XMvsSF 3v3 + DHC v1.1.1 - CONTROLS (2 players) ==================================================== TEAMS P1 plays the left team, P2 the right team. Each team has three characters; one fights (the point), two wait (reserves). BUTTONS RetroPad (Xbox pad) Keyboard (P1, RetroArch default) LP Weak Punch Y (X) A MP Medium Punch X (Y) S HP Strong Punch L (LB) Q LK Weak Kick B (A) Z MK Medium Kick A (B) X HK Strong Kick R (RB) W Start / Coin Start / Select Enter / Right Shift CHARACTER SELECT Pick three characters. Confirm each pick with one of nine inputs, a button or a punch-and-kick pair; the input chooses the colour. Hold Start with it for colours 10 to 18: alone with Start LP 1 10 LK 2 13 MP 3 11 HP 4 12 MK 5 14 HK 6 15 LP + LK 7 16 MP + MK 8 17 HP + HK 9 18 A pair is a punch and its kick. They can land up to 4 frames apart, so a single button confirms 4 frames after you press it. Start counts if you hold it with the press or at any time in those 4 frames. Two buttons that are not a pair confirm nothing - release and press again. Chun-Li: Start keeps its original job (her other outfit), so she has colours 1 to 9 in each outfit. If the other team already has the same character in that colour, the next free colour is used. RESERVES Reserve A and reserve B are your other two characters in the order you picked them. A defeated reserve keeps its place; a request for it is refused, so use the other pair for the living reserve. On point MP+MK (reserve A) MP+HK (reserve B) 1st pick 2nd pick 3rd pick 2nd pick 1st pick 3rd pick 3rd pick 1st pick 2nd pick Release MP, MK and HK before the next tag request. TAGS (on the ground, when you are free to move) MP + MK bring in reserve A MP + HK bring in reserve B HP + HK the original tag button: bring in the next living character in pick order - first pick to second, second to third, third back to first (a defeated character is skipped) Pressing MP+MK+HK together does nothing; release all three first. TEAM MOVES (unchanged from the original game) QCF + HP + HK Variable Combination (team Hyper, 2 levels); your partner is your first living reserve. This is the original two-character team Hyper; for all three characters, use a DHC chain (below). While blocking: Variable Counter back, down-back, down + HP + HK DELAYED HYPER COMBO (DHC) During your Hyper Combo, enter the INCOMING character's Hyper motion and finish it with MP+MK (reserve A) or MP+HK (reserve B). The incoming character performs their Hyper and stays in. Each Hyper costs its normal meter; each character can join a chain once, so a full chain is three Hypers: yours, a DHC to one reserve, then a DHC to the last character. Motions (relative to the way you face): QCF down, down-forward, forward QCB down, down-back, back DP forward, down, down-forward RDP back, down, down-back HCB forward, down-forward, down, down-back, back Wolverine QCF, DP * Cyclops QCF, QCB * Storm QCF, QCB * Rogue QCF * Gambit QCF * Sabretooth QCF, DP, HCB * Juggernaut QCF * Magneto QCF, QCB * Ryu QCF, QCB * Ken QCF, QCB * Chun-Li QCF, QCB, DP * Dhalsim QCF, QCB * Zangief QCF (ends the chain) * M. Bison QCF, QCB * Akuma QCB, DP (ends the chain), RDP * Charlie QCF, QCB, DP * Cammy QCF, QCB (Akuma's air Hyper and Rogue's absorbed Hyper cannot be DHC targets.) SNAPBACK (one level) QCF + MP + MK snap the opponent's reserve A in QCF + MP + HK snap the opponent's reserve B in Works from neutral or cancelled from a ground normal that hit or was blocked. On a clean hit the opponent's point is forced out and the chosen reserve comes in; a hit that finishes the point is an ordinary KO. Blocked or missed, the level is still spent. Against a team's last character it is a plain strike. WIDE ARENA Use the WIDE launcher for a 512x224 (16:9) arena with more of each stage.