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>>>>>> If you allready know the abrieviations used on this site AND you have read my fighting techniques, click here to go to the combos>>>>>>



Legend
This is sorta like a combo language that most people use when they talk about combos.
or p = any punch

or k = any kick

or lp = low punch

or mp = medium punch

or hp = hard punch

or lk = low kick

or mk = medium kick

or hk = hard hick

or pp = both punches

or kk = both kicks

or ppp = 3 punches (for older capcom fighters)

or kkk = 3 kicks (for older capcom fighters)

s = standing

c = crouching

j = jumping

sj = superjumping

a = alpha assist

b = beta assist

g = gamma assist

>> = Dash forward(tap forward twice or press all punch buttons)

<< = Dash backward(tap backwards twice or press all punch buttons while holding back)

ad? = Air Dash in ? direction(for characters with air dash, press pp + any direction. u = up, d = down, f = forward, b = back. df = down+forward, etc...)

XX = cancel(stop doing one move and do another.)

DHC = Delayed Hyper Combo. In Marvel VS Capcom 2, you can do one hyper combo, then do the motion for your next character's move and it will cancel the move you are curently doing into the next character's hyper combo.

Character(a) = assist. This means call out character using the a(alpha) assist. for example: Ryu(b) means call out Ryu's beta assist.
or A1 = Assist 1
or A2 = Assist 2
OTG = On the ground. Usually, your opponent is knocked to the ground and you use a c.lk or some attack that reaches low to the ground.

Fighting Techniques

Snap back = This is a move used to force one of your oponent to switch characters. It is done by + or . This is REALLY useful. Lets say your oponent has been using one of his assists alot and you have done alot of damage to that assist character. As long as your oponent dosent switch that character in the fight, he will slowly regain all of the health you took from. If you do a snap back and force that character in the fight, they lose the ability to recover all that damage you game them.

Gaurd Break = This is an advanced technique which takes advantage of a flaw in the game's fighting engine. When a fighter does a normal jump, they are allowed 1 action(e.g. blocking one attack.) Therefore, If you are hit on your way down, you can block once. If your oponent is somehow able to hit the ground before you and jump and attack again, you would not be able to block. For example: most people using Cable will wait until they have killed your first character. Then, when your second character comes in, they jump and do hp. Cable shoots a single shot from his gun. Most people block this, but when you air block, you fall slower. Cable jumps back up immediately and does the Hyper Viper Beam super. The only way to avoid this combo is to 1)Never die, 2)Never switch out, 3)Never get hit by a snap-back, 4)Let the person hit you when you switch in.

Infinite Combo = A combo that can be continued forever until the character dies or the timer runs out(whichever comes first.)

Reset combo = A reset combo usually kills a fighter faster than an infinite combo. An infinite combo in the air may continue forever, but it takes a long time to kill your oponent because your hits take less damage. A reset combo usually starts with an air combo and ends with an air combo finisher(hp, hk or a special move) or a throw which may knock the opponent to the ground. Next, the opponent is re-launched (or OTG) and the air combo is started over again with the hit meter at 0 again. A reset combo usually lasts forever, but some resets can be rolled out of.

If you want to learn how to play VS games, click here.
If you know how to play VS games and want to learn combos, click here.