X-Men vs. Street Fighter Strategy

Last Update: Nov. 24th, 1996


One of the the most crucial parts of this game involves when and when NOT to switch your characters:

Smart Switching

Because Character switching is a major part of the game, you might think that there's some strategy involved in it. Well there is -- there's a right way and a wrong way (definitely a wrong way) to do it.

Here are some of my opinions on how to Switch Smart:


Rule #1 - Keep a stinkin' eye on your meter! When you've got a good amount of red in your bar, that's the best time to switch your character. But judge how much your secondary character has already recovered. If your secondary character is in worse shape then you are, it might not be worth it!

Rule #2 - Only switch when the time is right. The best time to switch your character out is when they've got a LOT of red in their bar; because they've done a lot of good, but can still be fairly well preserved. So what do you do, you switch right? WRONG! Because EVERYBODY's expecting it. How many times have you looked at an opponent's life bar who's really low and just KNEW he was going to switch?

Remember that there's more than one way to switch your characters in this game. Team-Up Supers and Variable Counters will also switch your secondary character in. There are better "times" to switch, as well as better "methods" depending on your circumstances.

Good Times

1) When you've blocked a switch or somebody's recovering from a long-recovery special move.

Solution: Team-Up Super, all the way. If you don't have level 2, then just do a normal switch and tag 'em once for some OK damage.

2) When somebody has Super Jumped.

Solution: Just switch out normally, no use wasting 2 levels of super to try and score a blocked Team-Up Super. Try Super Jumping YOURSELF to get them in the Super Jumping "mode" (works like a charm -- sorta like when you taunt, they remember, and taunt you back)

3) When you're blocking an attack.

Solution: Costing just ONE level of Super, do a Counter Assist (Alpha Counter) and bring your other team-mate in. Be careful, though, to know what your teammate does when they counter. A blocked counter can get your team-mate in just as much trouble as you were, if not more!

Rule #3 - Be looking at other peoples' Life Bars. There's a lot of people out there who don't "switch smart" and you can find a good use for that Team-Up Super you've been saving your Level 3 Super Bar for!!!!

Variable Counters

As I mentioned above, these things can be a great tool for switching your character at a good time, as well as getting some decent damage done... when they're used right.

The key to using your Counters right is knowing what your character does when they Counter. To help you with that, I've listed each characters' Variable Counter move in their individual pages. The moves, when done as a counter, come out exactly the same way they do during the course of a normal game. Consider this sample scenario:

I'm playing Dhalsim and Cammy (a right smart team-up I might add), Dhalsim's in and I just roasted Akuma (teamed up w/ Ryu of course) for a healthy load of damage.

My opponent switches in Ryu (the poor slob) and I use that remaining Level 1 Super that I have to give him a "warm" welcome. Unfortunately, I mess up with the motion (hey, it happens!) and end up floating gracefully towards him as Dhalsim's "dash."

His immediate reaction (and ONLY reaction I might add) is to unload his wimpy Super on me, which he promptly does (I think they do the motion in their sleep actually.) Admittedly, he rocks me for a good amount of power, and I can hear Cammy just itchin' to come in. What do I do?

Answer #1

Wait for Ryu to throw a fireball (should happen within the next few milliseconds) and Variable Counter to bring Cammy in.

Result - Cammy counters in, but her counter is her Cannon Spike, so she shoots straight up with it, and gets pegged by another Ryu-ball.

This was the the wrong answer.

Answer #2

Gracefully hop over the next 35 fireballs that Ryu throws, until the scrub standing next to me realizes that all the fireballs he's thrown at me haven't been hitting.

Of course, you have to be ready to Super Jump, since his next resort will be the Super Fireball (such variety! it just shocks me!!)

Eventually, good ol' Ryu will realize that he actually has to fight me (what a concept...) and will jump in with a Roundhouse. The second he lands it, bring in Cammy on the Counter.

Result - Ryu gets nailed out of his Roundhouse by Cammy's Cannon Spike, and Cammy safely joins the match, while Dhalsim patiently regains his power in the background.

The Moral of the Story

Know what your characters' Counters are like, including their range, speed, level of attack (height) and how "safe" they are if they miss. Some characters (like Ryu) are totally safe to bring in practically any time, even if you Counter on a Fireball!

Roll For Your Life!

Yes, there are many situations in this game where rolling can definitely save your life (or at least a lot of power.) There's a good reason for that.

Even though you might be lying prone on the ground, you can still get hit! That's right! This gives way to a lot of complaints about Super Moves being chained after knock downs (nailing somebody with Gambit's Royal Flush after knocking them over with a D+Roundhouse kick.)

Because of this, be on your guard for two things:

Getting Knocked Over

When you get knocked over, you're vulnerable. And trust me, people are watching for it. The best time to be ready for this is during Chain Combos. If you get nailed in a Chain Combo that knocks you over, quickly roll (B,DB,D+Punch) to get yourself outta there!

This goes true for certain times when you haven't even hit the ground yet. A common Rogue trick is to kiss somebody when Rogue's back is in the corner. When she does this, she kisses them then turns around and tosses them into the corner. She can get you with her Super Move before you hit the ground even!

But not if you roll...

Opportunity

Yup, it works both ways. Make sure to keep an eye out for times when somebody hasn't rolled to recover. Ever throw somebody, have them land close to you and then just have to wait until they get up?

Well, don't wait anymore! Smack 'em! While they're down, do a low hitting Short or Forward, then a Launcher, and start them on their way to the great Combo City in the Sky!!