XSF-kel

Date started: 99.6.2
Last revised: 00.10.4

X-Men VS Street Fighter

 This is the game that got me started into playing video games at the arcade. XSF is the first VS game Capcom has released.  Here are the contents of this FAQ:

I. About the game
A. The Characters
B. Differences between XSF and the other VS games
1. Dashes
2. Rolling
3. Switch-in recovery time
4. Switch-in attack position
5. No assists
6. No leader switch offs
7. The zigzag can be done during a normal jump
8. Super finishes
II. My Favorite Characters
1. Charlie
2. Cammy
3. Gambit
4. Ken
5. Akuma
6. Chun-li
III. Nemesis
1. Cyclops
2. Wolverine
3. Sabretooth

 
I. About the game

--------------------------------------
A. The Characters
--------------------------------------

One of the main reasons why I like XSF is that it has some characters that are not in the other VS games.  Also, some of the characters (Charlie and Ken) are pretty good in this game compared to the other VS games.
The character balance in this game is somewhat extreme.  Some characters just completely dominate because of their infinites and/or damage potential.  Although there aren’t any characters that just completely suck, the gap between the cheap characters and the decent ones is too huge.  Here is a brief assessment of each character:

Cyclops:

 Cyclops is without a doubt the most cheapest character in all of the versus series.  If it wasn’t bad enough already that his infinite can kill a full-life character, he is very fast and can combo his super in so many ways it is ridiculous.

Wolverine:

 His dive kick sets up a 18-21 hit combo.  The dive kick is very hard to counter because it has very good priority.  He also has the best dash in the game – he just runs at the opponent almost full screen.  The second most used character in Japan.

Sabretooth:

 Like Cyclops, Sabretooth has a stupid infinite that is even easier to execute than Cyclops’ infinite – it just involves hitting two buttons in the corner.  Grrr!  So cheap!  And along with that, he has a half life combo.  He is also hella fast and his J. HK has hella priority.  His air combos also do too much damage.  Dangerous in the hands of any okay player.

Ryu:

 Another character that was used a lot in Japan.  I really hated it when people started doing the stupid infinite – hop kick, C. MP, hop kick, etc.  So cheap!  Other than that, Ryu is alright in this game.  His dash is not that great and the opponent can fall through Ryu’s arms during the air Shinkuu Hadoken.  Like the other Shotokaners, his fireball has a huge recovery time.

Ken:

 Ken is the best in this game compared to the other VS games.  He has full length fireballs and his supers do very good damage.  His spinkick is very useful for block damage because it even hits ducking characters.

Akuma:

 Akuma is pretty good in this game compared to the other VS games.  His Messatsu Gou-shouryu does good damage and the Shun Goku Satsu can be used with one super bar.  It also moves very fast and has good reach.  The only problem is that the Tenma Gou Zankuu is too slow coming out.

Chunli:

 XSF Chun is better than the MSF Chun because of her Kikosho and Senretsu Kyaku’s linkability.  She is pretty much the same as in MSF except for a few things: the Tenshoukyaku is a charging move, the command for Hazan Tenshoukyaku is a fireball motion, Kikosho does decent damage, Senretsu Kyaku can link off of any normal attack, and she does not have a mini-Kikosho.

Charlie:

 Charlie is the best in this game of all the Street Fighter games.  His super combo potential, Sonic Boom, and Somersault Kick just say it all.

Cammy:

 Very fast and is a combo machine.  Some of her moves has very high priority  However, most of her attacks do very little damage.

Zangief:

 Zangief’s throw are a little overpowered in this game - his piledrivers do an insane 33% damage and his FAB does 50% life.

Juggernaut:

 I think Hulk is better because Juggernaut’s moves leave him too wide open with no way to recover.

Gambit:

 A decent character except for his delay after the Royal Flush – pretty much anything can nail him after it is blocked.

Dhalism, Bison:

 They both seem the same as in MSF.

Rogue:

 Her dive kick is hella cheap cuz it is fast and has high priority.  Twan and Dave are really good with Rogue.

Storm:

 A keepaway character who has a cheap flash kick-like move in the air.  George was good with Storm.

Magneto:

 I can’t really say much about him cuz I don’t know how to use him and haven’t seen anyone use him decently.

--------------------------------------
B. Differences
--------------------------------------

Here are the differences between XSF and MSF & MVC.  Although most of them are bad, I’d have to say that XSF is still one of the better games out there.

1. Dashes:

Most of the characters’ dashes suck in this game – they are kinda slow.

2. Rolling:

Although a character is invulnerable when rolling, s/he cannot block after the roll.  I’m glad they changed this in MSF & MVC cuz this prevent cheap Cyclops combos.

3. Switch-in recovery time:

The time it takes for a character to recover after a switch-in is so fast you can’t do your own switch to nail him or her.  You also cannot dash and do a combo in time.  It’s best just to super them from where you are.

4. Switch-in attack position:

The switch-in occurs at where your partner was before switching out.  You cannot do a launch à switch and hit your opponent in this game.

5. No assists:

This somewhat reduces the importance of which partners you pick.  It wasn’t until “Marvel vs Capcom” did I realize the power of assists.  XSF is kind of lonely without assists, but I guess that can’t be helped.

6. No leader switch offs:

You cannot switch off who will lead off the round.

7. The zigzag can be done during a normal jump:

This is the one thing I like about this game over MSF.  This opens up some good combo opportunities.  I don’t know why Capcom took this out in MSF only to bring it back in “Marvel vs Capcom.”

8. Super finishes:

After a team is finished off with a super, the title of the super or double super does not appear.  This is somewhat minor, but it kinda sucks not knowing what the names of some supers are.  The screen does flash tho.  If the super finish was by an X-men, an X flashes across the screen.

 
II. My Favorite Characters

 My best team is Charlie and Chun - I’ve been able to get 13 and 10 wins with them.

===============================================================
1. Charlie
===============================================================

Charlie is my favorite character in this game.  I like Charlie because he can be used either defensively or offensively.  The LK flash kick is excellent defense against normal jump ins.  The LP Sonic Boom is an excellent offensive set up because it can be followed from behind, just like Guile’s LP Sonic Boom.  It also has excellent recovery.  Charlie also has excellent reach with his C. MK, C. HK, J. MK, and J. HK.  His best offense is Sonic Break and Somersault Justice, which can link off of any normal move.  I also like how he is different from everyone else that most of his move are charge moves.  Everything he says and does is cool too J

======================
A. My Strategy:
======================

 What I like to do is throw the LP from a safe distance and watch to see what the opponent does.  If the opponent jumps over it, I just do the launcher.  If they just sit there, then I dash and do some kicks and link to Somersault Justice.  If the opponent is too close, I just do a C. MK then throw a LP Sonic Boom for offensive pressure.  Or, I just jump diagonally backwards with the J. MK to keep them away.  This way I can charge for a Sonic Boom or Flash Kick.  If they jump at me before I can throw a Sonic Boom, I just Flash kick them.  If they are the super jumping type, I just super jump and engage them in the air.  If I have three super bars and haven’t been able to link supers, I like to throw a Sonic Break for block damage.  If the opponent is low on life, I’ll just throw them all with a LP Sonic Boom in between so they can’t get away unless they super jump.

Dash:

 This dash is okay because it only travels a short distance.  I use this to follow the LP Sonic Boom.

Launcher: C. HP

 This works good against normal jump-ins.

======================
B. Special Moves:
======================

Sonic Boom: ß, à + P

 The LP Sonic Boom is the best because it travels so slow that it can be followed behind just like an assist from MSF.  It has very good recovery too.  Whenever possible, this should be used as Charlie’s main offense starter.

Somersault Kick: \/, /\ + K

 This is Charlie’s best defensive move.  Against normal jump-ins, the LK version is the best to use because Charlie recovers so quickly that he cannot be countered.  Against characters that try to do long distance attacks during a super jump, the HK version is the best to use because the wave will pass through any projectiles and hit the opponent.

Moonsault Slash Kick: /\, QCD + K

 I use this mostly to finish off an air combo.  Occasionally I pull it off sometimes as a sneak attack.

Sovat Kick: à + MK

 Charlie hops with a spinning back kick just like Van Damme does and hits a crouching opponent on the head.
 I like this move because it has good reach.

Slide Kick: à + HK

 Can be used to get close to the opponent when the MK won’t reach.

======================
C. Supers:
======================

 Charlie has a very good variety of supers.  The supers that should be used the most are Sonic Break and Somersault Justice.

Sonic Break: QCF + 2P

 This super links off any of Charlie’s normal attacks except the launcher.  In order to make sure all of the hits get in, you have to continuously hit the punch buttons.  Otherwise, the opponent will be able to block after the sixth Sonic Boom.  The only time I don’t hit the buttons are when the opponent has super jumped over the Sonic Break and is about to get to the other side of me.  Also, all the hits don’t get in unless the opponent is close.  In the corner, three Sonic Breaks can be linked in a row.  This super is also good for doing chip damage because Charlie is safe after doing this super.
 I use this super to nail switch-ins, falling opponents, doing block damage, and switching Charlie out.  I don’t try to combo this super cuz you have to be really close and I mess up a lot cuz I throw the Sonic Boom a lot instead of the super.

Somersault Justice: QCB + 2K

 This super links off any normal move except the sweep.  Well, it does link off the launcher in the corner, but it does so little damage that it’s just for show.  It does a good three bars of damage.  It also does the most chip damage of all of Charlie’s supers, but it leaves Charlie way too vulnerable after it is blocked.
I try to use this super the most because it links the easiest.  Also, I think it is Charlie’s coolest looking super.

Crossfire Blitz: QCF + 2K

 Charlie dashes up to the opponent and hits him/her hella fast with ten punches and kicks.  This is an auto-combo super - once one hit gets in, all the hits get in.  This super does a good 4 bars of damage, leaving 2 red bars.
 This super can go through projectiles.  I like to use this super when someone has switched out.  I try using this super to nail falling opponents or when a vulnerable opponent is a little too far away for the other two supers to hit.  This super is hard to time though, so it should be used the least.

Counter switch: MK Somersault Kick

 An excellent counter switch against direct attacks.

Double Super: Somersault Justice

 The effectiveness of this double super really depends on who your partner is because Charlie will be left very vulnerable if it is blocked.

 
====================
D. Combos:
====================

 Here are the combos I go for the most.  There are other combos, but I just choose not to go for them.

1. (blocked) C. LK, C. MK à HP Sonic Boom
The opponent cannot avoid the HP Sonic Boom unless they push blocked one of the previous attacks.  The LP Sonic Boom can be jumped over.

2. D. C. LK, C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, HK Moonsault Slash
In the corner, the opponent can be hit on the way down.  However, I don’t go for this air combo anymore because the opponent can roll after the Moonsault Slash.

3. D. C. LK, C. MK à Somersault Justice or Double Super
When I’m trying for the Somersault Justice, I try to hold the joystick diagonally forward down when I’m hitting the LK and MK button so I can do the backward fireball motion easier.

4.  (into the corner) punch throw, Sonic Break, Sonic Break, Sonic Break, C. LK, C. HP /\ air combo

5. C. HP /\ SJ air combo: LP, LK, MP, MK, HP, (HK), punch throw into corner, Sonic Break, etc.

6. Air throw, Sonic Break or C. LK, C. HP /\ air combo

7. Sonic Break, LP Sonic Boom, Dash
This isn’t really a combo, but the LP Sonic Boom puts good offensive pressure on the opponent and allows you to keep attacking him or her.
 

======================
E. Nemesis:
======================

The Sonic Boom should not be thrown against Cyclops and Gambit because they have very fast projectiles.  Don’t throw the Sonic Break at Cyclops, Ryu, and Gambit from far away or they will blast you with their super.

 
===============================================================
2. Cammy
===============================================================

Along with Charlie, Cammy is one of my most favorite characters to use in XSF.  I like her because she is fast and a combo machine.  I really love doing her 4-hit attack in the air before landing and then supering my victim.  Another reason why I like to use Cammy is that no one uses her.  I am proud to say that I have been able to beat some people with just Cammy alone.  The only problem is that her attacks are weak and she takes a lot of damage.
The things I like to do with Cammy are jump up in the air and do her kick straight down.  A lot of people fall for this.  Then when I’m close enough, I go for the 12 hit super combo.  I use the Axle Spin Knuckle for offensive pressure.  When I block a Shotokaner’s fireball, I do a Cannon Drill or Spin Drive Smasher.

Dash:

 Cammy has the next best dash to Wolverine in this game – she just literally runs over to the opponent very quickly, making it easy to set up a combo.

Launcher: S. HK

 I don’t like Cammy’s launcher that much because it is somewhat unreliable - it only comes out if the opponent is close to her.  Otherwise, she does a horizontal kick.

Double jump:

 I like to use this to get close to the opponent with normal jumps.  I double jump during super jumps in order to confuse my opponent’s block direction for the Cannon Strike.

======================
A. Special Moves:
======================

Cannon Drill: QCF + K

 This move should be used carefully because if the opponent blocks this, Cammy  is left vulnerable.

Cannon Strike: QCB + K

 I really love this move because it has extremely high priority and does a lot of damage.

Axle Spin Knuckle: QCF + P

 I like to use this for block damage after a blocked combo.  I like this move because it is quick and has high priority.

Cannon Spike: DP + K

 An okay uppercut move that OTGs.

Cannon Revenge: QCB + P

 Cammy’s body glows and says “Come on!”
 If an opponent does a normal attack at Cammy when she is glowing, she will counter that move with a LK Cannon Spike.

======================
B. Supers:
======================

Spin Drive Smasher: QCF + 2K

 I really love this super because it links off any normal attacks except for the sweep.  I also love doing an OTG to air combo after it hits.  The only problem is that the opponent has to be completely on the ground in order for all the hits to get in and it only does about a bar and a half damage.  However, I think the OTG part makes up for this.

Killer Bee Assault: QCB + 2K

 This super is very similar to Maximum Spider except that the targeting is really crappy.  This super only seems to aim for the opposite corner.  The only times I have been able to use is when Ryu and Akuma were doing a beam super on the ground while Cammy was in the air.  The startup time is kinda bad too – I couldn’t nail a falling opponent in time.  I dunno, this super could have been better.

======================
C. Combos:
======================

1.  (against normal jumping opponent) J. LP, J. LK, J. MP, J. MK, J. HP

2. S. LK, S. HK /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, HK Cannon Drill
I’m not sure if the HK Cannon Drill does more damage than a HP or HK, but it pushes the opponent closer to the wall.  The more closer the opponent is to the wall, the more easier it is to do the 22 hit super combo.

3. J. LP, J. LK, J. MP, J. MK \/ C. LK, C. HP à Spin Drive Smasher or Double Super

4. C. LK, C. HP à LP Axle Spin Knuckle
When my opponent blocks my attempt at a super combo, I like to do the Glowing Backhand for block damage and offensive pressure.

5. Spin Drive Smasher, (in the corner) C. LK, S. HK /\ Air combo
This is my favorite combo in XSF.  I have been able to get up to 18 hits with this combo.  The opponent can roll after the super hits, though.
 
===============================================================
3. Gambit
===============================================================

I like to use Gambit more for his normal moves than his combos.  Similar to Cap’ shield, Gambit’s staff has great priority.  It doesn’t have as much range and it’s not as powerful, but it does a good job keeping people away just by jumping in the air and swinging it when they’re close.  Gambit can also do the zigzag consistently when meeting someone in the air, whether it is a normal jump or super jump.  His LP Kinetic Card is one of the best projectiles in the game – it is extremely fast and almost reaches the entire screen.

======================
A. My Basic Strategy:
======================

 If the opponent is on the other side of the screen, I throw the LP Kinetic Card to get them to move.  If my opponent is the dashing type, I normal jump in the air and smack them with J. HP when they get close.  I go on the offensive by dashing in to do an air combo.

======================
B. Supers:
======================

Royal Flush: QCF + 2P

 This super does a good 4 bars of damage, but if it is blocked Gambit can be hit by almost every super because the recovery is horrible.

Counter switch: LP Kinetic Card

 I like the LP Cajun Slash better, but I guess this counter works decently.

Double super: Royal Flush

 Yep, this is the only super Gambit has.

======================
C. Combos:
======================

1. D. C. LK, C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, SJ. HP

2. (a blocked) D. C. LK, C. HP, LP Kinetic Card, LP Cajun Slash

3. (against NJ opponent) J. LP, J. LK, J. MP, J. MK, J. HP
Against the faster characters, it is safest to do this combo jumping straight up.

4. D. C. LK, C. HK à Royal Flush or Double Super
Sometimes the Royal Flush only does about 13 hits.

5. HP Throw, D. C. LK, C. HP /\ Air combo or Royal Flush
This is unavoidable because the throw can’t be rolled.

6. C. HP à Royal Flush or Double Super
The opponent has to be directly above you or the staff won’t knock them into the cards.

7. HP Kinetic Card à Royal Flush or Double Super
One of my favorite combos with Gambit.  The HP Kinetic Card is hella slow, but sometimes the opponent eats it.  Don’t do it at close range or you will be eating it.

 
===============================================================
4. Ken
===============================================================

Ken was the first character I ever mastered.  I learned my first air combo and super combo with him.  What I like to do with him is throw fireballs in the air to get the opponent close to me and then try to combo them with a super.

Counter switch: HP Shouryuken

 Use this only against direct attacks.
======================
A. Special Moves
======================

Hadoken: QCF + P

On the ground, it is a typical Hadoken.  In the air, it flies down at a 45 degree angle.  The air Hadoken can be cancelled with a Spinkick or Shouryuken.  I love using this move as keepaway, block damage, and getting the opponent to come close to me, which allows me to pull off super combos.

Shouryuken: DP + P

 This move can also be done in the air.

Tatsumaki Senpuukyaku: QCB + K

 Ken does a spinkick that hits multiple times.  This move cannot be ducked like Ryu’s spinkick.

======================
B. Supers
======================

Shouryu Reppa: QCF + 2P

 This super does about 2 and a half bars of life.  This should be Ken’s main offensive weapon.

Shinryuken: QCF + 2K

 This super is best to use after launching an opponent that just jumped at Ken.

Double Super: Shouryu Reppa or Shinkuu Hadoken

 If you are going to use Ken’s Double Super, make sure it hits or Ken will be left very vulnerable when coming down.  If Ryu is your partner, then you don’t have much to worry about except for the opponent getting behind you while you’re pulling off the super.

======================
C. Combos:
======================

1. D. C. LK, C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, HP Shouryuken

This air combo can be finsihed with a spinkick also, but the Shouryuken does more damage and allows Ken to land way before the opponent can.  This prevents throws that some people pull on me after I finish an air combo with a spinkick.

2. C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, HK Tatsumaki Senpuukyaku

I like to finish this air combo with the spinkick because it is a little harder to pull off the Shouryuken when super jumping straight up.

3. J. LP, J. LK \/ C. HP /\ Air combo or Shiryuken
The double hits also works for Ryu, Akuma, and Charlie.  It doesn’t work in MSF anymore.

4. J. MK \/ C. LK, C. MK à Shouryu Reppa
The basic super combo for Ken.

5. D. C. LK, C. MK à Shouryu Reppa
His dash is not that great in this game but this combo works decently against characters that you can’t jump at.

6. C. HP à Shinryuken
Excellent air defense.

======================
D. Weaknesses:
======================

 The Hadoken has horrible recovery in this game.  If you stick in a combo, make sure you use the LP Hadoken only.

 
===============================================================
5. Juggernaut
===============================================================

Juggernaut is the strongest character in the game.  I like to use him because his air combos look cool and I love using his Juggernaut Headcrush to punish mistakes.  The only problem is that he has no chain on the ground or during a normal jump.  Also, almost all of his moves have really bad recovery.  Doing moves at random will is asking to get punished, so you have to be very careful with him.  Still, I really love his power and he is different from all the characters I usually use.

======================
A. Universal Moves
======================

Dash:

 Juggernaut slowly charges at the opponent.
 This dash isn’t that great.  I only use it to get close to an opponent if they are super jumping away from me.

Launcher: C. HP

======================
B. Normal Moves:
======================

S. LP:

 Juggernaut punches hit fist out quickly diagonally down.
 This is a good way to keep the opponent away.  Juggy can also do a 1-2 punch combo if done consecutively.

Throw: à + MP or HP

 I like to use the MP version because the HP is a risky to use.  This is vital for setting up the Juggernaut Headcrush.

======================
C. Special Moves:
======================

Fists Thrust: à + HP

 I like to use this move when I know the opponent is vulnerable but is too far away for a launch and I don’t have a super bar.  Otherwise, I don’t really like to use it because there is bad recovery.

Earthquake: à, QCD + P

 I like to use this to cancel moves that have a huge delay and to put offensive pressure on the opponent.

Juggernaut Punch: QCF + P

 This move has very bad delay and is asking to get nailed if blocked.  I just use the HP version to nail the opponent after a à + HP hits.

Bellyflop: HCF + K

 Juggernaut will get killed if this is blocked.  I haven’t figured out an effective way to use this move.

Nail Slam: HCB + K

 Juggernaut sticks his hand out and grabs the opponent.

Sightluck Powerup: DP + 2P

 Juggernaut raises his arms in the air as his body glows red.  While he is red, his attacks will do more damage than usual.
 If this move is done out of nowhere, Juggernaut will get killed.  I’m guessing the best time to do this is when the opponent is super jumping away or has just been hit.

======================
D. Supers:
======================

Juggernaut Headcrush: QCF + 2P

 I really love this super because it is fast and does a lot of damage.  4 hits does about 30%, while 7 hits can do a good 50% life.  Yeah!

======================
E. Combos:
======================

1. Fist thrust à HP Juggernaut Punch

2. J. HP, C. HP /\ SJ. LP, SJ. LK, SJ. MP, SJ. MK, SJ. HP

3. MP Throw, Juggernaut Headcrush

 
===============================================================
6. Akuma
===============================================================

I just love doing the Shun Goku Satsu with only one super bar and then comboing them off the ground.  I like finishing with the Shun Goku Satsu because it shows the “ten” symbol and the scream.  His Messatsu Gou Shouryu does decent damage in this game.  The Tenma Gou Zankuu has so much start-up time that only an idiot will get hit by it.

===============================================================
7. Chun-li
===============================================================

Although I like Chun a lot, I try not to use her unless I’m facing a really tough opponent because I can always use her in MSF.  She is more powerful in this game because of her supers.  In XSF, Chun can combo her Senretsu off anything.  Her Kikosho does more damage than it does in MSF.  Her Hazan Tenshou Kyaku is easier to pull off because it is QCB + 2 Kicks.  I really like doing Launch à Hazan Tenshou Kyaku.

 
III. Nemesis

1) Cyclops

Stay away from the corner!  Cyclops’ 48 hit combo can kill a full life character!  Use characters that can deal with his damn air Flash kick and S. Roundhouse.  Charlie’s J. Roundhouse will beat out Cyclops’ S. Roundhouse.  Or you can use Akuma and Ken to air fireball Cyke’s ass.

2) Wolverine

Same as with Cyclops, stay away from the corner!  His 21 hit combo isn’t as bad, but it’s still bad!  Stay off the ground cuz he will do that damn diagonal foot stomp which is extremely difficult to counter.  I’ve found that Chun is a good counter against Wolvie – just do Kikosho when Wolvie does the stomp.

3) Sabretooth

With Cyke and Wolvie, the corner is the danger zone.  But with Sabretooth, it’s anywhere on the ground!  Stay off the ground!  His J. Roundhouse is really fast and very difficult to counter!  Good characters to counter Sabretooth are Ken and Akuma – just start doing the air fireball barrage!  This may be a little cheap, but hell – it’s better than taking chances against a half-life combo!
 

Hosted by www.Geocities.ws

1