Yeah… After-Hail-Storm conditions confuse me too. No idea.
And screw tiers. Storm/Gambit/Cyc have an edge, but can still get scraped hella easy.
Yeah… After-Hail-Storm conditions confuse me too. No idea.
And screw tiers. Storm/Gambit/Cyc have an edge, but can still get scraped hella easy.
thx for reading my stuff, prozac… didn’t think anybody would actually read my faq since it IS at gamefaqs, but my feelings of gamefaqs is that it’s free faq storage after all, and usually never gets lost. i’ve never really ever seen gamefaqs crash.
-i kinda know about floating; i read your previous posts on floating w/storm, before i decided to make the faq. however, i didn’t give too many specfics on how it worked in the faq. but for all intents and purposes, it’s not THAT useful during normal jump(correct me if i’m wrong?)… definitely useful during flying and super jump though.
-never heard about straight up [ LA forward-> redirect LA dn/fwd ] xn as an infinite alone… i always thought the opponent sometimes landed way too fast for it to be reliable… (that’s why when i fooled around w/combos w/storm for match purposes, the best i could go for was mOTG after the LA, then go for the stereotypical air combo) of course, vs light chars, i could see it working… but you mentioned it more-or-less working on all chars, so i’ll have to look into it(don’t have XvSF on my cpu as of right now), thanks for that.
however, i would like to say that storm’s LA stuck in an air combo does horrendously huge amts of damage(and all following LA’s after that do that same high chunk of damage)… this is why even if what you said was true(i’ll still try to test it out once i get the time), i think it’s best to use the inf to transition to the air combo, just for damage’s sake.
-good stuff on elaboration on storm’s flight; i actually advised that the storm user not use more than 2 chains before backing off, but you prob know more on her flight than i do; i barely fool around w/it, as my storm is based more off of xvsf style runaway and mvc2 style rushdown. but my storm flight is sorta like mvc2 sent, where i keep it short and simple. i’ll rush for maybe one string(ad.dn.fwd.short-> fierce, float, fierce), but if it gets blocked, i’ll cancel to ad.back.dn, throw out strong(since it becomes a LOT better during flight), then unfly. i don’t push too hard when in storm’s flight. if it does connect, air-dash down/forward, then short-> fierce xx unfly/ ground combo to inf.
-(for those that didn’t read the faq)because storm’s LA inf does not cause flying screen, you can launch after it; this enables you to do really flashy(but practical) storm combos; here’s one of my faves(midscreen, works vs anyone except juggs, wolvie, cammy, chun, and dhalsim; these 5 all have dif midscreen setups), and does 90% damage plus dizzy:
d.c.jab-> s.short-> s.roundhouse/\ sj.up.fwd.jab, sj.up.fwd.jab-> sj.up.fwd.short xx LA1 forward-> whiff LA2 downward-> redirect LA2 down/forward(will hit)-> LA3 forward(will hit)-> whiff redirect LA3 down/forward/
(you should be in corner now, so)
LA1 upward-> whiff LA2 down/backward-> redirect LA2 downward(will hit)/
[ LA1 upward-> LA2 downward/ ] xn(i usually leave the inf out, but you can throw a few reps in here if you want)
s.strong-> s.roundhouse/\ sj.up.short-> sj.up.fierce,
[ sj.up.fierce-> sj.up.roundhouse ] x5, sj.up.fierce/
[ j.short-> j.forward-> j.fierce-> j.roundhouse/ ] x1-2,
c.strong(otg)-> s.forward-> s.roundhouse
to close, i didn’t put this combo in the faq, cause it’s mainly for flash, but this is storm’s double-hailstorm combo; works only against cammy(maybe chun?), on police-van stage:
-make sure you’ve cornered cammy on the left side, and the police-van hasn’t sustained any hits yet:
(optional jump-in or flight combo)/ d.c.jab-> s.short-> s.roundhouse/\ sj.up.jab-> sj.up.short xx LA1 forward-> LA2 forward-> whiff LA3 down/backward-> redirect LA3 downward/ (cammy hits van)vert typhoon(otg), hailstorm(cammy hits van), whiff ad.dn.fwd.fierce/ j.short xx LA1 up/forward-> LA2 forward-> whiff LA3 down/backward-> redirect LA3 downward/ (cammy hits van) hailstorm
-this combo’s hard, mainly due to the timing you need to make the vert typhoon jack cammy into the air, and NOT otg; the instant storm lands from the downward LA3, do the vert typhoon. right after hail finishes, while storm’s still in the air, airdash down/forward and whiff fierce so you land; jump forward, and the rest should be cake. (btw i have a kawaks replay of this combo, as well as all of storm’s midscreen air combo setups; if you want them, i can post them)
-btw, i believe someone asked about hailstorm stuff? i think the deal w/storm after hail is that she’s considered in a normal jump(this is based upon what i’ve experimented with storm); so you can throw out normals, specials, do an air dash, etc. try air strong after, it’s fairly good, just to control space. or just do nothing and land; she’s relatively safe anyways, and falls pretty fast. might be able to do her lightning storm super, but i never bothered; why do so, as it’s not practical? depending on who you play against, it’s not bad to go into flight right after hail. or if they were right next to you when hail started, when it finishes, you can do an airdash down-forward and start some rushdown offense right there.
The question was if she was able to do ‘anything’ on the way down. Sometimes, on the way down from her Hail, she can’t do ‘anything’. Sometimes, she acts as if she’s in Normal Jump mode.
Also, about the infinite, yes, it works, on Juggernaut, ‘Midscreen’ even. There’s ‘that’ much lee way. This is why it’s so easy, because on normal characters, in the corner, you have a world of time to get the lightning attack to come out(It’s not like you can s.strong instead and screw it up. S.strong… Oops… xx Lightning attack! Bingo!), and as I said, it doubles as a function to run down the clock.
However, because it’s stupifyingly easy, it’s a horrible way to play. Takes the whole point out of the game. Flashy combos = Better. And there are other ways to link Hails, more than 2 times.
Oh, and some more Fly Tips… Flying is really the only thing I find Fun with storm… I’m pretty good with it in ‘cades(I get trashed when I try Flying tactics online. =/ ). Her f.short is a great way to pester people, especially people that you catch in the air… By float cancelling it, you can stay on grounded opponents indefinitely without ADs, and you can Guard Break airborne opponents with it, chase blocked f.short series’ with Air Dashes, Air Dash behind them to cross them up(Into f.short juggles into Lightning Attack into Inf into Dead, ect), or tick them into an air throw, ect ect. Also, instead of retreating after a blocked rush chain, you can move above them by doing an AD Up/Towards. Depending on the character, this can be one of her best moves to cross them up while they attempt an AG Cancel to counter you.
someone teach me Gief and cammy :sad: already getting to storm n charlie as my first team n i wanna try gief cammy as the second one n forget bout magnus for now… please someone teach me these chars (already tried gamefaqs n nuthing on both of them) only bout storm… good stuff! n great thread
Prozac:
Hmm, i’m pretty sure everytime i played, that i was able to throw something out with storm before i landed from hail. maybe the us version of xvsf that i was playing on w/kawaks was messed up, but i’m pretty sure about it. if i “autofired” the hail when playing against the cpu, i would get a fierce coming out everytime. only when i stopped mashing prematurely and didn’t press anything would i get nothing coming out.
Now that i think about it, it is possible to get a hailx3 combo; you just need to start the combo with a vert typhoon, then hail… is there a way i don’t know of to combo into the hailstorm vs any character without the need of the police van, and is guarenteed? and is there a possible hailx4 combo?
for storm, i mainly use her infinites(or her air combo to setup into it) to push the opponent into the corner; even if i’m not going for the infinite, you can still get better damage with storm in air combos in the corner(if you s.strong-> s.roundhouse relaunch like me). i could see why infinites are frowned upon a lot of ppl who play xvsf… some of them are just disgustingly easy, that anyone can do them.
i like your flight tips on storm… keep posting…
Neo_Slasher:
can’t help you too much on gief and cammy(i would like to learn about them too, as no one’s posted stuff on them yet), but i do have one small tip for gief; if you mash hard(not rotate the joystick; mash) during gief’s spd and fab, you can make him spin faster during the piledrivers, and thus do more damage. this is different from the following vs series incarnations where you had to rotate the joystick to increase the damage, and the increase-damage feature was confined to only the fab, not the spd.
btw, random reoccurring thought of mine(dunno if it’s old):
you can combo into magneto’s magnetic tempest w/o the use of a hyper grav or throw… try this on cyke:
c.short-> c.fierce/\ sj.roundhouse xx airdash down/forward, sj.forward/ s.roundhouse(1 hit) xx magnetic tempest
extremely hard, because you need to find the right timing so that cyke’s as high as possible before you do the s.roundhouse, but if you immediately cancel the s.roundhouse, it will combo; i’ve done it before, but not very consistent with it.
zangief is too slow, so you should play him safely. When rushing, always use his j.fierce(neutral) and his 3k move (is it a lariat??). This always out prioritize other moves. Also, you should learn about his infinite. He can perform it anywhere on screen. There are also many variations of his infinite. About cammy, she’s a nice character because she’s fast. Abuse her c.lk and her cannon drill. Also her combos are also nice. Her qcb+3k super is the best (like maximum spider) LOL!
Hi guys I’m new here. I’ve just been to Dark Addictz Download site.
I found a Wolverine redizzy combo. Assuming anyone knows this combo, or have that video, just wondering, how does it work? I’ve tried it numurous times, and it doesn’t work. From the video, I see a C.Strong -> S.Roundhouse, then SJ.Jab -> SJ.Short -> SJ.Strong XX Horizontal Drill Claw -> SJ.Roundhouse, S.Short
And the redizzy part is: S.Jab -> S.Strong (repeatedly)
I just cannot get it to work. Any tips? Of course, I’m not learning these to win. Just for fun.
Sorry another question. I also downloaded a match. In that match, I see the Wolverine player did a very weird looking combo.
Basically, he did a C.Strong -> C.Roundhouse. After that, he can actually jump up (normal jump, not super jump) immediately and perform an air combo. I’ve tried it too, and I cannot get it to work as well.
hey prozac, i see you were exploring flying screen as well, i sat down for a few weeks one time and worked it out, i think i’m right, you prolly know it too, but lets compare notes or something hehe. i dont think there are any exceptions to this rule
i’m gonna talk mvc2 combos because im not too confident on my xmen knowledge, but hopefully you understand what i’m saying.
a starter being either a launcher or an air to air hit
Flying Screen example 1 (magneto vs air) : sj.lk, hk, ad df hk (FS)
Flying Screen example 2 (magneto vs ground) : launch, lk hk
No Flying Screen example 1 (magneto vs air) : sj. hp, ad df hp
No Flying Screen example 2 (magneto vs ground) : launch, hp
example 1 (mag vs air) : sj lk lk hk (fs)
example 2 (mag vs ground) : sj ad df lk lk, launch, hk (fs)
example 1 (NO FS) mag with sent ground vs ground - call sent, trijump hk, c.lk (drones hit), trijump hk, launch hk
example 2 (FS) mag with sent ground vs ground - call sent, trijump hk, (drones hit) trijump hk, launch hk (FS)
the difference is… one of these has a grounded hit
example 3 (no FS) storm with psy assist vs ground - launch + psy, hk xx airdash down whiff fierce (psy hits), launch, sj hk
example 4 (FS) storm with psy assist vs ground - launch + psy, hk xx airdash down whiff fierce (psy hits), sj hk
the difference again being a grounded hit
example 5 (no FS) storm vs ground - s.fierce, (sj ad df lk, lp lp hp) x n, launch, hk [this is shown in my next episode video]
example 6 (no FS) mag vs ground - [s.hk xx sj xx ad d lp] x n, launch, hk
example 7 (FS) mag vs ground - [s.hk xx sj ad df lk lk] x n, launch, hk
so the ground hit only resets the state if its ONE hit
this explains the example infinites you listed before as well…
hope this was informative and if you have anything to add i’d love to hear it, FS is interesting to me hehe
btw im a big fan of yours =D
Good stuff, good stuff…
As for the Storm Hail thing, I tend not to mash on… Well… Pretty much anything but Charlie’s QCF+PP Super. With ‘no’ mashing, Storm’s Hail is unpredictable after the fact. I ‘do’ find that mashing it makes it a little more reliable to let you do something after, but all the same, why it’s unreliable if you don’t mash it escapes me.
Also, Gief is ‘really’ fun to use, heh. Someone mentioned his neutral j.fierce, and that’s key. It’s one of the most ridiculously over prioritized moves in the game, and when combined with Gief’s low, relatively fast jump… Makes it very dangerous. However, I wouldn’t suggest doing his 3K lariat out of the blue. Do it sometimes, sure, ussually when they’re above you… But it’s better to do his j.jab first, as Air vs Air, then do the Lariat. Connecting a j.jab should lead to big damage. Basically, I do something like -
j.jab xx Kick Lariat(Towards) / c.strong /(SJ Towards them) sj.short -> sj.forward xx Kick Lariat(Away) / c.strong /(SJ Straight up) sj.jab xx Kick Lariat(Neutral command, which makes him go towards them) /
That setup after a c.strong(SJ into them, Lariat away, SJ Up, lariat towards) puts you on the ground right where you want to be as they come down from the last lariat, for either reps of his inf(You can do either [ c.strong /\ Air Combo -> Lariat away / c.strong /\ Air combo -> Lariat Towards ] or [ /\ j.jab xx Lariat Away / /\ j.jab xx Lariat Towards ], whichever you prefer), or for FAB setups(Way more fun). One of his best ones is a deep s.roundhouse(One hit) xx Jab Banishing Punch, FAB(Should come out right before they land). For another setup, finish with his 3P Lariat instead(Will set FS and send them flying up.), then land, jump straight up, and do [ /\ j.dwn.forward(Knees) / FAB ]. Also, you can tick into it… Knees work well here, but the Splash(j.dwn.fierce) and an Air vs Air blocked Jab in the corner, are both decent options too. Also, after a Kick Throw in the corner(His bite throw), you can do s.jab(Pause) xx FAB on some characters. (No FAB setup with Gief is fool proof, though(s.strong juggle in the corner, xx FAB, comes close though.)
Other Gief tricks… Vs Cammy/Chun, you can follow up a Fierce Throw in the corner with a j.jab… Into his combo craziness, ect. He’s got a funky air combo that works on most people, though it helps for the lighter characters to be in the corner… Great for style points… [ c.strong /\ (SJ Towards) sj.short -> sj.forward xx Kick Lariat(Away) / c.strong /\ sj.short(Early), sj.jab -> sj.up.strong(Headbutt), sj.jab xx Kick Lariat ], The tricky timing is in doing the sj.short early and then linking the sj.jab after it. The lariat setup is important so that they’re high enough to start with. There’s actually an infinite with this vs medium to lightweights… [ c.strong(Juggle) /\ sj.short, sj.jab -> sj.up.strong, sj.jab -> sj.up.strong / ] xN.
Somebody else mentioned a Wolv Redizzy combo… Sure you didn’t mean a regular Wolv Dizzy combo? Redizzy combos mean 2 dizzies in 1 combo, and, you can’t do that in XvsSF. However, the corner combo that dizzies them(I’m guessing it was the BlazeD match, he loves that s.strong shiz. =o ) is S.jab -> s.strong, s.jab -> s.strong, ect. In order to get it to work, you have to tap down about 3/4ths of the way through the s.strong. It’ll cancel the move, and then you can do the s.jab sooner. That’s probably why it wasn’t working for ya
In any case, the c.roundhouse combo you’re talking about actually ‘does’ use a Super jump… They don’t go very high because they use his sj.dwn.forward, the divekick, which brings them back down… And they don’t go up very fast, because they land several attacks on the way up.
And eKiN, you crazy bastard. That looks like it’s pretty solid. IT’s odd how Launchers count as those neccessary hits, and ‘also’ reset the FS Requirements, but it does make things add up. Case closed, I guess. :tup:
Oh, and if Player 2 had infinite life, there’d be a way for Infinite Hails in a combo.(What’s that tell you. =o ) But, I can’t go dropping my combo secrets yet. Be patient. =]
Dont forget that Rogue has an edge too Hehe.
I didn’t even say Charlie had an edge, chief. Those three are easy to pick up… But I seriously think all the other characters can rock just as hard in the right hands. Like Charlie/Rogue.
Thats the thing I love about this game though. This game has obvious top tiers, but any character has a chance in that game.
Kid, what do you wanna know??
lol, i was joking around. I know a whole hell of alot about rogue. If you are down for some xvsf matches hit me up on aim feartetsuo.
the game is so broken that it is balanced!!!
For Wolverine’s dizzy combo, I still had absolutely no luck at all. I can’t connect the Strong to another Jab.
Any tips?
Try this, anmian.
With them in the corner, walk up to them(Not during a combo or anything). Then, do s.strong, and right before it ends, tap Down(Don’t hold it, just tap it, very quickly, during the end of the s.strong move). Then, do s.jab. If you did it right, it will be a 2 hit combo. If it doesn’t work, here’s what you may be doing wrong…
One: Pressing down too early. If this happens, the jab probably won’t be coming out at all.
Two: Pressing jab too soon after pressing down. Down cancels the move ‘very’ quickly, so most likely this isn’t it… Just make sure that you’re precise, and tap down quickly, let go, then press Jab.
Three: Pressing down too late. If this is the case, the jab will probably come out, but it probably won’t be a two hit combo.
Once you can do this(His s.strong, Down Cancel, s.jab 2 hit combo), you can do his Infinite. That’s all there is to the infinite. Some basic info on it…
It has to be as a juggle. It has to be during FS(I.E., the state the game puts you in after some moves, where you don’t get pushed back from any attacks except for OTG attacks, ect ect). It has to be in the corner. It has to be done quickly(The faster, the better. It’s pretty hard to do this infinite ‘too fast’. It’s very easy to do it too slow). And, probably the hardest part of the infinite, is that you have to be precise with when you press down(If you hold down too long, and you do a crouching jab by accident, the infinite is automatically over, ya messed it up. Press it too soon, the strong doesn’t get cancelled, and it’s over, ya messed it up. Press it too late, and you might be ok, as long as you make up for it by doing it really fast a couple times.)
Hope that helps. =)
Cool! While I have not succeeded in the infinite, but I CAN now connect the Strong to the Jab. Thank you so much! Gracious me! I wonder who came up with this combo. I didn’t even realize that tapping down actually makes a difference. I know everything about flying screen, OTG etc, but this is really new to me.
Ok back to practice. :tup:
Oh yes Prozac! Now I realized why it didn’t work the previous time! Let me just demonstrate to you how bad my English is.
I hereby quote one of your previous replies:
I realized it’s because I misinterpreted your message. When you say tap down, I thought you meant press the Strong button, but instead of pressing it fully down, only press it 3/4 down! In fact I was already wondering if this really makes any difference, and I’m silly enough to try it all along before you post it the second time!
LOL!