoid this problem, I have developed
    this section.  It gives you a good combo to try against people that can lead
    to bigger combos if the enemy takes the hits but can easily be turned into
    something that leaves you uncounterable (not counting Infinity Counters) if
    you noticed the enemy blocked your attack.  This gives you a better chance of
    attacking and not getting killed.  For example, for Wolverine I have listed as
    his safe ground combo: D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker
    Barrage.  However, if the enemy blocked this, you can almost always react
    quickly enough to NOT do the Berserker barrage after the Strong and use the
    safe combo to finish it off, which is: D.S.Jab -> S.Short -> S.Strong ->
    S.Forward -> S.Fierce.  After the Fierce, you are a sizable distance away
    which makes you harder to counter and leaves you relatively safe rather than
    doing the Berserker Barrage to a blocking opponent and getting yourself
    killed.  Thus, for most of the ground combos, I give a three-move lee-way
    reaction time.  Most people can usually tell by the third attack if the enemy
    is being hit or if the enemy is blocking.
         It will be listed in this fashion:
    1) Combo to do if you hit the enemy
    2) Combo to do if you notice the enemy blocked
         BIG note: I list these combos and for the second combo listed, it leaves
    you RELATIVELY safe afterwards.  HOWEVER, there are exceptions like Hulk's
    Gamma Charge.  Hulk's Gamma Charge has TREMENDOUS speed and can hit people
    after MANY moves that have even a slight delay.  In that Wolverine example
    above, Hulk can actually Gamma Charge Wolverine after the Fierce before
    Wolverine can recover.  However, Hulk is one of the ONLY people who can do
    this so these Safe Ground Combos are still relatively safe.  Just be careful
    of Hulks out there with an itchy Gamma Charge finger...!
    
    READ THIS NOTE: In MSH, there are three important things to take notice of
    when considering whether or not your combo will work on a specific character:
    Height, Width, and Weight.  Height determines how many hits you can get in
    from a Jump-In Combo.  Width determines how many hits you can get in for a
    Dashing Combo.  Weight only affects a VERY few number of combos but can
    determine whether or not they will work or not.
         Here, I list a VERY loose order of the characters for each quality... I
    say it's "loose" because the orders aren't exact but relative.  Thus, two
    people listed next to each other could be reversed in the order I've listed
    them because the difference is so minute, but, in general, they are in that
    order.
         Height (from tallest to shortest): Blackheart, Juggernaut, Hulk, Shuma
    Gorath, Magneto, Ironman, Captain America, Psylocke, Spiderman, and Wolverine.
         Width (from widest to thinnest): Juggernaut, Hulk, Blackheart, Shuma
    Gorath, Magneto, Captain America, Ironman,  Wolverine, Psylocke, and
    Spiderman.
         Weight (from lightest to heaviest): Spiderman, Psylocke, Wolverine,
    Shuma Gorath, Captain America, Magneto, Ironman, Blackheart, Hulk, and
    Juggernaut.
    
    One last note: Some people may not be familiar with the terminology I use for
    this FAQ.  In this FAQ, I use the terms Jab, Strong, Fierce, Short, Forward,
    Roundhouse for the six attack buttons in my combo descriptions.  Some people
    are more familiar with a a, b, c and x, y, x (or even A, B, C and a, b, c)
    notation for button notation.  Also, others are used to a Weak/Soft Punch,
    Medium/Medium Punch, Strong/Hard Punch and Weak/Soft Kick, Medium/Medium Kick,
    and Strong/Hard Kick notation. Thus, if you use a notation other than the one
    I have used, I recommend that you use the Replace function of your Word
    Processor to replace the terms I use with the terms you are more familiar
    with.  Please do note that some of the margins and spacing of the combos may
    be altered in strange ways if you do this however.
         Here is a diagram of which buttons are which if you are unfamiliar with
    my terminology:
    
         ()      ()      ()        PUNCHES
         Jab   Strong  Fierce
    
         ()      ()      ()        KICKS
       Short  Forward Roundhouse
    
    ==============================================================================
    
    -=Captain America=-
    --Ground Magic Series: Stronger
    --Jump Magic Series: ZigZag (3)
    --Launchers: S.Strong, C.Fierce
    --Small Launchers: None
    --Air Launchers: None
    --Strikes: S.Fierce
    --Knock-Downs: C.Roundhouse
    --Safe Air Magic Series: Short -> Forward -> Fierce (Shield Slash)
    --Sample Combos:
    BASIC:
    1) D.S.Short -> S.Forward -> S.Roundhouse XX Jab-Shield Slash
    2) J.Fierce \/ C.Short -> C.Roundhouse XX Jab-Shield Slash (OTG)
    
    INTERMEDIATE:
    3) D.C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce (FS)
    4) D.C.Short -> S.Strong /\ SJ.Roundhouse XX Shield Slash
    5) Throw enemy with Forward Kick, Final Justice before they land.
       *note: VERY tough to do it on heavier enemies because timing is tough
    6) Throw enemy with Forward Kick, C.Fierce /\ SJ.Jab -> SJ.Forward ->
       SJ.Roundhouse
    7) Jab Stars N' Stripes enemy out of the air, D.C.Short (OTG) -> C.Fierce /\
       SJ.Short -> SJ.Forward -> SJ.Roundhouse
    8) Lose your shield.  J.Roundhouse \/ D.S.Short XX Fierce-Stars and Stripes
       *note: If you don't have your shield, the Fierce Stars and Stripes does 7
       hits.
    9) J.Fierce -> J.Roundhouse \/ D.S.Short -> S.Forward -> S.Roundhouse XX Final
       Justice
    10) J.Fierce -> J.Roundhouse \/ D.S.Short -> S.Forward -> S.Forward ->
       S.Roundhouse XX Jab-Shield Slash
    
    EXPERT:
    11) Enemy must be in corner.  J.Jab -> J.Short -> J.Roundhouse \/ D.S.Short ->
       S.Forward -> C.Fierce XX Strong-Stars N' Stripes, C.Short (OTG) -> S.Strong
       /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ. Fierce (FS).  While enemy starts
       falling back down and passes you (you'll still be in same Super Jump),
       SJ.Fierce.  When enemy starts falling back down, Jump up and meet them in
       the air with J.Jab -> J.Short -> J.Fierce.
    *note: This combo will get a detailed explanation later on in an Appendix
    after the FAQ.  All combos that deserve explanation will get one in the
    Appendix.
    
    --Safe Ground Combo:
    1) D.C.Short -> C.Forward -> S.Roundhouse XX Final Justice/Charging Star
    2) D.C.Short -> C.Forward -> S.Roundhouse XX Shield Slash
    
    -=Spiderman=-
    --Ground Magic Series: Stronger
    --Jump Magic Series: ZigZag (4)
    --Launchers: S.Strong
    --Small Launchers: C.Forward
    --Air Launchers: S.Roundhouse
    --Strikes: S.Fierce
    --Knock-Downs: C.Roundhouse
    --Safe Air Magic Series: Short -> Strong -> Forward -> Fierce/Roundhouse (Jab
    Web
    Ball, Web Swing)
    --Sample Combos:
    BASIC:
    1) J.Roundhouse \/ S.Short -> S.Forward -> S.Roundhouse
    2) J.Short -> J.Roundhouse \/ S.Strong /\ SJ.Jab -> SJ.Strong -> SJ.Fierce
       (FS)
    3) Be really close to enemy: S.Roundhouse XX Jab-Web Ball.  Then try to combo
       them before they shake out of the web.
    
    INTERMEDIATE:
    4) D.C.Short -> C.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong
       -> SJ.Forward XX Short-Web Swing
    5) J.Jab -> J.Short -> J.Fierce \/ D.S.Short -> C.Forward XX Fierce Spider
       Sting XX Spider Sting (2nd hit)
    6) J.Jab -> J.Short -> J.Strong -> J.Fierce \/ D.S.Short -> C.Forward ->
       S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
       SJ.Roundhouse (FS)
    7) Against larger opponents: J.Jab -> J.Short -> J.Strong -> J.Fierce \/
       D.S.Strong XX Fierce Web Throw (FS)
    
    EXPERT:
    8) Spiderman's Marvelous Combo: J.Jab -> J.Short -> J.Strong -> J.Fierce \/
       D.S.Short -> C.Forward -> S.Roundhouse XX Strong Spider Sting (one hit),
       S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab-Web Ball,
       SJ.Jab -> SJ.Short -> SJ. Fierce (FS), C.Strong (OTG) -> S.Roundhouse /\
       SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse
    *note: This combo deserves EXTRA explanations due to one VERY peculiar
    exception to the Flying Screen rules in the middle of the combo.
    
    --Safe Ground Combo:
    1) D.C.Short -> C.Forward -> S.Roundhouse /\ Air Combo of your choice
    2) D.C.Short -> C.Forward -> S. Roundhouse XX Web Ball
    
    -=Wolverine=-
    --Ground Magic Series: ZigZag
    --Jump Magic Series: ZigZag (4)
    --Launchers: S.Roundhouse
    --Small Launchers: C.Strong
    --Air Launchers: None
    --Strikes: S.Fierce, OC.Fierce
    --Knock-Down: C.Forward
    --Safe Air Magic Series: Jab -> Short -> Strong -> Forward ->
    Fierce/Roundhouse (Drill Claw)
    --Sample Combos:
    BASIC:
    1) J.Fierce \/ S.Short -> S.Fierce
    2) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce
    
    INTERMEDIATE:
    3) Enemy in the corner: D.S.Jab -> S.Short -> S.Strong XX Fierce-Berserker
       Barrage (Keep hitting Fierce until all hits connect) (FS), C.Short (OTG) ->
       C.Strong -> S.Roundhouse
    4) D.S.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
       -> SJ.Fierce (FS)/SJ.Roundhouse (FS)/Drill Claw
    5) J.Jab -> J.Fierce, D.S.Jab -> S.Short -> C.Strong XX Fierce-Tornado Claw
    6) J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short -> S.Strong -> C.Forward XX
       Berserker Barrage (OTG) (FS)
    7) J.Jab -> J.Short -> J.Fierce \/ D.S.Jab -> S.Short -> S.Strong -> S.Forward
       -> S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
       SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw
    *note: You can do three Strongs in a row and connect three times.  Make sure
    you aim the Drill Claw diagonally up after the enemy after hitting Forward
    kick.  Against bigger enemies, skip some of the moves from the Dashing Combo
    8) Enemy in corner: J.Jab -> J.Short -> J.Strong -> J.Forward \/ D.S.Jab ->
       S.Short -> S.Strong -> S.Forward XX Berserker Barrage X (FS), C.Short (OTG)
       -> C.Strong -> S.Roundhouse
    9) J.Fierce -> J.Roundhouse \/ D.S.Strong -> S.Strong -> S.Forward ->
       S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
       -> SJ.Roundhouse (FS)
    
    EXPERT:
    10) Enemy in 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 Fierce+Roundhouse-Drill Claw Aimed Diagonally Upwards, SJ.Jab ->
       SJ.Fierce (FS)
    11) Enemy in corner: J.Jab -> J.Short -> J.Strong -> J.Forward \/ D.S.Jab ->
       S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
       SJ.Strong -> SJ.Forward XX Fierce+Roundhouse-Drill Claw Aimed Diagonally
       Upwards, SJ.Jab -> SJ.Roundhouse (FS), SJ.Short (OTG) \/ C.Strong ->
       S.Roundhouse
    *note: Both combos will get a detailed explanation later on.
    
    --Safe Ground Combo:
    1) D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage
    2) D.S.Jab -> S.Short -> S.Strong -> S.Strong -> S.Forward -> S.Forward ->
    S.Fierce
    
    -=Psylocke=-
    --Ground Magic Series: ZigZag
    --Jump Magic Series: ZigZag (3)
    --Launchers: C.Fierce
    --Small launchers: C.Forward
    --Air Launchers: None
    --Strikes: S.Fierce
    --Knock-Down: C.Roundhouse
    --Safe Air Magic Series: Jab -> Short -> Forward -> Fierce/Roundhouse
    (PsiBlade (3 times)/Kochou Gakure)
    --Sample Combos:
    BASIC:
    1) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce
       *Note: Make sure you move the joystick back to the neutral position after
       hitting Jab because if you hold Towards on the controller when you hit
       Forward Kick, Psylocke will do a weird, slow kick that will not combo.
    2) D.C.Short -> C.Strong -> C.Roundhouse XX Jab-PsiBlast (OTG)
    
    INTERMEDIATE:
    3) D.C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Short-PsiBlade
       XX Forward-PsiBlade XX Roundhouse-PsiBlade
    *Note: all three PsiBlades can be chained together.  To do this, simply do the
    code for the Short PsiBlade and then hit Forward then Roundhouse afterwards
    without a joystick motion.  This will automatically perform the Forward and
    Roundhouse PsiBlades.
    4) D.C.Short -> C.Fierce XX Psionic Maelstrom (FS)
    5) J.Fierce \/ D.C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward ->
       Kochou Gakure
    6) J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short -> S.Strong -> S.Forward ->
       C.Fierce /\ SJ.Jab -> SJ.Short -> SJ. Forward XX Short-PsiBlade XX
       Forward-PsiBlade XX Roundhouse-PsiBlade
    *note: On smaller opponents, skip the necessary amounts of ground moves in the
    Dashing Combo
    7) Fierce Throw into the corner, C.Short (OTG) -> C.Fierce /\ SJ.Jab ->
       SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)
    8) Activate Time Gem.  S.T.Roundhouse,  S.T.Roundhouse, S.T.Roundhouse,
       S.T.Roundhouse, S.T.Roundhouse, S.T.Roundhouse, S.T.Roundhouse, etc. until
       Time Gem runs out.
    *note: Holding Towards on the controller when hitting Roundhouse makes
    Psylocke "zoom" past the enemy after kicking them and ending up behind them.
    So essentially, you have to switch directions that you are holding on the
    controller when trying to zoom forward.
    
    EXPERT:
    9) J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> S.Strong -> S.Forward
       -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ. Forward -> SJ.UP.Roundhouse (FS).
       While enemy starts falling back down and passes you (you'll still be in
       same Super Jump), SJ.Short -> SJ.UP.Roundhouse.  When enemy starts falling
       back down, Jump up and meet them in the air with J.Jab -> J.Short ->
       J.Forward -> J.UP.Roundhouse
    *note: This combo will get a detailed explanation later on.
    10) Enemy in the corner.  PsiThrust (only first half), C.Short (OTG) ->
       C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Kochou Gakure
    *note: This combo will get a detailed explanation later on.
    
    --Safe Ground Combo:
    1) D.S.Jab -> S.Short -> C.Fierce /\ Air Combo of choice
    2) D.S.Jab -> S.Short -> C.Fierce XX Jab Psi Blast
    
    -=Ironman=-
    --Ground Magic Series: Stronger
    --Air Magic Series: ZigZag (2,2)
    --Launchers: C.Strong, S.Roundhouse
    --Small launchers: None
    --Air Launchers: S.Strong
    --Strikes: S.Fierce, C.Roundhouse
    --Knock-Downs: C.Forward
    --Safe Air Magic Series: Jab -> Strong -> Strong -> T.Fierce (Jab UniBeam)
    *note: aim straight when you do the Fierce at the end.  Oddly enough, Ironman
    has NO Air Combo Finishers as Fierce and Roundhouse do NOT initiate the Flying
    Screen.  Thus, the Jab UniBeam at the end can actually be tacked on AFTER the
    Fierce.
    --Sample Combos:
    BASIC:
    1) D.S.Jab -> S.Strong -> S.Fierce
    *note: Tack a UniBeam at the end of this every time.  Even though the enemy
    CAN block it, they cannot escape it and are forced to take, at least, the
    block damage from the UniBeam.  If they are near death, you can even do the
    Proton Cannon to finish them off.
    2) J.DN.Fierce \/ S.Short -> S.Forward XX Jab-Repulsor Blast
    3) J.Short -> J.Roundhouse, C.Short -> S.Strong -> C.Roundhouse
    
    INTERMEDIATE:
    4) D.C.Short -> C.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.T.Fierce
    *note: Instead of the Fierce, you can do an Air Throw instead.  This set up
    seems to be perfectly distanced for the Air Throw.  Warning: people CAN Tech
    Hit out of the Throw.
    5) Fierce Throw enemy into corner.  D.C.Short (OTG) -> C.Roundhouse XX Jab
       UniBeam
    6) J.Short -> J.DN.Fierce \/ D.S.Short -> S.Forward XX Jab-Repulsor Blast,
       D.C.Short (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
       SJ.T.Fierce
    
    EXPERT:
    7) Ironman's Marvelous Combo: Start by Flying and be near corner.  Be
       relatively above the enemy.  Smart Bomb.  After the Smart Bomb, Air Dash
       diagonally Down/Forward right away.  F.AD.Jab -> F.Short -> F.Strong ->
       F.Forward -> F.DN.Fierce XX Flying Command (to land), S.Short -> S.Forward
       XX Jab-Repulsor Blast, D.C.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
       SJ.Strong -> SJ.UP.Fierce XX Flying Command (to start Flying), F.Jab ->
       F.Short -> F.Strong -> F.T.Fierce XX Jab-UniBeam.  Air Dash diagonally
       Up/Forward.  F.AD.Jab -> F.Short -> F.Strong
    *note: This combo will get a VERY detailed explanation later on.
    
    --Safe Ground Combo:
    1) D.S.Jab -> S.Strong -> S.Fierce XX UniBeam
    2) D.S.Jab -> S.Strong -> S.Fierce XX UniBeam
    
    -=Hulk=-
    --Ground Magic Series: Weak Start
    --Jump Magic Series: Weak Start (2)
    --Launchers: C.Fierce
    --Small Launchers: None
    --Air Launchers: S.Roundhouse
    --Strikes: S.Fierce
    --Knock-Downs: None
    --Safe Air Magic Series: Jab -> Strong -> Forward -> Fierce (None)
    --Sample Combos:
    BASIC:
    1) J.Roundhouse \/ S.Jab -> S.Fierce
    
    INTERMEDIATE:
    2) J.Short -> J.Strong \/ S.Strong XX Gamma Charge XX Gamma Charge
    *note: Guide the second half of the Gamma Charge towards the enemy.
    3) J.Short -> J.Roundhouse \/ D.S.Short -> S.Strong XX Gamma Throw (FS)
    4) Be in Corner: D.S.Jab -> S.Strong XX Fierce-Gamma Throw (FS), S.Short (OTG)
       -> S.Fierce
    5) J.Roundhouse \/ D.S.Short -> C.Fierce /\ SJ.Jab -> SJ.Strong -> SJ.Forward
       -> SJ.Fierce
    6) J.Short -> J.Strong \/ S.Short -> S.Strong XX Short-Gamma Charge, C.Fierce
       (OTG) /\ SJ.Jab -> SJ.Strong -> SJ.Forward -> SJ.Fierce
    7) J.Short -> J.Strong \/ D.C.Fierce XX Gamma Crush (2nd hit is OTG)
    
    EXPERT:
    8) Enemy in corner: J.Short -> J.Strong \/ C.Fierce XX Upwards Gamma Charge XX
       Upwards Gamma Charge, C.Fierce (OTG) /\ SJ.Jab -> SJ.Strong -> SJ.Forward
       -> SJ.Fierce
    *note: May not work on thinner characters.  Also, for the two Upwards Gamma
    Charges, do the second one as EARLY AS POSSIBLE or this combo will not work.
    
    --Safe Ground Combo:
    1) D.S.Short -> C.Fierce /\ Air Combo of choice
    2) D.S.Short -> C.Fierce XX Gamma Ground Throw
    *note: When doing the Gamma Ground Throw, do the Down, Down + All Three
    Punches version.  It hits grounded people better than the other one.
    
    -=Magneto=-
    --Ground Magic Series: Weak Start
    --Jump Magic Series: ZigZag (3)
    --Launchers: S.Strong, C.Fierce, S.Roundhouse (2nd Hit)
    *note: The S.Roundhouse launcher only works either in the corner or on a
    larger enemy.  You have to hit them with the second kick (the two kicks combo,
    though) but it launches the enemy slightly outward as well as upward so
    catching up to them is kinda awkward.
    --Small Launchers: None
    --Air Launchers: None
    --Strikes: C.Strong, S.Fierce
    --Knock-Downs: C.Roundhouse
    --Safe Air Magic Series: Jab -> Short -> Strong -> Forward ->
    Fierce/Roundhouse (Jab-EM Disrupter/Magnetic Tempest)
    --Sample Combos:
    BASIC:
    1) J.Roundhouse \/ C.Short -> C.Strong
    2) D.S.Short -> S.Roundhouse XX Jab-EM Disrupter
    *note: only let the first hit connect with the S.Roundhouse
    
    INTERMEDIATE:
    3) D.C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
       SJ.Roundhouse (FS)
    4) Hyper Grav, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
       Jab-EM Disrupter
    5) Hyper Grav, Shockwave (FS)
    6) C.Roundhouse XX Shockwave (OTG)
    7) J.Strong -> J.Fierce \/ D.S.Short -> C.Fierce /\ SJ.Jab -> SJ.Short ->
       SJ.Strong -> SJ.Forward XX Magnetic Tempest
    8) Start by Flying.  Air Dash diagonally Down/Forward.  F.AD.Jab -> F,Short ->
       F.Strong -> F.Forward -> F.Fierce -> F.Roundhouse XX Jab-EM Disrupter
    
    EXPERT:
    9) Only works on Blackheart (so far as I can tell): J.Jab -> J.Strong ->
       J.Fierce \/ D.S.Short -> C.Roundhouse XX Roundhouse-Hyper Grav (OTG),
       C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Magnetic
       Tempest
    
    --Safe Ground Combo:
    None
    *note: Magneto has no special move that leaves him relatively safe nor does he
    have a long enough Magic Series to allow him to divert the combo into
    something safe.
    
    -=Juggernaut=-
    --Ground Magic Series: Weak Start
    --Jump Magic Series: Weak Start (2)
    --Launchers: T.Fierce, C.Fierce
    --Small Launchers: None
    --Air Launchers: S.Fierce, S.Roundhouse, C.Roundhouse
    --Strikes: None (!)
    --Knock-Downs: C.Forward
    --Safe Air Magic Series: Jab -> Short -> Strong -> Fierce
    --Sample Combos:
    BASIC:
    1) J.Strong \/ S.Short -> S.T.Fierce
    2) J.Strong, S.Fierce XX Jab/Strong-Juggernaut Punch
    *note: Jab is a sure-hit, but doesn't have good range... if you hit the enemy
    from too far away with the Fierce, the Jab Punch will miss... the Strong one
    will not miss, but sometimes, if not done fast enough, will not combo.  Strong
    is recommended, but only if you are really quick.
    
    INTERMEDIATE:
    3) J.Strong \/  C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce
    4) J.Strong, C.Short -> C.Forward XX Forward/Roundhouse-Juggernaut Splash
       (OTG)/Juggernaut Punch (OTG)/Earthquake (OTG)/Juggernaut Headcrush (OTG)
    *note: Splash works poorly, not recommended.  Headcrush does the most damage
    by far and is totally worth it if you know your enemy is not expecting to get
    tripped and won't roll.
    5) J.Short -> J.Strong \/ D.S.Short -> S.Fierce XX Juggernaut Headcrush
    6) D.S.Jab -> Holding Towards S.Fierce XX Roundhouse Juggernaut Splash
    *note: you must be RIGHT next to the enemy to do this combo.
    7) Enemy in corner: J.Short -> J.Strong \/ D.S.Jab -> C.Fierce /\ SJ.Jab ->
       SJ.Short -> SJ.Strong -> SJ.Fierce, C.Short (OTG) -> S.Roundhouse
    
    EXPERT:
    8) This combo only works on the lighter characters (Psylocke, Spiderman,
       Wolverine are easy to do it to, Ironman, Shuma Gorath, Captain America, and
       Magneto are tougher, and Hulk, Blackheart, and Juggernaut are impossible).
       J.Short -> J.Strong \/ D.S.Short -> S.Fierce XX Juggernaut Headcrush,
       Juggernaut Headcrush, D.C.Short (OTG) -> S.T.Fierce
    *note: Due to some timing difficulties, this combo will get an explanation
    later on.
    
    --Safe Ground Combo:
    1) D.S.Short -> S.Strong XX Earthquake
    2) D.S.Short -> S.Strong XX Earthquake
    *note: I'm not sure but enemy might be able to jump in between the Strong and
    Earthquake.
    
    -=Shuma Gorath=-
    --Ground Magic Series: Punch To Kick
    --Jump Magic Series: Punch To Kick (2)
    --Launchers: S.Forward
    --Small Launchers: None
    --Air Launchers: None
    --Strikes: C.Forward, S.Fierce, C.Fierce, S.Roundhouse, C.Roundhouse
    --Safe Air Magic Series: Short -> Strong -> Forward -> UP.Fierce (Mystic
    Smash)
    *note: The Mystic Smash is REALLY tough to connect with so basically disregard
    it.
    --Sample Combos:
    Now by far my favorite character, I've got a TON of Shuma Combos here!  :-)
    
    BASIC:
    1) J.Roundhouse \/ C.Jab -> C.Roundhouse
    2) J.Strong \/ S.Forward XX Roundhouse-Mystic Smash
    
    INTERMEDIATE:
    3) D.S.Strong -> S.Forward /\ SJ.Short -> SJ.Strong -> SJ.Forward ->
       SJ.UP.Fierce (FS)
    4) J.Strong -> J.Roundhouse \/ Mystic Stare
    5) Enemy in corner: J.Strong -> J.Roundhouse \/ C.Jab -> C.Forward XX Mystic
       Stare
    6) Enemy in corner: J.Strong -> J.Roundhouse \/ D.S.Jab -> S.Forward /\
       SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.UP.Fierce (FS).  While enemy
       starts falling back down and passes you (you'll still be in same Super
       Jump), SJ.Strong -> SJ.DN.Forward
    7) Enemy in corner: S.Forward /\ SJ.Short -> SJ.Strong -> SJ.Forward ->
       SJ.UP.Fierce (FS).  While enemy starts falling back down and passes you
       (you'll still be in same Super Jump), SJ.UP.Fierce.  C.Jab (OTG) ->
       C.Roundhouse
    *note: in order to do this, you have to Super Jump STRAIGHT up and not in the
    direction of Forward Flip.  An alternate way is to Forward Flip for the Super
    Jump but immediately start holding Back Flip to get Shuma to back out of the
    corner a little.  The reason why you have to do this is that if you're hugging
    the corner wall, you cannot hit the enemy with the second UP.Fierce.
    8) Grab with Roundhouse, S.Forward /\ SJ.Short -> SJ.Strong -> SJ. Forward ->
       Aimed Upwards SJ.Fierce
    *Note: This is a good combo... not only do you punish the enemy, you get your
    own energy back as well!  Against the three smallest characters,, unless
    you're in the corner, you have to DASH right when you finish your throw and
    peg the enemy with a D.S.Forward because the regular S.Forward will not reach
    them.
    9) Alternate of Combo # 8: Grab with Roundhouse, S.Forward /\ SJ.Short ->
       SJ.Strong, Roundhouse Air Throw.  Roundhouse-Mystic Smash.
    *note: This CAN be Tech Hitted during the second throw but if you pull the
    whole thing off, you get back a TON of energy for both energy drains and STILL
    get to punish the enemy severely.
    10) J.Strong -> J.Roundhouse XX Roundhouse-Mystic Smash \/ C.Jab (OTG)
       S.Forward /\ SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.UP.Fierce
    11) Activate Time Gem.  Hit enemy with Chaos Dimension Activation (which will
       turn them to stone).  Press Strong, Forward, Fierce, or Roundhouse
       immediately for the free Grab.
    
    EXPERT:
    12) Grab with the Chaos Dimension, J.Strong \/ S.Forward /\ SJ.Short ->
       SJ.Strong -> SJ.Forward -> SJ.UP.Fierce (FS)
    13) Start with enemy in the corner.  J.Strong -> J.Roundhouse \/ D.S.Forward
       XX Chaos Dimension Activation, J.Strong/ J.Forward/ J.Fierce/ J.Roundhouse
       to grab enemy, J.Strong \/ S.Forward /\ SJ.Short -> SJ.Strong -> SJ.Forward
       -> SJ.UP.Fierce (FS)
    14) Activate Chaos Dimension (doesn't have to hit).  Activate Mind Gem.  After
       Mind Gem fills up your meter to full again, grab with the Chaos Dimension,
       J.Strong \/ S.Forward CC Chaos Dimension Activation, J.Strong/ J.Forward/
       J.Fierce/ J.Roundhouse for the grab, J.Strong \/ S.Forward /\ SJ.Short ->
       SJ.Strong -> SJ.Forward -> SJ.UP.Fierce (FS)
    note: All three Expert combos will be explained together later on.
    
    --Safe Ground Combo:
    1) D.S.Strong -> S.Roundhouse XX Mystic Stare
    2) D.S.Strong -> S.Roundhouse XX Mystic Stare
    *note: When you hit Strong, begin to immediately charge up for the Mystic
    Stare.  Let Roundhouse hit a couple of times before trying to cancel it.
    Enemy might be able to jump at you after blocking the Roundhouse.  Shuma has
    no safe combo to try against the enemy that can lead to bigger things and
    still can be diverted into something safe.
    
    -=Blackheart=-
    --Ground Magic Series: Kick To Punch
    --Jump Magic Series: Kick To Punch (2)
    --Launchers: S.Strong
    --Small Launchers: None
    --Air Launchers: None
    --Strikes: None (The Fierce Demons do bounce the enemy a bit, but not much)
    --Knock-Downs: None
    --Safe Air Magic Series: SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
    *note: Blackheart's Forward is his Air Combo Finisher.  Fierce and Roundhouse
    can't be put into Air Combos as far as I know.
    --Sample Combos:
    Definitely my worst character and least played so the combos I have for
    Blackheart stink.  Any input for him would be greatly appreciated.
    *note: The Portal move I call "Inferno"
    
    BASIC:
    1) J.Forward \/ C.Short -> C.Strong
    2) S.Roundhouse Demons, Fierce-Inferno while enemy is still stunned.
    3) Inferno, Inferno (OTG)
    
    INTERMEDIATE:
    4) Inferno enemy high out of the air, Heart of Darkness.
    *note: You can do this if you hit the enemy off the ground with the Inferno,
    but they can roll away from it as the Heart Of Darkness would be an OTG.
    5) Have enemy near you (in air or on ground).  Inferno, S.Strong /\ SJ.Jab ->
       SJ.Short -> SJ.Strong -> SJ.Forward
    6) J.Strong -> J.Forward \/ C.Forward -> S.Strong /\ SJ.Jab -> SJ.Short ->
       SJ.Forward (FS)
    7) J.Forward -> S.Strong XX Armageddon
    *note: You must be VERY close to the enemy when you hit them with the Strong
    button or all the meteors will miss.  Also, you must cancel the Strong
    IMMEDIATELY after you hit them or it will be too late.
    
    EXPERT:
    8) Enemy in corner: S.Strong XX Fierce Inferno, S.Strong XX Fierce Inferno,
    S.Strong XX Fierce Inferno, repeat until enemy is dead.
    *note: This combo DOES work but a lot of problems are associated with it.
    Thus, I will give a detailed explanation of it later on.
    
    --Safe Ground Combo:
    None
    *note: He has no dashing combos and no real close-up combos so he doesn't
    really have a Safe Ground Combo to initiate attacks with.
    
    ==============================================================================
    
    Things I am hoping to add to the next version of the FAQ:
    - Add more combos sent to me by anyone out there!!!!
    - Send me a BETTER ASCII art to replace my loser ASCII art.  Please?
    - I lied, there still is no Attract Mode Section and by now, I've basically
    given up hope of ever starting it.  :-P
    
    Special Thanks Go To:
    - Mike McCool
      - Special thanks absolutely the MOST for helping me test out a LOT of
    theories and experiments with his machine at his HOME... <pure jealousy>
    - Youji Kinoshita
      - For being one of the first people to comment and critique my FAQ as well
    as keeping me thinking about combos and helping me come up with new theories.
    - H. Ong
      - For giving me a lot of new ideas he saw/did from his arcade in Thailand.
    - C. Chin
      - For keeping me thinking and reevaluating my ideas and beliefs.
    - V. Radford
      - For continually giving me new ideas for combos and helping me brainstorm
    - S.Kitti, L.Thana, and R.Rutt
      - These three deserve great thanks for being the ones to originate the
    Marvelous Combos for Spiderman and Ironman (I heard they had one for Psylocke
    but I never heard what it was!!!  :-(   ).  I'm not sure WHAT those folks in
    Thailand are DOING, coming up with those AWESOME combos, but a BIG "thanks" to
    these three for reporting their finds to us in America!
    
    
    
    
    
         Hopefully, this FAQ will help you become the MSH combo master of your
    local arcade.  PLEASE, if any of you out there have more combos and better
    combos than the ones I have, feel free to immediately write to me and tell me
    about them!  Write to this address:
    
         jchensor@ucla.edu
    
         I am eager to learn of more combos that might be able to help me punish
    my opponents in cooler and more various ways =) !!  Also, if you see anything
    that is contrary to anything you've ever experienced, please write to me and
    tell me.  Thank you for taking the time to view this FAQ and I hope it was
    helpful in some way!
    
    
    
    
         Once again...  COMBO IS THE KEY!!!!!
    
    (note: Appendix follows this FAQ)
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    ==============================================================================
    
    -=APPENDIX=-
         This Appendix includes detailed explanations of all the combos that
    deserve it.
    
    DETAILED COMBO EXPLANATIONS
    
    Captain America:
    11) Enemy must be in corner.  J.Jab -> J.Short -> J.Roundhouse \/ D.S.Short ->
       S.Forward -> C.Fierce XX Strong-Stars N' Stripes, C.Short (OTG) -> S.Strong
       /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ. Fierce (FS).  While enemy starts
       falling back down and passes you (you'll still be in same Super Jump),
       SJ.Fierce.  When enemy starts falling back down, Jump up and meet them in
       the air with J.Jab -> J.Short -> J.Fierce.
    
         There are only a few things I need to discuss for this combo.  First of
    all, for smaller characters you need to change the initial three hits to only
    two hits with J.Fierce -> J.Roundhouse highly recommended.  And in the Dashing
    Combo portion, skip the S.Forward on smaller enemies.  Another problem is that
    after launching the enemy Off The Ground with the C.Short -> S.Strong, for no
    reason it is hard to connect all four hits from the Super Jump.  Sometimes,
    the first hit just misses, especially against Ironman.  It might be safe to do
    a SJ.Short -> SJ.Forward -> SJ.Fierce and then the rest and skip the SJ.Jab.
         After completing the Air Combo (SJ.Jab -> SJ.Short -> SJ.Forward ->
    J.Fierce), the enemy will be knocked upwards and you'll still be in the air.
    The enemy will start falling back downwards and will fall faster than you and
    pass you by.  This is when you hit Fierce again.  You will hit them out of the
    air while you are both on your ways down and you'll land.  The enemy, after
    being knocked BACK up, will start falling down again.  Jump up after them and
    meet them in the air with the last three hits.  After the last hit, they will
    be free to block again.
         An alternate of this combo that doesn't allow the enemy to roll away is
    to skip the Strong-Starts N' Stripes, C.Short (OTG) -> S.Strong portion.  Go
    directly from the C.Fierce into the SJ.Jab -> SJ.Short -> SJ.Forward ->
    SJ.Fierce portion.  Then, at the end of the combo, instead of jumping back up
    to meet the enemy in the air, you can just wait until they land and do an easy
    S.Short (OTG) -> S.Forward -> S.Roundhouse Juggle OTG Combo that they can't
    roll away from.
    
    **********
    
    Spiderman:
    8) Spiderman's Marvelous Combo: J.Jab -> J.Short -> J.Strong -> J.Fierce \/
       D.S.Short -> C.Forward -> S.Roundhouse XX Strong Spider Sting (one hit),
       S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab-Web Ball,
       SJ.Jab -> SJ.Short -> SJ. Fierce (FS), C.Strong (OTG) -> S.Roundhouse /\
       SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse
    
         Okay, a VERY LONG AND DETAILED explanation will be gone into here because
    the combo is so difficult to do.
    
         First, start off with your normal jumping attacks... 3 for small guys, 4
    for big guys, and 2 for the tiny guys.  Assuming we're doing this on biggest
    opponents, this would be 4 hits.  I usually do it with a J.Jab -> J.Short ->
    J.Strong -> J.Fierce.
         Now, when you land, do a D.S.Short into a C.Forward, into a S.Roundhouse
    into a Strong-Spider Sting. (another 4 hits... 4+4 = 8).  Do all four hits
    VERY quickly.
    
         Here is the important part: you must hit the Strong button for the Spider
    Sting ONLY ONCE.  If you hit it more than once, you're sunk.  Hitting the
    Strong button more than once will cause Spiderman to attempt both hits of the
    Spider Sting and the second hit will miss and cause him to pause too long for
    the rest of the combo to connect.  After the first hit of the Spider Sting,
    the enemy will be bounced upwards and start falling down unable to block
    anything.  If you did only ONE hit with the Spider Sting, Spiderman will have
    already landed and free to move again.  So while the enemy is falling, you can
    peg them with a Standing Strong as they fall and launch then RIGHT back up.
    So when you do the Spider Sting, hit the Strong button once, wait a while
    until the enemy starts falling down, and then hit Strong again to hit them.
    If you hit Strong too quickly, you may accidentally make Spiderman do the
    second hit of the Spider Sting so it's best to wait until you definitely see
    the enemy start falling down before you hit Strong to hit the enemy back up.
    Also, hold forward on the joystick after the Spider Sting to make Spiderman
    take about a half-step to reach the enemy quicker (another Strong punch brings
    the total to 9).
    
         Next, super jump after the Standing Strong.  In you are doing this to the
    enemy in the corner make sure you Super Jump STRAIGHT UP, not Forward Flip.
    Forward Flip Super Jump will cause you to fly behind the enemy and you'll miss
    with all of your air hits.  Instead Jump straight up.  If you AREN'T in the
    corner, go ahead and Forward Flip Super Jump.  Do a SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward XX Jab-Web Ball.  Do these five hits VERY VERY VERY
    VERY VERY quickly.  It is IMPORTANT that you do it VERY fast.  If you aren't
    in the corner, skip the SJ.Forward in the air on SMALL enemies (Spiderman,
    Wolverine, and Psylocke).  Assuming we're in the corner and doing this to a
    big enemy, that brings the total up to 14.
    
         Now, AS FAST AS POSSIBLE, hit Jab.  You HAVE to hit the enemy while both
    of you are on your way down BEFORE they break out of the Web encasing.  If you
    don't, they can block and you're combo is over.  THIS IS THE HARDEST PART OF
    THE COMBO TO GET TO CONNECT.  99% of the time I fail to do this combo
    successfully, it's here so if you can't get it to connect, don't be
    discouraged.  Just try again.  Anyhow, as SOON as Jab connects with the enemy,
    switch to SJ.Short and then to SJ.Fierce for three hits in the air (SJ.Jab ->
    SJ.Short -> SJ.Fierce).  When you start hitting the enemy after Web Ball,
    you'll both be starting to fall down.  By the time the combo finishes, your
    Fierce will make contact right before both of you touch the floor.  Thus,
    after you pummel the enemy into the ground, you land right next to him setting
    him up for the next part (17 hits so far).
    
         C.Strong -> S.Roundhouse.  The Fierce from the air prevents the enemy
    from rolling thanks to the Flying Screen so you have pretty much a green light
    for the Off The Ground part.  The C.Strong will hit the enemy off the floor
    and the S.Roundhouse will launch them for another Air combo.
         [Now, the strangest thing here is the fact that, since the Fierce in the
    air initiated the Flying Screen, you shouldn't be able to Super Jump anymore
    but YOU CAN for some odd reason.  THIS IS THE ONLY TIME this Flying Screen
    limitation is not followed.  There are THREE possible reasons as to why, after
    the Fierce in the air, you can still Super Jump and do Special Moves.  One
    reason might be this: If the Air Combo Finisher hits the enemy STRAIGHT down
    instead of sideways, the Flying Screen will not limit you from Super Jumping
    and doing Special Moves.  The reason for this is because Capcom probably never
    felt like there would be an opportunity for someone to do an Air Combo ending
    with a downward launching Air Combo Finisher and still be able to reach them
    for an OTG Combo.
         The second reason that this might occur is because Air Combos that finish
    VERY low to the floor will not initiate the Flying Screen.  Thus, if you Super
    Jump and hit an enemy on your way DOWN, you will still be able to do anything
    you want because no Flying Screen was initiated.
         A third reason might be because you did the Jab Web Ball in the middle of
    the combo, the SJ.Jab -> SJ.Short -> SJ.Fierce doesn't count as a Super
    Jumping Air Combo anymore so there is technically no Flying Screen activated.
         Of all these theories, the first one is most likely because, as I said,
    you still canNOT roll away from this combo so the Flying Screen HAD to have
    been activated.  Thus, the idea that Capcom did NOT put the restriction on
    downward launching Air Combo finishers is most probable.
         Anyhow, sorry for this little side distraction.  Now, back to the combo!]
    
         Super Jump after the launched enemy for a SJ.Jab -> SJ.Short -> SJ.Strong
    -> SJ.Forward -> SJ.Roundhouse Air Combo finish!  This builds the count to 24!
    
         I have done this combo lots of times now so yes, it really works!!!  A
    swift good look to whoever tries it!  It's really tough!  A few extra tips:
    
    1) Be VERY VERY VERY fast with the chain combos in the air or you're in
    trouble.
    
    2) MAKE SURE YOU DO NOT ACCIDENTALLY MAKE SPIDEY try for the second hit
    with the Spidey Sting.  Hit the button ONCE for the Spidey Sting and make
    sure you don't start hitting Strong for the launch too early as I did.
    
    3) Keep in mind all of the moves you want to do before you start the combo...
    make sure the moves all come out of you on reaction.  There is no time for
    memory recall while doing this combo!
    
    4) Practice practice practice.
    
    **********
    
    Wolverine:
    10) Enemy in 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 Fierce+Roundhouse-Drill Claw Aimed Diagonally Upwards, SJ.Jab ->
       SJ.Fierce (FS)
    11) Enemy in corner: J.Jab -> J.Short -> J.Strong -> J.Forward \/ D.S.Jab ->
       S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
       SJ.Strong -> SJ.Forward XX Fierce+Roundhouse-Drill Claw Aimed Diagonally
       Upwards, SJ.Jab -> SJ.Roundhouse (FS), SJ.Short (OTG) \/ C.Strong ->
       S.Roundhouse
    
         Okay, the combo is pretty normal except there is one part I would like to
    clarify.  After the Upwards Drill Claw, Wolverine will hit the enemy and
    recoil upwards.  After recoiling up, Wolverine is free to do more moves.  This
    is where you do the SJ.Jab -> SJ.Fierce/Roundhouse in the two combos.
    Basically, you have to do them RIGHT after the Drill Claw connects as fast as
    possible.  The timing is hard, but not TOO hard.
         In the second combo, I must point out that in order to get the last three
    OTG hits off, it's VERY hard to time.  After hitting the enemy with the
    J.Roundhouse after the Drill Claw, both of you fall down at nearly the exact
    same time.  You land slightly after they do and if you're timing was perfect,
    you can OTG them with C.Short.  However, many times, you won't land quickly
    enough to hit them with the C.Short before they can recover and the OTG
    misses.  If you find that you are not going to land quickly enough to hit them
    with a C.Short, you can change that C.Short into a SJ.Short.  Basically, press
    Short RIGHT before you land and from the air, you can kick them off the floor
    and continue with the C.Strong -> S.Roundhouse.  However, if you do this
    method, it may be better to try with C.Strong -> S.Fierce because you'll be
    further out from the corner.
    
    **********
    
    Psylocke:
    8) J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> S.Strong -> S.Forward
       -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ. Forward -> SJ.UP.Roundhouse (FS).
       While enemy starts falling back down and passes you (you'll still be in
       same Super Jump), SJ.Short -> SJ.UP.Roundhouse.  When enemy starts falling
       back down, Jump up and meet them in the air with J.Jab -> J.Short ->
       J.Forward -> J.UP.Roundhouse
    9) Enemy in the corner.  PsiThrust (only first half), C.Short (OTG) ->
       C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Kochou Gakure
    
         For the first combo, it's pretty basic up until after the first
    SJ.UP.Roundhouse.  After doing this, the enemy will start falling down.  Wait
    until they pass by you and hit SJ.Short so that you hit them while they are
    just barely below you.  After the second SJ.UP.Roundhouse, they will be
    bounced back up and you will land first.  Jump up and meet them in the air
    with the appropriate moves.  In the dashing portion of the combo, eliminate
    some moves against smaller enemies.  A variation of this combo HAS been done
    before but it seems like it ONLY works on Wolverine and even on him, it's not
    consistent.  Instead of jumping up to meet the enemy after they start falling
    at the end, you can wait for the enemy to just hit the ground and OTG them and
    juggle them.  Against Wolverine, I have juggled him with S.Jab -> S.Short ->
    S.Strong -> S.Forward -> S.Fierce but it doesn't seem to always work.  The
    other method is more of a sure-fire way to get in five extra hits, but this
    method is easier to time (but less likely of getting all five hits in).
         The second listed combo I have never done myself but someone has told me
    that he has seen/done it before.  You must only do one half of the PsiThrust
    and the enemy must be in the corner.  The first half of the PsiThrust will
    knock them down as a set-up for an OTG combo.  HOWEVER, the OTG is VERY hard
    to do because if you hit any button quickly, it will activate the second half
    of the PsiThrust when you do not want to do that.  Instead, you will have to
    use timing to wait until the first half of the PsiThrust ENDS and then hit
    Crouch Short.  The timing is hard to do.  I have done all of the combo up to
    the Air Combo part due to confusion on my part.
    
    **********
    
    Ironman:
    7) Ironman's Marvelous Combo: Start by Flying and be near corner.  Be
       relatively above the enemy.  Smart Bomb.  After the Smart Bomb, Air Dash
       diagonally Down/Forward right away.  F.AD.Jab -> F.Short -> F.Strong ->
       F.Forward -> F.DN.Fierce XX Flying Command (to land), S.Short -> S.Forward
       XX Jab-Repulsor Blast, D.C.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
       SJ.Strong -> SJ.UP.Fierce XX Flying Command (to start Flying), F.Jab ->
       F.Short -> F.Strong -> F.T.Fierce XX Jab-UniBeam.  Air Dash diagonally
       Up/Forward.  F.AD.Jab -> F.Short -> F.Strong
    
         This combo works best, for me, against Hulk.  Also, I start it when I
    am in the corner and Hulk is standing barely outside of it.  I start Flying
    and fly to the proper place to initiate the combo.  It works against other
    enemies, but you have to leave out some moves or the combo will start missing
    in certain parts.  It works best on Hulk.
    
         Now, in the beginning, I say to Smart Bomb.  I usually SKIP this move
    because I don't want to bother with it.  I haven't done the whole combo with
    the Smart Bomb at the beginning but I HAVE done enough of the combo after the
    Smart Bomb at the beginning to know that it will all connect together.  So if
    you want to try the whole combo, start by Smart Bombing (1 hit from this).
    
         Airdash Diagonally Down/Forward (hold Offensive Crouch and hit all
    three punches) and while airdashing, press the buttons Jab, Short, Strong
    Forward, Fierce VERY VERY VERY VERY quickly.  I cannot emphasize this
    enough.  You must press the five buttons FAST and after Airdashing... if you
    do not Air Dash first, the five hits will NEVER connect (6 hits so far).
    
         Here's where the combo gets VERY tricky: After hitting Fierce,
    IMMEDIATELY cancel the Fierce with the Flying Command and hit S.Short RIGHT
    away.  There must be NO pause between these three commands and if there is,
    you're sunk.  Do the Air Combo and when you hit Fierce, do the Flying Command
    and hit S.Short RIGHT away!!!  VERY VERY VERY quickly... I'm saying it again
    because this is VERY important.  The time it takes to do all three moves
    (Fierce from the Airdash, Flying Command, S.Short) all fits into about 1
    second of real time.  You HAVE to do the moves that fast or you'll never
    connect the Fierce from the air and the Short from the ground.
    
         After hitting S.Short, hit S.Forward for the ground combo and cancel that
    into the Jab Repulsor Blast.  Against smaller characters, the Jab Repulsor
    Blast will NEVER hit unless you skip a couple of buttons from the original
    Flying Dash Air Combo.  So against smaller guys, dash down with F.AD.Jab,
    F.Strong, F.Fierce XX Flying Command (to land), S.Short, S.Forward XX Jab
    Repulsor Blast... but against Hulk and Juggernaut and Blackheart, go ahead and
    keep the five hits from the air (so the S.Short -> S.Forward XX Jab Repulsor
    Blast will add four hits making the total go up to 10).
    
         After the Jab Repulsor Blast, the enemy will land RIGHT behind you.
    Quickly Dash towards them (backwards from original facing direction) and
    hit C.Short into a S.Roundhouse (against the big guys like Hulk, you don't
    need to Dash, making this part a little easier to time).  This launches them
    into the air for an Air Combo.  The Short will hit them off the floor and the
    Roundhouse will launch them... warning, though, if your opponent rolls, they
    WILL escape the combo at this point.  So this combo is not DEFINITE as the
    enemy CAN roll away at this point (the two OTG hits make it 12 hits now).
    
         Now, after launching them, Super Jump and VERY quickly, hit SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.UP.Fierce.  You must do this fast and early so
    that the enemy is POSITIVELY above you and that the SJ.UP.Fierce will hit them
    ABOVE you.  If they are too low, the Fierce will miss or the rest of the combo
    will just whiff and fail (4 more hits... up to 16).
    
         Here is the second tricky part.  You have to do the three codes in
    sequence VERY quickly again... just like before when you had to land.
    SJ.UP.Fierce, Flying Command (to start Flying), F.Jab.  These three must be
    done is sequence VERY quickly... as quickly as you had to do the landing part
    of the combo earlier.  Again, you should do those three commands in the time
    span of about 1 second or LESS if possible.  You'll start flying and the F.Jab
    should BARELY get them before they start falling too low after being hit by
    the SJ.UP.Fierce.
    
         Now complete the Air Combo part by hitting Short, Strong, Fierce
    after the Jab (so after executing the Flying Command, hit F.Jab -> F.Short ->
    F.Strong -> F.Fierce).  You CANNOT skip any of these buttons because each hit
    will subsequently start causing the enemy to slowly by slowly rise upwards
    in relation to you... by the time the Fierce hits, the enemy will be right
    next to you and in front of you... if you don't hit will all four buttons,
    you'll never raise them high enough for the Jab UniBeam to hit... so hit with
    all four buttons and cancel the Fierce with a Jab UniBeam... also be sure that
    you used a Straight Fierce (neutral joystick or holding Toward).  This adds 4
    hits from the Flying Combo and another 4 hits or so from the UniBeam, bringing
    the total up to 24 hits.
    
         The Jab UniBeam will bounce the enemy UPWARDS.  Thus, you can Air
    Dash AGAIN after them (Hold Up/Forward and hit all three punches) and
    quickly hit F.AD.Jab -> F.Short -> F.Strong.  This is where my combo ends.
    You MIGHT be able to tack on more moves or something, but it's hard to tell
    because at this point of the combo, both of you have risen CLOSE TO BEING OUT
    OF THE screen so it's hard to tell what is going on.  The original poster of
    this combo said that after the F.Strong, you can do an Air Throw and I'm not
    sure what's stopping you from adding another F.Fierce XX Jab-UniBeam.  But by
    this point in the combo, I have usually lost all coherency and am completely
    confused so that these hits only happen if I'm lucky.  You CANNOT get these
    three hits if you didn't start the combo while you are near the corner.  These
    last three hits can only be tacked on if YOU started near the corner which
    results in the enemy being cornered at this point.  So if you aren't in the
    corner by this point, the last three hits will never connect (The last three
    hits are what brings the total to 27!).  The exact number of hits varies from
    time to time because sometimes, the UniBeam will hit less times than normal
    and sometimes the last three hits will work part way etc.
    
         Good luck with this combo.  It's VERY possible but will almost NEVER
    be pulled off in real combat.  Better to plunk in credits yourself and
    practice on a 2nd player just sitting there (hope you have tons of money for
    this).  Some tips to help you:
    
    1) When you do the parts with the Flying Command (to land and to fly), you
    HAVE to do it VERY quickly.  I cannot emphasize this enough.  Speed will get
    you through it and if you're too slow, you'll never pull the whole combo off.
    
    2) Keep in mind all the moves you want to do.  Make sure you don't start the
    combo and get to a point where you go, "What move was I supposed to do
    next?!?!?" and fail to keep the combo going.  Remember all the moves
    beforehand so they all come out in a very instinctive nature.
    
    3) Practice, practice, practice.
    
    **********
    
    Juggernaut:
    8) This combo only works on the lighter characters (Psylocke, Spiderman,
       Wolverine are easy to do it to, Ironman, Shuma Gorath, Captain America, and
       Magneto are tougher, and Hulk, Blackheart, and Juggernaut are impossible).
       J.Short -> J.Strong \/ D.S.Short -> S.Fierce XX Juggernaut Headcrush,
       Juggernaut Headcrush, D.C.Short (OTG) -> S.T.Fierce
    
         There's not much to say about this combo.  Basically, the only thing that
    needs to be talked about is when to do the second Headcrush.  After the first
    one, Juggernaut pauses for a while and the enemy goes flying up into the air.
    Now, Juggernaut recovers fairly quickly from the first Headcrush and he does
    so while out of view (the view follows the flying body of the enemy you just
    Headcrushed).  So basically, you have to activate the second Headcrush even
    before you come into view.  Also, after the second Headcrush, you have to
    start your dash at about the same point in order to OTG them in time.
         Some people have mentioned that they HAVE done it to the bigger guys but
    I find it impossible.  By the time Juggernaut recovers, the enemy has already
    hit the floor and the Headcrush will OTG them unsuccessfully (the first hit
    knocks them off the floor but the rest of the hits are blockable... not sure
    why this is so).
    
    **********
    
    Shuma Gorath:
    12) Grab with the Chaos Dimension, J.Strong \/ S.Forward /\ SJ.Short ->
       SJ.Strong -> SJ.Forward -> SJ.UP.Fierce (FS)
    13) Start with enemy in the corner.  J.Strong -> J.Roundhouse \/ D.S.Forward
       XX Chaos Dimension Activation, J.Strong/ J.Forward/ J.Fierce/ J.Roundhouse
       to grab enemy, J.Strong \/ S.Forward /\ SJ.Short -> SJ.Strong -> SJ.Forward
       -> SJ.UP.Fierce (FS)
    14) Activate Chaos Dimension (doesn't have to hit).  Activate Mind Gem.  After
       Mind Gem fills up your meter to full again, grab with the Chaos Dimension,
       J.Strong \/ S.Forward CC Chaos Dimension Activation, J.Strong/ J.Forward/
       J.Fierce/ J.Roundhouse for the grab.
    
         After grabbing with the Chaos Dimension, it drops the enemy to the ground
    and Shuma falls out of a portal right above the enemy.  Now, in this period
    where Shuma falls out of the portal, you can actually still do moves.  So
    while you are falling, you can J.Strong the enemy right off the ground on your
    way down.  You will land right away and you can get in a S.Forward to Launch
    the enemy upwards for an Air Combo.
         There is actually Chaos Dimension Combo.  If you hit the enemy with the
    Chaos Dimension activation, you can actually jump up and grab them before they
    recover for a combo.  You can also tack on a S.Forward to knock them slightly
    upwards, THEN activate the Chaos Dimension (and hit them), then jump up and
    grab them.  Thus, you can do a whole Jump-In combo beforehand and get a whole
    J.Strong -> J.Roundhouse \/ D.S.Forward XX Chaos Dimension.  The Chaos
    Dimension will hit them and you can jump up and grab them.  It will count as a
    combo and your combo meter will continue to go up.  Against larger enemies,
    you don't need to be in the corner for this to work but against smaller
    characters, you do.
         In the last combo listed, you can actually get two Chaos Dimensions in
    one combo.  If you activate the Mind Gem, you can still activate the Chaos
    Dimension.  Do those two and wait until your meter fills up.  After it does,
    you still have time to run up and grab the enemy before the Chaos Dimension
    effect wears off.  Grab them and the Chaos Dimension will begin.  After coming
    out of the portal, do the J.Strong before you land to OTG the enemy.  Then do
    a S.Forward XX Chaos Dimension (do these quickly so that the Chaos Dimension
    activation will hit the enemy).  Then jump up and grab them again just like in
    combo 13.  You won't be able to hit them again after the Chaos Dimension
    because there is only one OTG per combo.  But by this point, the enemy should
    be just about dead.
    
    **********
    
    Blackheart:
    8) Enemy in corner: S.Strong XX Fierce Inferno, S.Strong XX Fierce Inferno,
       S.Strong XX Fierce Inferno, repeat until enemy is dead.
    
         It is true, if you get the enemy into the corner, you can get them into
    an infinite combo.  Just repeatedly hit the enemy into the air with a S.Strong
    canceled by an Inferno and wait until the enemy falls back downwards, peg them
    out of the air with another S.Strong and repeat.  You have to cancel the
    S.Strong AS EARLY AND QUICKLY AS POSSIBLE or the Inferno will not be quick
    enough.  Also at any point after an Inferno, you can throw in a Heart Of
    Darkness just for the fun of it.  Then S.Strong them afterwards and continue
    the combo.  When you start the combo, the enemy will get dizzied at one point.
    But if you do the combo on the dizzied opponent, they won't get dizzied again
    (I'm pretty sure) and they will eventually die (though this takes a LONG
    time).
         Now, I've tried it against the CPU but they somehow manage to block after
    the S.Strong but when I do it to a 2nd player who does nothing, I can get it
    to combo (the combo count continues to rise continually).  For some reason, I
    cannot get it to work on the CPU.  I think it may be due to the fact that I so
    RARELY get the chance to do it to the CPU since my Blackheart is pathetic.
    This combo is SO hard to actually find the chance to use.  And the VERY few
    times I finally managed to pull it off, I may have been so surprised I got it
    off against the CPU they just blocked it due to poor timing on my part.  I'll
    experiment further and see what happens.
    
    (End of Appendix)