The Complete MARVEL SUPER HEROES Combo FAQ Written by James Chen e-mail:jchensor@ucla.edu jchensor@delphic.com Version 2.0 Table of Contents: - What's new in this version - Intro - Combo Types and Descriptions - Multi-Hit Moves - Special Moves/Infinity Combos - Special Move Cancellation - The Magic Series - Basic Rules - Ground Magic Series - Air Magic Series - Dashing Combos - Air Combos - Launchers - Super Jumping vs. Regular Jumping - Tips On How To Perform - Off-The-Ground Combos - Gem Combos Specific Information For Each Character - Definitions of each part of a Character Description - Captain America - Spiderman - Wolverine - Psylocke - Hulk - Ironman - Magneto - Juggernaut - Shuma Gorath - Blackheart Combo Limitations WHAT'S NEW IN THIS VERSION(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 Marvel Super Heroes, Capcom's second installment in the combo-filled X-Men Fighting Game Series. Once again, Capcom has managed to pull off a game with the coolest, oddest, and weirdest combos of any fighting game. In MSH, Capcom has added some restrictions and made a much more structured system of combos but, amazingly enough, still allow people to create some pretty awesome combos! And this FAQ is designed to help you perform and create your own combos and impress your friends and destroy your enemies. So read on and, hopefully, you will find this helpful in pulling off awesome combos so that you too can do combos as awesome as the ones in the attract mode of Marvel Super Heroes! 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 or in any other places you may be able to locate it. It may be a good idea to find that FAQ first because the names of almost all the moves I have used in this FAQ were obtained from that FAQ. 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. Also, for clearest reading of this FAQ, it is best viewed with a type-writer font (example: Courier on Mac-based Word-Processors) with 1.0 or smaller left/right margins and in 10 point or smaller (but not larger). ============================================================================== COMBO TYPES AND DESCRIPTIONS There are many different kinds of combos in Marvel Super Heroes. This section here will list the different types of combos you can perform. All of these types can be combined with each other to eventually form combos that will render your opponents unconscious as well as impressing your friends. -=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 example moves of this are Shuma Gorath's Standing Roundhouse, Hulk's Standing Roundhouse, and Blackheart's Standing Roundhouse. They require no skill and they don't look impressive, but they count as combos anyhow. -=Special Moves/Infinity Combos=- Not any 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 and Infinity Combos are Shuma Gorath's Mystic Stare, Wolverine's Tornado Claw, Berserker Barrage, and Weapon-X, Captain America's Final Justice, and Ironman's Uni-Beam and Proton Cannon. -=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. 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 the SF series, you could only cancel certain specific normal moves. For example, in Super Street Fighter II Turbo, Ken could cancel a Crouching Forward into a Hadouken but could not cancel a Standing Roundhouse into a Hadouken. Also, you could only cancel them if you made contact with the enemy with the move (whether they got hit or blocked it) and only in certain animation frames. For example, Ryu could cancel his Crouching Fierce only if he hit the enemy with the first hitting animation frame and he canceled it on that frame. He could not cancel the Low Fierce if he hit with any frame later than the first one. 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! 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! -=Magic Series=- Capcom continues to use the same Chain Combo system as in X-Men for MSH. For MSH, the Magic Series once again comes into play determining how many hits a character can get in. Basically, the Magic Series is a system in which the fighters are allowed to cancel a normal into another. For each character, there is a specific set of rules for their Magic Series on the ground. Also, Regular Jumping Magic Series are also different for every character. However, 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 have to 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 or you cannot cancel it with the Roundhouse. 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: On the ground, you can start a Magic Series and continue it with either standing or crouching moves. For example, with Shuma Gorath, you can cancel a crouching Strong with a crouching Roundhouse OR a standing Roundhouse. 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 Psylocke, you can do a Jumping Fierce into a Jumping Roundhouse OR a Jumping Fierce into a Jumping Up Roundhouse (holding up gives you a different move). Regular Jumping Magic Series are good way to begin really long combos. Most people can get two hits from Regular Jumping against a grounded enemy before they land but some can get even more than that. Spiderman, for example, can get up to four hits against large enemies during his jump before landing and then continuing the combo with hits on the ground. The trick to mastering Regular Jumping combos into Ground Combos is learning how long to pause in between the jumping moves and the ground moves. For example, if you want to do a Jumping Jab into a Jumping Roundhouse, land, and do a Crouching Short into a Crouching Roundhouse with Spiderman, you have to hit the first two buttons, pause for a fraction of a second, and then hit the next two buttons. The pause must be very short. But why do you have to pause? Well, since Spiderman can get three to four hits in from the air, you must use a longer pause if you only want to do two hits in the air. Pausing after the first two hits lets Spiderman land, letting him do the next hits from the floor. If you do not pause long enough and hit the first button from the ground combo you are trying to do, Spiderman may do that third hit in the air rather than on the ground and throw off your ground combo timing. In some cases, the pause almost needs not be there. It depends on the character you are using. If you use Captain America, who can only GET two hits from the air, you need not pause at all after the two air hits since he lands too fast for any third hit to come out. Rules for Super Jumping Magic Series: This is perhaps the biggest change from X-Men to MSH. The way Magic Series work while Super Jumping has been simplified highly: everyone has the same Magic Series: 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 Jumping Jab into a Jumping Roundhouse OR a Jumping Down Roundhouse (by Down, I mean holding the controller in the Down position). -=Dashing 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. 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 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. 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. A really difficult skill to learn is initiating Dashing Combos after a Regular Jumping Combo. It is possible to, after doing a single OR multi-hitting Ground Combo, to dash after you land and quickly continue the combo on the ground from the Dash. However, it is MUCH easier to do this if you end the Regular Jumping Combo with a Fierce or Roundhouse, as these buttons make the enemy reel longer, giving you more time to dash and attack. For example, it is possible for Wolverine to do a Jumping Fierce, land and do a Dashing Standing Jab into a Standing Fierce for a three hit combo. This allows you to get even more hits off of the ground after Regular Jumping combos, giving more hits and more damage. To do the Dashing Combo after a Jumping Combo, the best method is this: after you hit the last button in your Regular Jumping magic Series, do the joystick motion for the dash after you hit that button and hit the first button of the Ground Combo right after you finish doing the dashing motion. Remember, though, to try and time it so that you finish the Dash joystick motion RIGHT when you character lands. This is difficult to do and should probably be one of the later things you try to master. -=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 lost games. Messages like, "Down, Up for a Super Jump. Do combos even in the air!" or "After you knock opponent into the air, follow up for an air combo!" or something like that will appear. Even though they existed in X-Men, hardly anyone knew about them and only a few characters could really use them in real combos that were useful. However, 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 a hit air-borne 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 a Super Jumping enemy; c) regular jumping at an opponent who is also regular jumping or near landing from a Super Jump. The two different types of Air Combos are, simply enough, Super Jumping Air Combos and Regular Jumping Air Combos, although the difference between them is minimal. First, the set-ups: 1) Launchers: In X-Men and in MSH, there are moves that I have called "Launchers" that, when they hit, will smack the opponent and launch them off their feet. There are four kinds of 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) Straight Launchers: ones that launch the enemy clear across the screen; 3) Small Launchers: ones that knock the opponent just slightly up off the floor; 4) Air Launchers: ones that launch enemies straight up and sky high only if the enemy was hit out of the air. The first one is the most useful one. The second cannot be used for combos (none that I know of so far), and the last two can be used together. The Straight Up Launchers are by far the most useful for they knock the opponent right into the range for an air combo. The opponent, flying through the air, 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 their way down. The Small Launchers and Air launchers can be combined to initiate Air Combos. Since Air Launchers can only launch people if they hit them 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. 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. In X-Men, you actually had to do a Super Jump motion (Down, Up) but in MSH, you merely have to hit any of the three up directions to send your character flying (which is why it's so easy to accidentally super jump in the middle of a ground combo you are trying to perform just cause you barely moved the joystick to an Up position). Also, in X-Men, you could cancel normal moves into Super Jumps ANY TIME, including when the opponent blocked your move and when you whiffed the move. In MSH, you can ONLY cancel your move with a Super Jump if it HITS the enemy. So after you hit the enemy with Launcher, immediately jump forward upon contact (this will make you Super Jump even though you just hit Up) and start your Air Combo. 2) Super Jumping: When your opponent Super Jumps, 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 for you to hit him. 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. Secondly, the different 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 "Combo Finishers," reminiscent of Killer Instinct. The Combo Finishers for Super Jump Air Combos are merely the Fierce and Roundhouse buttons. 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 (with the exception of Ironman but read his section to learn more). 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 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. For example, instead of hitting Fierce or Roundhouse in the previous Wolverine example, you canend the combo with a Drill Claw. This allows you to get some pretty wacky combos out (check out Psylocke's section for the best). Note: If you Super Jump and start a combo with Fierce or Roundhouse, they will not launch 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. 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 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 normal moves with Super 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: One of the problems I've noticed many people have is the reaction of landing a Launcher. Since people block moves so often, you're never really sure when you actually hit the enemy. Once you successfully hit the enemy with the launcher and you notice you connected the hit, you yourself may be so surprised the hit connected that it is already too late to Super Jump and hit the enemy before he finishes his reel. The solution is simple: when you use a launcher move, cancel the move with a Super Jump (hit Forward Flip) whether or not you know you will hit the enemy and then hit the first button of the Air Combo you wish to perform right after hitting up. If the enemy blocks it, your character will not cancel the move with a jump (as he cannot anymore) and nothing will happen and you can continue the game. However, if the Launcher hits, you will begin the Air Combo because you jump and hit the first button every time. By then, you will have known your combo has hit and can easily finish the combo. Another problem is the connecting of each of the hits. Sometimes, I see people launch enemies into the air and hit the first hits but start missing the others. This could be the result of two problems: 1) Some of the air moves you use aim in the wrong directions so they cannot hit the enemy well. For example, Psylocke's Jumping Strong hits straight up and not in front of her. Thus, sometimes when you are air comboing someone, they end up too far below you so your Strong punch will whiff and the combo fails from that point on. Thus, against smaller guys like Spider-Man, it is better maybe to simply skip the Strong button all together to ENSURE that you can finish the combo. 2) Timing of the buttons is bad. Do not hit each button repeatedly until you see them hit and then go to the next button. I find it is much easier to do Air Combos if you hit each button in the series with a nice rhythmic pattern. Just hit each button in the series one after another and do not hit any of them more than once. Develop a rhythm that works best for you and effectively and you can use this same rhythm regardless of which character you are using. Another problem which I myself encounter is the accidental performing of an air special move. Sometimes, for example, after I launch someone into the air with Magneto and I jump and try to hit them with Jab, I accidentally move the controller from up to forward and THEN hit Jab resulting in a Magnetic Wave Special Move instead. My only advice to this is just be more careful with the controllers and you won't get Magnetic Waves, Shield Slices, Psi Blades, and Web Balls when you don't want them. 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. -=Off The Ground Combos (OTG Combos)=- The newest addition to the combo system of the X-Men series, this type of combo basically replaces the Throw Combos in X-Men. These types of combos are also 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. You can actually prevent yourself from being OTG Comboed if you are aware of them. So what is an OTG Combo? This is a combo where you knock the enemy onto the ground 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 land quickly. During the time before they land and after they are hit, they cannot block anything anymore. 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 up the Crouching Short 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. The reason why this is not a good combo method is because of two reasons: 1) People do not lie on the floor for very long at all so this opportunity is rare. Trying to emulate the Captain America combo usually results in you whiffing all of your moves and Shuma Gorath slides away before you can kick him. 2) Rolling. People can roll when they hit the ground and completely render this combo type useless. After hitting someone with a Stars And Stripe, for example, the character can merely roll when they land on the floor and prevent any follow up. This, out of all the combo systems, is probably the least useful although there are some pretty good set ups for it. -=Gem Combos=- 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). ============================================================================== CHARACTER SPECIFICS Here is a list of phrases and definitions I use when I describe the combos: 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. Also, two numbers will be listed after the Series name in parenthesis. These numbers indicate the number of hits the character can do before he/she lands while jumping in against a small and large grounded enemy respectively. For example, for Spiderman, it will read: ZigZag (3,4) which means he can do a ZigZag Magic Series in the air and can get three hits off against small characters and four hits off of bigger characters. These numbers are all assuming that the enemy is standing and not crouching. If they are crouching, you sometimes can get as many hits and sometimes you may need to reduce the number by one. Safe Air Magic Series: Since everyone's hits in the air hit in different directions, this particular Magic Series I list are safest to do because they work on every character. 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, the best Special Move to use to knock out Gems will be listed in parenthesis. 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. *Note: The last two I have not yet experimented with fully so I will not have them all listed. Combo Notations: -> means use Magic Series XX indicates Special Move cancellation /\ indicates that you cancel the current move with a Super Jump , indicates that no special combo method is needed in between the two moves S. stands for standing C. stands for crouching O. stands for offensive crouching HD. stands for holding down while hitting the button while jumping T. stands for holding forward on the controller (direction you are facing) J. stands for jumping SJ. stands for Super Jumping D. stands for dashing before performing the move (OTG) means this will hit opponent off the ground In corner: means that the ENEMY is in the corner and you are outside. Corner yourself: Put yourSELF in the corner and the opponent outside. 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 sizeable 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 READ THIS NOTE: Unlike in X-Men, there are no different body weights. Everyone shares the same body weights so an Air Combo can work on every character in the game unlike in X-Men. The only exception is body size. For example, before launching Juggernaut with Wolverine, you can do a D.S.Jab -> S.Strong -> S. Forward -> S. Roundhouse /\ Air Combo. However, against someone small like Spiderman, you can only do a D.S.Jab -> S.Roundhouse /\ Air Combo. If you add any other hits, the Roundhouse will miss. Size of characters are: Large (Juggernaut, Blackheart, Juggernaut), Medium (Ironman, Shuma Gorath, Magneto, Captain America), and Small (Spiderman, Wolverine, and Psylocke). -=Captain America=- --Ground Magic Series: Stronger --Jump Magic Series: ZigZag (2,2) --Launchers: S.Strong, C.Fierce --Small Launchers: ?? --Air Launchers: ?? --Safe Air Magic Series: Short -> Forward -> Fierce (Shield Slash) --Sample Combos: 1) D.C.Short -> C. Forward -> S.Roundhouse XX Jab Shield Slash 2) D.C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce 3) D.C.Short -> S.Strong /\ SJ.Roundhouse XX Shield Slash 4) SJ.Short -> SJ.HD.Roundhouse, C.Short -> C.Forward XX Charging Star 5) Jab Stars And Stripes enemy out of the air, D.C.Short (OTG) -> C.Fierce /\ SJ.Short -> SJ.Forward -> SJ.HD.Roundhouse 6) D.C.Short -> S.Roundhouse XX Final Justice 7) Lose your shield. D.S.Short XX Fierce Stars and Stripes *note: If you don't have your shiled, the Fierce Stars and Stripes does 7 hits. --Safe Ground Combo: 1) D.C.Short -> C.Forward -> S.Roundhouse XX Jab Shield Slash *note: no alternate version of this combo is listed because it does enough damage to be a good combo in itself and it leaves you completely safe. -=Spiderman=- --Ground Magic Series: Stronger --Jump Magic Series: ZigZag (3,4) --Launchers: S.Strong --Small Launchers: C.Forward --Air Launchers: S.Roundhouse --Safe Air Magic Series: Short -> Strong -> Forward -> HD.Roundhouse (Short Web Swing) --Sample Combos: 1) J.Short -> J.Roundhouse, S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse 2) Be really close to enemy: S.Roundhouse XX Web Ball. Then try to combo them before they recover from web. 3) D.C.Short -> C.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Short Web Swing 4) Really Close to enemy. C.Roundhouse, C.Short -> S.Roundhouse XX Strong Web Throw *note: Must do this with a slight delay after the Roundhouse. Will grab the enemy RIGHT before he can block right when he starts his downward flight after being knocked into the air. I've done it only about twice but the computer probably just didn't block... otherwise, it almost always blocks my Web Throw. This combo is in the Attract mode so I'm assuming that it DOES work but I haven't gotten it to work officially. 5) J.Roundhouse, S.Short -> S.Forward -> S.Roundhouse 6) D.C.Short -> C.Forward XX Fierce Spider Sting XX Spider Sting (2nd hit) 7) J.Jab -> J.Short -> J.Strong, S.Short -> S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse 8) Against Larger opponents: J.Jab -> J.Short -> J.Strong -> J.Forward, C.Short -> C.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse --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 (3,3) --Launchers: S.Roundhouse --Small Launchers: C.Strong --Air Launchers: ?? --Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Fierce/Roundhouse (Drill Claw) --Sample Combos: 1) D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage (keep hitting Fierce button until to get all the hits), C.Short (OTG) -> C.Strong -> S.Roundhouse *note: Must be in corner to connect the last three hits. It's very odd, though... for some reason, after doing the Berserker Barrage and making it hit with the maximum amount, you can no longer cancel ANY normal moves with ANYthing... Special Moves OR Super Jumps... that's why I do not have you Super Jump after the enemy is launched into the air with the S.Roundhouse because the computer won't let you nor will they let you cancel the C.Strong with a Tornado Claw. I don't know why this is so, but I definitely am positive that you cannot cancel normal moves with anything anymore. 2) D.S.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce/SJ.Roundhouse/Drill Claw 3) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce 4) SJ.Jab -> J.Fierce, C.Jab -> C.Strong XX Fierce Tornado Claw 5) J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Fierce -> Jumping Roundhouse XX Drill Claw (done to larger opponents who are airborne) 6) D.S.Jab -> D.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 diaganolly up after the enemy after hitting Forward kick. --Safe Ground Combo: 1) D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage 2) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce -=Psylocke=- --Ground Magic Series: ZigZag --Jump Magic Series: ZigZag (2,3) --Launchers: C.Fierce --Small launchers: C.Forward --Air Launchers: ?? --Safe Air Magic Series: Jab -> Short -> Forward -> Fierce/Roundhouse (Psi Blade/Psi Blast/Kochou Gakure) --Sample Combos: 1) D.C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Short Psi Blade XX Forward Psi Blade XX Roundhouse PsiBlade *Note: all three Psi Blades can be chained together as long as you perform the next Psi Blade before the first one finishes... do the three Psi Blades ONE RIGHT AFTER EACH OTHER VERY QUICKLY. This combo is WORTH learning as it HURTS!!! 2) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce *Note: Make sure you leave the joystick in the neutral position when doing this combo because if you hold Towards on the controller when you hit Forward Kick, Psylocke will do a weird, slow kick that will not combo. 3) D.C.Short -> C.Fierce XX Psionic Maelstrom 4) D.C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Kochou Gakure 5) Only for Psylocke vs. Juggernaut and Blackheart and Hulk... worth mentioning because it's so cool looking!!!: D.S.Jab -> S.Short -> S.Strong -> S.Forward -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Short Psi Blade XX Forward Psi Blade XX Roundhouse PsiBlade 7) Fierce Throw into the corner, C.Short (OTG) -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Short Psi Blade XX Forward Psi Blade XX Roundhouse PsiBlade --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: ?? --Air Launchers: S.Strong --Safe Air Magic Series: Jab -> Strong -> Straight Fierce (Uni-Beam) *note: aim straight when you do the Fierce at the end. Oddly enough, this does NOT end the combo and the enemy does not get launched anywhere. Knowing this, however, still hasn't allowed me to get anything to connect after the Fierce anyhow. --Sample Combos: 1) D.C.Short -> C.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong, Air Throw *note: this is similar to the combo I see in the Attract Mode. Ironman does the first three hits of his Super Jumping Magic Series and then throws the enemy in the end. I cannot air throw at the end of an Air Combo easily with anyone else other than Ironman. It is very easy to do with him for some reason. Its very bizarre and I haven't figured it out completely yet... will update it when I get the chance. 2) D.C.Short -> S.Roundhouse /\ SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Straight Fierce 3) J.Short -> J.Roundhouse, C.Short -> S.Strong -> C.Roundhouse 4) Fierce Throw enemy into corner. D.C.Short (OTG) -> C.Roundhouse *note: You might be able to tack a Uni-Beam after the Roundhouse, but I'm not sure if it connects or not. 5) D.S.Jab -> S.Strong -> S.Fierce *note: Tack a UniBeam at the end of this everytime. 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 Photon Cannon to finish them off. --Safe Ground Combo: 1) D.S.Jab -> S.Strong -> S.Fierce XX UniBeam 2) D.S.Jab -> S.Strong -> S.Fierce XX UniBeam *note: Unfortunately, I cannot find a combo that can lead to something bigger and, at the same time, can be diverted into a safe combo. Any suggestions would be greatly appreciated. -=Hulk=- --Ground Magic Series: Weak Start --Jump Magic Series: Weak Start (2,2) *note: The two hits in the air can only be done if started with J.Short and ended with J.Roundhouse. Nothing else connects. --Launchers: C.Fierce --Small Launchers: ?? --Air Launchers: S.Roundhouse --Safe Air Magic Series: Jab -> Short -> Fierce (None) --Sample Combos: 1) Get opponent screen away: Dash and then Jump (this will make you jump CLEAR across the screen): J.Roundhouse, S.Short -> S.Fierce XX Straight Gamma Charge XX Different direction Gamma Charge 2) D.C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce 3) In Corner: S.Fierce XX Gamma Throw *note: If not in corner, do a S.Strong instead of Fierce. People can Tech Hit out of the Gamma Throw... really lame!!! 4) SJ.Roundhouse, C.Fierce XX Upward Gamma Charge XX Change direction Gamma Charge *note: For this combo, you have to land RIGHT ON TOP of the enemy for the C.Fierce to hit both times and launch the enemy. After you hit them with the upwards Gamma Charge, charge upwards diagonally again to make second hit connect. 5) D.J.Roundhouse, D.C.Fierce XX Gamma Crush 6) Use Time Gem: S.Fierce, S.Fierce *note: only two hits but this HURTS!!!!!!! 7) Get enemy into the corner. J.Roundhouse, S.Short -> S.Strong XX Short Gamma Charge XX Diaganolly Upward Gamma Charge, Gamma Crush (OTG) *note: this combo will only work if the second half of the Gamma Charge charges diagonally upwards into the corner. Thus, the enemy will land next to you on the floor and the Gamma Crush can peg them off of the ground. If you have Gamma Crush ready, you can do a Gamma Ground Throw (Down, Down + All three Punches). --Safe Ground Combo: 1) J.Roundhouse, S.Short -> S.Strong XX Gamma Charge XX Gamma Charge 2) J.Roundhouse, S.Short -> S.Strong *note: Hulk is safe enough after the enemy blocks the S.Strong... plus, Hulk's normal moves drain energy even if blocked so you come out on top anyway. -=Magneto=- --Ground Magic Series: Weak Start --Jump Magic Series: ZigZag (2,2) --Launchers: S.Strong, C.Fierce, S.Roundhouse *note: The S.Roundhouse launcher only works either in the corner or on a larger enemy (Juggernaut, Blackheart, Hulk). You have to hit them with the second kick (the two kicks combo, though) but it launches the enemy slightly across as well as up so if you hit them with it from too far away, you won't catch up to them with your Air Combo. --Small Launchers: ?? --Air Launchers: ?? --Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Fierce/Roundhouse (EM Disrupter/Magnetic Tempest) --Sample Combos: 1) D.C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse 2) Hyper Grav, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Magnetic Tempest 3) Hyper Grav, J.Jab -> J.Short -> J.Strong -> J.Forward XX EM Disrupter *note: against larger opponents, you can do a J.Fierce -> J. Roundhouse instead of the Magnetic Disrupter 4) Hyper Grav, Shockwave 5) In Corner: Fierce Throw, S.Roundhouse XX Magnetic Tempest 6) In coner, Fierce Throw, D.S.Jab -> S.Roundhouse (2 hits) /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Magnetic Tempest *note: this only works on larger enemies if you add the D.S.Jab. On smaller enemies, I'm pretty sure it works on smaller enemies if you skip the D.S.Jab and start with the D.S.Roundhouse. 7) Hyper Grav, S.Roundhouse (2 hits) /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce *note: Only works on larger enemies. 8) C.Roundhouse XX Shockwave (OTG) --Safe Ground Combo: 1) D.C.Short -> C.Fierce /\ Air Combo of choice 2) D.C.Short -> C.Fierce XX Jab Hyper Grav *note: you only get two hits to react to a blocking enemy, but the Fierce makes the enemy freeze long enough for you to get out a Hyper Grav before they can retaliate... and sometimes, they TRY and retaliate and get pegged by the Hyper Grav! -=Juggernaut=- --Ground Magic Series: Weak Start --Jump Magic Series: Weak Start --Launchers: Holding Towards (direction you are facing) Fierce, C.Fierce --Small Launchers: ?? --Air Launchers: S.Fierce, S.Roundhouse --Safe Air Magic Series: Jab -> Short -> Strong -> Fierce (Don't Know If Juggernaut Splash works) --Sample Combos: 1) C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce 2) 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. Juggernaut Punch is good because its quick. Earthquake is FUNNY because it bounces the guy along the floor. 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. 3) 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. 4) D.S.Jab -> S.Fierce XX Juggernaut Headcrush, Juggernaut Punch (OTG) *note: HURTS!!!! If your enemy has half their energy when you start it, kiss them good-bye!!! You can do the Jab Juggernaut Punch very quickly after the Headcrush so do not wait until Juggernaut is completely in view to do this move. You can also replace the Juggernaut Punch with an Earthquake but the Punch just looks more devastating (I smacked you with a Headcrush, now I'll punch you off the floor AGAIN!!!). You can also replace the Juggernaut Punch with the Juggernaut Headcrush in combo 3. 5) D.S.Jab -> Holding Towards S.Fierce XX Roundhouse Juggernaut Splash *note: you must be RIGHT next to the enemy to do this combo. It is very painful because the Splash does so much damage... almost equal to his Safe 4 hit Air Combo. 6) D.S.Jab -> Holding Towards S.Fierce /\ SJ.Jab -> SJ.Fierce, C.Short (OTG) -> S.Roundhouse *note: only works when the enemy is in the corner. You can land fast enough after the SJ.Fierce to hit them with the C.Short. 7) This combo only works on the Hulk (so far as I know) and not all of what SHOULD hit does: J.Strong, S.Fierce XX Juggernaut Headcrush, D.C.Short (OTG) XX Juggernaut Headcrush *note: yes, this WORKS. I've done it to the Hulk twice now... chained two Juggernaut Headcrushes into one combo. There are two problems, however: a) it's hard to get the enemy before he gets up with the D.C.Short because you're not sure when you can start dashing... PLUS, the second Headcrush only hits the enemy with the FIRST hit and the enemy bounces and lands and can block the rest... :-(. I've only gotten it work on the Hulk but I think that if the enemy doesn't roll upon landing from the Headcrush should be hit by this. I don't get much opportunity to try this because charging up two levels for Juggernaut takes FOREVER!!! I WANT to see if this works on other characters. -=Shuma Gorath=- --Ground Magic Series: Punch To Kick --Jump Magic Series: Punch To Kick (2,2) --Launchers: S.Forward --Small Launchers: ?? --Air Launchers: ?? --Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Upward aimed Fierce (none) --Sample Combos: 1) D.S.Strong -> S.Forward /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce 2) Corner Yourself: Fierce Throw, C.Short (OTG) XX Mystic Stare *note: As soon as you throw the enemy, charge the other way for the Mystic Stare 3) Chaos Dimension, J.Strong, S.Forward /\ SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce Aimed Upwards *note: After you finish the Chaos Dimension, you will fall out of the portal on the same side you grabbed the enemy from so prepare yourself with that knowledge so you know which way to jump after the S.Forward. As you pop out of the portal at the end of the move, hit Strong AS FAST AS YOU CAN and you can hit the enemy while they are on the floor before they can move. Then, as soon as the Strong hits, do the S.Forward and Super Jump and combo the enemy out of the air. This combo is very cheap and it drains a good 75% of the enemy's energy even on machines where the energy drainage is kind. 4) Grab with Roundhouse, S.Forward /\ SJ.Short -> SJ.Strong -> SJ. Forward -> Aimed Upwards SJ.Fierce *Note: This combo is totally worth it!!! The Roundhouse Grab is good because it drains the enemy's energy into yours and then sets them up for a combo afterwards anyway! Talk about a totally punishing grab! While you are grabbing the enemy, keep hitting the Forward Button to hit them as soon as they fly off of you. 5) J.Strong XX Mystic Smash with Short Button, S.Short (OTG) XX Mystic Stare *note: This is the Attract Mode combo. I haven't gotten it to work myself... it's very hard to charge up for the Mystic Smash in the small jumping time so charge it RIGHT after you jump. 6) Use Speed Gem and hit opponent once with a Jab or Short. This will turn the enemy into stone. Dash at the enemy and do a S.Roundhouse. The first hit will free the opponent from stone and the second will re-stone them. The third will again free the opponent but the fourth will re-stone him. One more time, the fifth hit will free the enemy and the sixth and last hit will leave him stoned. Dash and repeat until your Gem runs out. --Safe Ground Combo: Doesn't really have one. If you plan to launch the enemy, you have to commit because Shuma doesn't have any good Instant Special Moves to cancel his blocked launcher with nor is his Magic Series long enough to allow him to not commit to a launcher. -=Blackheart=- --Ground Magic Series: Kick To Punch --Jump Magic Series: Weak Start (2,2) *note: The two hits from the air can only be done with a J.Short into a J.Forward. Everything else cannot connect. --Launchers: S.Strong --Small Launchers: ?? --Air Launchers: ?? --Safe Air Magic Series: SJ.Jab -> SJ.Strong -> SJ.Forward --Sample Combos: 1) Dark Portal, S.Roundhouse (OTG), while they are still stunned, Dark Portal 2) Stun enemy with S.Roundhouse demons, Fierce Dark Portal, Heart Of Darkness (OTG) 3) Hit enemy high out of the air with a Dark Portal, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward 4) J.Forward, C.Forward -> S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Forward 5) J.Forward, C.Short -> 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. This combo is much easier if you skip the first two hits... but the first two hits make it look cooler... :-) --Safe Ground Combo: 1) He has no dashing combos and no real close-up combos so he doesn't really have a Safe Ground Combo to iniate attacks with. ============================================================================== COMBO LIMITATIONS After playing this game for a while, I have run into a bunch of restrictions the game's program itself imposes on the player to prevent any super damaging or long combos. So far, I've only found two REAL limitations: The Normal Move Cancellation Restriction and The Repeated OTG Restriction. The Normal Move Cacellation Restriction In MSH, the game has what I call the "Flying Screen." This is when the person who is hit gets hit so hard that they fly great distances and with great velocity either sideways or straight down. The screen follows the person being hit and the person who hit him/her scrolls off of the screen only to hop back into it after the enemy has landed. You know that the Flying Screen has been activated, also, because you cannot roll upon landing when you are launched in a Flying Screen. This happens after a number of moves. Some examples: Any Air Combo Fierce or Roundhouse ender (and Blackheart's Forward ender), Shockwave, Web Throw, Juggernaut Punch, and Berserker Barrage (all hits). If you play on Shuma Gorath's stage, you can see this displayed very well and there are no corners (there are some corners, but the Flying Screen initiators destroy the "wall" and the victim flies right through them). Other stages with permanent corners do not allow the enemy to fly away but, rather, will just fly along the wall and land in the corner. The reason why I mention this is because the Flying Screen initiates a restriction that prevents any normal moves from being cancelled by a Special Move or a Super Jump. Here is an example involving Wolverine: if you do a D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage into the corner, C.Short (OTG) -> C.Strong -> S.Roundhouse combo into the corner, the Roundhouse, which launches the enemy, CANNOT be cancelled into a Super Jump anymore. Also, instead of a Low Short after the Berserker Barrage, you can do an Offensive Crouching Fierce. This knocks the enemy up slightly, but you cannot cancel this Fierce with a Tornado Claw like you could had you not initiated the Flying Screen. Another example of this limitation: When you finish an Air Combo off with Roundhouse or Fierce, you can no longer cancel those moves with a Special Move. For example, if you do a C.Fierce /\ SJ.Short -> SJ.Forward -> SJ.Roundhouse with Captain America in the corner, the enemy is launched (Flying Screen mode on) along the wall since you are in the corner. However, even though Captain America does not scroll off the screen, you cannot cancel the Roundhouse kick with a special move like the Shield Slash. The Repeated OTG Restriction This restriction, in my opinion, is completely unfounded and has no reason to be there... but it is. Here's what this restriction does: if you perform an OTG combo that ends up with a Launcher and you knock the enemy into the sky, when he comes back down and you try another OTG combo, you cannot hit the enemy off the floor anymore. Confusing? Here's the explanation in detail, using, again, the same sample Wolverine Combo (guess who I use the most... :-): If, when using Wolverine, you do a D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage into the corner, C.Short (OTG) -> C.Strong -> S.Roundhouse combo, you cannot cancel a Standing Roundhouse anymore because of the above mentioned restriction. Thus, the enemy is launched into the air and starts to fall back down. IF AS SOON AS THE ENEMY LANDS you dash forward and do the exact same combo AGAIN, the Crouchin