The X-Men vs Street Fighter Match Making and Discussion for Kaillera thread!


#1

Due my recent OBSESSION with xvsf I decided i’d start a thread for everyone on SRK or whatever to discuss strats, Schedule matches and just talk shit.

now for some randomness…

I wish I could play Gief like Ozy from Japan :frowning: But I <3 my Gief :smiley:

Catch me on Kaillera if you wanna play… I play under RED SMURF CREW IS PRO, Or IM me! My SN is Snapback This :clap:

BTW GG’s to Ragoo, Shiro, and Karasu in that 4p earlier tonight :tup:


#2

well you asked me to post so i will post my faverit chun-li combo ^^
=Chun Li=-

  1. D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.DN.Forward,
    SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) ->
    SJ.Roundhouse / Throw, S.Short -> S.Roundhouse XX Hazan TenShouKyaku,
    C.Short (OTG) -> S.Roundhouse /\ SJ.Jab, SJ.Jab -> SJ.Short /\ DJ.Jab ->
    DJ.Short -> DJ.Fierce (FS) -> DJ.T.Roundhouse (FS), DJ.T.Roundhouse (FS)
    / J.Jab -> J.Short -> J.Strong -> J.Fierce (FS) -> J.T.Roundhouse (FS)
    fs = fly screan just so ya know

#3

I hope you don’t mind but I watched that match vid you sent me where yoi played with Chun and I sharingan’d that shit (Copied for you guys that dont watch naruto :tup:)

Why do people TURTLE? I fucking hate that shit
:lame: After like 4 - 5 matches of getting their shit wrecked and rushed the fuck down they run away :frowning:


#4

I’ll play, look around for me.


#5

What server \ name do you use on Kaillera?


#6

Hey axOr you up for some matches at 5:30 (pacific time)or later. I’ll aim you when I’m set up to take out your juggy :clap:. :b mmmmnaaaaa!!! Bring it on my charile’s good now.


#7

Juggy is the least of your problems… theres a new GANGSTA in town and his name is GIEF!


#8

Magic Wonder425.


#9

Wait a sec are you calling me lame, You Bastard. ^-^ any time you wan’t to challeng me Im down. and any one else. im not saying i’d beat all of you’s BUT i will play any one. :slight_smile:


#10

nono, I meant I copied your chun how you play her, I learned her off you.

the turtling wasnt directed torwards ya


#11

YOU BASTARD. LEAVE POOR CHUN-LI ALNOE. lol but for real don’t bite my style. and dont pic chun-li pic cammy or ken or any one but chun-li. I can’t stand fighting another chun-li. :slight_smile: any how its good to know my chun-li has a fan LOL


#12

lol youre such a nerd, I just learned how she was played by watching you ^^ i’ve only been playing a week! And I don’t like chun

ITS ALL ABOUT GIEF RYU AND JUGGS BABY


#13

Ta hell wit dat. I’ll take any juggy and gief.


#14

I use Akuma and Gambit, Wolverine, and Ken every once in awhile.

But with Ken, I liked how he can do an LP, LK, HK, HP, FP and FK all in an air combo, while others can’t. Ken lost his ability to do that, but I love it in XvsSF.

My name on Kaillera is Spralwers. If I know what server to go to, I’ll definately play some matches. I freaking love this game.


#15

I play
well, I suck now, more than usual do to not playing in awhile, but Im always up for a game


#16

the coolist combo for ken i ever seen done ( by dark renagade) was this one.
This is the IMPOSSIBLE “Let’s-See-How-Many-Hurricane-
Kicks-We-Can-Squeeze-Into-One-Combo” combo! This works only on Cyclops
(I think).

Have Cyclops near corner. J.Roundhouse XX Roundhouse-TatsuMakiSenPuuKyaku
/ Roundhouse-TatsuMakiSenPuuKyaku, C.Short (OTG) -> C.Strong, J.Strong ->
XX Roundhouse-TatsuMakiSenPuuKyaku / J.UP.Forward XX Roundhouse-
TatsuMakiSenPuuKyaku / C.Fierce /\ SJ.UP.Forward, Strong-Air Throw /
S.Jab -> C.Strong, J.Strong XX Roundhouse-TatsuMakiSenPuuKyaku /
J.UP.Forward XX Roundhouse-TatsuMakiSenPuuKyaku / C.Fierce /
SJ.UP.Forward, Strong-Air Throw / S.Jab -> C.Strong, J.Strong XX
Roundhouse-TatsuMakiSenPuuKyaku / J.UP.Forward XX Roundhouse-
TatsuMakiSenPuuKyaku / C.Fierce /\ Roundhouse-TatsuMakiSenPuuKyaku

After the first C.Strong, jump towards Cyclops with an IMMEDIATE J.Strong.
Do the same after the C.Strongs that follow each Air Throw. Buffer the
J.Strongs after a TINY, TINY delay into the Hurricane Kicks. Give a half
a second delay after the J.UP.Forwards before buffering those.

Again, this combo (like Ryu’s) is called “Impossible” because the enemy
simply never has enough energy to take the entire combo. If they do, they
usually fall dizzy in the middle of it. I have done EVERY part of the
combo, however, so I know it IS possible to put them all together into one,
continuous combo. But until the day I get an Infinite Energy or No Dizzies
code for a Game Shark or something, the day in which I do the ENTIRE combo
will never come.


#17

You cant do lp, lk hk, hp, hp, hk in an air combo with ken :tup:

GG’s to PiGNuTz and WiLDFiRE last night. DAMN, showed me how much i still need to learn :]


#18

i think its time red smurff lernt a decent bit of info on Zangief
Expert combo J.Fierce / C.Strong /\ SJ.Jab -> SJ.Forward XX Kick Lariat / S.Roundhouse
(2 hits) XX Jab-Banishing Punch, FAB
**Note: If you time it right, after the enemy bounces off the Green Hand,
you’ll start the FAB even before they’ve landed on the floor.
Thus, after the initial Chi Gathering of the Super Combo, they’ll
fall right into your arms with no escape. Only a perfectly timed
Reversal Attack will get them out, but 99% of the time, the enemy
is doomed.
Intermediate combo: J.T.Fierce / C.Strong /\ SJ.Jab -> SJ.Forward XX SPD
**Note: The timing of the SPD is VERY hard, but it CAN add to the
Combometer. Try putting a small delay between the SJ.Jab and the
SJ.Forward. Then, put an equal delay in between the SJ.Forward
and the SPD.

Pro combo If the enemy misses an uppercut or Razor Kick etc. and leaves him/herself
open on their way down, C.Fierce XX FAB. The C.Fierce anchors Zangief to
the floor and since you can cancel normal moves at ANY point with special
moves, you can make sure you don’t accidentally Super Jump when trying to
perform the FAB by throwing out the C.Fierce first. Of course, make sure
that the C.Fierce MISSES the enemy. Then, the enemy will fall right into
the FAB after you start it up.
and last but not least
Insane … … wait a sec Zangief has an INSANE combo?!? Well, actually, it IS an Infinite
combo, Plus, it’s VERY VERY VERY difficult to do, and since it’s such a difficult
combo, it really did deserve to be an Insane combo. Here it is:

Get enemy in the corner. C.Strong /\ SJ.Short, SJ.Jab -> SJ.UP.Strong,
SJ.UP.Strong -> SJ.DN.Fierce / C.Strong /\ [repeat]

The timing on this combo is VERY hard, especially since it requires 2
links in the Air Combo portion. The first link, the SJ.Short, SJ.Jab
part, is REALLY hard. You basically have to Launch the enemy, DELAY
your Super Jump a little, and then Super Jump with an IMMEDIATE Short
Kick. Thus, the Short Kick will stick out and run into the enemy RIGHT
before it goes away. So right when it goes away, you can then do the
SJ.Jab for the link. Also, the timing of the SJ.DN.Fierce followed up by
the C.Strong is REALLY hard. If you even delay HALF a second when you
land, it will NOT connect. This combo is actually easiest to do at
negative 2 speed on the Saturn version.
Now i can’t do these combo’s but i thought i’d just put em up cause they are good to try and can be the foundation to a cazy geif


#19

And for all you cammy players out there here a little something i found. Cammy is the most X-Men-like character of the Street Fighters. Her
Air Combos are nice and quick and have very steady rhythms. When doing her
Air Combos, try and skip her Jumping Forward Kick, as it aims upwards and
makes it so that she misses a lot. Players who are comfortable with Marvel
Super Heroes will find Cammy very comfortable to use.
Air Combo Finishers: Roundhouse

-=Miscellaneous Information=-
Okay, the most annoying thing about Cammy is this: she has Close-Up moves.
Being the only character ported over from a game with Close-Up attacks
(Super Street Fighter II Super Turbo), she is the only character who has to
deal with this problem. Dhalsim also has Close-Up moves but Dhalsim is
very rarely dependent on these moves. Cammy, on the other hand, is. Her
only Launcher is with the Standing Roundhouse Kick WHEN SHE IS CLOSE-UP.
Her far away Roundhouse Kick won’t launch the enemy. This produces a
problem when trying to get your combos to work. As said before, she has
the most MSH-like combos (I call her the new Spiderman of the game) and she
can perform Jump-In to Dashing Combos VERY easily. However, in trying to
Launch the enemy in one of these combos, sometimes she’ll come out with the
wrong Roundhouse Kick and not Launch the enemy up, making the combo fail.
Sometimes you WANT the regular Roundhouse Kick to, say, combo with a Cannon
Drill and instead she’ll do the Launcher version of the Roundhouse Kick,
causing you to whiff the Cannon Drill instead. This is not a problem with
any of the other buttons, however. It mainly affects the Roundhouse Kick.
-=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.

  1. Jump-in: J.Jab -> J.Short -> J.Strong
  2. Jump-in: J.Fierce -> J.Roundhouse
  3. Dashing: D.S.Short -> S.Forward -> C.Roundhouse
  4. Buffer: D.S.Short -> S.Strong -> S.Fierce XX Cannon Drill
  5. Launcher: D.C.Short -> S.Roundhouse
  6. Air Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Roundhouse(FS)
  7. Air Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Fierce XX Cannon Drill

Beginner

  1. C.Short -> C.Roundhouse XX Cannon Drill (OTG)
  2. J.Fierce / S.Fierce XX Spin Drive Smasher
  3. Have enemy in corner. D.S.Short -> S.Roundhouse XX Roundhouse-Cannon Spike
  4. Killer Bee Assault / C.Forward (OTG) XX Cannon Drill
  5. Killer Bee Assault, Spin Drive Smasher (OTG)

Intermediate

  1. J.Jab -> J.Fierce / C.Short -> C.Forward XX Spin Drive Smasher
  2. J.Jab -> J.Short -> J.Fierce / D.S.Jab -> S.Strong -> S.Fierce XX Roundhouse-Cannon Drill
  3. J.Jab -> J.Short -> J.Roundhouse / D.S.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX Cannon Drill
  4. Have enemy in corner. J.Jab -> J.Short XX Short-Cannon Drill / C.Short OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX Cannon Drill
  5. Have enemy close to being in the corner. J.Jab -> J.Short -> J.Roundhouse
    / D.S.Short -> S.Strong -> S.Fierce XX Spin Dive Smasher, C.Short (OTG) ->
    S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce -> SJ.Roundhouse (FS)
    **Note: You must do the C.Short (OTG) the INSTANT the enemy hits the floor. Any earlier or later will cause you to miss.
  6. J.Jab -> J.Short -> J.Strong / J.Jab -> J.Short -> J.Strong XX Short- Cannon Drill / C.Short (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX Cannon Drill
    **Note: Basically, you connect two jumps together at the beginning. The second one, you are hitting the enemy on your way UP in your jump.In between jumps, however, you HAVE to take at LEAST half a step and then jump IMMEDIATELY with a Jab.
  7. J.Fierce -> J.Roundhouse / D.C.Short -> S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)
    **Note: After the S.Roundhouse connects, delay your Super Jump about half a second. Then, hit Strong immediately when you leave the floor After it finishes, link a SJ.Jab and go for the whole six button Zigzag chain. THIS IS CAMMY’S BEST AIR COMBO and should definitely be learned. It works anywhere on the screen.
  8. Against only the three light characters: J.Jab -> J.Short -> J.Roundhouse
    / D.S.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab ->
    SJ.Short -> SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Roundhouse
    (FS)

Expert

  1. J.Jab -> J.Short -> J.Strong / D.S.Jab -> S.Forward -> S.Roundhouse /
    SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce ->
    SJ.Roundhouse (FS), SJ.Roundhouse (FS) / J.Jab -> J.Short -> J.Strong ->
    J.Fierce -> J.Roundhouse (FS) / C.Short -> C.Strong -> S.Roundhouse
  2. Against taller characters in the corner. J.Jab -> J.Short -> J.Strong /
    D.S.Jab, S.Jab, S.Jab, S.Jab, J.Jab -> J.Short -> J.Strong XX Short-Cannon
    Drill / C.Short (OTG) -> S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS), SJ.Roundhouse
    (FS) / J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Fierce ->
    .Roundhouse (FS) / S.Jab -> S.Roundhouse
    **Note: Dash when you land with the Jab. Keep holding Towards on the
    controller and link each Jab one after another. Then, quickly
    link in a J.Jab. You may be able to squeeze more S.Jabs in if you are quick! On the six-hit Jumping Chain at the end, try to time the hits slower than normal, but not too slow, or the J.Fierce will miss.
  3. Have enemy in corner. J.Jab -> J.Short -> J.Fierce / D.S.Jab ->
    S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Strong, SJ.Jab -> (SJ.Strong ->)
    SJ.Fierce, SJ.Fierce / S.Jab -> S.Roundhouse /\ SJ.Strong, SJ.Jab ->
    SJ.Strong, SJ.Jab -> SJ.Fierce XX Short-Cannon Strike
    **Note: This can also be used as an alternate Air Combo sequence to Cammy’s
    Oh,
    and Linking the two SJ.Fierces can be tricky, so just practice.
    Also, delay your Super Jump after the FIRST Launch, but do NOT
    delay it in any of the subsequent Relaunches.

Infinite
J.Jab -> J.Short -> J.Strong -> J.FIERCE -> J.Roundhouse (FS)

Insane

  1. Play Cammy against Juggernaut. Try and choose the Police Van stage. Then,
    get Juggernaut on the left side and do:

    J.Fierce -> J.Roundhouse / D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ.Short
    -> SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Short ->
    SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short ->
    DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward XX Short-Cannon
    Drill

    That’s 20 hits IN THE AIR alone! However, if you ARE on the Police Van
    stage, then you’ll land before Juggernaut!! So, as he bounces off the Van,
    do the first move to catch him out of the air above you:

    S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab ->
    SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short ->
    DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward XX Short-Cannon
    Drill

    If you are ACTUALLY still going, repeat the above sequence AGAIN because
    Juggernaut will have bounced off the Van AGAIN!!! Do this until the Van
    goes away (if you can, the timing’s really difficult and by this point,
    you’re probably really tired!!!). After the Cannon Drill, I think you
    can actually nail Juggernaut with a two-hit ender:

    C.Forward (OTG) XX Roundhouse-Cannon Drill

    …depending on where he lands in respect to you. Be careful when you
    Relaunch off of the Police Van. If you are TOO close, you may Super Jump
    to the LEFT of Juggernaut, which means he won’t bounce off the Police
    Van again.

  2. So far, I only know that this works against Shotokans (they’re the only
    characters I can combo the Throw against… everyone else, it doesn’t add
    to the Combometer). Get a Shotokan in the corner. Then do:

    J.Jab -> J.Short -> J.Roundhouse / D.S.Jab -> S.Forward -> S.Roundhouse
    /\ SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce
    -> SJ.Roundhouse (FS), SJ.Roundhouse (FS) / J.Jab -> J.Short -> J.Strong
    -> J.Forward -> J.Fierce -> J.Roundhouse (FS) / S.Jab -> S.Forward ->
    S.Fierce, Fierce Throw, D.C.Short (OTG) -> S.Roundhouse /\ SJ.Strong,
    SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce -> SJ.Roundhouse (FS),
    SJ.Roundhouse (FS) / J.Jab -> J.Short -> J.Strong -> J.Forward ->
    J.Fierce -> J.Roundhouse (FS) / S.Jab -> S.Forward -> S.Fierce,
    Fierce Throw, C.Short (OTG) -> S.Roundhouse XX Spin Drive Smasher

    When you land and do the six-hit Jumping Sequence, make sure you don’t
    rattle off all six hits as fast as possible. Stagger the hits just a
    tiny bit. The timing of the two ground throws is TOUGH, but very
    possible. However, I have never EVER gotten the throw to combo against
    anyone but a Shotokan! Thus, since I have actually successfully pulled
    off this entire combo off on ONLY Ryu (well, all of it starting from the
    very first Launch), and have YET to get the throw to combo on ANYONE
    else, better be safe and just try it on Shotokans.

@_@ if any of you’s even master that shit mad props to you. also IM me on aim if you wan’t info on chacters in the game I’m sure i can find something for any cacyer in this game sinces i got like a mounten of faqs on this and bla bla bla here smy aim Shiro dk420 also i will play any one any time ya da ya da


#20

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.

  1. Jump-in: J.Short -> J.Strong -> J.Forward
  2. Jump-in: J.Fierce -> J.Roundhouse
  3. Dashing: D.S.Jab -> S.Short -> C.Strong -> S.Fierce
  4. Buffer: D.S.Jab -> S.Short -> S.Strong -> S.Forward XX Super Rushing
    Punches
  5. Launcher: D.S.Jab -> S.Short -> S.Strong -> S.Roundhouse
  6. Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
    -> SJ.Fierce (FS)
  7. Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong XX Rushing
    Punches (FS)

Beginner

  1. J.DN.Roundhouse / C.Short -> C.Roundhouse XX Super Rushing Punches (OTG)
  2. Be in the corner. Power Drain, Super Rushing Punches
  3. C.Short -> C.Strong XX Rushing Punches
  4. Be in the corner. Super Rushing Punches / Super Rushing Punches (OTG)

Intermediate

  1. J.Roundhouse / D.S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short
    -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
  2. J.Short -> J.Strong / D.S.Short -> S.Strong XX Super Rushing Punches
  3. Be in the corner. Power Drain, C.Fierce /\ SJ.Jab -> SJ.Strong XX Rushing
    Punches (FS)
  4. 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)
  5. 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.
  6. 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

  1. 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.
  2. 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

  1. AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab -> S.Strong XX Strong-
    Yoga Flame, S.Roundhouse /\ [Any Air Combo]
  2. AD.J.Short -> J.Strong -> J.Roundhouse / D.S.Jab -> S.Strong XX Strong-
    Yoga Flame, Super Rushing Punches

-Steal from Charlie

  1. 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

  1. 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

  1. 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

  1. Have enemy in corner. Kinetic Card, C.Short (OTG) -> C.Strong XX Super
    Rushing Punches

-Steal From Akuma

  1. Raging Demon, C.Short (OTG) XX Super Rushing Punches
  2. Raging Demon, C.Short (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward XX Power Drain

Insane

  1. 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:

    1. D.S.Jab -> S.Short -> S.Strong XX Short-Earthquake
    2. D.S.Jab -> S.Strong
    3. J.Short -> J.DN.Roundhouse
    4. AD.J.Short -> J.Strong -> J.Roundhouse
    5. Plain ol’ Short-Earthquake

    However, not all five of these can lead into each other easily:

    1. can be followed up by any of the other ones easily, including itself.
    2. 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.
    3. 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.
    4. 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.
    5. 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!