OK the next faq i have here (witch i did not get from my head just the net) is for rough at the request of Red smurff. well here goes…
-=Details about the Air Combos=-
The biggest thing about Rogue’s Air Combos is that she has a hard time
getting off the floor. Many people have expressed difficulty in Super
Jumping after Launching the enemy. This is mainly just a problem with
Rogue in that she has a VERY small window to Super Jump after Launching the
enemy. So after you hit the button that performs her Launcher, IMMEDIATELY
hold up to Super Jump or she won’t be able to get off the floor in time.
Also, if you use Roundhouse as her Launcher, get used to Super Jumping
STRAIGHT UP rather than holding Forward Flip. The Roundhouse Launches the
enemy upwards only so that if you Forward Flip, she flies past them and has
to turn around and hit them, which is very awkward.
In order to get her Rushing Punches in the air to land in an Air
Combo, you have to try and hit the enemy so that they are below you. If
you start attacking too early, the Rushing Punches, which have a terrible
time hitting above them, will miss. So after you Launch the enemy, Super
Jump a bit past them and THEN start the Air Combo in order to land the
Rushing Punches.
Air Combo Finishers: Fierce, Roundhouse, Rushing Punches
-=Miscellaneous Information=-
Rogue’s Crouching Strong makes her slide along the floor. She also
has a Down + Roundhouse move in the air that makes her dive with a kick
quickly.
Rogue can Air Dash while jumping by tapping Towards on the controller
twice in a row or by hitting all three punches while holding Towards in the
air.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
- Jump-in: J.Short -> J.Strong -> J.Forward
- Jump-in: J.Fierce -> J.Roundhouse
- Dashing: D.S.Jab -> S.Short -> C.Strong -> S.Fierce
- Buffer: D.S.Jab -> S.Short -> S.Strong -> S.Forward XX Super Rushing
Punches
- Launcher: D.S.Jab -> S.Short -> S.Strong -> S.Roundhouse
- Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
-> SJ.Fierce (FS)
- Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong XX Rushing
Punches (FS)
Beginner
- J.DN.Roundhouse / C.Short -> C.Roundhouse XX Super Rushing Punches (OTG)
- Be in the corner. Power Drain, Super Rushing Punches
- C.Short -> C.Strong XX Rushing Punches
- Be in the corner. Super Rushing Punches / Super Rushing Punches (OTG)
Intermediate
- J.Roundhouse / D.S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short
-> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
- J.Short -> J.Strong / D.S.Short -> S.Strong XX Super Rushing Punches
- Be in the corner. Power Drain, C.Fierce /\ SJ.Jab -> SJ.Strong XX Rushing
Punches (FS)
- AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab -> S.Strong -> S.Forward
-> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS)
- AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab -> S.Short -> S.Strong ->
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong XX Power Drain
**Note: The Power Drain can be comboed, but the timing is difficult. Most
of the time, however, you’ll catch them with the Power Drain but it
won’t register on the Combometer.
- Have enemy in corner. J.Short -> J.Fierce -> D.S.Jab -> S.Short ->
S.Roundhouse /\ SJ.Jab -> SJ.DN.Roundhouse (FS) / C.Short (OTG) ->
C.Strong -> S.Forward -> C.Fierce
Expert
- Get enemy so that they are near the corner, maybe about a full screen away
from the wall. AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Short ->
S.Roundhouse /\ [Cross Enemy Up With Jump] SJ.Short -> SJ.Forward XX
Power Drain / Super Rushing Punches (OTG)
**Note: The way to get this one to work is to make sure that by the time
you Launch the enemy, you want them to be slightly OUT of the
corner. Also, make sure that when you do the D.S.Short, you are
as close to the enemy AS POSSIBLE, or the jump can’t reach the
other side of the enemy. Then, when you Super Jump, Super Jump
DIAGONALLY FORWARD and end up on the other side of them. Then do
the Air Combo and the Power Drain will throw them into the corner,
where you can Super Rushing Punches them Off The Ground. It IS
possible to combo the entire combo, so that the Combometer doesn’t
stop counting.
- Have enemy in corner. AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab
-> S.Short -> S.Strong -> S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Strong
-> SJ.Roundhouse (FS), SJ.Short (OTG) / S.Jab -> S.Short, S.Jab ->
S.Short, S.Jab -> S.Short, S.Jab -> S.Short, S.Jab -> S.Short, [repeat
until death or until Flying Screen deteriorates. If Flying Screen
deteriorates, follow up with], S.Jab XX Super Rushing Punches
**Note: After you Super Jump, time the three hits in the air very slowly.
It is very difficult to notice the Flying Screen Deterioration
and react quickly enough. But if you can catch it, IMMEDIATELY
do the Super Rushing Punches. From my experience, it tends to
happen pretty fast (but not always!!!), so after you land, you do
S.Jab -> S.Short, S.Jab -> S.Short, S.Jab XX Super Rushing Punches.
Put a delay between S.Jab and S.Short in order to have them
continually bounce the enemy.
Stolen Powers Section
Most of the powers stolen will not provide particularly interesting
combos. Most are pretty basic (do Ken’s Dragon Punch after a
S.Roundhouse, a Berserker Barrage after a C.Strong, etc.). There are
only a few particularly noteworthy ones:
-Steal from Dhalsim
- AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab -> S.Strong XX Strong-
Yoga Flame, S.Roundhouse /\ [Any Air Combo]
- AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab -> S.Strong XX Strong-
Yoga Flame, Super Rushing Punches
-Steal from Charlie
- D.S.Jab -> S.Strong XX Roundhouse-Sonic Boom, Roundhouse-Sonic Boom,
Roundhouse-Sonic Boom, etc.
**Note: Yes, this is an Infinite Combo. At any point, you can tack on a
dashing combo after a Sonic Boom (and you can end the dashing combo
with a Roundhouse-Sonic Boom and keep the Infinite going! Or you
can simply tack on a Super Rushing Punches after a Sonic Boom.
-Steal From Ryu, Chun Li, Bison, or Storm
- Get a screen away with enemy in corner. Throw a Short-fireball and hold
Towards on the controller. AS SOON AS Rogue starts walking, jump forward
and hit all three Punches to Air Dash forward. Do an A.D.Short ->
J.Roundhouse and land with your favorite Dashing Combo from there!
-Steal from Juggernaut
- D.S.Jab -> S.Strong XX Short-Earthquake, Short-Earthquake, Short-
Earthquake, etc.
**Note: Hmm… seem kinda familiar? This works just like the Infinite with
the Sonic Boom and, again, you can do a Dashing Combo or a Super
Rushing Punches after an Earthquake. Actually, check out the
Insane combo section to find out what you can REALLY do against
Juggernaut…
-Steal from Gambit
- Have enemy in corner. Kinetic Card, C.Short (OTG) -> C.Strong XX Super
Rushing Punches
-Steal From Akuma
- Raging Demon, C.Short (OTG) XX Super Rushing Punches
- Raging Demon, C.Short (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward XX Power Drain
Insane
-
It’s the Anti-Juggernaut Bonanza!!! Here is where you can really test
your finger dexterity and your ability to improvise! When you steal
Juggernaut’s Power (the Earthquake) and then get Juggernaut into the
corner, you can have some serious fun because you can pretty mix between
five different Infinite combos on him, switching between them randomly.
Trying to continually switch between these and keep the combo going for as
long as possible is a true test of your dexterity and ability to change
into different things, not being just able to do combos because you’re so
used to the sequence.
Okay, so once you get Juggernaut in the corner, here are the stuff you can
do to him:
- D.S.Jab -> S.Short -> S.Strong XX Short-Earthquake
- D.S.Jab -> S.Strong
- J.Short -> J.DN.Roundhouse
- AD.J.Short -> J.Strong -> J.Roundhouse
- Plain ol’ Short-Earthquake
However, not all five of these can lead into each other easily:
- can be followed up by any of the other ones easily, including itself.
- is most easily followed up by 1) or itself, or by buffering the S.Strong
into a 5). The other two Jumping Infinites are hard to do after this
one.
- That one is best followed up by itself. However, when trying to change
into one of the other ones, it is most easily followed up by 5), and
the going into the others. It can also be followed up by 1) and 2), but
more difficult.
- The Air Dash one is hard to use frequently, as it is the most difficult
to pull off. It’s safest to do just two in a row, because by the time
you try a third one, Rogue has usually fallen a bit too far away (plus,
the Air Dash infinite is just difficult to do without "cheater"
controllers; i.e. stuff with Punch x 3 and Kick x 3 buttons easily
accessible for instant Air Dashing). It’s most easily followed up by 1)
and 2), but if you dash from too far away, the Earthquake won’t hit! So
following this one up with repeated 2)'s is safest to get yourself back
into position.
- Followed up by anything, including itself.
So essentially, Rogue can just forever mix between all five of those
Infinites, beating the stuffing out of Juggernaut forever. Basically,
get Juggernaut dizzy once, and then just do it forever (there are no
redizzies in this game, so pummel on him until he dies!!!). See how
many hits you can get before you mess up!