11/10/2022 0 Comments Xmen vs street fighter sprites![]() ![]() (recolored) - Felicia Idle (Recolored) - Iori Win enlarged - Ken Idle(recolored) Capcom (NGPC):Īkari - idle stance (recolored) - Dan Idle Color Win Pose 2 - Blackheart's Minionsĭr. Judgement Stance - Death Talking - Fortune Weak Combo - Fortune Strong combo - Empress Idleīlackheart - Win Pose 1 - Win Pose 2 - Alt. Select game type - Win pose - Weak Combo - Strong Combo Kirby Walk - Wispy Woods - King DeeDee running - Metroid, Iori intro (99) - Mai runs out of fans FLUKE - All Terry - Power up (96) - Burn Knuckle - Hat Really sure what Mai's doing? - Time over loss Spark spin move - Idle Stance (94ish) - Idle Leona (97 style) - Intro 1 - Death move 1 - Win 1 Stance facing Right - Win pose 1 - Flame puch 2 Kyo ('99 style) - Flame punch - Flame Uppercut - Idle Kyo ('97 style) - Lunge puch, too fast? - Idle Iori - Death Move 1 - Idle Stance facing left Shining Bit Special ('98?) - Taunt ('98?) -Ĭhoi - Spin taunt (96) - Prematch stretch (98) - Crouch Summoning you - Red player's rolling dice - Love Love Dancing!/Stunned soldier - Orange Flexing - Pinky Cheering - Red shakes his fist - Soldier cheers Gundam - I don't know, maybe custom fluke - Another Gundam I can't name - You know thisīlack Begging - Free shot player getting a ?1 - ?2 - ?3 - Terry Power Geiser - Rock Death move 1 - Terry Idle Jim Idle - Shot in the head - Posing at the intro screen - Jump rope headīlue Mary - Idle Stance - Cool Off - Belt hula Zabel\Lord Raptor - Chainsaw Kick - Intro - Ribīoo Shot - Majin Boo Shot 2 - Cell Stanceįocus (SNES) - Freeza Focus (SNES) - Gohan Focus (SNES) - Gokuįocus (SNES) - Vegeta Focus (SNES) - Freeza Transformation (SNES) - Freizaīlast - Piccolo Charging (NES) - Goku Idle - Vegetto idle - Vegetto Powerup - Vegeta Shot Morrigan - Fierce Punch - Jump Fierce Punch - Bat Win Pose - Part 1 only of bat win pose Talk - Lavos's final form - Magus Running I will not post still rips.ĭeath from early part - Richter Runing - Richter Idle - Richter Walk Or, I could cheat and say they're PSX rips. They are all marked as CPS2 until I find which ones are frpom which games, and series,Īnd others were on CPS systems or CPS2, the more powerful chipo first used on Marvel Vs.Ĭapcom 2. I'm sure you all know this but for those who don't: CPS is an abbreviation for Capcom'sĪrcade system used in the early-late 90's. Ones I'm not sure of and let me know where they're from if possible. It's set upĪlphabetically by game name, and systems no longer matter. Version, as it is faster loading and allows you to view the rips you want faster thanīefore and with less hassle of having 30 images download at once. Now, but it will not be updated as frequently as this if at all. My best advice is to just keep practicing.Alright, here is the re-org of the sprite rip page. Starts, but the energy ball keeps going and will knock the enemy up If you do it right, you can cancel the C.MP right when it Magneto's C.MP sends out a little energy ball along the ground. ![]() The Hyper GravĪctually starts coming out BEFORE the enemy is hit, because You can BARELY see the C.MP actually animate. In order to get it to work, you HAVE to cancel it VERY, You can do theīuffer with conventional timing, but oddly enough that will NOTĬombo. Timing the C.MP buffered into the Hyper Grav. ![]() **Note: The difficulty of this combo lies mainly in the difficulty in J.LP, J.DN.LK, J.MP, D.C.LK, C.MP XX Hyper Grav, C.HP SJ SJ.LP, SJ.LK, SJ.MP, SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Air Dash, AD.SJ.LP, SJ.LK, SJ.MP, SJ.MK, SJ.HK (FS) Quicker and sooner than it appears (to have it add to theģ) Have enemy in corner. The Air Throw is hard to time because it's much SJ.LK right away, but delay for half a second before throwing **Note: When you do the first Air Combo before the throw, Chain SJ.LP into J.DN.LK, J.MP, J.HK, D.C.LK, C.HP SJ SJ.LP, SJ.LK, SJ.MP, MK-Air Throw, SJ.LP, SJ.LK, SJ.MK XX Air Dash, AD.SJ.LP, SJ.LK, SJ.MP, SJ.MK, SJ.HK (FS) Sure you are holding Up/Towards when you Air Dash.ġ) Get enemy into corner. **Note: You actually buffer the SJ.MK into the Air Dash. **Note When you do the Flying Dash, Dash diagonally Down/MK.ġ) J.HP, J.HK, D.S.LP, C.HP SJ SJ.LP, SJ.DN.LK, SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Air Dash, AD.SJ.LP, SJ.LK, SJ.MP, SJ.MK, SJ.HP (FS) FD.F.LP, F.LK, F.MP, F.MK, F.HP, F.HK XX LP-EM Disruptor The Hyper Grav by the time the Tempest starts hitting.Ĥ) Hyper Grav from a screen away, Magnetic Tempest, D.C.LK (OTG), S.HK XX Magnetic Shockwave (OTG)ĥ) Have enemy in corner. Otherwise, the enemy will have shaken out of **Note: The Magnetic Tempest must be done IMMEDIATELY upon making contact MP, SJ.MK, SJ.HP (FS)Ģ) J.HP, J.HK, D.S.LP, C.HK XX Shockwave (OTG)ģ) Hyper Grav from a screen away, Magnetic Tempest, D.C.LK (OTG), C.HP SJ SJ. Hyper Grav, Magnetic Tempestġ) J.HK, D.S.LP, C.HP SJ SJ. 1) J.HK, S.HK (1 hit) XX LP-EM Disruptorģ) Be a screen away from the enemy. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |