SPECIAL MOVES


Rushing Punches (g/a)-QCF+P
Rising Rushing Punches (g)- DP+P
Power Drain (g/a)- QCB+K
Use Stolen Power (g)- QCF+K

f You get different powers depending on the character you're fighting. Below is a list of the characters as well as the powers you acquire after using the Power Drain on them. By the way, you also get a characters power after performing the Good Night Sugah super on them!

   Cyclops: (G) Optic Blast
   Storm: (G) Typhoon
   Wolverine: (G) Berserker Barrage
   Gambit: (G) Kinetic Card
   Rogue: Nothing
   Sabretooth: (G) Berserker Claw
   Juggernaut: (G) Earthquake
   Magneto: (G) Hyper Grav
   Ryu: (G) HaDouKen
   Ken: (G) ShouRyuKen
   Chun Li: (G) KikoKen
   Charlie: (G) Sonic Boom
   Dhalsim: (G) Yoga Flame
   Zangief: (G) Spinning Pile Driver
   Cammy: (G) Cannon Drill
   Bison: (G) Psycho Shot
   Akuma: (A) Air GouHaDouKen

Note: Rogue can also steal the Raging Demon from Akuma and it is performed with the same code as Akuma (Jab, Jab, Toward, Short, Fierce). You must have one level of your Super Meter to perform this as well.

Raging Demon:Jab, Jab,F, Short, Fierce

Diving Punch (g)- DP+K

HYPER SPECIAL COMBOS

Good Night Sugah (g)- QCF+2P

COMBOS

Ground Magic:Zigzag
Air Magic:Zigzag
Super Jump Magic:Zigzag
Aerial Rave Launcher:C.FP, S.Roundhouse (long range)
AC Finishers:
1)FP or RK
2)Power Drain
3)Air Throw
4)Rushing Punches

Jump to:
1)Details on Rogue's combos
2)Beginner Combos
3)Intermediate Combos
4)Expert combos
5)
Stolen Power Combos
6)JChensor's Rogue Insane Combos



Some Things You Need To Know!

-=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.

-=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.

Source of Info:James Chen's X-Men vs. Street Fighter Page

BEGINNER COMBOS

1)S.Jab, S.Short, S.Forward XX Rushing Punches

2)S.Jab, S.Short, C.Roundhouse XX Good Night Sugah(OTG)

3)J.Roundhouse \/ D.S.Jab, S.Short, S.Forward XX Good Night Sugah

You don't even need to be quick when cancelling moves since the super has a quick startup time!

4) J.DN.Roundhouse \/ C.Short,C.Roundhouse XX Super Rushing Punches (OTG)

5)Be in the corner:Power Drain, Super Rushing Punches

6) C.Short, C.Strong XX Rushing Punches

7) Be in the corner:Super Rushing Punches \/ Super Rushing Punches (OTG)
(combos 4-7 all came from:JC's X-Men vs. Street Fighter Site)

8)J.Roundhouse \/ D.S.Jab, S.Short, S.Roundhouse /\ SJ.Jab,SJ.Short, SJ.Strong, SJ.Roundhouse

For some reason, I was able to perform the entire 5-hit combo on a copy of X-Men vs. Street Fighter that I rented a long time ago but now that I own the game it doesn't work anymore. So now I just skip the SJ.Forward and go right into the SJ.Roundhouse to finish the air combo.Anyways, this is a basic air combo for Rogue so it shouldn't be that hard.

INTERMEDIATE COMBOS

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.StrongS.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

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

(Intermediate combos 1-6 all came from JC's X-Men vs. Street Fighter site)

7)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, S.Forward XX Fierce Rushing Punches XX Good Night Sugah

This one works best in the corner and against large characters because the super will have time to catch up to where the opponent is after the Rushing Punches. By the way, you have to cancel the Rushing punches into the super after the 4th hit!

8)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Roundhouse

I like to do this combo mostly on Juggernaut because he looks funny when he gets hurt by Rogue!Well, anyways be sure to only try this combo on Juggernaut first so that you have the benefit of the doubt that all of the hits will connect.

EXPERT COMBOS

\ 1)On Juggernaut in the corner:Power Drain(to steal the Earthquake Punch from him), J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, J.Forward XX Forward Earthquake Punch XX S.Jab, S.Short, S.Strong, SJ.Forward XX Fierce Rushing Punches XX Good Night Sugah (x3, cancel after every 10 hits of the first two supers)

Well this combo is very long, geez! The first time I pulled it off on Juggernaut I almost fainted because I got so many hits out of it. Well, you CAN do this with the EX cancel feature but make sure that you have enough levels to perform it. I used the XX after the Earthquake Punch, because you CAN attack again after the move but just make sure that you don't dash in or else the combo will not work well. You may also take out the specials at the end and just launch Juggernaut into the air and air combo him. Also remember that this combo can only be done on Juggernaut.

2) 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)

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.

3)In the 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

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.

(combos 18 & 19 came from:JC's X-Men vs. Street Fighter Page)

STOLEN POWER COMBOS

A Few Things You Need To Know First!

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.

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.

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 COMBO BY JAMES CHEN

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 then 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!

(All of the Stolen Power combos and the Insane combo was provided by James Chen's X-Men vs. Street Fighter site. Many thanx James!)





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