Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition

Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition

12.10.2013 11:10:11
~B

by: Dakr Gremmil ( necrosis999@hotmail.com )

Version 1.0 3/25/00



Ok, I know there are probably a lot of lists of combos out there for this

game, but these combo's that I figured out for myself, seemed to work the

best. Most of the combos on this list will take away 50% of life away from

your opponent, and I found a couple combos over 50 hits, and one over 99

hits. There are TONS of combos for each character on this game, but I'm

only going to list the best ones that I've found for the characters listed

below. But before I go onto the combos, there are a couple things that you

have to keep in mind to do them:



- These combos are ONLY for the PSX (Playstation) version of Marvel vs.

Capcom. This is because most of these combos require the hyper cancel

feature that is only available on the "EX" version of this game on the Sony

Playstation. Forget tagging!!! I'll take the hyper-cancels any day!!!



- The damage listed and the hits are approximate. All damage is measured in

the training menu with the damage display feature that it has. (when there

is a number for damage, that doesn't mean percentage - a combo that does 75

damage, will take away about 50% of an enemies life. I guess that means 150

damage is 100% - you do the math.) All the combos below are based on being

done against Ryu. (since he seems to be relatively average in size, and

taking damage.) Doing these combos against different characters will

probably spawn different results in combo damage and number of hits. (For

better or worse, depending on the character)



- For the combo info, I have listed first the number of approximate hits,

the damage, and the required super meter level (if there is one needed)



- If there is a comma between the numbers, then you push those buttons in a

chain combo fashion. (quickly after the other one) - if there is a "+"

between the numbers, then you press those buttons simultaneously. If you

see a 5/6, that means the strongest punch and kick together (for team

supers).



- Not all the characters from the game will I list combos for. Not because

that character isn't good, just specific characters, with the BEST combos

will I list.



- If you are new to hyper cancels, the key to getting them to work is to

finish the motions for the next move IMMEDIATLY when the move you just

executed connects with the enemy. (NOT immediately after you do the motion

for the first move.) Did you get all that!? Knowing this is essential to

getting the combos to work. This doesn't just apply to connecting super

moves, but also connecting special moves to super moves, super moves to team

moves, and more!! Chain moves are an exception, just do those quickly one

after the other. Mastering hyper cancels takes some practice if you are new

to it, so don't get discouraged, and don't blame me if you can't get the

combo's to pull off. They all work.



- The "*GREAT VALUE*" combos listed below do MEGA damage with a Level 1

super, or less. (while there are combos that do WAY more damage, they take

more of the supermeter - and that doesn't do you much good just starting the

match or after doing a massive combo - hence the "great value" label.) The

"*INSANE!!*" combos, well, lets just say they are borderline cheat codes

either because of the number of hits, or because of the MEGA damage. Your

friends will not want to play you if you do these combos to them. That, or

every time you pull one of these off, they'll say "What the....", then glare

at you. :)



- Here is the "key" for the combo list below:



1=L. Punch

2=L. Kick

3=M. Punch

4=M. Kick

5=H. Punch

6=H. Kick.



3P=All 3 Punch's button.

3K=All 3 Kick's button.

QCF=Quarter circle forward,

QCB=Quarter Circle Backwards.

HCF=Half circle Forward.

HCB=Half Circle Backwards.

DP(Dragon Punch)=Forward, down, diagonal-forward.



(Be cautious not to confuse the "3" move (medium Punch) with the 3P (all 3

punches button - same with the kicks.)



___________



Now, ON TO THE COMBOS!!!

___________





RYU





17 hit - 55-60 damage - Level 1

Crouching 2, crouching 5, (into aerial rave) 1, 2, 3, QCF + 3P

NOTE: The "3" punch in air normally hits twice. You need to cut the 2nd

hit of that punch off with the QCF + 3P. This combo is best done away from

the corner of the screen. Also, if you are at least one screen distance

from the edge of the stage, you can throw a hadoken (QCF + 5) after the "3"

and still connect a QCF + 3P hyper cancel. This does a LOT more damage, but

it's harder to pull off.



28 hit - 70-75 damage - Level 1

2, crouching 4, QCF + 5, QCF + 3P

NOTE: Do the motion for the Super Hadoken very smoothly or else you will

end up doing the Super uppercut and completely miss. This combo is best

done away from the corner of the screen.





KEN - (the Ken form of Ryu).

**Either press HCB + 3 during the match, or hold the select button for 5

seconds then select Ryu on the character select menu to get him.**





35 hit - 90-100 damage - Level 3 *INSANE!!*

2, crouching 4, QCF + 5, QCB + 3K, QCF + 3P, QCF + 3K

NOTE: This combo only works if your opponent is trapped in the corner. Out

in the open, this combo would normally push opponents away too far for even

the QCB + 3K to connect. For the first 2 super moves, allow them to hit

several times, but don't allow them to complete in the air or you won't be

able to connect the final super. Experiment a little on this one.





AKUMA - (the Akuma form of Ryu).

**Either press HCB + 5 during the match to get him, or hold the start button

for 5 seconds then select Ryu on the character select menu.**





38 hit - 80-85 damage - Level 2

2, crouching 4, QCF + 5, QCF + 3P, QCB + 3P

NOTE: For the first super move, allow them to hit several times, but don't

allow them to complete in the air or you won't be able to connect the final

super. Best done out in the open away from corners; Experiment a little on

this one.



60 hit - 95-110 damage - Level 3 *INSANE!!*

2, crouching 4, QCF + 5, QCF + 3P, QCF + 5/6 (that's right! You cancel with

a team super!)

NOTE: Same notice as the above combo. I always choose my team partner as

either Gambit or Morrigan. Their team supers seem to have the most damage,

and gambit's has a mega number of hits as well.



13 hit - 90-95 damage - Level 1 *GREAT VALUE*

Jumping 6, QCB + 6 (while still in air), 1, 3, 5, QCF + 5, QCF + 3P

Note: This combo only works in the corner. The first kick should NOT be

very deep, (it should be high and slightly distant) and it should connect at

your opponents head (so that you're still high enough that the QCB + 6 can

still connect in air) This combo also works with Ken.



15-24 hit - 80 damage - Level 1 *GREAT VALUE*

Crouching 2, crouching 5 (into aerial rave) 1, 2, QCB + 6, QCF + 3P

NOTE: Allow the QCB + 6 to hit twice in the air. Execute the QCF + 3P on

the 2nd hit of that move. Great combo for corners or in the open, but it's

one of the harder combos to do. The best way that I've gotten it to work is

let the D-Pad go back to neutral immediately after you execute the QCB + 6,

then just wait for that 2nd hit and time the QCF + 3P exactly when it

connects.





CHUN-LI





24 hit - 60 damage - Level 2

Crouching 2, crouching 4, crouching 6, QCF + 3K, DP + 3K

NOTE: The crouching 6 is a sweep, so you need to do the QCF + 3K fast

before your opponent has time to get up. If your QCF + 3K connects, it will

automatically stand your opponent up. Try getting the most hits out of it

before canceling to the DP + 3K. This is a great combo in or out of the

corner.





CAPTAIN COMMANDO





11 hit - 90-100 damage - Level 1 *GREAT VALUE*

2, 6, QCB + 5, QCF + 3P

NOTE: You do not go into an aerial rave after the 6 connects. The QCB + 5

connects the instant you finish the move. You'll have to be EXTREMELY quick

on the draw to pull off the following (and hopefully connecting) Captain's

Sword super (QCF + 3P). It's a great combo in or out of the corner.



5 hit - 46 damage

1, 2, 3, crouching 5, QCB + 6

NOTE: Just a good old-fashioned combo. Quick, and descent damage.



24 hit - 100-110 damage - Level 2 *INSANE!!*

QCF + 3K, QCF + 3P

NOTE: This combo, you can ONLY execute the 2nd combo on the exact last hit

of the first super. You actually have to do the captains sword move

BACKWARDS to get this connect (because the first super, you finish it on the

other side of the enemy) If you can do a QCB + 3P from the same direction

that you did the QCF + 3K, and can nail it EXACTLY on the last hit, I

applaud you. This is a hard combo to do.





MEGAMAN





40 hit - 60 damage - Level 1

First, charge your gun (hold 5) and to continue to hold it. Still holding,

then start combo with 2, 6, (into aerial rave) 1, 2, 3, 4, Let go of 5, QCB

+ 3K

NOTE: The damage is based upon charging the weapon for an aproximate 5

seconds. If you choose to charge it longer, the damage will be greater -

but it's a little awkward to fight while constantly holding a button. 5

seconds seemd to the most realistic time charged, and still do descent

damage. When you do the aerial rave, wait a split second before you chase

after them. If you don't do this, your charge shot will be a little low,

and it will juggle them across the screen (out of reach from the QCB + 3K

from contacting) Execute the Beat plane (QCB + 3K) ASAP - you will need as

much time possible and it doesn't hurt anything because it won't cut off

your charge shot. You will have to fly next to the enemy in the Beat Plane,

then press both the punch and kick buttons like a madman to get maximum

damage.



10 hit - 74 damage - Level 1 *GREAT VALUE*

Crouching 2, crouching 4, crouching 6, QCF + 1, QCB + 3P

NOTE: Do the QCF + 1 quickly after crouching 6 because that is a sweep.

Make sure that you do the QCF to the strength of the "1" punch. Other

punches will sent the tornado hold too far. Cut off the Tornado hold early

on with the Magnetic Shockwave super (QCB + 3P)... this super has a delay,

and the tornado hold will go ahead and hit to it's full capacity while the

super has time to commence. For best results, be IN the corner facing out.

That way, the Magnetic Shockwave will carry you all the way back across the

screen.



NOTE: Normally, Megaman doesn't have the QCB + 3P (Magnetic Shockwave), but

you get it when you beat Onslaught with Megaman, and hold "Select" for a

couple seconds and then select Megaman in the character select menu.



This combo will also work with replacing the Magnetic Shockwave with the

Beat Plane (QCB + 3K) - if you're quick enough. You will have to fly next

to the enemy in the Beat Plane, then press both the punch and kick buttons

like a madman though.





STRIDER





10 hit - 47 damage *GREAT VALUE*

Jumping 2, 3, 4, and while standing, 1, 2, 3, 4, 5, 6, QCF + 1

NOTE: This is a combo for the corner of the screen only. The "2" starter

for the jump in should be deep at all. Give it enough height and distance

for the 3 and the 4 to also connect in the air. Wow... a 10 hit ground

combo without the use of a super. *sigh*



(Also, the ground combo 1, 2, 3, 4, 5, 6, QCF + 1 by itself is great. You

can even do this out in open screen.)



14 hit - 45 damage *GREAT VALUE*

Crouching 1, crouching 2, crouching, 3, crouching 5 (into aerial rave) 1, 2,

3, 4, QCF + 1

NOTE: Make sure that the QCF is to the "1" strength. That way it will

carry your opponent up for more hits.



33-35 hit - 60 damage - Level 2

QCF + 3P, 1, 2, 3, 4, 5, 6, DP + 3P

NOTE: The Ouroborus super (QCF + 3P) allows you to move freely while these

little robot things constantly bombard your opponent if you stay close.

This super works best if you can get the Ouroborus super to connect in the

first couple hits, in other words, you may have to compromise chain moves to

still connect the Ragnarok (DP + 3P).



Also, try doing this sort of technique with the Ragnarok super replaced with

a Team super. Once again, gambit fills this job nicely.





SPIDER MAN





9 hit - 54 damage *GREAT VALUE*

QCF + 5 (either in air or ground to temporarily stun enemy) While he's

stunned (if you can get to him quick enough) press crouching 2, crouching 4,

standing 6 (into aerial rave) 1, 2, 3, 4, QCB + 6

NOTE: This is one of the easier combos to start. Because you can be

ANYWHERE on the screen and stun the opponent with the strongest punch (5)

Web Ball.



12 hit - 98 damage - Level 2 *INSANE!!*

Crouching 2, crouching 3, crouching 6, QCF + 3K, QCB + 3P

NOTE: The Ultimate Web throw (QCB + 3P) will only connect if you cancel the

Crawler assault (QCF + 3K) on the LAST hit. This is a hard combo to do, but

it's worth it. This combo works ONLY in the corner of the screen. You

don't have to start the combo in the corner because the Crawler Assault

super does a nice job of pushing you there.





CAPTAIN AMERICA





48 hit - 100-110 damage - Level 3

DP + 3P, QCF + 5/6

NOTE: Once again, try to get the most out of the first super move before

canceling. This is a pretty easy combo to do.





GAMBIT





99+ hit - 120-130 damage - Level 3 *INSANE!!*

QCF + 3P, QCF + 5/6

NOTE: The Royal Flush (QCF + 3P) Normally hits about 37 times, watch

carefully till the combo counter gets up in the 30's, then cancel your Royal

flush with a Team Super. You HAVE to have gambit as your partner as well

for this to work. After the 2nd Gambit comes in, stand back and watch the

fireworks. This combo would hit more than 99 times, but the counter can't

go past that. This combo will instantly KILL Mech Zangief, Mech War-Machine

and Red Venom. The people that it doesn't kill, it will take 90% of their

life away, if not all of it. For best results, catch your opponent standing

up, off guard.





WAR MACHINE





11 hit - 55 damage *GREAT VALUE*

2, 6, (into aerial rave) 1, 2, 3, 5, QCF + 1

NOTE: You when it comes to the aerial rave part of the combo, it's best to

hold "up" on the D-pad while chaining those moves. If you aren't holding up

when it comes to pressing "5", you won't knock the opponent upward, and be

able to chain the QCF + 1. Make you do that QCF to the "1" strength as

well, it's a much quicker draw than the other strengths. This air combo is

hard to do because the 5 aims upward, and if you are a little low in the

air, you'll completely miss. What I do is, after pressing 6 to launch them

in the air, wait a SPLIT second, then commence the rest of the combo. It's

your call on mastering the timing.



40-44 hit - 90-100 damage - Level 2

6, QCF + 3K, QCF + 3K

NOTE: Don't go into an aerial rave after hitting "6", just go straight into

the QCF + 3K. Hold out as long as possible on the first supermove because

you cancel it with the 2nd one. As for how long you should hold out

exactly, that's your call.





WOLVERINE





10 hit - 50 damage *GREAT VALUE*

Crouching 1, Crouching, 2, Crouching, 3, Crouching 5, Standing 6 (into

aerial rave) 1, 2, 3, 4, 5.

NOTE: I have a hard time getting this combo to with in corners, this one is

for out in the open.



28 hit - 66 damage - Level 1

1, 2, 3, crouching-diagonal 5, QCF + 5, QCF + 3P

NOTE: The crouching diagonal "5" is a slide move with Wolverine. It's a

little hard to connect this with the Berzerker Claw, but I found that it

works best if after executing the crouching diagonal "5" move, return the

D-pad to neutral. (let go of it for a second), then do the QCF + 5. Get

the most hits out of the QCF + 5 as much as possible, then execute the

super.



64 hit - 90-95 damage - Level 3

Crouching 1, Crouching 2, Crouching 4, Crouching 5, QCF + 3P, QCF 5/6

NOTE: Once again, hold out as long as possible on the first super before

you commence the team super cancel. Do the first super VERY QUICKLY after

the crouching 5; or else your opponent will be pushed too far away for the

rest of the combo.





RED VENOM - a.k.a. Maximum Carnage (yeah.... right...)

**Beat the game with Venom, and this red mayhem is above Chun-Li**





11 hit - 50 damage *GREAT VALUE*

5Throw (similar effect to Spiderman's Web Ball), 1, 3, 5, (into aerial rave)

1, 2, 3, 4, 6.

NOTE: It's easy to throw enemies with Red Venom because he's so fast.



8 hit - 45-50 damage *GREAT VALUE*

QCF + 5

NOTE: I'm sure you are scratching your head as of why I have listed on of

his special moves (and it alone) as a good combo. One thing though, this

move normally hits only twice. If you jam on your "5" button like a mad

man, you'll get those extra 6 hits. (and they make a BIG difference). They

Closer you are, the LESS likely you are to get all 8 hits. It's one of the

best specials in the game. The only non-projectile to reach all the way

across the screen in an instant.



19 hit - 70-76 damage - Level 1 *GREAT VALUE*

5Throw (similar effect to Spiderman's Web Ball), crouching 1, crouching 2,

crouching 3, crouching 6, QCF + 3K

NOTE: For best results, be IN the corner facing out. That way, the Death

Bite (QCF + 3K) will carry you All the way back across the screen.



16 hit - 65 damage - Level 1

QCF + 3P, crouching 1, crouching 3, crouching 4, crouching 5.

NOTE: When doing the QCF + 3P, make sure that the enemy will land in the

corner. (because that's the only place this combo will work) Time it right

and pull off those chain moves right before he lands....





MORRIGAN (the alternate one) - a.k.a. Lilith (yeah... right...)

**Beat the game with Morrigan and you can choose her below War Machine**





44 hit - 88 damage - Level 2

DP + 3P, QCF + 3K

NOTE: This combo is pretty easy to do. It's a good combo in or out of the

corner. Hold out as long as possible on the first super for maximum damage.

_________






 
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