PS2/Xbox Story% Fight Strategy
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PS2/Xbox Story% Fight Strategy
Updated 2 years ago by sandalwoodgrips

#Intro Welcome to the awesomely weird world of X-Men: Next Dimension speedrunning! In this guide you'll find all kinds of info to help you finish this game fast, from useful exploits to individual fight strategies to optimal combos and more! Keep in mind that while this guide is specifically tailored for the PS2/Xbox versions of the game, and while there are significant differences between these versions and the GameCube version, many of the tips and tricks that follow (character strategies, character choices, CCR, etc.) are applicable across all platforms.

To start, X-Men: Next Dimension is all about hitting fast, hitting hard, and making sure the AI doesn't get a chance to get rolling, otherwise they're absolutely going to kill your run. If you want to go fast, you'll need to: 1) choose characters that deal tons of damage quickly and consistently, 2) understand the AI and its quirks, and 3) adapt to whatever jank the game throws at you. Speaking of jank...

You're going to be dealing with a LOT of it as you battle your way through the Marvel mutant-verse. Hitboxes are hit and miss, entire strings of attacks will whiff because of wonky alignment issues, your projectiles can disappear, the interactable level elements (especially walls and ceilings) can cause serious time losses, the AI can flip a switch and enter insane-o mode on a whim, the list goes on and on BUT we also have powerful jank on our side to speed up fights and limit the opportunities the AI gets to mess us up, so let's get down to business.

#Combo Notation X-Men: Next Dimension has four attack buttons: Light Punch, Hard Punch, Light Kick, and Hard Kick. I'm lazy and I like MK notation so I'll be referring to all the buttons numerically like so: Light Punch = 1 Hard Punch = 2 Light Kick = 3 Hard Kick = 4

Directional notations will be referred to as such: b = Back f = Forward d = Down j = Jumping falling = on your way down from an Air Seek AS = perform an air seek throw = self explanatory air throw = ^^^ MT = Meter Transfer 1+2 / 3+4 = press buttons simultaneously

#Combo Counter Reset Exploit (CCR) The most important piece of tech in this speedrun! Normally, each successive hit in a combo scales by 10% per hit. That means your first hit does 100% of its base damage, the second hit does 90%, third does 80%, and caps out at 10%. However, there's a way to reset the combo counter, as well as the damage scaling, so that you can get back to doing big damage! Check out the quick example below.

You'll notice that the combo counter reset twice? If you have your opponent in an air combo and you land while they are still in the air and immediately jump up and hit them (not positive on the EXACT requirements but I can replicate it consistently) you will reset the combo counter/damage scaling. This does not affect gravity scaling, so they'll still fall just as quickly the longer the air combo goes, but you'll be able to eke out more damage AND continue building meter all the while.

Most characters are capable of touch of death-ing their opponents because of this, and while it's great that the computer can't fight back, it's not always an optimal use of your time. Cyclops' optimal, if done at round start, will kill in 10 seconds, which is incredible! Those are the kind of combos you'll want develop so you can nuke the computer as quick as possible.

#Throw and Super Move Scaling Throws are not affected by damage scaling EXCEPT in the GameCube version, making them suboptimal enders on GC unless you can continue your combo into super or set up CCR. On PS2 and Xbox they will always do roughly 3k damage, dependent on the character and type of throw (front/back/air). You'll want to experiment with different throws to see how they might compliment your character's combo options.

Super moves have their own separate scaling in combos. The first super used in any combo will always do 100% of its damage, regardless of the number of hits before you use it. Any supers after that will have pretty serious scaling attached (60/30/15%), UNLESS you reset the combo counter!

#Meter Transfer (MT) The other pivotal piece of tech in this game is the Meter Transfer mechanic. Every character has access to 4 supers: Level 1, Level 2, Level 3, and Level 4. Level 4 can only be accessed once you've filled the other three. As you build super meter, either by hitting the opponent or whiffing grounded moves, or using grounded/air specials, you'll fill up the meter bars, starting with Level 1. But say your Level 1 super isn't great and your Level 3 is amazing? As long as you've built enough meter, you can actually move it into the Level 3 segment, giving you access to your Level 3 without fully charging Level 1 and Level 2.

It's a really interesting system that allows for a ton of creative expression. It's valuable in the speedrun because oftentimes a character's really damaging abilities are tied to their different meter levels. Being able to shift meter around means you get access to their most powerful abilities more quickly. It also means that you can optimize combos to build just enough meter, transfer to whatever Level super you need, and touch of death the enemy. You'll be able to find examples of Meter Transferring in the optimal combo videos scattered throughout this guide.

#Story Mode Strategy Now, let's get this party started! The timer starts once you hit "Play Story." Mash through the cutscene and you're off!

#Forge Fights These first two fights serve as an intro to the game and thusly are fairly simple mechanically. You can just smash away at both Mystique and Nightcrawler until you KO them, but I've found a fairly optimal way to do it quickly.

Forge vs. Mystique The AI has a REALLY hard time dealing with Forge's 1,3,4, qcf 4 string ,which is great because it does solid damage, leads to extended combos, and builds hefty amounts of meter. If Mystique blocks the first 3 hits, she usually gets bonked by the qcf 4. Capitalize on that. When you have enough meter, transfer it all to Level 3, land a combo, and drop the Orbital Assault. Here's an example of a solid round:

Optimal Combo 1,3,4, qcf 4 -> f3,4, qcf 4 - Rinse and repeat until you have Level 3, combo into Level 3, if they have any life left, dash forward and OTG with df3,4,3 or whatever it takes to kill.

Forge vs. Nightcrawler The tricky teleporter is slightly more of an issue than his mother. He's more prone to attacking at round start and using his agility and acrobatics to pester with a host of high/low strings. You want to use the same optimal combo you used on Mystique, build to Level 3, and once again, nuke Nightcrawler from orbit. Here's an example of a decent round:

Optimal Combo 1,3,4, qcf 4 -> f3,4, qcf 4 - Rinse and repeat until you have Level 3, combo into Level 3, if they have any life left, dash forward and OTG with df3,4,3 or whatever it takes to kill.

Danger Room

Cyclops and Forge are my two go-tos here but I lean towards Forge. Cyclops' touch of death works occasionally if you can get the right angle, and for whatever reason his f33 string usually lands a stun at round start, but Forge's combo is so hard for the AI to deal with, and will be all you need for the entire match, that he's the more consistent choice.

Cyclops Optimal Combos

1,2,2 -> 3,3 -> j1,3,3 -> j1,3,3 ->j1,3,4, air throw -> d1,2 -> meter transfer to Level 3 -> 1+2 -> qcf 3

f3,3,1,3,4 -> j4, qcf 1 -> 1,3,3 -> j1,3,3 -> j1,3,4, air throw -> d1,2 -> meter transfer to Level 3 -> 1+2 -> qcf 3

Forge Optimal Combo 1,3,4, qcf 4 -> f3,4, qcf 4 - Rinse and repeat until you have Level 3, combo into Level 3, if they have any life left, dash forward and OTG with df3,4,3 or whatever it takes to kill.

Vs. Cyclops Strategy The king of pressing buttons at round start. Try a longer range button and out prioritize him. Forge's f3 and SOMETIMES Cyke's f3 will catch him swinging.

Vs. Forge Strategy Bit of a turtle. Try jump-ins if you can't open him up on the ground.

Vs. Gambit Strategy You can typically tag him at round start. Go for the gold.

Vs. Phoenix Strategy She should be named turtle. Do whatever you can to crack her shell. Jump-ins seem to work if she's blocking non-stop.

Vs. Storm Strategy You're taking a gamble pressing at round start, but this is a speedrun isn't it? Her AI is usually set to straight oonga boonga rushdown. However, she falls just the same if you can land Forge's optimal.

Wolverine Strategy Can be insanely aggro if the AI feels like it. Cannot be popped up by Cyclops' d1,2 after an air throw.

#Xavier Institute I always go with Gambit here. He has an incredibly powerful CCR in j3,4, qcf 1 that, if you can land a hit, ends matches in ~15 seconds. Also, if you end a combo and the opponent doesn't have much life left, run up and use either df1 or df2. In my experience, the AI usually just eats the three hits and dies.

With regards to the other character choices, Wolverine doesn't do enough damage without supers, and his supers are all long cinematics. He does have a decent CCR after an air seek but I don't think it's enough to choose him over Gambit. Nightcrawler doesn't do enough damage either. I haven't tested Phoenix exhaustively though, maybe she has some killer tech you can find?

Gambit Optimal I've engineered some fairly quick and consisted ToDs on every character in both arenas. Take a look and def let me know if you improve on any of this!

Institute on Mystique and Toad 1,1,1 -> bf3 -> j3,4, qcf 1 -> j3,4, qcf 1 -> j3,4, qcf 1 -> 2,1 -> AS -> falling 1,3 -> j1,3, qcf1 -> d3,3, bf3

Institute on Sabretooth and Juggernaut 1,1,1 -> bf3 -> j3,4, qcf1 -> j3,4, qcf1 -> j3,4, qcf1 -> 2,1 -> AS -> falling 1,3 -> j1,3, qcf1 -> Level 2 (b1+2)

Hangar on Mystique and Toad 1,1,1 -> bf3 -> j3,4, qcf1 -> j3,4, qcf1 -> j3,4, qcf1 -> j3,4, qcf1 -> j Level 2 (1+2)

Hangar on Sabretooth and Juggernaut 1,1,1 -> bf3 -> j3,4, qcf1 -> j3,4, qcf1 -> j3,4, qcf1 -> j3,4, qcf1 -> 2,1 -> AS -> falling 1,3, j Level 2 (1+2)

Vs. Juggernaut Strategy Will typically use a few of his special moves at round start, but you'll be free to punish him after his straight punch. Cain has a really wonky hitbox so you'll need to hop forward a bit while using bf3 to make sure you can get close to enough to actually hit him with your air loops. Watch out for super armor!

Vs. Mystique Strategy Can often hit her round start by micro walking forward and using 1,1,1. She can also be a massive pain, sliding under your projectiles and using time-consuming throws. Put her down with a touch.

Vs. Sabretooth Stuns don't last as long on Sabretooth as they do on other characters, so make sure you don't dawdle after 1,1,1. Watch out for his grabs, they crush highs, and his claw swipes have surprising range. Easily enters insane-o mode.

Vs. Toad Like Phoenix, should also be renamed Turtle. Turtle 2? Anyway it's always better if you don't run into him at all in this stage. He goes for a lot of throws, blocks everything you do and counters (try jump-ins), and has a long-range unreactable low that is just plain toxic. The faster you can tag him with 1,1,1 and execute your optimal the better.

Timed Fight - Forge vs. Sentinel A This fight is no different than any of the other Forge fights you've done so far, except the Sentinel is a little tougher than the mutants you've fought and many of his moves have super armor ala Juggernaut. However, almost all of Sentinel A's attacks are insanely minus on block or whiff, so just wait and punish. That being said, if you see it do the axe kick, wait and see what attack it does next. It's almost always a frame trap into another move with super armor that will blow up your punish.

Optimal Combo 1,3,4, qcf 4 -> f3,4, qcf 4 - Rinse and repeat until you have Level 3, combo into Level 3, if they have any life left, dash forward and OTG with d1,3,2,4

#Egypt/New York City The game will randomly send you to Egypt or NYC for the next four fights, and give you a large pool of fighters to choose from including: Beast, Phoenix, Nightcrawler, Rogue, and Havok. In a previous edit of this guide I said that Rogue was the way to go, but after setting multiple new WRs using Havok, I think the other Summers' brother is the best choice. Rogue still has a lot going for her, and can ToD much of the cast if you can nail her optimal combo, so I'm going to include her optimal just in case anyone wants to give her a shot and build on the strats I was working with.

But now we need to talk about the stages because they can cause some serious time losses.

Egypt You don't want to be here. It's super easy to smack or get smacked into a host of level transitions that lose you 5-6 seconds each. If you start in the tomb, the smallest level in the game, you'll need to adjust your combos accordingly. Any combo will take you to a wall, which will cause the combo to drop.

The longer stages aren't bad, but again the weird geometry, breakable objects (stairs, boxes, torches, etc), and transitions are always problematic.

NYC This is where you want to be! You'll need to watch out for the low ceilings in the subway area, and if you knock the opponent into the ceiling when they're defeated (say with Havok's Level 3) you'll lose a little time as they get back up and then fall to the ground again. It's a small loss and worth it for a confirmed kill. If you're sticking with Rogue, the upper subway level allows her access to her air throw exploit for a very easy if not super fast ToD, which I've provided an example for in the Rogue optimal section.

The middle level is on a bridge, and you can transition them to the lowest level off either side, but the time loss is fairly minimal compared to anything you will find in Egypt. The lowest level is just a long arena, where you can duke it out without worrying too much about hitting any ceilings or walls.

Havok Optimal Combo

1,1,b3,3,3 -> d1,1 -> j1,1,d3,4 ->j1,1,d3 -> j1,1,d3,d4 -> AT -> d1,1 -> 3+4

Rogue Optimal Combos

1,3,4,2,4,1 -> qcf1 -> qcf2 -> Air Seek -> falling 1,1,2, qcf1 -> j1,1,3,3,3 -> Meter Transfer Level 2 -> b1+2

1,3,4,2,4,1 -> qcf1 -> j1,1,2, qcf1 -> j1,1,2, qcf1 -> j1,1,2, qcf1 -> j1,1,2, qcf1 -> b1+2

Juggernaut specific 1,3,4,2,4,1 -> qcf2 -> falling 1,1,2 -> j1,1,3,3,2 -> j1+2 -> d1,3,2,2

Subway ToD

Vs. Juggernaut Strategy Havok's optimal doesn't work on Juggs unfortunately, and Rogue's Level 2, Brown Sugar, doesn't work correctly on him either so you'll need to come up with different optimals for Cain. I've listed a Rogue one above. Watch out for his super armor, wait out his big swings and punish.

Vs. Mystique Strategy Can do a LOT of turtling. Try jump-ins to start combos if all she does is block and counter. Watch out for her grabs. A problem child.

Vs. Sabretooth Strategy You'll run into one of two Sabretooths: defensive or the home run swinger. Hopefully you get the guy swinging for the fences. You can jab him through a lot of his strings. Remember that his hit grabs can crush highs.

Vs. Toad Strategy Nothing is different here than in the Gambit fight. Toad is incredibly annoying and absolutely a run killer. Look to punish with your jab into optimal, or, if he whiffs something at a distance, go for 4,4 (Rogue) and try to get an air seek and go from there. Kill him however you can.

Vs. Sentinel B Strategy Sentinel B will always be the fourth fight of this area. She's not too difficult to take down, but now all the Sentinel projectile attacks knock out your super meter on both hit AND block! You won't be able to build or use any super meter until the effect has worn off. Tedious to say the least. Don't get blasted.

#Savage Land Once this was the second most annoying level of the game, but it is now the fastest, most consistent level in the game all thanks to Mystique! First you'll take on Sentinel A as Magneto, which is a fairly easy fight if you're patient and can whiff punish appropriately. Then you'll get to choose a member of the Brotherhood to take into battle for the next four fights, specifically, Magneto, Mystique, Juggernaut, or Sabretooth. Mystique is the new answer with an easy to pull off ToD, but Sabretooth put in serious work in previous WRs, so I'm going to leave his optimal up for posterity, and in case anyone else wants to work on his tech. Now for the stage itself!

The Savage Land arena has four different levels: the top of the waterfall, two separate outcroppings below the waterfall, and the lagoon at the bottom. If you're knocked off the left or right side of the waterfall, you'll fall onto the outcroppings. If you're knocked off the center, you'll fall into the lagoon. If you're gonna get knocked off, or knock someone off, try and have them land in the lagoon. The outcroppings are super cramped and annoying to fight on. If your combo takes an opponent to the wall, they'll bounce off and it'll be super hard to recover your combo, so beware. Mystique DOES have a wall air throw infinite at the wall if you really find yourself in a pinch, but it's fairly slow and should only be used as a last resort.

Timed Fight: Magneto vs. Sentinel A Magneto only needs his Level 1 super to serve up some pain, but you gotta play the waiting game. Let Sentinel A make the first move with his big recovery attacks, then dash up and punish. Beware the axe kick! Always wait for his next move afterwards, as it'll usually be something with super armor that will blow up your punish.

Magneto Optimal Sequence 1,3,2 -> 4,4,3, qcf 2 -> Air Seek -> falling 1,2 -> j1,2,2 -> j1,2,2 -> j1,2,2 -> Level 1 (1+2) -> Air Seek -> 1,3,2,4 air throw

Mystique ToD

b3,3, -> j1,3 -> j1,3,3,2 -> j1,3,3,2 -> j1,3,2 AT -> MT Level 3 -> Level 3 (1+2)

Sabretooth Optimal Sequence

d4 -> j3,2,2 -> 3,4 -> df3 ->Level 1 (1+2) -> run forward -> d3,2 -> AS 1,3,3 AT ud1

Vs. Beast Strategy The most tedious fight in this stage. Hank has no problem blocking and countering all you throw at him. Go for b3,3,4 at round start and if he counters, just walk back. He will almost always do his leap move to close the distance, which you can then whiff punish with another b3,3,4 into her ToD. Use jump ins if his defense seems unbreakable.

Vs. Cyclops Strategy If you can catch him at round start with a b3,3,4, this fight is ezpz. If he gets rolling, Scott can be a serious pain. He'll throw out a ton of varied strings, meaty your wakeups, and can switch from close to ranged attacks with ease. Try to land optimal at round start or after a blocked string. Also, don't bother blocking low, he's got a super fast overhead that's more dangerous.

Vs. Havok Strategy The easiest fight of the bunch. You'll almost always be landing b3,3,4 at round start. If he happens to counter, roll forward through the projectile he'll likely shoot and punish with b3,3,4. If he does manage to get away, remember that he has no problem launching high/low projectiles.

Vs. Rogue Strategy Second most annoying fight in this stage after Beast, Rogue has all the tools to end your run with ease. The most important thing here is to learn her strings! She has long, ponderously slow strings that can be poked out of or punished with fast supers. She also swings a lot, so get ready to block/counter/punish. Final note, beware, some of her attacks will leave her "airborne." If you punish with b3,3,4 you'll get a knockdown instead of a stun.

Timed Fight: Magneto vs. Sentinel A Magneto will need to turn one more Sentinel to scrap before you're allowed to leave the Savage Land. Nothing has changed from the first fight. Be patient, block, wait, and punish accordingly.

#Magneto's Citadel As Bastion and his Sentinels push ever onwards toward their ultimate goal of complete mutant eradication, you'll be forced to fight a trio of Sentinels amidst the lava flows beneath Magneto's citadel. In my mind, Cyclops is the only real choice for this fight. His ToD is a huge time save if you can land it on the Sentinels, and not as difficult as you might imagine. You'll fight two Sentinel Alpha's and one Sentinel Beta. Whether you fight Sentinel A or B first is random, but you'll always have a timed Sentinel A fight as your third and final fight.

Vs. Sentinel Alpha Strategy Wait for a whiff or high recovery move and go for the touch of death. Here's an example:

Cyclops ToD 1,2,2 -> 3,3 -> j1,3,3 -> j1,3,3 -> j1,3,3 -> j1,3,4 -> air throw -> d1,2 -> 1+2

Vs. Sentinel Beta Strategy The same idea as with her male counterpart, try to land the ToD! Keep in mind that she will throw out way more energy attacks that negate your super meter. Keep the pressure on and stay mobile. Beware, she can go nuts and destroy you on a whim just because the computer feels like it. Requires one less rep of the CCR to kill.

Cyclops ToD (Sentinel B) 1,2,2 -> 3,3 -> j1,3,3 -> j1,3,3 -> j1,3,4 -> air throw -> d1,2 -> 1+2

#Asteroid M You're forced to fight as Wolverine versus Bastion first, which is a shame because Wolvie is slow compared to the rest of the cast. To make matters worse, you can't use any super meter AND your health drains throughout the fight, as the adamantium in Logan's bones slowly poisons him without his healing factor to keep it at bay.

Next you fight Bastion as Magneto for all the marbles in the lower level of the base. You're looking to land a launch into CCR. Geometry will pose more of an issue in this area than the final baddy himself, but thankfully you have access to all your supers! Once you've landed the last hit on Bastion, the speedrun is over! A final note here at the end, if you lose here, unlike other fights that allow you to restart, you'll take control of Phoenix in one final fight vs. Bastion. This is hella slow. Don't lose as Magneto.

Wolverine vs. Bastion Strategy You're looking to land 1,1 into air seek, or at round start go for f1,2,2, which stuns. Whatever you can do to get him into the air to start the CCR.

Wolverine Optimal Combo

1,1 -> AS -> falling 1,1,3,2 -> j1,1,3,2 -> j1,1,3,2-> j1,1,3,2 air throw

Magneto vs. Bastion Strategy Go for d3, qcf2 at round start. It's an incredibly consistent strategy.

Magneto Optimal Combo d3, qcf2 -> Air Seek -> falling 1,2 -> j1,2,2 -> j1,2,2 -> j1,2,2 -> 1+2 -> Air Seek -> 1,3,2,4 air throw

#The End And there you have it folks, my collective learnings from nearly two decades playing this game boiled down into a tidy little speedrun strategy doc. Hopefully you found this interesting or useful! If you have any constructive feedback, or any questions or concerns, please don't hesitate to reach out! Thanks for reading and have fun playing!