XvsSF thread

Heh, no problemo, chief. But, yeah, Very few moves are like Wolverine’s s.strong(In fact, his s.strong is kind of glitchy, in other ways too), so usually pressing Down during a move wouldn’t make any difference… Just for him. Good luck with the combo, of course. As another option during it, there are a few easy ways to Throw Reset while doing it…

You can do s.jab -> s.strong -> s.forward -> s.forward, and then throw them when they land(This one is probably the most reliable.), or just s.jab -> s.strong(Down Cancel), throw… Wether you use his Strong throw or Fierce throw is up to you… Both do about the same amount of damage, but his Fierce throw keeps them in the corner for when they wake up, and if you’re quick, you can Dash and OTG after his Strong Throw, provided they don’t roll… Which, if they do, you can do Roll Mixups/Resets, ect. Pretty much a preference call.

I wonder how long it takes to master this combo. Because the main part is timing the down action and the Jab, I use the Fierce Berzerker Barrage to set up the infinite instead of using the air combo, since it’s easier. I can only chain up to 3 or 4 times of Jab and Strong before Ken lands on the ground. I wonder if it’s because the Berzerker Barrage set up doesn’t work, or I’m too slow.

As long as you mash the Fierce Berserker Barrage all the way(Not the super, right? The super works too, but just checking), it should work… You probably just need to speed up the timing… Try pressing down a tiny bit earlier, while still keeping it precise.

Like I said, it’s not as easy as some of the ‘Standard’ infinites, but it’s all good.

Yes, the normal special move, not the super.

Well, it certainly looks like this is one example of a combo where timing is VERY critical.

Critical Timing is relative, chief. I’d say that inf has a good 5 frame window, or thereabouts, with a bit of flexibility. It’s just that you’re not used to requirements of that level yet. Once you get that down, there’s harder stuff… And stuff harder than that… And stuff harder than what ‘I’ can do(What I can do consistently, anyway)… :karate:

Just be happy two-step timing is all ya gotta deal with(Timing the Down, and timing the Jab), it can get way worse… Aie. Won’t even get started on Hail Storm, which is ‘random’.

i would love to but i dont even have the internet. when i do go to my buddys house next time i will try to get on and look you up. ther are a couple of other people who what to play me. in due time kids, in due time. hopefully within the next month. we dont really play too much anymore.

anmian, you can do a variation of the wolvie inf.

OTG then [s.strong(cancel w/ down)]

just alternate the s.strong and down move!

Yup yup. Depending on how heavy they are, you can do lots of things to play with it… Like s.jab -> s.jab -> s.short -> s.strong(Down Cancel), ect. You won’t neccessarily be able to do [ s.jab -> s.jab -> s.short - >s.strong(Down Cancel) ] as an infinite by itself, but you can mix that in with things like [ s.strong(Down Cancel) x N ], which you can use to lift them up higher with a few reps, and things like that 4 hit rep to bring them down, ect ect. It’s fairly easy to FSD while doing stuff like that, so it helps to have a gameplan for when that happens. What I ussually do, is immediately go into s.fierce -> c.roundhouse xx SJ, sj.jab -> sj.short(Slight Pause) -> sj.dwn.forward -> sj.roundhouse / Ect.

you are right prozac, that is an easy FSD combo. about FSD, my friends are confused when FSD occurred, i was just telling them that they could launch em already. What are the signs that FSD occurred??

the signs that FSD occured = your character getting slightly pushed back(in FS you don’t get pushed back)… thats the most noticable thing, thats the best way you can tell FSD just occured i think

pretty confusing huh?? it was really hard for me to explain it to them. for example, there is a big difference between juggling your opponent w/ a j.lk,j.mp,j.mp,j.mk AFTER FS occured and NO FS. it was hard for them to tell, but i can do easily. Any more FSD rules?? it’s really confusing, here in my location, i am the only one who can do FSD. WTF??!

Basically, it’s hard to tell unless you’re getting pushed back. There are other signs(Like, the yellow splash mark on the ground from them ‘bouncing’, without them touching the ground), but those signs aren’t always reliable. Next best bet is pretty much an educated guess. If you’re confident of your own timing, and you’re doing a repetition of something that ussually causes FS, do a few and then launch. However, as long as it’s a ground combo, then yeah, Pushback is the easiest way to tell.

Storm :slight_smile:

I looked around this forum and didnt see much info about storm and ive recently seen alot of good storm players,and i’m just wondering if any of you guys can post some good storm combos/inf. :pleased:

there was a recent post for storm.

Are you sure you’re talking about X-Men vs Street Fighter, ToXY? This is an XvsSF thread, and that combo is very present in Marvel Super Heroes. It ‘is’ there in XvsSF, but it’s not an easy, or an intermediate combo, it’s a tricky, hard combo. It has nothing to do with crouch cancelling the s.strong(Or anything else), but uses FSD(Flying Screen Deterioration), to get rid of the rules that don’t allow you to super jump after that air combo. Flying Screen and FSD are discussed earlier on in the thread. After you do an air combo with FS, you can juggle them, FSD, and then use his s.roundhouse to launch them and then follow them back up.

here’s something i want you guys to test

i think this might be a Storm infinite:

setup:

s.lk, s.mk, SJ cancel, SJ.lk, PPP lk, mk, land,

infinite:

[dash s.lp, s.mp XX SJ forward+lk, PPP, lk, mk, land, SJ forward+lk, PPP, lk, mk, land] repeat

notes:
*s.mk, SJ cancel to SJ.lk is really fast/low
*PPP = airdash. obviously the SJ.lk, PPP, lk parts are really fast too.
*the dash s.lp,s.mp lowers the opp, while the SJ XX Dash chains makes him go higher

i don’t have the capacity to do more than 3 reps of that stuff right now. at the moment, the combo is too fast for me. i don’t have the time to really work hard at it either, so i’d appreciate it if someone tried it out.

Tried it, it works… Tried it on Cammy/Chun and on Shotos, and got it to work on both, but of course, I’d assume it wouldn’t work as listed against someone like Mag or Jugg.

Something to note: Her c.jab sends them a little higher when used as a juggle than her s.jab, so if you have problems with them getting too low, you can try to change over to c.jab. It’s not an easy way to do it, however, as it has some difficult timing also.

Btw, I may not be randomly posting about everyone’s strats, but I still keep an eye on the thread, people. :karate:

great! thanks a lot! :smiley: is this a new infinite or did someone find it before i did? XD

btw i tried the combo on Cyke. uh.

Dont want to spoil you guys thread. but anyway leaveal yea i do that combo. its different ways and easier way to do it . also,i can give you some stuff to add to it. just hit me up on aim or pm. good thread :tup:

what do you do? (i know, i should just PM, but let’s post here in case other people want to see.)

i found that the infinite itself works on standing opponents, without the need to “launch” with s.mk and that doing it on standing characters is much easier. i just tried to do it on mid-air opponents for the thrill of making the world a more difficult place. :smiley:

other infinites i found.
VS standing opponents

[s.lp,s.mp SJ cancel->AD forward lk,hk] repeat
[s.lp,s.mp SJ cancel->AD df lk,hp] repeat
[SJ -> AD df lk,hp] repeat
[normal jump -> AD df lk,hp] repeat

they all work midscreen (on Cyclops) and they’re pretty doable. :smiley:
in the corner, they all work on Wolv. of course they can be mixed up and stuff.