FAQ - Guide for Street Fighter Alpha 3
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Alpha FAQ
Street Fighter Alpha 3 (PSX)
5/15/99
[email protected]
Congratulations on buying the best fighting game to come around for the PSX
since Darkstalkers 3 and MArvel Super Heroes Vs. Street Fighter. CHECK NEAR THE
END OF THIS FAQ TO SEE THE TOUCH OF DEATH
COMBO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Well seeing how this is my first Alpha
FAQ(12th overall) I know there will be mistakes besides the spelling errors.
This is the U.S. PSX version and not the import version, so all the other FAQs
postmarked before 5/1/99 are most definately the Import. Also M.Bison is the guy
in the cape with the naval hat on his head who has the teleport abilities and
his name is only Vega in the Import Version. Which also means that Balrog is the
Las Vegas boxer and his name is not M.Bison like the import version says it is.
Vega in this FAQ is the spanish ninja and should not be confused with Balrog
like the import version. Well to make things simple and clear here it is:
Import U.S.
Vega M.Bison
Balrog Vega
M.Bison Balrog
I tried to list all 34 characters(including hidden ones) in alphabetical order,
but by a chance I did leave out a character feel free to email me on it. Anyways
I'm not going to list and describe normal attacks(Jab, Short, etc.) of all the
characters simply because it would take far too long and also THERE'S A TRAINING
MODE for Pete's sake so its no use writing out the advantages and disadvantages
of the characters normal attacks. One more thing, I refuse to put the endings
for the characters in the game because that would simply spoil the game for
those people! Also what happened to EVIL SAKURA CAPCOM?!!!!!!!!!But anyways on
to the FAQ.
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dee Jay
Dhalsim
E.Honda
Evil Ryu
Fei Long
Gen
Guile
Guy
Juli
Juni
Karin
Ken
M. Bison
R.Mika
Rolento
Rose
Ryu
Sagat
Sakura
Shin Akuma
Sodom
Vega
T.Hawk
Zangief
Game Info(Game modes, etc.)
Codes
Credits
<----------------------------------------------------------------------->
Adon
The master of the art Muai Thai, he thinks that Sagat is a discrace to the art
of Muai Thai because of his lost to Ryu. Now Adon wants Sagat to pay for his
loss. Adon also knows about Akuma, but he does not know what Akuma possesses and
he wishes to challenge him as Akuma defeated Adon's opponent in a small
tournament in Thailand.
Jaguar Teeth: B,D,DB+K(A-ISM and V-ISM)
Well that just takes the cake. Capcom has made the motion more difficult this
time and I'm not sure why. The motion is not so responsive on a PSX controller
but I'll manage, but I sure wish I can use that highly responsive old SNES
controller like the good old days(sob, sob). Basically good surprise move
against fireballers. The short version will have Adon going in an arc form but
has little horizontal range, the Foward version goes at a lower arc but has more
horizontal range, while the Roundhouse version has a lower 180 degree arc but
has alot of horizontal range, try to figure out when to use each version to
psych out the opponent.
Jaguar Teeth: B,D,DF+K(air)(X-ISM)
Well for some reason in X-ISM mode Adon can only do his Jaguar Teeth while he is
in the air. But that also has its advantages because it can really surprise the
opponent and has also has good priority as well.
Jaguar Tooth: F,DF,D,DB,B+K
A quick surprise move that is also good against fireballers. What Adon will do
is bounce off the wall and come back flying at the opponent with a flying kick
extremely quickly making it a good move to use. Also he practically has no
recovery time from this move and the damage is amazing!
Jaguar Knee: F,D,DF+K
This is Adon's anti-air attack and it is quite damaging also. Adon will rise
into the air and hit the opponent with his Knee, it looks similar to Sagat's
Tiger Knee except this one has more vertical range and is also the better anti-
air attack move. The Roundhouse version makes Adon hit twice and this can knock
away some of the guard meter.
Jaguar Snap: F+SP
Well this is Adon's crouch counter and should be used sparingly because it has a
bit of a start up delay. It should be used just as the opponent is about to get
up or against people who just have nothing to do all day but turtle.
Supers
Jaguar Fury: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Boy does this super have no range at all! What Adon will do is come at the
opponent with a series of fast punches doing good damage, the only problem with
this is that it has basically limited range, but its also good for chipping as
well and knocking down that Guard Meter.
Jaguar Assult: D,DF,F,D,DF,F+3P then P(A-ISM and X-ISM)(Level 3)
Well basically a hyped up version of his Jaguar Fury, but make sure you hit
punch other wise he will go into his Jaguar Destruction. This does pretty good
damage for a level 3 super though and can hamper away at the opponent's Guard
Meter and is also a nice chipper to begin with.
Jaguar Destruction: D,DF,F,D,DF,F+3P then K(A-ISM and X-ISM)
This does practically the same amount of damage of his Jaguar Assult. Make sure
you hit K otherwise he will just automatically go into his level 3 Jaguar Fury.
Like the one above it can be an adequete chipper and can knock away the Guard
Meter.
Jaguar Revolver: D,DF,F,D,DF,F+(?)K(A-ISM)
Well this super comes out very quickly but the problem is that it goes over the
opponent and often you won't even get block damage to connect. But you can lose
alot of block damage against an opponent if the opponent is in the corner. Adon
has practically no recovery time from using this and it can also do alot against
the Guard Meter.
<----------------------------------------------------------------------->
Akuma
His mysterious origin is unknown to people and his deadly fighting skills,
widely known. While training with master Gouken he perfected every Shatoken move
in a matter of a few years, but he was so power hungry that he wanted to learn
more, but Master Gouken could not teach him anymore. Soon Akuma had searched the
dojo to see if anybody would challenge him, but no one was daring enough. After
serveral days Akuma had uncovered a book full of ancient deadly Shatoken
techniques but could not understand it. The next day Akuma revealed the book to
Master Gouken, but Gouken refused to teach the deadly style to Akuma, and Akuma
thought him and his ancestors were fools for not teaching the deadly art, Shun
Goku Satsu. Akuma would study the book endlessly until he finally revealed the
killing secret, but it was also told that it would kill the person who used it.
Akuma did not believed the fact and the next day Gouken had already knew what
Akuma had discovered and told Akuma would become pure again if he can cleanse
his mind, but Akuma's power hungry ignoranced was tired of babble and he decided
to test it on Gouken. But Gouken had already dodged the attack and a long fight
was about to start. Later after a long a battle Akuma's strength over powered
his sensai and thus performing the move he did not connect with earlier, the
Shun Goku Satsu. With that Akuma sealed his own evil destiny and his own fate by
releasing the Shun Goku Satsu.
Gou Hadouken: D,DF,F+P
The fireball that rivals Ryu's. Going at good speed it burns the opponent with
purple flames but like all Shatoken's it has a recovery delay and opponents can
easily jump over it, so use it on opponents who are far away or use it in an
effective two-in-one combo.
Gou Shoryuken: F,D,DF+P
Basically identical to Ken's because it hits multiple times and chips pretty
well. But Akuma is open to attack after he lands. This is also an excellent
anti-air attack which can deliver good damage and can keep opponents away.
Zankuu Hadouken: D,DF,F+P(air)
Just the air version of his fireball except it comes down a forty-five degree
angle and Akuma should use it often even when he comes in for an attack because
this can stop alot of anti-air attacks.
Tatsumaki Zankuu Kyaku: D,DB,B+K
Like all the other huricane kicks, it can be used in an effective comb as well
as in the air. Akuma can chip away at the opponents lifebar even if they block
low and he barely has recovery time from this.
Zenpou Tenshin: F,DF,D,DB,B+P
The useles fireball from Street Fighter Alpha 2. It has huge start-up delay as
it is easily seen but it hits three times and the damage is just little more
than his regular fireball. Also a single fireball can nullify this projectile
making it useless as keep away. But you can use it on opponents who have just
gotten up so you can at least chip away a good amount of life.
Tenma Kuujin Kyaku: UF, D+MK
I find this move hard to do sometimes because it only works while Akuma is
jumping foward. Basically Akuma will come down with his Roundhouse kick at a
sixty degree angle and come down really fast at the opponent. This is basically
a surprise attack and nothing else.
Collarbone Slice: F+MP
Basically the anti-turtle move as you call it, because it is unblockable low but
has a start up delay so use it on opponents woh just block low all day and use
it on opponents when they have just gotten up from a knockdown.
Ashura Senkuu: F,D,DF+3P or 3K
Basically his teleport, he can move through anything with this as he is totally
invincible but he does have a recovery delay from this and will get countered if
you are not careful when using this.
Hyakki Gou Shou: D,DF,F,UF+P, then P(A-ISM and V-ISM)
Well this move is rather useless because you have to be close to your opponent
to actually connect. After Akuma flips into the air press P right before you hit
your opponent and he will sorta grunt while he hits the opponent with his fist.
I wouldn't use this much at all.
Hyakki Gou Sai: D,DF,F,UF+P, then P(A-ISM and V-ISM)(up close)
This is an excellent anti-air attack because it comes out quick and does some
serious damage. What Akuma will do is jump up into the air and if the opponent
is in the air with him he will grab his opponent and then slam him down. This
has good priority and comes out quite quick, but the recovery time is horrible
so don't pull this out of nowhere.
Hyakki Gou Sen: D,DF,F,UF+P, then K(A-ISM and V-ISM)
Well what Akuma will do is flip into the air and perform a full collision body
drop right on top of his opponent's head dealing good damage. However this will
not hit in the air, but as it comes down it has good priority as well. But if
Evil Ryu misses he will be left open for an attack.
Hyakki Gou Tsui: D,DF,F,UF+P, then K(A-ISM and V-ISM)(up close)
Basically the same as Akuma's Hyakki Gou Sai, it will grab the opponent out of
the air and slam the opponent down doing good damage and having good priority.
But if Akuma misses he will be left open to attack.
Ground Roll: D,DB,B+P(A-ISM and V-ISM)
Well not much for this move though. You can roll through opponents with this
move which is good for crossing up opponents but the roll is rather slow and
doesn't really have much distance. This has no offensive purpose whatsoever and
Akuma can be knocked down from it.
Supers
Messatsu Gou Shoryuu: D,DF,F,D,DF,F+(?)P(A-ISM)
Just like Ken's its invincible during start-up and will beat out anything. After
the first Dragon Punch he is vulnerable to certain attacks. But this is easily
comboed.
Messatsu Gou Hado: F,DF,D,DB,B,F,DF,D,DB,B+(?)P(A-ISM)
Boy I hate this move because its so hard to do and the fact that its two half
circle motions, why couldn't they have made this two quarter circle motions?
Well this is the same as Ryu's Shinkuu Hadouken as it will eat out other
fireballs but its gets weaker as it eats more fireballs.
Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P(A-ISM)
The super version of the air fireball, its basically useless because its sen
miles away but it can be used as an effective chipper because the opponent can
not move while Akuma is in the middle of starting this up so they must block, it
also has more range than his regular air fireball also.
Shun Goku Satsu: JP, JP, F, SK, FP[level 3 only](A-ISM and X-ISM)
The raging demon at its best! This unblockable move does quite a bit of damage
as it is one of the strongest level 3 super in the game, but damage wise is a
bit below Zangief's Final Atomic Buster of course. As Akuma catches the opponent
the screen turns black as he pummels the opponent to death. Watch out though
because this is seen miles away from a distance and its barely comboable.
However you should use this just as the opponent gets up because chances are
they won't be able to counter unless they throw you of course. Also the best
time to use this is after you have knocked down your opponent because they'll
have a hard time countering it.
<----------------------------------------------------------------------->
Balrog
Balrog, a fierce boxer that has never seen defeat. Balrog always wanted to be at
the top but due to his violent antics he was barred from the ring after being
fired from his boxing career. Fierce and violent Balrog looks for trouble
wherever he can find it even if it means joining Shadowloo. But Balrog also
wanted something in return if he joined and that was power and a championship
boxing belt. Major Bison promised them both, but Balrog had never released that
he was never going to regain control of himself again as he fell into the power
of Bison's powerful mind control and remains as one of Bison's servants.
Dashing Punch: B(charge 2 sec.)F+P
A very fast attack that his comboable and does alot of damage. This move will go
screen distance and will easily counter missed supers and Dragon Punches alike
and did I mention it has high priority? Jeez! What else does this move have? You
can also trade hits with fireballers as well, this move is a little bit like the
Dragon Strike(Omega Red:MSHSF) because of its speed, priority, damage, and its
quick ability to trade hits. Well if its blocked Balrog will leave his hand
sticking out leaving him open to attack.
Dashing Uppercut: B(charge 2 sec.)F+K
Another excellent move that Balrog has because this is a very nice anti-air
attack and what Balrog will do is dash extremely fast with an uppercut that will
easily knock opponents out of the air. This is also an excellent counter for
missed Dragon Punches alike and missed supers and will trade hits with
fireballers most of the time but you must be close to your opponent just like
his Dashing Punch. If Balrog misses he will be left open to attack.
Dashing Ground Straight: B(charge 2 sec.) DF+P(A-ISM and V-ISM)
An excellent attack because this is only blockable low. Its comes out just as
quick and deals alot of damage and is an excellent counter for missed supers and
Dragon Punches alike. Also the range on this move is shorter than his regular
Dashing Punch. But if he misses he can be countered by low attacks or supers.
Dashing Ground Uppercut: B(charge 2 sec.)DF+K(A-ISM and V-ISM)
A good counter against missed supers and Dragon Punches alike. It deals good
damage and is highly comboable. But this move will not hit low even if the
opponent is blocking high and the range is less than his regular Dashing
Uppercut. This will also trade hits against fireball users but only if you are
up close otherwise you will just eat a fireball during the middle of your dash
towards your opponent and if he misses he will be left open to attack.
Turn Punch: 3P or 3K(charge 2 sec.)
You do not need to hit all three attack buttons at the same time to perform this
move you can just press all three buttons whenever you want as long as they are
held down at the same time. A very powerful punch that can go through
projectiles at the start of his punch. This can cover up to half a screen's
distance but it is uncomboable since Balrog cannot attack while charging and if
he does attack it will disrupt the charging forcing you to charge all over
again, but he can run and block at the same time he is charging though.
Final Punch: 3P or 3K(charge 3+ sec.)
As far as I can tell you can charge this up to 60 seconds causing up to 70% of
your opponents life bar to drain away. Even if this is blocked Balrog will cause
tremendous chipping damage, I mean the chipping damage is equal to the damage
put out by a single Dashing Punch!!!!!!!! Again if you attack during this mode
you must start the timing all over again other wise just block and wait until an
opponent is dumb enough to do a super or Dragon Punch alike. The recovery time
on this is almost non-existant so feel free to charge and smack away.
Crazy Headbutt: D(charge 2 sec.)U+K(Counter Hit only)
This is one of the best counter hit attacks in the game, not only does it have
good range(probably better than Ken's Shoryuken!), but it also cruises through
projectiles and has extremely high priority. Even the recovery time is pretty
decent for an anti-air attack so using this is pretty safe.
Supers
Crazy Buffalo: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
What Balrog will do is do a Dashing Punch into a Dashing Uppercut that does alot
of damage and depending on the level used in A-ISM mode Balrog will do multiple
Dashing Punches and Dashing Uppercuts, but if Balrog misses he will be left open
to attack.
Gigaton Blow: B(charge 2 sec.)F,B,F+3K(A-ISM)(Level 3)
A very strong attack that deals a good amount of damage. This is an excellent
counter for missed supers and Dragon Punches alike and has pretty good priority.
This move chips a ton and can seriously damage that Guard Meter due to the fact
that he rushes at you with his fist that hits multiple times, but if Balrog
misses he is left open to attack.
<----------------------------------------------------------------------->
Birdie
While growing up he lived on the bad side of England and was forced to adapt
because he had no known parents. During those years he has built up and
sometimes his muscle mass has made people think that he is really a dumb jolt
but instead he is highly intelligent, but he often represses that side of him
for an unknown reason. He once wanted to join Bison's Shadowloo empire to get a
piece of the action but when he found out that Bison was gonna use him as bait,
he decided to find someone else who would invite him into his gang and
apparently Rolento can use a guy like him.
Bull Head: B(charge 2 sec.) F+P
A good surpise move that has alot of range and good priority. This also comboes
nicely but if Birdie misses he will be attacked. This is also a good counter
against missed supers or Draon Punches alike.
Choke Chain: 360 Degree Motion+P(up close)
This move does equal damage to Zangief's Spinning Pile Driver and has good range
for a grab move. This is excellent for people who have missed a super or Dragon
Punch if they are right next to you but try not to do this from a distance
because if Birdie misses he will go into his miss pose and will be left open for
an attack.
Bandit Chain: 360 Degre Motion+K(up close)
Birdie will grab his opponent and slam his opponent down three times doing good
damage and it will throw the opponent to the opposite side of the screen. This
is not as strong as his Choke Chain but its funnier to watch. But like his Choke
Chain if he misses he will go into his miss pose and will be left open for an
attack.
Bull Horn: 3P or 3K(then hold and release)
This is similar to Balrog's Final Punch because he can charge infinitely and the
more he charges the more damage he does and charging it for about 60 seconds
results in 70% of your opponent's lifebar gone. The only problem is is that its
hard to connect when you want it to connect because it has a start up delay but
this will do alot of block damage for a single hit and can easily knock away
that Guard Meter.
Birdie Drop: D+FP(air)
This is an overall fair jump in attack because it comes out quick but the
priority of this move is not all that great. Practically almost any anti-air
attack can counter it so becareful when you are using it.
Supers
Jackhammer: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
A good super that has tremendous range and it comes out quite fast as well. This
is a good chipper and can counter missed supers and Dragon Punches alike. This
will also juggle the opponent while they are in the air so all the hits will
connect even if they are in the air, also if Birdie misses he will be left open
for an attack.
Bull Revenger: D,DF,F,D,DF,F+(?)P or K(A-ISM)
Well this is not a good super to use at all because of the fact that its hard to
connect and you can also control the distance by moving the controller back or
forward. If Birdie connects on level 1 it will look exactly the same as his
regular Choke Chain and does the exact same amount of damage so unless you plan
to use this make sure its a level 2. What Birdie will do is jump in the air and
attempt to grab his opponent in his chain when he lands, while Birdie is jumping
he is highly vulnerable to attacks because he cannot grab the opponent out of
the air and a simple anti-air attack will knock Birdie out of this super, in my
opinion a practically worthless super.
<----------------------------------------------------------------------->
Blanka
A lost boy in the jungles of Brazil was stranded by a plane crash. The other
survivors of the the plane crash died on impact while Jimmy had woken up
serveral hours after the crash and wandered around looking for his mother but to
no avail. Later he knew he had to survive on his own and would not make it if he
didn't, then mysteriously he began turning a green color. He himself did not
know why this happened and he thought it was just the trees so he went to a
nearby pond and tried rinsing his face but suddenly he was instantly shocked by
electric eels as an electrical current ran through him, but somehow it did not
effect him and he absorbed it and it somehow became apart of him. Now he looks
for a way off the island and in search for his long lost mother.
Beast Roll: B(charge 2 sec.)F+P
An excellent surprise attack that does good damage and has tremendous range. The
only problem is is that he is vulnerable to fireballs, Dragon Punches, and other
torpedo attacks like Bison's Psycho Crusher and E.Honda's Sumo Headbutt and
knock Blanka out of it easily. If Blanka misses the opponent has a considerably
ample amount of time to attack because he bounces off the opponent and into the
air falling down unable to block. The Jab version goes extremely slow but can be
used to psych out the opponent and Blanka can even land not hitting the opponent
and immediately go into a throw.
Vertical Beast Roll: D(charge 2 sec.)U+K
Basically the same as his Beast Roll but this can be used as an anti-air attack
and it also has alot of priority as it can knock people out of the air even if
they come down with a special move. Like his Beast Roll if he misses the
opponent will have all the time in the world just to attack him. This can also
hit opponents that are on the ground as well.
Beast Leap: B(charge 2 sec.)F+K
Well I'm not sure what this move is really here for because it stinks! What
Blanka will do is is flip backwards and roll at the opponent in an arc form. In
my opinion this move has no purpose because it comes out so slow and it can't
even psych out fireballers because he usually gets hit during the flip.
Sometimes Blanka will arc roll right into the fireball. Also if he misses the
opponent can chew Blanka up with anything they please.
Electric Storm: P(rapidly)
A fairly decent anti-air attack. Blanka will run all his electric currents
through him as he becomes a giant block of electricity shocking all incoming
opponents that touch him. The only problem is is that he can be swept out of hit
but only if the opponent is a certain distance away and he is also vulnerable to
fireballs. But he practically has no recovery time from doing this move.
Glide Punch: DF+FP
What Blanka will do is glide with his fist and actually duck under most
fireballs. An excellent move to use all around but try not to be to predictable.
Dash: F+3K or B+3K
What Blanka will do is dash back or forward travelling only about 1/3 screen's
distance. Blanka cannot attack while he dashes though but it can be used to
psych out the opponent sometimes I guess. And also this dash is similar to
Hulk's because he will travel through opponents.
Supers
Grand Shave Roll: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
A good move that does good damage and it can also be used as an anti-air attack.
Depending on how many buttons you use Blanka will either let out multiple
hitting Beast and Vertical Rolls. But again if he misses he dead meat.
Tropical Hazard: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This move comes out very slow but can chip a good deal of damage. What Blanka
will do is hop to a corner and drop a ton of fruit ot the floor and ramming the
buttons makes him drop more fruit and afterwards you are wlecomed to knock
around the fruit that is left. This super does good damage but really can't
connect often because of its slow speed.
<----------------------------------------------------------------------->
Cammy
A mysterious girl with a musterious past. She is also Bison's lover and will
always follow orders because of M.Bison's powerful mind control. Cammy is also
an excellent fighter with extremely quick reflexes as she sometimes shows some
humanity but Bison isn't about to let that happen. Now Cammy is on her own free
will and M.Bison has sent Vega to look for her. Well in the Street Fighter
series Cammy had an accident and Delta Red, a British special force found her
and took her in and treated her. They later put her through a series of test and
she breezed by them, seeing this the Special Forces recruited Cammy into Delta
Red to stop Shadowloo's evil empire.
Cannon Drill: D,DF,F+K
Well this is an excellent surprise attack because it has some speed and range
and is also excellent for countering missed supers or Dragon Punches. This can
do quite a bit of damage but if the opponent blocks this your in for some heat
because just like it was in Super Street Fighter 2 you can be tripped afterwards
or be eating a super. The Roundhouse version will hit twice if up close though.
Cannon Spike: F,D,DF+K
An excellent anti-air attack move because it comes out quick and does good
damage. Always use the short version unless the opponent is far away because
this has extreme range potiential. Her Short Version will basically leave her
safe because even if the opponent blocks this she will be pushed away and land
safe enough to block afterwards. But if she comepletely misses she will fall
unable to block.
Spinning Kunckle: F,DF,D,DB,B+P(X-ISM and A-ISM)
Well I love how Capcom has left this move alone since Super Street Fighter 2. In
Super Street Fighter 2 it was an excellent counter against up close fireballers,
and this move can pass through projectiles. Also its really good for is block
damage. Despite the fact that this hits two times it can really chip away at the
lifebar and also if it connects its also really powerful. She basically has no
recovery time from doing this but she can be swept when she is in the middle of
this move.
Cannon Thrust: D,DB,B+K(Air)(V-ISM)
Well you remember this move from XSF right? Well its an excellent jump-in attack
because it comes out so darn quick and its extremely hard to knock her out of it
because it just has alot of priority. But if blocked she will be opened to
attack so try not to be so predictable.
Cannon Revenge: F,DF,D,DB,B+P(V-ISM)
Well this is also her anti-air attack but doesn't seem to connect too often
against low attacks. I would stick with the Cannon Spike instead because it has
more range. But what Cammy will do is flash a little and if the opponent attacks
Cammy during this move she will counter attack with a Cannon Spike and also this
does not apply to jumping opponents, just remember this move from XSF.
Hooligan Combo:D,DF,F,UF+P(X-ISM and A-ISM)
This has got to be one of the most confusing tactics in the game. What Cammy
will do is roll herself into a ball and spin at your opponent, when she lands
she will do a slide kick that will immediately knock down an opponent. She can't
hit in the air with this and this move cannot be comboed. Also the opponent has
loads of time to attack her and its also a dead giveaway when she rolls into a
ball. What you can do is go into her patented Frakensteiner by pressing F or
B+2K and she will immediately slam the opponent. You can cancel this out by
pressing a kick button anytime you want as well.
Supers
Spin Drive Smasher: D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)
One of the best and most effective supers in the game. This is as easily comboed
as Ken's Shinryuken or Shoyu Reppa, it chains off practically all of her noraml
attacks and is also a good counter against missed supers or Dragon Punches.
Basically its a Cannon Drill into the Cannon Spike so if she misses she will
fall unable to block.
Reverse Shaft Breaker: D,DB,B,D,DB,B+(?)K(A-ISM)
This has got to be one of the coolest and best looking supers in the game. This
can be used as anti-air attack and it also does alot of damage. Ramming the
buttons results in more hits and significantly more damage, the trick is to
hesistate for a second after the move starts and then ram the buttons. But you
should wait until the opponent is close to you when they are jumping in so you
can get more hits out of it. This doesn't have the vortex effect like Ken's
Shinryuken so its horizontal range is pretty poor.
Killer Bee Assult: DB(charge 2 sec.)F,B,UF+3K(A-ISM)(level 3)
Boy I cannot believe they have a crossover super in here! This super comes out
almost three times faster than it did in the crossover series and but it hits
only five times but it still ends in her patented Frankensteiner. Your opponent
will have a hard time predicting when this super will come out because it comes
out so fast almost like Shin Bison's X-ISM Psycho Crusher that counters
anything.
<----------------------------------------------------------------------->
Charlie
A long time ago in Thailand where Bison ruled supreme and Charlie and Guile were
the only ones in the air force capable of stopping this Madman. However during
their mission to Thailand both Guile and Charlie were captured, later both
Charlie and Guile had escaped. During the escape Charlie was shot and having
Guile see this, he tried endlessly to wake Charlie up but to no avail until the
troops came and Guile took Charlie the rest of the way to the escape. During the
middle of the escape Charlie had realized what Guile was doing so Charlie
demanded that Guile leave without him, but after a hard agreement Guile left,
but not before Guile had given Charlie his Dog tag. After Bison's Thailand
empire had crumbled Guile went back as soon as he heard the news, but he could
not find Charlie and he presumed that Charlie was dead. Since that incident
Charlie escaped on his own and traveled for miles until he could find a hospital
to heal his wounds and then returned to the air force where he had found out
that Guile had resigned and many say that Guile was sowre revenge for Charlie's
predicted death. Charlie since he returned to the Air Force had never been able
to find Guile but he still carries his Dog Tag.
Sonic Boom: B(charge 2 sec.)F+P
This move should be used often, because this projectile comes out fast and has
almost no recovery delay! Charlie can immediately block after throwing this so
there is no need to worry.
Flash Kick: D(charge 2 sec.)U+K
Yes, I still call it the Flash Kick ever since those early Guile years in SF2.
This move is also one of Charlie's prime weapons but leaves him open to a
Roundhouse trip or a super. This is also one of the best Anit-air attacks in the
game since it does alot of damage. This is also a worthy chipper as well but for
people on the ground don't use the Short version cause you will most likely
miss.
Thrust Kick: F+RK
Well this is the best thing to use after you have thrown your Sonic Boom cause
this comes out very quickly with a small lack of start-up delay. This also has
good priority so it can beat out alot of moves. But the problem with this move
is that the range has been drastically shorten since Alpha 2.
Leap Kick: F+FK
Charlie's crouch counter. This has a major start-up delay but will catch alot of
people who just have nothing to do but block low. Don't use this too often
because like all crouch counters it's pretty predictable.
Knee Bazooka: F+SK(X-ISM and V-ISM)
Well its a little odd that Capcom put this in the book as a special move but oh
well. Well that can I say? We all know he copied Guile because this looks
exactly like Guile's Knee Thrust and is the perfect follow up after Charlie's
Sonic Boom. This has no recovery time whatsoever and it also has excellent range
for a normal move as well.
Knee Bazooka: F,F+K(A-ISM)
Well the Knee Bazooka can only be done this way while in A-ISM mode and once
again it can also be used right after the Sonic Boom.
Dash: F,F(A-ISM and V-ISM)
Well this move is new to Charlie in the Alpha series. It pretty much a basic
dash and Charlie can follow up with a quick attack during his dash by pressing
any of the attack buttons. Boy they have Dan Push Blocking and Chalie Dashing,
jeez! Alot of things from the crossover series is coming to Alpha, they'll
probably have Chun-Li's Air Dash!
Backfist: F+FP(A-ISM and V-ISM)
Remember what Guile use to do after he threw a Sonic Boom? Well this was it
because it came out extremely fast and had good priority. You can substitute the
Thrust Kick for this move after the Sonic Boom if you want but if your far away
use the Thrust Kick instead. This is pretty good for up close combat since
Charlie will beat out alot of people's move with this.
Supers
Sonic Break: B(charge 2 sec.)F,B,F+(?)P then P(A-ISM)
Well I wouldn't use this too much because it because tend to block it too often.
It comes out fast but alot of people sometimes forget to hit the extra punch
button to throw out another Sonic Boom. But Charlie can follow up with some
other attacks though.
Somersault Justice: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This hits multiple times doing good damage but is also an excellent chipper but
should be used sparingly unless you are positive it will connect. Although it
comes out quite fast I myself sometimes have trouble doing this motion. Charlie
does have recovery time from this as he can be tripped on the way down.
Crossfire Blitz: B(charge 2 sec.)F,B,F+(?)K(A-ISM)
An excellent surprise move and also good for missed supers as well. Charlie has
basically no recovery time coming from this so feel free to use this because its
an excellent chipper as well and is invincible during start-up.
Double Flash Kick: DB(charge 2 sec.)F,B,UF+K(X-ISM)
The dreaded double flash kick from Super Street Fighter 2 Turbo is back. This
only hits two times but that's more than enough damage than Charlie's level 3
Somersault Justice in A-ISM mode. This looks similar to the Somersault Justice
but it does less chipping damage though.
Variation
Well in this mode Charlie is obviously the best at it. He can throw up to 20
sonic booms in a row if you can move the control pad back and forth real fast.
Charlie does not have to charge for a sonic boom so all he has to do is go
B,F+P! That's it and he can throw as many as your hand and fingers allow it.
<----------------------------------------------------------------------->
Chun-Li
At a very young age an evil corporation had ruled China, and their leader was
Major Bison. At that time Chun-Li's father(I don't know the name, sorry) was at
the local market buying food for his family, but then Shadowloo troops came to
check on him and apparently he would not give his food to the troops despite the
fact that he was already earning good money, but he thought that the soldiers of
Shadowloo were selfish and for that he was taken to M.Bison where he was
personally executed by Major Bison himself. That night Chun-Li had worried about
her father because he never came home. She went on countless nights without
seeing her father return and she was beginning to wonder was he killed? She went
on to train by herself teaching everything her father had mentioned to her, and
she now knew that her father was dead and she wanted to enact revenge. But who
was her culprit? Then she thought of a crime organization Shadowloo who
coincidentally was the same organization that scared her hometown when she was
little. She wanted to get revenge but she needed to know who it was and she
believes that the leader of this crime organization knows who killed her father,
but she does not even know where to look until she heard of this secret
organization called Interpol who was after the organization Shadowloo. Now after
joining Interpol she easily completes her missions but she is still in a cloud
into which of who kille her father.
Kioken: B,DB,D,DF,F+P(A-ISM and V-ISM)
Well her projectile is pretty good but far from being the best. Her fireball has
a bit of a start-up delay and is barely comboable. It does good damage in its
own rights. But like all other fireballs she has a recovery time from this and
opponents can easily jump over this.
Sou Hakkei: B(charge 2 sec.)F+P(X-ISM)
Well there is one disadvantage to this move and that is that it is not a
projectile! Although it might have Chun-Li go into her fireball stun motion it
can still hit the opponent, but it lacks alot of range but it can be comboed and
does good damage but I don't think it can trade hits with projectiles though,
but the recovery time is pretty good making it hard for opponents to counter.
Spinning Bird Kick: B(charge 2 sec.)F+K(X-ISM)
Well this move is almost identical to Ryu's Tatsumaki Senpuu Kyaku but except
she spins upside down with her legs spinning around. This can hit up to multiple
times doing good damage, but opponents can easily duck under this move. Well I
wish the move was the charge down motion instead because she had the ability to
control whether it was low Spinning Bird Kick or a High Spinning Bird Kick. She
can do this in the air but she must bounce off a wall to do it because she won't
have enough time to charge for the move unless she bounces off the wall.
Tenshokyaku: D(charge 2 sec.)U+K
This is Chun-Li's anti air attack but it really isn't that strong and she will
curve at a 60 degree angle but this will catch opponents basically 99% of the
time. What Chun-Li will do is rise into the air kicking her opponent three
times(depending on which kick button used). If she misses she is open to attacks
and supers but she can pick opponents off the ground with this.
Senensyu: F,DF,D,DB,B+K(A-ISM and V-ISM)
Well this is her anti-crouch attack but this is her strongest special move, this
move is similar to Adon's Jaguar Teeth because her Short version will go into a
high arc while the Roundhouse version is used to attack crouchers from long
distances(or was it the other way around?). She basically has no recovery time
from this so feel free to use it.
Hyakuretsukyaku: K(rapidly)
This is mainly the bulk of her offense, but she needs multiple hits to really
rack up the damage because a single hit is rather weak. But this can really chip
away at the life bar and can attack the guard Meter quickly. She has basically
no recovery time from this but the range is serverely limited as she cannot move
while in the middle of this move.
Stomp Kick: D+FK(air)
Well in A-ISM and V-ISM she will instantly knock down an opponent. While in X-
ISM she can do this up to 5 times in a row on Sagat doing a ton of damage,
depending on the height of the character she can do this three times in a row
against medium size characters and 4 times in a row against heavy characters
like Zangief and Balrog.
Flip Kick: DF+RK
Well this is also her anti-crouch counter but it moves really slow but sometimes
it confuses your opponent because she flips around and someimes the opponent
will block the wrong way. This move does good damage but becomes extremely
predictable after just a few uses so watch out.
Standing Heaven Kick: B+RK
Well they changed her standing Roundhouse and now its more like Ken's standing
Roundhouse having alot more horizontal range. But what ever happened to her old
staning Roundhouse? Well its still here except you must press back while
pressing Roundhouse to use it.
Supers
Kikoushou: D,DF,F,D,DF,F+(?)P(A-ISM)
Well a good anti-air attack to say the least because opponents will get hammered
if they try to attack and this move does good damage as well as excellent block
damage. She has good recovery time from this and it will hit multiple times as
well taking away from the Guard Meter.
Senretsu Kyaku: B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
A the Thousand Burst Kick at its best! Well not actually, it does excellent
block damage and is easily comboed that even a baby can do it but it does very
little damage when compared to most level 1 supers even on level 3 the damage
stinks! But she has almost no recovery time from this super and it can take away
at the Guard Meter.
Hazan Tenshou Kyaku: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This is one of the best looking supers in the game and it is also her strongest
super. The only problem with this is is that the motion is just so hard to do
nad sometimes when I do it the Senretsu Kyaku comes out. But if this connects it
does a tremendous amount of damage and can be used as an excellent anti-air
attack manuever.
Variation
In corner: C.Roundhouse --> Hyakuretsukyaku
Ouch does this thing do a ton of damage! On the default damage settings this can
easily knock someone out, while on the lowest damage setting this does about 40%
damage which is either stronger or more than Zangief's Final Atomic Buster. Once
you trip the opponent immediately cancel into this and the opponent will be
juggled and I once got up to 50 hits! But that was on SFA2 but in this game I
only got 46 hits max. The only problem is is that the PSX controller was not
made for fighting games and it does not respond well to rapid button pushing
that is why sometimes your Hyakuretsukyaku sometimes won't come out.
<----------------------------------------------------------------------->
Cody
With his friends Guy and Haggar they went out to stop the Mad Gear Gang that has
been terrorizing Metro City. During the Mad Gear Gang's crime spree they had
captured Cody's girlfriend Jessica, led by the head leader of the Mad Gear Gang
Belgar. After plowing the punks of Metro City Cody had found Jessica and had
defeated Belgar, but Belgar humilated at his defeat tried to attack Cody from
behind but Belgar had missed and plumeted off the roof top of his own building.
The police wanted him alive for questioning about the whereabouts of the other
murders Belgar had commited. Later after the police had found Belgar's body they
stormed after Cody and arrested him. But Cody was not tried for murder but tried
for police insubordination and sentenced to 3 years in jail. Cody did not care
at the time but during his jail time he has been recieving threating letters
about capturing Jessica, Cody was shocked and he needed to break out of jail,
then one day during his lunch break he snuffed a security guard and escaped. But
who could have sent him those letters?
Criminal Upper: D,DB,B+P
What Cody will do is do an uppercut that sends a miniture tornado spinning just
in front of him. This tornado is as big as he is but is a very poor anti-air
attack. But this is easily comboed and the recovery time is next to zero. Just
never use this to counter air attacks, because it might look like an anti-air
attack but its not.
Rock Throw: D,DF,F+P
Well this is on the borderline of being a true projectile. What Cody will do is
pick up a rock and throw it at the opponent in an upwards arc. This is a pretty
good anti-air attack since it travels in a pretty high arc and this is also not
good for countering projectiles because you simply cannot win because of the bit
of start-up delay. This does do good damage and will connect most of the times
against opponents who are far from you.
Ruffian Kick: D,DF,F+K
Well using either button makes Cody do a foot sweep, head height kick, or a mid
side kick. The best version has got to be the Short version since his foot slide
can counter practically anything because it comes out so fast and its also
comboable. Although the range is pretty fair it can trade hits with most
projectiles and fireball supers as well. Although the Roundhouse version might
look like an anti-air attack, its basically a worthless move against air attacks
and lacks alot of range, which is unusual for Cody.
Dirt Throw: B,DB,D+P(after you have been knocked down only)
Well like Sodom's Tengu Walking, this is a counter when Cody has been swept by a
knockdown attack. Although the damage is very little this will knock the
opponent away from you.
Knife Pickup: D+3P(over knife)
Well this is far from being a true projectile because what Cody will do is pick
up the knife after looking at it for a while and then hold it in his hand. All
of Cody's punches will change giving him a bit more range and more attack power,
but he drops the knife after taunting or after the Final Destruction.
Knife Throw: D,DF,F+P(after Knife Pickup only)
Well this comes out faster than most projectiles and will go through alot of
other projectiles but can be easily knocked away with a simple jab or short.
However if this connects it will deal out alot of damage. But I wouldn't
recommend throwing it since it boosts up Cody's attack power.
Criminal Show: F+RK
Sorta like Ryu's Hop Kick, Cody will hop a little over most crouching attacks
and smack the opponent. Cody can go into a combo afterwards, because he
basically has no recovery time making this both a safe and an effective move to
use against opponents.
Evasion: B or DB(while being attacked, just block)(V-ISM)
Well with this Cody can dodge alot of attacks, and most supers thus aloowing him
to escape chip damage and Guard Meter damage, a highly useful move and its so
easy to do except he can't dodge low ground attacks like crouching kicks or
punches.
Supers
Dead End Irony: D,DF,F,D,DF,F+(?)K(A-ISM)
Boy I simply love this super! Its looks almost like Guy's rushing auto combo
super, but Cody style! This does good damage and is highly comboable. This is
excellent for missed supers and Dragon Punches alike. But then again if Cody
misses he will be left open to attack, but then again it does alot of chipping
damage and is very useful for taking down that Guard Meter.
Final Annilation: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Ouch! I would go for his Dead End Irony, but this super is not bad at all!
Although Cody is easily knocked out of it, this is just like the Shoryuu Reppa,
its invincible during start up and will go through projectiles. What Cody will
do is come torwards the opponent with a kick and if it connects Cody will
perform an auto super, but you can hit any other attack button to make him
perform a different combo. This is your basic "Carbnadium Smasher!" or your
basic "Final Justice!" Being very visually impressive and highly damaging, also
if the opponent blocks the first hit Cody will stop doing the combo. Also if
Cody misses he will be left open for an attack so don't just pull this out of
nowhere because the range is pretty good but not as good as his Dead End Irony
because this does basically little or no chipping damage.
<----------------------------------------------------------------------->
Dan
Dan, a good-spirited young boy was merely pondering around the woods near his
home until one day he had discovered his father's body lying still on the mat.
Dan's father had given Sagat a good fight but in the end Sagat proved
victorious, but Sagat had his price for victory as he had lost his eye in the
battle as he now wears a sorta Pirate Patch over the missing eye. Dan swearing
revenge knew that he could not defeat Sagat at such a young age and the fact
that he had no fighting skills to begin with. So he went to Master Gouken, the
same teacher who taught Ryu and Ken. Gouken agreed to teach Dan the styles of
Shatoken only if Dan had agreed not to let his rage get out of control and he
must be patient otherwise the skills taught would be useless(as we can all see
he was not very patient). Dan had trained hard until he was a teenager and he
demanaded that he be taught at a faster rate so that he can enact revenge on
Sagat, but Gouken had reminded Dan of what he had taught him. That is when Dan
was furious not learning all the forms of Shatoken Karate, that is when Gouken
has decided not to teach Dan anymore because he knew the anger that would bottle
up inside of Dan. Dan had left Master Gouken but not before he had pick up on a
few secrets of the dreaded Shun Goku Satsu. Now he seeks revenge for the death
of his father as he travels to find his eternal enemy.
Gadouken: D,DF,F+P
Don't even bother using this. It has no range and unlike in MSHSF this is not
one of the strongest projectiles. I would sorta call this Dan's S.Fierce with
good range, but extremely poor range if you want to use it in a projectile.
Kouryuken: F,D,DF+P
Well if you want a powerful anti-air attack you've got one! This is even
stronger than Ryu's Shoryuken. The only problem with this is that it goes
straight up lacking the range the other Shatoken'ers have. But this can still
hit opponents on the ground. Like all Dragon Punches it has recovery time. Dan
often flashes at random while it doesn't do extra damage it will make him
invincible during the duration of the Kouryuken.
Dankukyaku: D,DB,B+K
Short-A short Knee Hop
Foward-A short Knee Hop with an extra kick
Roundhouse-A shor Knee Hop with two extra kicks
Basically the same Gale Kick he had since his last Alpha encounter. An excellent
move to counter miss supers and Dragon Punches. This is also a powerful 3 hit
combo(Roundhouse version) that can drain your opponent's lifebar very fast. This
is also an excellent chipper but sometimes Dan will land on the other side of
the opponent. This is not as comboable as it was in the crossover series because
it has a start-up delay.
Kuuchuu Dankukyaku: D,DB,B+K(air)(V-ISM and A-ISM)
Basically the same as his Dankukyaku except he can finally do a special attack
in the air! This move can also be used as an excellent air escape tactic because
Dan floats so high while doing this move and he also has some significant hang
time while doint this move as well, but as he comes down he can be attacked.
This is an all around good attack to jump in with if you use the Short version
and Dan can win some air battles with this move now!
Saikyoryuu Bougyu: F+3P(immediately during blocked 1st attack)(V-ISM)
Well this isn't exactly Push Blocking like in the crossover series, but it does
push the opponent back. You should use this immediately once your being
attacked, unless you want to fight up close.
Taunt: Select
Well Dan is the only one who can taunt unlimitedly. This will gain his Super
meter fairly fast. But this leaves him open to attack.
Jumping Taunt: Jump+Select
This gains his Super meter very little because its so safe as he can immediately
block as he is coming down.
Rolling Taunt: D,DB,B+Select or D,DF,F+Select
This will gain Dan's super meter very quickly because the opponent has loads of
time to attack him. What Dan will do is roll and come out with a taunt. Don't
use this unless you like eating supers for breakfast, brunch, lunch, supper,
dinner, and a midnight snack!
Supers
Shinkuu Gadouken: D,DF,F,D,DF,F+(?)P(A-ISM)
The basic no range fireball that you can only get from Dan. Boy don't use this
unles you are near your opponent otherwise your projectile super will just
evaporate like boiling water. It does do alot of damage though, even more than
other projectile supers. This can be a good ample chipper as well, so use it
just before your opponent gets up.
Kouryuu Rekka: D,DF,F,D,DF,F+(?)K(A-ISM)
If you want to use this super, use it when your at level 3. Level 1 has
basically no range just like in MSHSF. Level 3 is just a brilliant super as it
will easily chain off his C.Foward. Level 3 can deal a ton of damage and it has
pretty good range. But if he misses he will be asking for it.
Hisshou Biraiken: D,DB,B,D,DB,B+(?)K(X-ISM and A-ISM)
Basically the "beating you with no one's help but my own fists" super. What Dan
will do is engage in an auto combo that just does a ton of damage. You should
save it for a level 3 super because it looks awesome on level 3 and the damage
is mind boggling! However this super doesn't have much range and you must be
right next to your opponent otherwise they will get hit a few times and be able
to block. But this is an all around excellent chipper.
Chouhatsu Densetsu: D,DF,F,D,DF,F+Select(A-ISM)
His super taunt that gives the opponent so much time to attack. Whoever blocks
this the entire way is a mark of a true bamma. Dan will hurl a ton of taunts at
you giving the opponent a full 15 seconds to attack. Don't use this unless you
are absolutely sure of a victory otherwise you will be eating a super,
guaranteed. Even if the opponent doesn't have a super he can just build it while
Dan is in the middle of his taunt.
Chouhatsu Shinwa: D,DB,B,D,DB,B+Select then any button(A-ISM)(level 3)
Jeez! Dan's Mega Taunt! Boy I just love using this! When Dan is in this mode
whatever attack button you press will make Dan say something different each
time. This lasts even longer than Dan's other taunt super, about 5 seconds
longer! Boy if you want to embarrass your opponent this is the time to waste
your levels of meter and do it!
<----------------------------------------------------------------------->
Dee Jay
An professional Jamacian kickboxer who believes that in order to be a good
fighter you need a good rythmn otherwise you might as well stay home. Dee Jay
works endlessly to perfect his style of kickboxing while at the same time he
adds a little beat to his music to porvide a little rythmn that has knocked out
many opponents. For now Dee Jay wants to make his own music CD featuring
Jamacian Reggae and also wants to be the top fighter, but he knows he will have
to work for both of them.
Max Out: B(charge 2 sec.)F+P
An excellent projectile that has less recovery time than any other projectile
that I have seen in this game. Even Charlie and Guile has recovery time from
their projecetiles, but Dee Jay's just rocks. He can either immediately block or
follow up with a combo and can even go into his Carnival Hook Kick! This is an
excellent projectile to use all around because it does good damage and travels
quite fast. There is a small chance that the opponent can hit Dee Jay while he
is recovering though, but most of the time Dee Jay should be able to block in
time.
Double Dread Kick: B(charge 2 sec.)F+K
Yes, I know what the manual saids, but I like this name better because this was
the original name Super Street Fighter 2 and also its quite catchy when he says
"oh yeah" during this move, sweet! An excellent attack that deals alot of
damage. What Dee Jay will do is a short knee into a side kick. This has good
range and is a good counter for missed supers and Dragon Punches alike. If the
opponent blocks they have a very minimal chance of countering it and Dee Jay can
use this to chip away at some extra life as well making this a safe move and
also of its ability to combo.
Hyper Fist: D(charge 2 sec.)U+P then P(rapidly)
Well as we all know Dee Jay was a combo king in SSF2 and SSF2T. This can be used
as an air counter but it hits the opponent for really weak damage making it a
not so impressive anti-air attack. What Dee Jay will do is do rapid upercuts
real fast back and forth. If you have a Turbo Button Controller you can get up
to 4 hits dealing monstrous damage, but you must be up close for the opponent to
feel the effect. However this has alot of priority up close and will cancel out
other moves, during the duration of this move Dee Jay is invincible for a short
amount of time, but I have yet to know when he is invincible, but probably
during start-up because in SSF2 he was invincible during start up and I'm not
sure if Dee Jay is invincible in this game or not.
Maximum Jackknife: D(charge 2 sec.)U+K
What Dee Jay will do is jump up at a 60 degree angle with a kick that can hit up
to multiple times dealing good damage and is also an excellent air counter for
opponents who like to jump in alot and this move is very similar to Chun-Li's
incase your wondering what it looks like. You can also juggle the opponent with
this. However if Dee Jay misses he will be left open to attack.
Knee Dive: D+SK(air)
Well I wouldn't use this as a jump in attack because the priority is pretty weak
and it deals so little damage, but this is a good surprise attack because it
comes out quite fast.
Foot Knockdown: D+RK
Well the reason why this move is hear is because it has the ability to go
through certain projectiles as long as Dee Jay goes into this move just before
the projectile hits him so the timing is extremely tricky, but if mastered you
can be whopping competition in no time.
Supers
Carnival Hook Kick: B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
This is an all around excellent super because of its ability to combo and short
the recovery time that it has. Also it is excellent for missed supers and Dragon
Punches alike and it can also be used to chip away alot of life and take down a
little bit of the Guard Meter. Basically what Dee Jay will do is multiple Double
Dread Kicks in a row causing good damage and having good priority.
Climax Beat: DB(charge 2 sec.)F,B,UF+(?)P then P(rapidly)(A-ISM)
Well this is the super version of his Hyper Fist and it is also his strongest
super because it produces alot of hits depending if you have a Turbo Button
Controller. This will also chip alot of life and can easily take down that Guard
Meter. The recovery time on this super is practically non-existant making it a
safe move to use when up close otherwise don't use it from a far distance, and
also it combos practically all of Dee Jay's standing and crouching attacks.
Upbeat Rythmn(Sunrise Theme): DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This is an excellent move to use in combos, juggles, and as an anti-air attack
for those opponents who tend to jump in way too often. This will hit multiple
times doing good damage and I do believe it is unblockable in the air as well.
But like most anti-air attacks if he misses he will be left open for an attack
or be eating a super.
<----------------------------------------------------------------
------->
Dhalsim
A good spirited noble hearted hindu indian. His goal in life is to stop the
famine and disease that has been plagued throughout his country. He has also
sought endlessly to seek unity in a state of mind. He knows that the one who is
causing the famine and disease is Bison and the only way to stop him is too
fight his way there.
Yoga Fire: D,DF,F+P
His basic projectile move. It does good damage but travels slower than most
projectiles. Like all projectiles, it should be used when far away from the
opponent and should be avoided when near the opponent. You should use it when
they get up so that they can take some block damage.
Yoga Flame: F,DF,D,DB,B+P(A-ISM and V-ISM)
I'm not really sure why this was in the game, but it does do more damage than
his Yoga Fire and is a bigger than his Yoga Fire but has very poor horizontal
range making it useless for keep away. Try to avoid this move.
Yoga Flame: B,DB,D,DF,F+P(X-ISM)
Basically the same move except its a different motion to do in X-ISM mode and it
also does more damage and chipping damage as well.
Yoga Blast: F,DF,D,DB,B+K(A-ISM and V-ISM)
This is his anti-air attack that deals quite a bit of damage. But if blocked
opponents can tend to come in for an attack. Do not use this when your near your
opponent because it'll most likely miss him or her. This also lacks alot of
horizontal range as well.
Yoga Blast: B,DB,D,DF,F+K(X-ISM)
Again basically the same move except this is the motion in X-ISM mode and it
does more damage and chipping damage as well.
Yoga Spear: D+K(air)
Short-twenty degree angle, has alot of horizontal range
Foward-forty degree angle, has moderate horizontal range
Roundhouse-eighty degree angle, extremely poor horizontal range, but good
surprise attack
Baiscally his attack that is used air borne and has good priority as it will
cancel out alot of normal attacks use against him.
Yoga Mummy: D+FP(air)
The same as his Short Yoga Spear except that it has more horizontal range and it
moves quicker.
Yoga Teleport: F,D,DF+3P or 3K or B,D,DB+3P or 3K
A good tactic that dates all the way to the original Street Fighter 2. He can
also use this in the air as it will leave him safe to block because this has
lamost no recovery delay! Depending on which motion and which set of buttons you
press, you will land either far away and behind your opponent, close and behind
your opponent, far away in front of your opponent, or close and in front of your
opponent. You should teleport right behind your opponent after you have thrown
your Yoga Fire and immediately throw him or her as they are still in their block
stance. Sure it's cheap but this is Dhalsim, he lacks alot of cheap qualities
anyways and it takes alot of skill to master him.
Yoga Warp: B,DB,D+K(after you have been knocked down)(A-ISM)(V-ISM)
just like Sodom's Jitte Counter. After you have been knocked down you can safely
avoid being pressure by an opponent by teleporting out of the way.
Instant Yoga Spear: D+RK(air)(X-ISM)
Well Dhalsim only has one Yoga Spear in this version but it has a fourty-five
degree arc this time. Good for a jump-in attack.
Yoga Slide: DF+K
This is an all around excellent move to use because of the fact that it travels
under all projectiles except Sagat's low Tiger Shot. The timing is extremely
easy to time and you can easily escape fireballs with this move and attack the
opponent while they are still in fireball stun animation and the recovery time
is almost nothing, but you should use the Roundhouse version most of the time
though.
Supers
Yoga Inferno: D,DF,F,D,DF,F+(?)P(A-ISM)
This super really lacks some range, but it can deal out multiple hits doing good
damage and block damage. This thing will sorta drag the opponent into it forcing
them to take block damage. This super has sorta of a vortex effect that brings
the opponent in giving it a little more range. When your opponent is low on
energy you should use this and just chip him or her to death. On level three
this thing seems to take forever because it deals out so much hits!
Yoga Strike: D,DF,F,D,DF,F+(?)K(A-ISM)
Ouch! Even on Level 1 this thing hurts! This is obviously his strongest super
but the opponent must be in the air for this to work even if the opponent is
right next to Dhalsim he will miss. But this is an incredibly effective anti-air
attack, but on level 3 this thing deals out a ton of damage as he slams the
opponent down three times! But opponents can still hit Dhalsim out of it even
though they are in the air but they often miss because this thing comes out so
fast. I don't think this can be tech hit out of like in the crossover series
because I tried and to no avail.
Yoga Blaze: D,DB,B,D,DB,B+(?)P(A-ISM)
This attack is only blockable low. Dhalsim will breathe fire on his opponent's
feet. This is an excellent surprise move and you should use it just when the
opponent gets up because they will most likely block low.
Yoga Tempest: B,DB,D,DF,F,B,DB,D,DF,F+P(X-ISM)
Well like it was from the original Super Street Fighter 2 Turbo, its almost
identical to his Yoga Inferno but this does a ton of damage and can chip pretty
nicely but it looks more like a super version of his Yoga Flame attack.
<----------------------------------------------------------------------->
E.Honda
While growing up in the life of Japan he was always admiring sumo wrestlers and
he too hoping to one day become one himself. Now he has after gaining a couple
of hundred pounds he has worked his way up to the top of the charts and is known
widely in Japan. He also has his own dojo where he teaches potiential sumo
wrestlers about discipline and respect for your opponent with these Honda thinks
that is what it takes to become a true sumo wrestler.
Hundred Hand Slap: Push P rapidly
A tremendous chipper and also does a ton of damage, but this is Alpha 3 and its
been towned down alot. This is still an adequete chipper and can deal some
pretty good damage. E.Honda can move a little bit while he is in this but he is
still left open to projectiles and a few jump-in attacks unless Honda stops, he
can block safely as he has almost no recovery time.
Sumo Smash: D(charge 2 sec.)U+K
On its way up it goes through pojectiles but on its way down it will sit on top
of the opponent. This is an excellent move to use against constant fireballers
as it can deal some good damage. But E.Honda has a small recovery delay
afterwards and can be tripped when he comes down if your opponent is quick
enough.
Sumo Headbutt: B(charge 2 sec.)F+P
An excellent all around attack because its very fast and does an excellent
amount of damage. Do not bother using the Jab version because it goes way too
slow to really fool the opponent. Also E.Honda has little to no recovery time
from doing this move, but he can be hit by Dragon Punches or projectiles and
opponents can hit him from above.
Oicho Throw:360 Degree Motion+P
Although not as strong as Zangief's Spinning Pile Driver this does alot of
damage but the move must be done up close. This is really funny since E.Honda
smash the opponent onto the ground and squashes him/her! I haven't found a way
to combo this in yet nor do I think its possible, this is unblockable and
opponents who turtle often should watch out.
Supers
Oni Musou: B(charge 2 sec.)F,B,F+(?)P(X-ISM and A-ISM)
A super version of his Sumo Headbutt, it does a good deal of damage and is also
good for countering missed supers as well. This is a nice chipper as he does two
headbutts that hits multiple times. E.Honda is still vulnerable to projectiles
and high hits and Dragon Punches but E.Honda should be quick enough to counter
before the opponent has time to react.
Fuji Oroshi:(charge 2 sec.)F,B,F+(?)K(A-ISM)
Basically the super version of his Sumo Smash. It does pretty good damage but
like the Sumo Smash the range is limited so use it on fireball happy triggers
and smash him/her. Also E.Honda is still vulnerable to getting tripped or
supered on the way down if he so happens to miss completely.
Orochi Crush: 720 Degree Motion+P(A-ISM)
Ouch! A very powerful level 3 super as he pounces on the opponent with this
rediculous move. What E.Honda will do is grab the opponent by his/her neck and
then slam the opponent twice and sit on him or her! Very funny looking and very
damaging and its also unblockable.
Variation
In corner: C.Roundhouse --> Hundred Handslap
Just like Gen's and Chun-Li's just trip the opponent and immediately cancel and
watch the hits soar and the damage as well. Also this chips away a ton of block
damage and the block damage easily equals most level 2 supers.
<----------------------------------------------------------------------->
Evil Ryu
How was it that an honerable fighter turned evil? It was one day that Ryu had
found Akuma in an island off the coast of Japan and he had defeated a weakened
Akuma. When Akuma was defeated the island sunk and Akuma's evil presence was
left behind. Before the island sank Akuma told Ryu that they would meet again,
until both of them had reach their true power. Afterwards Ryu battled many
opponents and he began to become darker by his skin color and his eyes were red
with fury, what was it that Akuma had done to Ryu?
Special Game notes: Evil Ryu
Well although Evil Ryu has changed a bit he still plays like Ryu. All of his
special
Hadouken: D,DF,F+P
An excellent projectile overall because it does good damage and has good speed
and combos off anything. But there is a recovery time afterwards and opponents
can easily jump over it and attack Ryu before he recovers so try not to use this
up close.
Shoryuken: F,D,DF+P
This is also one of the best anti-air attacks in the game because it has maximum
priority, so it can easily knock anybody out of the air. This is highly
comboable and chains off any physical attack that Evil Ryu has. When done up
close this can hit up to three times resulting in alot of damage and pretty good
chipping damage. But like all anti-air attacks, if he misses he will fall nable
to block leaving him open to attack.
Tatsumakizankuukyaku: D,DB,B+K
An excellent ground attack that can also be used in the air as well. Evil Ryu
will spin his leg in a whirlwind motion in the air hitting the opponent up to
three times in a row doing good damage an excellent chipping damage. The
recovery time on this move is almost non-existant making it a safe move to use.
Also this can be used as a jump in attack, but the priority is not all the
great. Also this will hit low blocking opponents as opposed to Ryu's
Tatsumakisenpuukyaku.
Shakunetsu Hadouken: B,DB,D,DF,F+P
Basically the red fireball that dates back to SSF2. If up close it knocks down
and far away it stuns. Overall it has the same strength and same recovery time
as his regular Hadouken.
Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K
Well what Evil Ryu will do is teleport through the floor while gliding in his
Shun Goku Satsu stance like motion while mirror images trail behind him.
Depending on what motion you use he will either travel back or forward. The
kicks go half screen while the punches go full screen distance. However he is
vulnerable to attack after the end of this move though.
Collarbone Slice Chop: F+SP
This is Evil Ryu's anti-crouch counter. It deals fair damage and is only
blockable high. This has a bit of a start-up delay making it risky to use often
and making it practically uncomboable.
Hop Kick: F+FK
This is an all around excellent move because it goes over low and crouching
attacks and it can attack quickly and swiftly. I haven't found a way to chain in
another attack after this, but it deals good damage and it has no recovery time
afterwards making it a safe move to use.
Supers
Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P(A-ISM)
This is extremely comboable and it chains off all or Evil Ryu's standing
attacks. This is unblockable while in the air and can be used to chip away some
life. Also opponents can easily jump over this projectile and attack Evil Ryu,
so don't use this up close. You can also save this for chipping damage as well.
Messatsu Gou Shoryuu: D,DF,F,D,DF,F+(?)K(A-ISM)
Just like Ken's Shoryuu Reppa, its highly comboable and its invincible during
start up. This does good damage and can counter missed supers and Dragon Punches
alike. You can also use this to chip away at the life bar and also take down
some of the Guard Meter. This can also be used as an air counter but if he
misses he will be left open to attack.
Shinkuu TatsumakiSenpuuKyaku: D,DB,B,D,DB,B+(?)K(A-ISM)
Just like Ryu's, it does a ton of damage and can drain the life and Guard Meter
quickly. This will go over fireballs and hit the opponent while in stun motion
if you are close to your opponent. This has almost no start up delay and almost
no recovery time making it a safe move to use.
Shun Goku Satsu: JP, JP, F, SK, FP(Level 3)(A-ISM and X-ISM)
Well this is exactly like Akuma's Shun Goku Satsu, it does good of damage and
does almost as much damage as Zangief's Level 3 Final Atomic Buster. This is
unblockable so use it on those people who turtle alot, but you cannot combo this
in unless you have either dizzied your opponent or you have Guard Crushed him or
her. This is excellent for missed supers and Dragon Punches alike, but Evil Ryu
can be thrown out of this or hit out of this making him waste his three levels
of super. Use this unless you are sure it will connect and that you are also
well in the lead. Also I found that this move is a bit weaker than Akuma's and
it hits only 12 times.
<----------------------------------------------------------------------->
Fei Long
Fei Long, master of serveral styles of Shaolin Kung Fu, the expert martial
artist dedicated his entire life to hard training and perfection of the style
after meeting one of Hong Kong's most reknowned masters of Jeet Kune Do. Soon
Fei Long began creating his own styles and even opened up a school to teach his
style to others. It wasn't long before Fei Long stared in numerous movies while
doing his own stunts at the same time. Fei Long never liked living his life as a
movie star and he still doesn't know why he started in the first place. Fei Long
doesn't like losing very often because sometimes he will he even attack an
unprepared opponent. Fei Long also knows that he does not know how good he is
unless he test his own skills against other opponents.
Rekka Ken: D,DF,F+P then repeat two more times for three hit combo
I simply loved this move in SSF2 because it did a ton of damage and it was so
easy to combo. This is also a nice confusion tactic because you can control
whether you do one, two, or three Rekka Kens! When you do three Rekka Kens in a
row opponents start to notice a patern then you can mess them up by doing two
Rekka Kens in a row then throw him/her! If Fei Long manages to do all three
Rekka Kens and he misses he will be left open for attack because the last Rekka
Ken he poses while shaking his fist(which I think is pretty awesome).
Shien Kyaku: B,D,DB+K
Boy this has got to be the coolest looking anti-air attack move in the game!
What Fei Long will do is knock the opponent to the ground on fire with his
burning foot that causes a great deal of damage. The Roundhouse version will hit
twice as well. But you should consider using the short version because it almost
has no recovery time(except when your opponent is blocking up close) and Fei
Long should be able to land and block safely.
Tsuki Kyaku: F+RK
What Fei Long will do is a hop kick that will hit twice. Although it has a bit
of a start up delay it can be comboed and will often psych out opponents. Try
using this in some combos because the kick is pretty strong and will push
opponents away even if they block.
Supers
Rekka ShinKen: D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
A very fast starting super that will beat out alot of moves because it has high
priority and can also be comboed after Fei Long's S.CLSE.Fierce. A nice chipper
to go along with as well. But if Fei Long misses he will definately be eating a
super if the opponent has a super to spare.
Shien Hiryuu Kyaku: D,DB,B,D,DB,B+(?)K(A-ISM)
An all around excellent anti-air attack. This easily chains off Fei Long's
C.Foward and is also his strongest super. You should use this whenever you use
Fei Long's C.Foward because it just chains so perfectly, but if he misses he
will fall unable to block so watch out.
Dragon Blitz Fury: D,DB,B,D,DB,B+(?)P(A-ISM)
Well the manual didn't list this move so I decided to name it myself since I'm
not sure of the official Capcom name. This is Fei Long's auto super that does
excellent damage as Fei Long sticks out a fist and if it connects he will
continue to pummel the opponent with his fist on fire and end with a flaming
kick. This super just looks to cool to use just 10 times a match, but like all
auto supers if the opponent blocks Fei Long will not continue the combo.
Dragon Wave Fist: D,DB,B,D,DB,B+(?)K(A-ISM)
Well again this was not in the manual so I decided to name it myself. What Fei
Long will do is knock the opponent with his fist on fire and that's it! It does
good damage and its also comboable. Try not to use this super too often because
this has almost no range whatsoever.
<----------------------------------------------------------------------->
Gen
A mercenary assassin with powerful moves and a deadly Mantis attack. Although
his age is a little awkward for him to be fighting, his fighting skills are top
notch and he has equally destructive power as Akuma. Despite he is an assassin
he has a good heart and can tell right from wrong, he has heard of the one named
Akuma who has been perfroming his Shun Goku Satsu way too many times. He
believes it is his duty to stop Akuma and he also knows that Akuma is no human.
Preying Mantis Style: 3P(A-ISM and V-ISM)
Well as you all know Gen has two different fighting styles and he can switch
whenever he wants like when he's in the air or after a knock down. Having two
different styles in his possesion makes him a very versatile player because each
style plays comepletely different from each other as all his normal attacks,
special attacks, and super combos are completely different. In this mode Gen is
an all around combo master. He can successfully chain combos in a ZigZag motion
like Jab, Short, Strong, Foward, Fierce, Roundhouse or even a reverse
ZigZag(like Akuma in X-COTA) Short, Jab, Foward, Strong, Roundhouse, Fierce. But
he can most likely chain up to four hits, but his attacks are really weak and it
will take quite a bit of time and attacks for him to cause any real damage.
Hyakurenkou: Press P rapidly
This is exactly like E.Honda's Hundred Hand Slap, except Gen cannot move while
in this. This does good damage and is way too easy to combo in. This also serves
as an excellent chipper as well so feel free to knock that Guard Meter down.
Preying Mantis Leap: F,D,DF+K then K
Boy I simply love this move! It juggles the opponent and does up to 7 hits! Once
Gen connects he will kick the opponent and after a few hits he will do sorta a
Lui Kang Bicycle kick diagonally in the air. This does alot of damage and will
also catch ground opponents and also serves as an excellent anti-air attack
because Gen practically has no recovery time from this. This is also a good
chipper and can really knock down the Guard Meter.
Supers
Zan'ei(Touch of Death): D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
Boy I really hate this move. This does alot of damage and also it slowly drains
your life and you can become dizzy after a while. What Gen will do is the souped
up version of his Hyakurenkou as he barrages his fist that ends with him
pointing his finger at his opponent. When it connects not only will it do a
great deal of damage, it can steadily drain your life bar away with each count
of the countdown above the opponent's head. When the counter reaches "0" the
opponent automatically becomes dizzy(if he hasn't hit Gen during the duration of
this timer) allowing you to do this trick all over again. Just way too cheap and
it also takes a ton of the Guard Meter, rediculous! Capcom should have made this
a complete level 3 super because of all the benefits it has. Also Gen players
will also try to play keep away with you as well so just don't let this thing
connect because the damage is herendous and it can be accomplished over and over
again until your defeated.
Shitenshuu: D,DB,B,D,DB,B+(?)P(A-ISM)
Boy I simply love this move as well. What Gen will do is glide across the floor
and if he connects a series of internal explosions will explode inside the
character causing massive damage. But if Gen misses he will can easily recover
and also despite the opponent is blocking or not Gen will land on the other side
of the opponent. This however will not do a thing to your Guard Meter or will it
even chip.
Snake Style: 3K
Like his Preying Mantis Style he can switch different styles whenever he wants
whether he is knocked down or in the air. This style is completely different
from his preying Mantis because he can not chain combo as easily and often
relies on one attack button to combo, the Roundhouse button. He can chain up to
four consecutive Roundhouses in a row causing alot of damage. In this mode he
also has alot of normal moves that leaves him open to attack but he is also a
little stronger than in Preying Mantis mode. However whether your in Snake Style
or Preying Mantis Style Gen will remain in that style until you lose the entire
match or you decide to switch. Gen will always be in Preying Mantis style
whenever you start a fresh battle, also you can notice which style Gen is in by
his standing pose. When he is in Preying MAntis Mode he walks normally with his
hands in a clamp form. When he is in Snake mode he will sorta stand on one leg.
Jyasen: B(charge 2 sec.)F+P
Boy this has got to be the move that sets Gen apart from being lousy in his
Snake Style. What Gen will do is roll into a ball and roll across the ground
hitting up to five times for tremendous damage. This is too powerful of a move
it easily equals the damage of most level 1 supers. This is also a really heavy
chipper and can easily knock away that Guard Meter. It has a tiny bit of start
up delay that is barely noticeable making it uncomboable. This is an excellent
counter against missed supers as well as Dragon Punches alike. Gen is
practically safe even if the opponent blocks.
Ouga: DB(charge 2 sec.)UB or UF+K(A-ISM and V-ISM)
Sorta like the Cajun Strike and Jaguar Tooth combined. Gen will hop onto to a
wall and you can do a ton of things while he is on the wall:
-Don't do anything and Gen will do a jump kick towards the opponent
-Press B to comepletely stop the move
-Press F to have Gen do a longer jump kick towards the opponent
-Press U to have Gen move towards the top of the screen
-Gen does a head stomp when you do nothing when in ceiling
-Press UB or UF and Gen will completely stop the move
-Press F or B and Gen will do a dive kick
Well this is sorta confusing but with a little practice and memory you can
master this and confuse opponents in no time flat.
Overhead Confusion: SP
This is Gen's turtle counter. Use it on opponents who tend to block low too
often and give them a nasty surprise.
Double hit Snake: RK, RK(air)(A-ISM and V-ISM)
When Gen is in the air he can perform two consecutive Roundhouse kicks in a row.
This is an all around excellent move to use because it can set up alot of combo
possibilities. Sometimes the opponent blocks the first hit and then low blocks
the second hit, but instead you cannot low block air attacks and thus making
this a confusion tactic as well. Gen can immediately go into his S.Roundhouse
after this as it will result in a nasty and powerful four-hit combo.
Supers
Jyakouha: D,DF,F,D,DF,F+(?)K(A-ISM)
This is an excellent and also an extremely powerful air counter. This is similar
to Dhalsim's Yoga Strike as Gen will grap the opponent with his feet and then
stomp on the opponent. This doesn't have much priority all it really has is
speed. But do not worry about the priority part because this thing travels very
fast and can catch an airborne opponent most of the time. But moves like
T.Hawk's Condor Dive or Cammy's Cannon Thrust Gen can be easily knocked out of
the air by these. This is also easily comboed off his C.Short because it bounces
the opponent into the air and is the perfect setup for this move.
Kouga: D,DB,B,D,DB,B+(?)K(A-ISM)(Air)
Boy this is an all around worthless move. This is sorta like the Maximum Spider
except for the fact that it won't juggle the opponent or do extreme damage. Each
hit though is very powerful but the opponent always or mostly blocks the second
hit. This super cannot combo within itself but is good for a surprise attack
against fireballers and missed supers or Dragon Punches alike. This will however
drain the Guard Meter down extremely fast and can chip pretty nicely but Gen can
be hit out of it as he bounces off the walls.
Variation
Mantis Style Only, In corner: C.Roundhouse --> Hyakurenkou
Just like Chun-Li's method except you won't get as mant hit because the max
amount of hits I have ever gotten on this was 39. But the damage is incredible
and easily equals the damage of Zangief's Final Atomic Buster on level 3
possibly even more! The only problem is that the PSX controller does not repsond
well to rapid button pushing so sometimes the Hyakurenkou won't come out. Well
as soon as you knock the opponent down immediately cancel and you must be in the
corner otherwise the opponent will take about 17 hits and fall down and then get
up and be able to block.
<----------------------------------------------------------------------->
Guile
One of the air force's top soldiers, Guile was assigned on a mission to stop
M.Bison's threshold in Thailand along with his best friend Charlie. However when
Guile was there he and his friend Charlie were caught and put in concentration
camps being forced to work for Shadowloo. Guile and Charlie weren't just gonna
work for Shadowloo, they needed to find out what M.Bison was planning and they
needed to escape because all new concentration camp members were to be executed
in a few days. One day during a routine checkup Charlie and Guile escaped and
were heading back to headquarters, but M.Bison had already sent troops to hunt
them down and kill them on the spot. The soldiers went after them and fired a
few shots and apparently one of them hit Charlie in the back. Guile helped his
friend Charlie get up, but Charlie refused to go with Guile stating that
bringing him along would risk both their lives. Guile however was not pleased
with his decision, but he decided to leave, but before he went he gave Charlie
his dog tag. After the escape Guile did not return to headquarters, but went his
own way and swearing revenge to get back at M.Bison. Now Guile has found word
that Charlie is on his own trying to stop Bison and now Guile is hear to help.
Special Game Notes: Guile
What did Capcom do to Guile? He has probably got to be the worst character in
the game! His C.Roundhouse has a ton of recovery delay even though it hits twice
when blocked and his attacks now lack alot of range! In SSF2 he was one of the
top three best fighters but now, he just sucks! I hate Capcom for doing this!
Its also hard as crap to beat the game on level 1 with this guy! Just stay away
from using him if you want to win!
Sonic Boom: B(charge 2 sec.)F+P
What did they do to Guile? His Sonic Boom comes out quick and has almost no
recovery time but they do very little damage. I mean little! They do less damage
than his jab! In fact it would take about 5 sonic Booms just to equal the
strength of one jab. This is the worst projectile in the game! I hate this move
just stay away from it. Even on Mazi and X-ISM mode this does pitiful damage!
Flash Kick: D(charge 2 sec.)U+K
Looks just like Charlie's and does good damage and can be easily comboed. This
is a very good anti-air attack because the flash part of the kick gives Guile so
much range. But if Guile misses he will be left open to attack.
Knee Thrust: F+SK
Well if Guile needed something to attack quick after his Sonic Boom this would
be it. Actually Guile can practically chain anything after his Sonic Boom. This
can also be used as a surprise attack since the fact that it comes out so quick,
this also has good range because Guile hops forward a little. Did I mention this
goes over low attacks and has basically no recovery delay? Such a simple move to
do has alot of advantages.
Backfist: F+FP
This can also be used after Guile has thrown his Sonic Boom for a quick attack.
Although this might look like a regular attack this has alot of advantages to a
regular attack. This attack comes out quick and will either beat out or trade
hits with projectile throwing opponents up close. The recovery time is
pratically non-existant making it a safe move to use.
Leap Kick: F+FK
Well just like charlie's it has no recovery time and is good for using it as a
crouch counter. Guile will just hop up a little and do a jump kick that goes
over low attacks.
Supers
Sonic Flash: B(charge 2 sec.)F,B,F+(?)P(A-ISM)
Well I don't know why Capcom did this but why did they do this? Its not even lke
Charlie's Sonic Break. What Guile will do is charge for a Sonic Flash and then a
Sonic Boom will swirl around him. I'm not saying this super is bad, but this can
be used as an anti-air attack that does good damage, and it can be comboed as
long as you are close to your opponent.
Somersault Justice: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
An excellent attack that can also be used as an anti-air attack. This can juggle
opponents as well and his easily comboed. the only problem with this move is the
motion, I'm wondering, why doesn't Capcom do something about this? I can pull
720 degree motions alot easier than this! Well if Guile misses he will fall
unable to block, but this also does good Guard Meter damage.
Double Flash Kick: DB(charge 2 sec.)DF,DB,U+K(X-ISM)
Even though this only hits twice it is by far more stronger than his level 3
Somersault Justice and can also be used as an anti-air attack. This is easily
comboed and has alot of priority as well, but if Guile misses he will fall
unable to block.
<----------------------------------------------------------------------->
Guy
A self protested ninja descendant he proves himself that he is one by defeating
Sodom during Cody, Haggar, and Guy's reign against the Mad Gear Gang. He has
trained hard over the years to this respect while balancing street smarts and
ninjitsu to combine a nasty combination of strength and calculation. Now he
finds a new evil to lurk down while constantly reminding his defeated opponents
that he is a ninja master.
Run: D,DF,F+K
Well this is Guy's run and you can't pull off any normal attacks while in this
stance and you cannot stop in the middle of it either, but hitting any other
kick button will result in a different special move attack.
Run Cancel: D,DF,F+K, then SK
Well as far as I can tell this has no attacking abilities whatsoever and guy
will cancel out his run, but you must be quick about it because his run is
rather fast. This can easily confuse an opponent if you know when to use it at
the right time.
Dashing Foot slide: D,DF,F+K, then FK
A good surprise move that can easily tag opponents from screen distance and does
a good amount of damage as well, the recovery time is excellent and you can also
chip away at some life too, not to mention chipping away at the Guard Meter as
well.
Dashing Cresent Kick: D,DF,F+K, then RK
This is Guy's crouch counter that pops out of nowhere when the opponent least
expects it. This does alot of damage but opponents see it coming way too often
and the ability to combo it is non existant. The recovery time is pretty good
though and the priority of this move is pretty high.
Bushin SenpuuKyaku: D,DB,B+K
Well as far as I can tell this is Guy's only special anti-air attack. While
being far from being the best anti-air attack the move as alot of priority up
close and does good damage while juggling the opponent in the air. The
Roundhouse version basically misses all ground opponents but hits three times in
the air, while the Foward version easily chains off his C.Forward. What Guy will
do is do a Shatoken like Tatsumaki Senpuu Kyaku except his version has basically
completely vertical range while lacking alot of horizontal range, also if Guy
misses he will land back to the ground and be unable to block, so try to use
this sparingly unless you are sure it will connect.
Bushin Leap: D,DF,F+P
Well this move has no attack whatsoever but if you it the punch button again Guy
will perform either of two moves. This looks like Guy's regular jump but with a
smaller arc in which you can control and opponents can easily knock Guy out of
the air.
Bushin Elbow Drop: D,DF,F+P, then P
After you have performed the Bushin Leap hit punch and Guy will do an Elbow Drop
that does good damage and the recovery time on this is pretty good since its so
hard to counter. But I don't think this will hit crouching block opponents
though.
Bushin Backdrop: D,DF,F+P, then F+2P(up close)
Well this has got to be one of the most intimidating moves Guy has. After you
perfrom the Bushin Leap wait until you are close to your opponent and then hit
F+P and Guy will suplex the heck out of the opponent doing alot of damage. Guy
can also catch opponents out of the air as well. The only problem with this move
is the timing, but if you give it a little practice you should easily pull it
off.
Dashing NoChuu: D,DB,B+P
Well this move does do alot of damage and it can be comboed even though it has a
bit of a start-up delay it can still surprise opponents. What Guy will do is
spin a little on the ground and then suddenly pop up with an elbow, and I think
this either goes through projectiles or under them, I'm not sure because I have
done this several times and have sometimes gone through projectiles. The
recovery time is practically non-existant as well.
Overhead Elbow: F+SP
Well this is Guy's crouch counter and like most crouch counters this has a bit
of a start-up delay and it can't be comboed. This anti-crouch counter only hits
once but that hit easily matches up to Ryu's two hits and it comes out faster
than Ryu's as well. Try not to be too predictable with this even though it comes
out fast because when Guy starts this move anybody can easily sweep him.
Foot Slide: D+RK
Well despite the fact that this involves a Roundhouse kick the damage done is
practically worthless. This will leave Guy open to all sorts of opponents
attacks if he misses, so I just wanted to mention to stay away from this move.
Somersault Kick: DF+RK
A good attack that does decent damage and can also be used as an anti-air
attack, but the priority of being an anti-air attack is fairly low. This can be
used as a good surprise move and this will push Guy back leaving him safe to
block incase he misses.
Supers
Bushin Hassou Ken: D,DF,F,D,DF,F+(?)P(A-ISM)
This is an excellent anti-air attack because its unblockable. Despite this being
an anti-air attack this has tremendous ground range and can catch most standing
opponents from 1/3 screen distance! What Guy will do is perfrom an auto-juggle
air combo that does alot of damage, but it will not catch crouching opponents
and if he misses he can easily be countered, so don't just pop this up out of
nowhere and expect it to connect.
Bushin Gou Rai Kyaku: D,DF,F,D,DF,F+(?)K(A-ISM)
Well if there was a cool super award, Guy would definately be a top contender.
What Guy will do is come at the opponent with a series of attacks and ends the a
thrust kick. This chips very nicely at the life guage and can bring down the
Guard Meter real easily. This is also good for countering missed supers of
Dragon Punches alike. Becareful when using this though, because right before Guy
does that last kick he can be thrown out of the super, if the super is blocked
though.
Bushin Musourenka: F,DF,D,DB,B,F,DF,D,DB,B+P(A-ISM)
Ouch! This is hands down one of the top 3 coolest looking supers in the game!
This is also unblockable but it has just as much range as Zangief's Spinning
Pile Driver making it useless to punish mistakes from a distance. But what Guy
will do is grab the opponent and perform an auto 10 hit combo in pitch black,
while you can see the opponent's and Guy's Shadow in the background as Guy
continues to pummel the opponent and then the opponent is launched into the air
and falls back to the ground.
<----------------------------------------------------------------------->
Juli(a)
A mysterious young woman who is one of the enchanced soldiers of Shadowloo. This
time her mission is to stop and apprehend Cammy, a former enchanced soldier that
his on her own with her own free spirit and mind. She also has a connection with
T.Hawk, but when T.Hawk would try to talk to her she attacked T.Hawk and T.Hawk
gave no effort to fight back. The evil emperor of Shadowloo is M.Bison, but even
loyal servants have seen death before their eyes, what would happen to Juli if
she had completed her task?
Sniping Arrow: D,DF,F+K
Well I would not call this an excellent move, but it is a good move even though
its uncomboable except through juggling because it does good damage and has
excellent range. You can use this to tag opponents from as far as screen
distance! There is a downside to this move though and that's the fact that she
has a huge start up delay making it uncomboable. The good news is that once she
starts this move there is no stopping her because it has very high priority and
the recover delay is next to nothing! So if your opponent misses a super from a
distance you can surely counter with this!
Cannon Spike: F,D,DF+K
An overall excellent anti-air attack that does alot of damage. This anti air
attack has excellent priority and has very mean range, I mean it probably has as
much range as Dan's Roundhouse Dankukyaku, horizontally or course! This can tag
practically any jumping attacker and is also very comboable and is perfect for
missed supers and Dragon Punches alike. But like all anti air attacks if she
misses she will fall back unable to block.
Axle Spin Knuckle: F,DF,D,DB,B+P
Well unlike Cammy's this does not go through projectiles and should only be used
as the opponent gets up so they are forced to block and this move can chip away
alot of life and take away some heavy Guard Meter damage as well. This move has
a start up delay but if she hits a blocked opponent she can recover in time to
block.
Overhead Ankle Kick: F+MK
Surprisingly this move does not have much start up delay like most anti crouch
counters. This move does good damage and can fool the opponent sometimes if you
don't use it much because it doesn't even look like it attacks over the head
even though it does, but its a matter of opinion though. Again try not to be too
predictable with this move because you can be countered.
Psycho Charge Beta: 3K(Dramatic Mode only)
Well Juni must be near her for this move to work successfully as it will restore
quite a bit of Health on the damage meter giving you the upper hand advantage,
but the problem is that it leaves her open to attack for a full three seconds.
Make usre Juni is near otherwise it will not work.
Supers
Spin Dive Smasher: D,DF,F,D,DF,F+(?)K(A-ISM)
This is an all around excellent super because it deals out alot of damage and
has extremely high priority. Its sorta like a multi hit Cannon Drill into a
multi hit Cannon Spike. This comboes off anything and it can reach up to 2/3
screen distance making it practically a perfect counter against missed supers
and Dragon Punches alike. Also this is one of the rare supers that you can air
block, but if she misses she will fall unable to block.
Reverse Shaft Breaker: D,DB,B,D,DB,B+(?)K, hesistate, then K(A-ISM and X-ISM)
This is also an excellent super and is mainly used as an anti air attack. If you
ram the buttons you can get more hits, significantly more hits! The trick to
doing this is that you must hesistate for just a second after the move starts
then ram the buttons to get more hits out of it. This also comboes easily as
well and is un airblockable. But if she misses she will fall unable to block.
Psycho Intentions: D,DF,F,D,DF,F+(?)P(Dramatic Mode only)(A-ISM)
Well I'm not sure this is a good idea to ever use this super because it does
very little damage and you must be near Juni to perform this move. This can also
be used as an anti-air attack as both Juni and Juli form a ball together and hit
the opponent multiple times. The recovery time is not bad but its not good
either so you might want to save your super meters for the...
Shadowloo Servitude: JP, JP, F, SK, FP(level 3)(Dramatic Mode only)(A-ISM)
Probably the second coolest looking super in the game next to Guy's Bushin
Musourenka of course! If this connects both Juni and Juli will start to pummel
their opponent at the same time and end with each of them doing a Sniping Arrow
kick. A truely impressive 16 hitter, but there are many downsides to this move.
First off it is blockable, it can be Tech Hit out of, and it does pitiful damage
for a level 3 super, probably a third of the damage of Akuma's Shun Goku Satsu.
The good part about this super is that either Juni and Juli can do this move and
they do not have to be near each other. The recovery time is not bad and the
start up delay is pretty good making it a good counter for missed supers and
Dragon Punches alike, and this super is extremely comboable.
<----------------------------------------------------------------------->
Juni
One of Shadowloo's Enchanced Soldiers. Just like Juli she can feel no emotions
or can even control herself. Her current mission is to defeat Ryu, collect a
sample(DNA I guess), and fight him so that the "evil intent" may awaking in him.
However despite the fact that she wears the same uniform as Juli they are
however not at all realated, biologically of course so quit calling them twins.
Juni often speaks like a computer, dispose of this dispose of that, you know
just like Juli. However M.Bison has been known to turn on his own people and
what would happen if she did or did not succeed?
Cannon Drill: B(charge 2 sec.)F+K
Well this move is exactly like Cammy's except for the fact that you have to
charge for the move. The Roundhouse version hits twice and this move is also
very comboable and has practically no start up delay. Also it is good to point
out that it can also be used to counter missed supers and Dragon Punches alike
incase you don't have a super on ya. Also if blocked or missed she will have a
bit of recovery time leaving her open to attack.
Cannon Spike: D(charge 2 sec.)U+K
Exactly like Juli's and Cammy's it has a load of range and can be easily
comboed. Also it serves as an excellent anti air attack and can deal out alot of
damage and the combo possibility is pretty high. Once again its that charge down
move making it difficult for you to use it whenever you please. But then again
like most anti air attacks if she misses she will fall unable to block.
Cannon Thrust: UF,D,DF,F+K(air)
An excellent jump in attack that deals good damage and has very high priority as
well. This often catches opponents by surprise because due to the fact that it
comes out so quick and most people don't even know that she even has it! The
recovery time is practically non-existant making it a good move to use, but it
is counterable by Draon Punches alike and anti air supers.
Earth Direct: 360 Degree Motion+P
Ouch! This is a very painful move that is visually impressive as Juni will pick
up her opponent and then rise high into the air and slam the opponent down.
Since this is a throw it lacks alot of range but it is unblockable making it
useful against turtlers. If she misses she will go into her missed pose leaving
her open to attack.
Psycho Block: Block, F+3P
Well in X-ISM she can only do this on the ground, but right after you block an
attack Juni will sorta push block her opponent similar to Dan's as well as to
the crossover series. An excellent move to use when you are trapped in the
corner and should be used often unless you plan to punish a mistake.
Mach Slide: D,DF,F+K
Well when I first saw this in the manual I thought it was an attack, but little
did I know its her teleport. I think this is the first time Capcom has ever put
a quarter circle motion into a teleport. The strength of the kick button will
determine how far she will go, and she is completely invincible during this move
but after she comes out of it she is left open to attack.
Overhead Ankle Kick: F+FK
Just like Juli's it can hit up to three times and can cause alot of Guard Meter
damage as well and does good damage. This move doesn't quite have the start up
delay like Ryu's Overhead Punch but it still has a start up delay and she will
yell whenever she does this move making it even more predictable. Use this on
crouch blocking opponents only or non blocking opponents, but like I said she
can be attacked before she actually performs this move.
Psycho Charge Alpha: 3P(Dramatic Mode only)
Well Juli must actually be near her for this to work as she will restore some
lost Super Meter or Custom Combo Guage. However if she does this from a distance
hopefully Juli can back her up because this will leave her open for a full three
seconds leaving her open to attack so make sure it connects!
Supers
Psycho Streak: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
Well frankly I hate this move not because its cheap but because its there. What
Juni will do is give a salut and M.Bison will perform either level of his Psycho
Crusher depending on which punch button strength you have used. This has a start
up delay and its also a dead giveaway when she saluts, but it cannot be blocked
while the opponent is in the air making it a good air counter. Also it doesn't
really do much damage and also if you are too close to your opponent M.Bison
will appear on the other side of the opponent not even attacking your opponent
leaving Juni open to attack, but it can take down the Guard Meter very quickly
and does good chipping damage and the recovery time is not half bad, but its not
half good either.
Spin Dive Smasher: DB(charge 2 sec.)DF,DB,UF+(?)K(A-ISM)
Well just like Cammy's and Juli's its a multi hitting Cannon Drill into a multi
hitting Cannon Spike that does alot of damage and this is obviously Juni's
strongest super. This is an excellent counter for missed supers and Dragon
Punches alike as it will reach up to two thirds screen distance, but this is one
of the rare supers that you can air block though. This also has a high combo
ability factor, but the recovery time is quite bad as before Juni lands she will
fall unable to block.
Psycho Intentions: D,DF,F,D,DF,F+(?)P(Dramatic Mode only)(A-ISM)
Well I'm not sure this is a good idea to ever use this super because it does
very little damage and you must be near Juli to perform this move. This can also
be used as an anti-air attack as both Juni and Juli form a ball together and hit
the opponent multiple times. The recovery time is not bad but its not good
either so you might want to save your super meters for the...
Shadowloo Servitude: JP, JP, F, SK, FP(level 3)(Dramatic Mode only)(A-ISM)
Probably the second coolest looking super in the game next to Guy's Bushin
Musourenka of course! If this connects both Juni and Juli will start to pummel
their opponent at the same time and end with each of them doing a Sniping Arrow
kick. A truely impressive 16 hitter, but there are many downsides to this move.
First off it is blockable, it can be Tech Hit out of, and it does pitiful damage
for a level 3 super, probably a sixth of the damage of Akuma's Shun Goku Satsu!
No joke! The good part about this super is that either Juni and Juli can do this
move and they do not have to be near each other. The recovery time is not bad
and the start up delay is pretty good making it a good counter for missed supers
and Dragon Punches alike, and this super is extremely comboable.
<----------------------------------------------------------------------->
Karin
The other schoolgirl is Sakura's top rival. Although she may have the same
uniform and is Sakura's top rival her moves differ completely from Sakura. Her
unique fighting style is a style in which she created. Early in her fighting
years she met Sakura and lost to her. She was not mad at the time but she did
want to return the favor. It is now years later and Karin has trained very hard
to equal her fighting skills to Sakura. Also she is a friend of Ken and I'm not
sure how they met but they are friends because its in the game. Karin's family
is very rich and wealthy but for some reason Karin isn't interested in their
wealth and wants to become that true great fighter. For now she seeks Sakura and
also whoever is corrupting her family business.
Guren Ken: D,DF,F+P, then P or K(rapidly)
Well this is like Fei Long's Rekka Ken except for the fact that it comes out
just a bit slower and the combination of attacks she can add are huge! I'm not
gonna list all of the moves here because its rediculous, you should be able to
find out yourself right? Well make sure you press the punch and kick buttons
fast otherwise you won't be able to combo with the special move.
Houshou: F,D,DF+P
Well I'm not sure what this move is for but it basically sucks. What Karin will
do a knock her fist against her opponent and knock the opponent down everytime.
This move has very small range but it has excellent priority and can easily
trade hits with fireballers. Also she has a lengthy amount of recovery time
after this move as well while having practically no start up delay.
Mujin Kyaku: F,D,DF+K
Well what this move will do is do a two hit combo that jacks the opponent up a
bit. The range is fair while the damage is pretty decent. You can set up juggle
combos with this move but I doubt that you can get alot of hits assfterwards or
if any.
Ressen Ha: D,DF,F,UF+K
Well this funky move can deal good damage and also be used as a jump in attack
as Karin swirls her fist at her opponent. This is also a good anti air attack
and will most likely beat out or at least trade hits with normal and special
moves. Also the recovery time is barely noticeable and the start up delay is
practically non-existant making this move a safe move to use without the fear of
being counter attacked.
Arakuma Inashi: 360 Degree motion+K
Well this move is rather weak for a 360 degree motion move but if she catches
her opponent she will hit the opponent twice and then throw the opponent. Not
actually the best looking move in the game though it does weak damage for a 360
motion like I said but its also unblockable, but the throw range on this move is
not all that great.
Yasha Gaeshi(high): D,DB,B+P
Well not exactly the best move in the game, but a very useful move. Treat this
like you would Rose's Soul Reflect, getting the timing down to pat and hopefully
you can predict if you opponent will hit high or low. If the opponent hits her
high while she does this move she will perform a counter attack that knocks your
opponent back that does good damage. This move is unblockable low and try not to
use this on jumping opponents because you will rarely connect with this. Also if
she does this move an the opponent doesn't strike they can't wait until after
and she also cannot counter projectiles either.
Yasha Gaeshi(low): D,DB,B+P
Well not exactly the best move in the game, but a very useful move. Treat this
like you would Rose's Soul Reflect, getting the timing down to pat and hopefully
you can predict if you opponent will hit high or low. If the opponent hits her
low while she does this move she will perform a counter attack that knocks your
opponent back that does good damage. This move is unblockable high and try not
to use this on jumping opponents because you will rarely connect with this. Also
if she does this move an the opponent doesn't strike they can't wait until after
and she also cannot counter projectiles either. Okay so I copied this from the
first one, but its basically the same move except its a low attack counter.
Ressen Chou: B,D,DB+P
Not sure why this move is hear either. What Karin will do is attack her opponent
with her elbows into a two hit combo. The range isn't really all that great and
must be used in close ranged combat and also the recovery time is a bit
noticeable amking it counterable. A good attack to put in combos though.
Overhead Spin Kick: F+FK
This is her basic anti crouch counter. It comes out quite fast for an anti
crouch counter and it does good damage as well. Surprisingly this can take away
alot of Guard Meter damage as well, but there is still a bit of a start up delay
so she can be attacked before she attacks the opponent.
Supers
Kanzuki-ryuu Kou'ou Ken: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
This is her rushing super(boy doesn't these rushing supers stop?) and you should
use this to counter missed supers and Dragon Punches alike also it can do good
Guard Meter damage and can chip pretty decently as well. This super has
practically no start up delay and recovery time and can be comboed. The recovery
time can be countered by something quick as well though.
Kanzuki-ryuu Shinpikaibyaku: D,DF,F,D,DF,F+(?)K(A-ISM)
Basically what this is, is an anti air attack and also its her strongest super.
You should wait until your opponent is just above you so you can get the most
hits out of the super. Also this has high priority and the start up delay is
practically non-existant, but this will not hit standing opponents even if they
block and also if she misses she will fall unable to block.
<----------------------------------------------------------------------->
Ken
The long time rival of Ryu. With a great fighting spirit but an even greater
ego, Ken possesses fighting skills that leaves the opponents burning. Ken grew
up living a rich life but Ken was always causing trouble that was when his
parents sent him to Japan and learn Shatoken karate so that he may learn
discipline and respect. Ken did not like the expierience at first but that was
until he met another kid his age, Ryu. Together they both trained equally as
hard to perfect the fighting arts of Shatoken. There was one odd thing about
Ken, he often skip lessons to give himself some free time. Gouken soon realized
that Ken did not have the fighting spirit like Ryu, having Ken heard this Ken no
longer skipped lessons and during his free time he has trained extra hard to
perfect his Dragon Punch. Soon Gouken had set up a match between the two and
Gouken thought that Ryu would breeze through the match, but Ken's relentless
training made it extremely close, yet so close it was undescribable. Gouken was
dumbfounded by Ken's fighting skills but that was nothing compared to Ken's
Dragon Punch, as Gouken witness a fury of flames come from Ken's fist. Gouken
had never seen this before and realized that Ken has just as much potiential as
Ryu. After Ken's training he went back to the U.S. and at this time he was in
his teens. Years later he met a girl named Eliza, soon Ken would spend countless
hours with her and in that time his fighting skills have been slowly
deteriorating. Afterwards both him and Eliza got married on Ken's luxury yacht.
Ken, later flew back to Japan to catch up on Ryu and decided to fight against
Ryu. This time Ryu was not even touched, Ken's Dragon Punch has lost its flame
and Ken was questioning himself, "What happened to me?" After seeing this Ryu
had offered to help Ken get back on his training and Ken was no slouch, he got
up at nearly 4 in the morning and trained even harder than before and trying to
perfect his unique Dragon Punch, the results were a huge success, Ken could not
thank Ryu enough. They have fought again but this time the battle between the
two was closer than ever before, in fact it was nearly a tie. Ken left back for
the U.S. and decided to travel around the globe to compete against other
fighters, Ken had pummeled competition and kept reminding his opponents not to
fight him again or the consequences would be high. During Ken's trip to Brazil
he met a young fan named Sean, who wanted to perfect every move Ken possessed,
but Sean was an eagar and unpatient individual and he wanted Ken to help him,
but that's when Ken met up with Ryu and asked Sean to show Ryu what he has got
and apparently he had moves like a street punk, slow-moving, no reflexes, and
the ability to take pain like a sassy. Having see this Ken would offer to help
Sean if he would shape up and meet him later. After years of traveling Ken heard
the news about Gouken's death by a mysterious individual named Akuma. Ken
decided to settle the score himself, but when Ken traveled all of Japan and
could not find the one named Akum
Hadouken: D,DF,F+P
Just like Ryu's fireball but not as fast. Use this whenever your far away from
the opponent and use it just when they get up so you can chip that extra bit of
life. Just watch out when opponents jump over this projectile and come in for an
attack which makes Ken vulnerable. Try to use this often in an effective two-in-
one like those old Street Fighter 2 days.
Shoryuken: F,D,DF+P
The best anti-air attack in the game! This Dragon punch is very powerful as it
hits multiple times doing good damage as well as block damage. He has less
recovery time than that of anyone else's anti-air attack.
Tatsumaki Senpuu Kyaku: D,DB,B+K
The infamous hurricane kick that hits multiple times doing good block and chip
damage. But make sure all the hits connect because one hit does very little
damage and you will need multiple hits to see the best results.
Axe Kick: F+FK
Ken's crouch counter that has a start up delay and can be seen miles away. Just
use it on people who constantly block low and when opponents just get up from a
knockdown. This thing will get predictable after a while.
Side Kick: F+RK(A-ISM and V-ISM)
Well basically what this is a kick going forward having a lot of horizontal
range. But I'm not really sure what this is here for. It has a huge start up
delay even longer than the Axe Kick and you will barely connect with this.
Although if it does connect you successfully knock down your opponent. If you
want to use this for missed supers time it real early otherwise you will miss!
Ground Roll: D,DB,B+P(A-ISM and V-ISM)
Well not much for this move though. You can roll through opponents with this
move which is good for crossing up opponents but the roll is rather slow and
doesn't really have much distance. This has no offensive purpose whatsoever and
Ken can be knocked down from it.
Supers
Shoryuu Reppa: D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
One of the best supers in the game. This will beat anything out during start-up
and I mean anything! He is practically invincible during start-up as he rushes
towards the opponent with multiple Dragon Punches. After the first dragon pucn
he is vulnerable to some attacks.
Shinryuken: D,DF,F,D,DF,F+(?)K then K(rapidly)(A-ISM)
Same as the Shoryuu Reppa, its invincible during start-up and is a great anit-
air attack because it cannot be air blocked and like all of his supers, they are
easy to combo and follow up on. Also try ramming the buttons to get extra hits
out.
Shippu Jinrai Kyaku: D,DB,B,D,DB,B+K(A-ISM)(Level 3)
The dreaded super from the crossover series is here and in high fashion. This is
a great mistake punisher as Ken constantly kicks the opponent with his feet on
fire. Watch out if ne misses as he suddenly rises into the air sometimes because
he will get attacked on the way down.
<----------------------------------------------------------------------->
M.Bison
The evil ruler of the infamous Shadowloo organization has never stopped from
wanting more power. Once part of a psychic organization he split apart from the
group because they weren't even near power hungry as Bison was. But the only way
Bison can get stronger is if he fights and then drains the opponents power, but
far too many of his men were cowards to face up against his wrath. This had
dissapointed Bison but he has heard of a street Fighter named Ryu, who narrowly
defeated Sagat who was which was Bison's right hand man. This had impressed
Bison and now he seeks the eternal challenger for power.
Psycho Crusher: B(charge 2 sec.)F+P(X-ISM)
Well the classical move of the infamous super. This does alot of damage and if
its blocked it will do alot of block damage. Bison basically has no recovery
time from doing this but he can't seem to combo it either.
Psycho Blast: B(charge 2 sec.)F+P(A-ISM and V-ISM)
This is basically Bison's projectile but its one of the worst projectiles in the
game despite the fact that it goes screen distance. This fireball moves slow and
has a bit of a start-up delay and a long recovery delay. Unless your trying to
chip your opponent to death I suggest you try to stay away from this move.
Scissors Kick: B(charge 2 sec.)F+K
This is basically Bison's offensive move. It has good range and does good damage
and comes out quite quick and quick enough to be comboed as well. This hits
twice and will knock the opponent down and can easily hack away at the guard
meter. But if Bison misses he will be left open to attack.
Head Stomp: D(charge 2 sec.)U+K
This is a good surprise move because its Bison's anti-crouch counter except it
really isn't all that effective because it takes him quite a bit of time to
connect since he launches himself in the air. But it comes out quick and does
alot of damage.
Psycho Fist: Head Stomp, F+P
This is a follow up move from Bison's head stomp and it cannot be comboed but it
can be pretty confusing since it looks like he jumps away and then he suddenly
comes in at you, this is also a crouch counter but Bison can just stear the
other direction if he does not want the chance of getting hit.
Flying Psycho Fist: D(charge 2 sec.)U+P
This practically looks the same as his Psycho fist but instead Bison flies over
the opponent and comes down in a little arc. This is not a combo tactic but more
of a surpries move because sometimes the opponent blocks the wrong way. But it
can also be countered by anti-air attacks because this does not have the
greatest priority.
Bison Warp: F,D,DF or B,D,DB+3K or 3P(A-ISM and V-ISM)
This is Bison's teleport move and it can be useful because it takes him out of
sticky situations. He will either move far or close behind or in front of the
opponent, so get to know each location well to mess up your opponent.
Supers
Psycho Crusher: B(charge 2 sec.)F,B,F+(?)P(A-ISM)
This is an excellent super because it comes out fast and it comboable off his
S.Roundhouse. This also chips an excellent amount of energy not to mention that
it takes away at the Guard Meter. Bison practically has no recovery time from
doing this as well. But this will not go through projectiles either.
Knee Press Nightmare: B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
This is a heavy chipper and it also comes out fast doing solid damage and hacks
away at the guard meter real nicely. This also has alot of range and can tag
missed supers or Dragon Punches alike, the only problem with this is is that
Bison has considerally a ton of recovery time so an opponent can easily counter.
<----------------------------------------------------------------------->
R.Mika
This young girl wishes to be a superstar in the professional world of wrestling.
Although don't let her looks fool you, she can easily defeat her opponent in a
matter of backdrops and suplexes. She decided to become a professional wrestler
after seeing Zangief wrestle on T.V. and thus Zangief has become her role model.
Someday she wishes to become worldwide famous and it would also be an honor to
her if she can have the chance to fight Zangief.
Flying Peach: D,DB,B+P
Well the odd thing about this move is that it is similar to the Shooting Peach
except this one has a bit of a start up delay. This move is uncomboable and the
good thing about this move is that it has no recovery time at the end. This move
does good damage and can be used to punish mistakes if you can time it ahead of
time.
Shooting Peach: D,DB,B+K
This move is also odd because it is completely comboable and the start up delay
is nearly non-existant. This move does good damage and is an excellent counter
against missed supers and Dragon Punches alike. There is a disadvantage to this
move though and that is that it has poor recovery time and the opponent has a
full second to attack you. So you sorta have to mix these two up and confuse the
opponent in order to use them successfully.
Wingless Airplane: F,DF,D,DB,B+K(air)
Ouch! This move is incredibly strong but the only problem with this move is that
your opponent must be in the air along with you and near you to successfully
connect with this move. Treat this like you would an air throw(because that's
basically what it is), catch your opponent right before they come down. If she
misses she will fall unable to block so watch out.
Daydream Headlock: 360 Degree motion+K, then K(rapidly)
Well this move deals out a ton of damage as R.Mika repeatedly jerks at the
opponents neck and then slams down her opponent. This move is unblockable as you
expected but despite the fact that it is a throw/grab move it has decent range
and can sometimes pull the opponent from some amazing distances. Do not use this
move far from your opponent because she will go into her missed pose leaving you
open to attack.
Paradise Hold: 360 Degree motion+P
This move can act like Zangief's Running Bear Grab because it has tremendous
range for a throw and surprisingly the priority of this move is exceptional.
What R.Mika will do is flip torwards her opponent and then if she connects she
will clamp her opponent and slam him/her down causing servere damage. Excellent
against missed supers and Dragon Punches alike. Also I'm not really sure if she
is invincible to projectiles as well.
Rainbow Body Drop: D+FP(air)
This move is an excellent move for jump in's because it has good priority and
can set her up for some of her throws. Also try not to get too predictable with
this move because smart opponents can and will use their anti air attacks or
anti air supers.
Diving Knee: D+SK(air)
This is a more quicker way to get the jump and surprise on your opponent, while
it doesn't really cause much damage it can set up for her throws more easily
than her Rainbow Body Drop. Again try not to be too predictable and I can't
stress that enough because I find myself doing that all the time and my brother
constantly counters.
Jumping Rainbow Slash: F+FK(A-ISM and V-ISM)
Well I'm not sure what this move is for because it looks exactly like her
regular S.Forward but she moves forward a little while yelling. This can be
useful for jumping and attacking your opponent over low attacks though and
that's about it. Not really much use with this move.
Supers
Rainbow Hip Rush: D,DF,F,D,DF,F+(?)P(A-ISM)
This is her rushing super but it really doesn't have that much range like other
rushing supers but it can still counter missed supers and Dragon Punches alike.
This is also quite comboable and can deal good damage and Gurad Meter damage at
the same time. She really doesn't have any recovery time after this move but its
still something to watch out for.
Heavenly Dynamite: 720 Degree motion+P, then P(A-ISM)
Well this is her grab super and it deals out a ton of damage and is obviously
her strongest super. This is also unblockable as she will grab the opponent and
start hammering away and after the last hit she will drop the opponent in either
way depending on which level you use. On level 3 a ring comes out of nowhere as
she climbs on top and takes her opponent down for a pavement lunch. Level 3 is
visually impressive and can deal out major damage. However if she misses she
will go into her miss pose and also have wasted a level(s) of super leaving her
open to attack.
Beach Special: D,DF,F,D,DF,F+(?)K, then B or F+K or P(A-ISM and X-ISM)
Well I'm not sure what this super was here for because I think its just
pathetic. Once you activate this move she will go into R.Mika fury as I would
like to put it and then you control and after you have ran after your opponent
she will automatically grab your opponent then you can press either K or P to
grab or attack your opponent. You can do numerous moves while in this mode and
also she can jump off her ring and Elbow Drop her opponent, but try this in
training mode and see what happens and also this super is rather weak even for a
level 3 because you probably hit your opponent twice before your R.Mika fury
ends.
<----------------------------------------------------------------------->
Rolento
A former member of the Mad Gear Gang left the organization after the defeat of
Sodom and the death of their head leader Belgar. He now wants to start not but
his own gang but his own nation as he craves more Soviet Power. But to do that
he needs the finest members possible and who other to turn to than Sodom, but
Sodom wilingly refused as Rolento challenged him to a fight and if Sodom would
lose then he would join his rising army. But Sodom won easily as he now called
it quits joining the new gang. Rolento wasn't going to stop with a minor loss
and now he finds fights those he seems worthy to join his army.
Patriot Blitz: D,DF,F+P
A good attack that should only be used up close. This move will do alot of
chipping damage as Rolento spins his staff around. You can repeat this move up
to three times in a row for a total of 11 hits. This move does alot of damage if
it connects as it will knock the opponent down if the move is repeated three
times in a row. If its block it totally uncounterable since the fact that it
pushes the opponent back, but if he does not connect with this the opponent has
loads of time to attack. This is also god for taking down that Guard Meter
because it will bring down that Guard Meter very fast.
Knife Throw: F,D,DF+K then K
Well this is Rolento's projectile but he can not win fireball fights with this
move because it has a huge start up delay and also that the fact that his knife
can be knocked away with a simple punch or kick. What Rolento will do is jump up
into the air and hold out his knife, but you must hit kick button again to throw
the knife. The one key advantage is that he can aim it at practically any angle
he wants because he can throw the knife anytime he wants as long as he is in the
air. Each kick button used at the start of this move will make Rolento throw it
at a different angle. However if it does connect it will do alot of damage and
can sometimes be considered as the strongest projectile in the game. He can be
knocked out of it on the way up and also if he comes down and misses with the
knife, he is left open for an attack.
Delta Air Raid: D,DB,B+P then P
This is both a surprise attack and an escape tactic. What Rolento will do is
jump backwards and put himself a good distance away from the opponent. If
Rolento performs this move and he presses the punch button again he will
automatically flip towards his opponent with a quick staff attack that does good
damage and practically no recovery time afterwards making it a safe attack.
Delta Escape: D,DB,B+K
This is an extremely excellent escape tactic because Rolento can put himself a
great distance between him and the opponent, if you move either back or forth
you can control where Rolento lands. Also Rolento has basically no recovery time
from using this move but he cannot attack either and can be attacked while he is
in the air.
Delta Attack: 3P then P
This is also another one of Rolento's escape and attack tactics. What Rolento
will do is flip backwards sorta like Vega putting a good distance between the
opponent and him, but however he is not invincible while doing this move. Then
press any punch button, but after he has finished the flip and Rolento will roll
towards his opponent with a quick attack and then bounce off hs opponent. This
has almost no recovery time and the opponent must be close to you to counter
effectively.
Super Jump: D,U or UB
Well he can't fly off the screen like in the crossover series but this is higher
than your average jump. What Rolento will do is do a high somersault into the
air either over his opponents head or to the wall behind him. This can be very
useful for getting you of corner trap situations.
Delta Strike: D+FK(air) or F+FK
What Rolento will do is balance himself on his staff while on the ground and if
he does this in the air he will come in with a similar looking attack that has
good priority. On the ground if you hold down the Foward Kick button be will
remain balanced on his staff for quite sometime, while he does this he cannot be
hit low, sometimes confusing the opponent but overall a good underated move.
Supers
Splash Mine: D,DB,B,D,DB,B+(?)P(A-ISM)
This super causes tremendous damage if it connects but it cannot be comboed and
has huge start up delay due to the fact that Rolento rolls before he lets out
the grenades. This will drag the opponent towards Rolento if it connects but he
cannot attack the opponent while they are in the air, this also sets Rolento a
good distance away from his opponent, but this does only a pixel of block damage
and can't even push down the Guard Meter much.
Take No Prisoners: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Well this isn't the best of supers and its also one of the corniest looking
supers in the game. This move cannot be comboed and but travels extremely quick
and often connects because it catches opponents by surprise. However you can
only block this move low and this is one of the strongest supers in the game as
a little blade of some sort glides across the floor very slowly and if it
connects the opponent is lifted into the air as he is hung by one of Rolento's
men and then dropped. Not very much range either.
Steel Rain: D,DF,F,D,DF,F+(?)K(A-ISM)
Well this super is a little odd and it also has a start up delay.
<----------------------------------------------------------------------->
Rose
Rose, a member of an elite psyhic club has always belived that those who abuses
the Psyhic power will be punished. Major Bison, formerly a member of this club
abandoned it when he had gained all the psycho power he needed to take control
of the world. Rose is after Bison as she will settle the score with him as she
will capture him and bring Bison back to the society to cleanse his mind and rid
him of all psycho power for good. Rose, a good-hearted young women only seeks
what is right and wrong and apparently she seeks to end Major Bison's rain of
psycho terror.
Soul Spark: B,DB,D,DF,F+P
Basically the same as all other projectiles. Use this when your far away and use
it when opponents are just getting up. Don't use this up close cause otherwise
opponents will jump over this and attack you from above. The recovery time is
horrible like all fireballs.
Soul Reflect: D,DB,B+P
Jab-Absorbs fireball and quickly refills SC meter.
Strong-Reflects opponent's projectile
Fierce-Reflects opponent's projectile upwards
This is overall one of the best moves in the game. When your close to an
opponent the opponent will have an extremely slim chance at blocking if they
throw a projectile and Rose uses her Soul Reflect. But when she reflects her
opponents' projectiles they hit the opponent but at half the damage that the
projectile would normally do. Her Jab Soul Reflect is an excellent way to
quickly gain your Super meter, her Fierce version can also be used as an anti-
air attack because sometimes opponents tend to throw a fireball from a distance
then come in and jump in at you, incase you suspect it use the fierce version
because its practically uncounterable! I don't think you can reflect super
fireballs though.
Soul Spiral: D,DF,F+K
An excellent move to use when your opponent is low on energy. This hits multiple
times and does good damage and is also an excellent chipper. Although this has a
start up delay it can still be comboed in an effective two-in-one. The recovery
time is horrible so don't use it too often.
Soul Throw: F,D,DF+P
Her anti-air attack move that takes off way too much damage! Its just as strong
as most characters' level 1 supers! This comes out extremely fast an will catch
jumping opponents napping. This however will not hit opponents on the ground
just like Zangief's Aerial Russian Drop. She has horrible recovery time from
this like all standard anti-air attack moves.
Supers
Aura Spark:D,DB,B,D,DB,B+(?)P(A-ISM)
Her fireball super goes extremely fast as it will eat other projectiles that are
weaker than it. But each projectile it eats it gets weaker. Try to use this up
close and it is comboable in an effective two-in-one combo.
Aura Assult:D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
Her level 1 super is her Aura Throw which is just a bit stronger than her Soul
Throw. While Level 2 and Level 3 are purely for ground combos. On these levels
she will move an attack in awkward fashion as she does a flipkick and a bunch of
other attacks and ends the combo with a Soul Spark on level 2 and on level 3 she
ends the combo with a Aura Throw. This super is good for punishing mistakes.
Aura Illusion: D,DF,F,D,DF,F+(?)K(A-ISM)
Ouch! The Alpha version of Wolverine's Berserker Rage! This is even more
deadlier than Wolverine's Berserker Rage because Rose will have multiple images
appear behind her as she pummels the opponent. Say you throw one jab, that one
hit you do can do as much damage as two fierces! She hits multiple times each
hit dealing a ton of damage. Don't use a C.Roundhouse when your doing this
because the C.Roundhouse will not hit multiple times and the opponent can
immediately block after they get up and she cannot chip any life away with her
regular attacks. Did I mention this can easily double or even triple the damage
of her supers! Well it can and that's why I think its so cheap. The more levels
you use the longer she goes into the effect, but three level 1's last
significantly longer than a single level 3.
<----------------------------------------------------------------------->
Ryu(pronounced "yuu" for those of you wondering)
Pick up as an orphan while he was only a little boy his master has taught him
the way of the fight while teaching him the styles of the martial arts of
Shatoken. Along the way he met Ken, whose profile while be discussed later on.
Ryu has always trained to become the true fighter and by that thought the only
way that would happen his by mastery of the fireball. After his narrow victory
against Sagat he has a new challenger by the name of Akuma, who is which the
representative of every evil aspect in the Shatoken karate.
Hadouken: D,DF,F+P
The basic fireball that dates all the way to Street Fighter in 1987 that's still
a hit today. Use this often when your away from your opponent of in combos.
Don't try to use this up close because opponents will usually jump over this and
attack you while you are still in stun animation.
Shoryuken: F,D,DF+P
The basic anti-air attack that is a great defender against air-borne opponents.
This is a strong attack that can be used in combos but if he misses he will be
left open to attack on the way down.
Tatsumaki Senku Kyaku: D,DB,B+K
Ryu veers off as he lifts off the ground while spinning one leg in a helicopter
motion and any opponent who gets hit will suffer moderate damage. This move only
hits once but that one hit can equal the damage done by Ken's 5 hit or Akuma's 3
hit hurricane. This is basically a safe move to use but don't use the roundhouse
version from a distance or opponents will throw projectiles to counter and also
don't use it against opponents who are ducking because Ryu can be hit by a
regular anti-air attack like Ken's C.Fierce.
Hop Kick: F+MK(a-ISM and V-ISM)
Basically a short kick that is overlooked. This kick comes out quite fast and
also goes over low attacks and has practically no recovery delay afterwards.
This can also go into his Shin Shoryuken might I add.
Overhead Crouch Counter: F+MP
Don't use this too often because it has a long start up delay. Use this when
opponents have nothing to do but crouch block all day. I would use this just as
the opponent is coming up so they can't counter it(only by Alpha counters of
course) if they block low and it is only blockable high.
Hook Punch: F+FP(X-ISM and V-ISM)
Yes, the ugly move from SSF2T is here. Well they changed Ryu's standing
Fierce(in my opinion its more ugly the ever because it doesn't even look like
Ryu gives much effort when he throws it, it looks like he's throwing an elbow)
and the changed this move as well. It has less range than it did before and it
doesn't work well as a counter for missed supers and Dragon Punches alike.
Shakunetsu Hadouken: B,DB,D,DF,F+P
Basically the red fireball that dates back to SSF2. If up close it knocks down
and far away it stuns. Overall it has the same strength and same recovery time
as his regular Hadouken.
Fireball Fake: D,DF,F+Select
I see no purpose in this move actually. He still recovers from this so I don't
know what Capcom was thinking when they put this here. Just stay away from this
move because this does no damage whatsoever.
Supers
Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
No this is not the beam of death from the crossover series we've all come to
love but the slower less flashy version where Ryu combines multiple Hadoukens
into one mega fireball and then releases it eating any other projectile that
stands in its path. Also the more projectiles the Shinkuu Hadouken eats the
weaker it gets as it produces one less hit after each projectile consumption.
Shinkuu Tatsumaki Senpu Kyaku: D,DB,B,D,DB,B+(?)K(A-ISM)
The hyper version of his hurricane kick goes as he pummels the opponent back and
forth. This has absolutely no horizontal range whatsoever unless you are near
the opponent. This move can possibly knock down an entire Guard Meter Guage and
its also Ryu's strongest super because it does a ton of damage. You can easily
chip alot of life out of the opponent when your near them though but if the
opponent is far away they can throw a projectile at you. Don't worry this has
practically no recovery time.
Metsu Shoryuken: D,DF,F,D,DF,F+K(level 3)(up close)(A-ISM)
Not that super that you would prefer to use because for a level 3 super it has
to do more damage than what this does. This thing does about as much damage as a
level 2 Shinkuu Hadouken. Settle for the Shin Shoryuken instead.
Shin Shoryuken: D,DF,F,D,DF,F+K(level 3)(far away)(A-ISM)
Try to perform this about 1/3 screen distance away from your opponent. This has
huge damage potiential but its only his second strongest super. If you perform
this super from 1/3 distance away Ryu will rush forward against his opponent
with his elbow and if it connects he will continue on with a two hit powerful
Dragon Punch and also try not to waste this because its a level 3!
<----------------------------------------------------------------------->
Sagat
The eternal enemy of Ryu. Always wanting to be the best he tested his luck
against Ryu one day on the fields in Austrailia. After hours of immense and
tough battle Sagat had gave Ryu a serious slam down to the ground thinking he
was winning, not until Ryu had recovered quickly and sent Sagat hurling onto the
fields with the mother of all Dragon Punches. It serverely injured Sagat as his
chest was soaked with blood and later he had a giant scar that he still has
today. That scar is the memory of his fight with Ryu, his eternal challenger.
Sagat now hopes to find and defeat Ryu after his narrow lost.
Tiger Shot: D,DF,F+P
One of the most feared projectiles in the game. This projectile is extremely
fast and can easily counter missed supers. But sometimes opponents will duck
under this because all opponents can duck under this and can avoid chip damage,
but its very hard to jump over but if you like to use it on turtlers you can try
the...
Low Tigher Shot: D,DF,F+K
Same as above except this one goes low and opponents can easily jump over this.
Just watch out when opponents jump over this because Sagat has alot of recovery
time from this just like the Tiger Shot above.
Tiger Flow: F,D,DF+P(A-ISM and V-ISM)
HaHa! I love this move. It just deals so much damage to your opponent they'll be
startled! This hits multiple times, up to seven on the Fierce version and can
chip away alot of energy. But like all other anti-air attacks, this has recovery
delay written all over it.
Tiger Uppercut: F,D,DF+P(X-ISM)
Basically the same as his Tiger Flow except that this thing only hits once, but
that one hit is stronger than all 7 hits from the Tiger Flow! Well you should
use this move right after the first hit of his S.Roundhouse for a nasty two hit
combo!
Tiger Knee: F,D,DF+K(V-ISM and A-ISM)
A great anti-air move that does good damage and leaves him extremely safe to
block. One of the more better anti-air attacks in the game, but this one has
alot more horizontal range than his Tiger Flow though.
Tiger Knee: D,DF,F,UF+K(X-ISM)
Well only in classical mode will you have to do this wicked motion for the Tiger
Knee. This doesn't do much damage but this is incredibly fast and alot faster
than his regular Tiger Knee in V-ISM and A-ISM mode though.
Supers
Tiger Cannon: D,DF,F,D,DF,F+(?)P(A-ISM)
A souped up version of his Tiger Shot, but it has one major flaw, he uses the
high version, so opponents can easily duck under this one and easily escape
block damage. Never rely on this super to pull you out a victory.
Tiger Genocide: D,DF,F,D,DF,F+(?)K(X-ISM and A-ISM)
I simply love this super! Its too special moves combined in one to deal out
monstrous pain to your opponent. First Sagat comes at you with a Tiger Knee the
a Tiger Flow, it looks even cooler on Level 3 because it's sorta like the Tiger
Knee and Shoryuu Reppa rolled into one, Tiger style! Sagat exclaims "Tiger
Genocide!" as he pummels the opponent, on level three this thing does alot of
block damage, so hit them with only a few energy left on your opponents guage.
Tiger Raid: D,DB,B,D,DB,B+(?)K(A-ISM)
Sagat veers up as he unleashes a lighting fast jump kick and flys towards the
opponent dealing a good amount of hits. Even on level one this thing does alot
of block damage and Sagat has practically no recovery delay! Use this whenever
you can because opponents are not fast enough to escape this!
Tiger Rage: D,DF,F+Select(A-ISM)
Ouch! This doesn't do anything on its own but will significantly increse the
damage of his Tiger Flow! You must use it quick because it will wear down in a
few seconds. It also wears down after you have used the Tiger Flow once.
<----------------------------------------------------------------------->
Sakura
An obnoxious school girl who loves to get into a fight. It wasn't always like
this though, before you would be like a good school girl and do her studies get
good grades and so on. That all stopped until she heard of Ryu a person with
keen fighting skills and has high respect for his opponents regardless whether
they win or lose. That is when she decided she would become a Shatokener herself
by studying the moves of Shatoken and perfecting them on her own rights, that is
why her style seems so awkward. She would kill for the chance to meet Ryu(not
literally of course) and get a chance to fight him and have him instruct her
about the fighting Style Shatoken. Now she hopes that her training will top Ryu
and hopefully that he can become her master.
Hadouken: D,DF,F+P (opt.)then P rapidly
Well her projectile is pretty good but make sure you don't keep pressing the
button afterwards because she will charge for her bigger fireball and it will
take alot more time to bring out and it will have considerably less range but it
will do more damage but its not too much more because the extra damage is barely
noticable. Like all fireballers she has some recovery time after she has thrown
it so watch out.
Shouken: F,D,DF+P
Well this isn't exactly the best anti-air attack because she will glide across
the floor before she actually goes into the Dragon Punch motion, but her Jab
version is excellent for anti-air attacks. This can hit up to six times by
itself and is highly comboable and does a good amount of chip damage as well as
normal damage but if she misses she will fall back down unable to block.
Shunpuu Kyaku: D,DB,B+K
Well unlike the Tatsumaki Senpuu Kyaku this goes in sorta of an awkward arc but
the short version barely goes the distance while the Roundhouse version goes
full screen in a 180 degree arc. This is barely comboable despite the fact that
it has practically no start up delay so I guess the fact is that Sakura doesn't
really have any attacks that will stun the opponent long enough for this move to
connect. But if she misses she will be free to safely block because this move
practically has no recovery time afterwards. While in X-ISM mode Sakura can do
this in the air.
Sakura Otoshi: B,D,DB+K then P(A-ISM and V-ISM)
Well her only new move is quite awkward because its uncomboable and it leaves
her in the air doing nothing if you do nothing. After you have done this motion
and while Sakura is in the air hit the punch button rapidly and she will do a
three hit combo. Basically its probably a confusion tactic rather than a
surprise attack.
Overhead Swing Axe Kick: F+FK
Basically this is her anti-crouch counter but it has a bit of a start up delay
making it uncomboable. But it can be used often just as the opponent just gets
up from a knockdown so they have no chance of countering it unless they decide
to waste a super and use an Alpha Counter.
Supers
Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P(A-ISM)
Just like Ryu's Shinkuu Hadouken, it comes out pretty fast, is highly comboable,
and does a good amount of damage. She can not continously hit the punch button
for a bigger fireball to come out though and this also has recovery time just
like all other fireball supers.
Haruichiban: D,DB,B,D,DB,B+(?)K(A-ISM)
A wicked funky ground based Tatsumaki Senpuu Kyaku kick that has Sakura spinning
on the ground and coming fast towards her opponent hitting multiple times and
causing good damage and a ton of chipping damage. This is an excelent super
against missed supers or Dragon Punches alike even if the opponent is a half-
screen distance away. USe this whenever you can because it is extremely
comboable and has basically no recovery time.
Midare Zakura: D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)
Well unlike the auto-super in the crossover series this is a Shoryu Reppa type
of move that has the same properties, it comboes really easily(practically off
any one of Sakura's attacks), does good damage, does alot of block damage, good
Guard Meter damage, and can easily counter missed supers. But if Sakura misses
she will land unable to block so don't become so predictable with this.
<----------------------------------------------------------------------->
Shin Akuma
His master had warned Akuma about the teachings of the Shun Goku Satsu. Akuma
was too power hungry to ever realized it. It was told that whoever would use
this deadly killing technique would kill the person who used it. Akuma had used
this on his master and thus sealed his own fate, but for some reason he did not
die like the sayings said it would. During his battle with Ryu he had suffered
his first defeat but he was in a weakened state and left a message for Ryu
saying that they will meet again when they both are in their true state and
apparently Akuma has reached his limit in becoming Shin Akuma.
Special Game Notes: Shin Akuma
Also don't bother beating the game with Shin Akuma if you have already seen
Akuam's ending because everything is exactly the same as regular Akuma including
Mid bosses, mini-boss, and Final boss. I don't know why they gave Shin Akuma the
same ending as Akuma even though Evil Ryu and Guile have different endings. Also
most of Shin Akuma's moves have less recovery time than Akuma's but they all
have the same start up delay. Also Shin Akuma can juggle the opponent better
because of the lack of recovery time from his moves.
Gou Hadouken: D,DF,F+P
An excellent projectile overall because it does good damage and has good speed
and combos off anything. But there is a recovery time afterwards and opponents
can easily jump over it and attack Ryu before he recovers so try not to use this
up close.
Gou Shoryuken: F,D,DF+P
This is also one of the best anti-air attacks in the game because it has maximum
priority, so it can easily knock anybody out of the air. This is highly
comboable and chains off any physical attack that Evil Ryu has. When done up
close this can hit up to three times resulting in alot of damage and pretty good
chipping damage. But like all anti-air attacks, if he misses he will fall nable
to block leaving him open to attack.
Zankuu Hadouken: D,DF,F+P(air)
This is the best projectile in the game and can be used for a jump in attack.
Shin Akuma will throw out two of these fireballs each dealing alot of damage and
even though the first fireball lacks some horizontal range it is backed up by
the second fireball that has tremendous horizontal range. This is the move you
should find yourself using often because Shin Akuma won't lose very much
fireball fights with this move.
Tatsumakizankuukyaku: D,DB,B+K
An excellent ground attack that can also be used in the air as well. Shin Akuma
will spin his leg in a whirlwind motion in the air hitting the opponent up to
three times in a row doing good damage an excellent chipping damage. The
recovery time on this move is almost non-existant making it a safe move to use.
Also this can be used as a jump in attack, but the priority is not all the
great. Also this will hit low blocking opponents as opposed to Ryu's
Tatsumakisenpuukyaku.
Tenmakuujinkyaku: UF or UB, D+FK
A good surprise move that does good damage and has good priority. You must be at
an arc while doing this move because for some reason Shin Akuma can't do the
move while he is above his opponent's head. This has practically no recovery
time afterwards making it a safe move to use. The best time to do this move is
immediately after Akuma jumps foward with an arc.
Zenpou Tenshin: F,DF,D,DB,B+P
Well this is the useless fireball Akuma had in Street Fighter Alpha 2. Well I
wouldn't call it useless because it does alot of damage and it can chip away
alot of life. The problem with this move is that is has significant start up
delay making it useless to play keep away and opponents can easily jump over it
plus there is no way to combo it. The recovery time on this move is longer than
his regular fireball as well leaving him open to attacks more longer. You should
time this so that when the opponent gets up they will take the chipping damage
on this fireball. Despite that this fireball hits three times, a single
projectile can nullify it and it will not juggle the opponent while they are in
the air like most fireball supers.
Hyakki Shuu: D,DF,F,UF+P(A-ISM and V-ISM)
What Shin Akuma will do is flip into the air and perform a foot slide as Shin
Akuma lands tripping the opponent doing alot of damage. There is alot of
recovery time from this move so watch out an avoid being swept.
Hyakki Gou Shou: D,DF,F,UF+P, then P(A-ISM and V-ISM)
Well this move is rather useless because you have to be close to your opponent
to actually connect. After Shin Akuma flips into the air press P right before
you hit your opponent and he will sorta grunt while he hits the opponent with
his fist. I wouldn't use this much at all.
Hyakki Gou Sai: D,DF,F,UF+P, then P(A-ISM and V-ISM)(up close)
This is an excellent anti-air attack because it comes out quick and does some
serious damage. What Shin Akuma will do is jump up into the air and if the
opponent is in the air with him he will grab his opponent and then slam him
down. This has good priority and comes out quite quick, but the recovery time is
horrible so don't pull this out of nowhere.
Hyakki Gou Sen: D,DF,F,UF+P, then K(A-ISM and V-ISM)
Well what Shin Akuma will do is flip into the air and perform a full collision
body drop right on top of his opponent's head dealing good damage. However this
will not hit in the air, but as it comes down it has good priority as well. But
if Evil Ryu misses he will be left open for an attack.
Hyakki Gou Tsui: D,DF,F,UF+P, then K(A-ISM and V-ISM)(up close)
Basically the same as Shin Akuma's Hyakki Gou Sai, it will grab the opponent out
of the air and slam the opponent down doing good damage and having good
priority. But if Evil Ryu misses he will be left open to attack.
Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K
Well what Shin Akuma will do is teleport through the floor while gliding in his
Shun Goku Satsu stance like motion while mirror images trail behind him.
Depending on what motion you use he will either travel back or forward. The
kicks go half screen while the punches go full screen distance. However he is
vulnerable to attack after the end of this move though.
Collarbone Slice Chop: F+SP
This is Shin Akuma's anti-crouch counter. It deals alot damage and is only
blockable high. This has a bit of a start-up delay making it risky to use often
and making it practically uncomboable.
Hop Kick: F+FK
This is an all around excellent move because it goes over low and crouching
attacks and it can attack quickly and swiftly. I haven't found a way to chain in
another attack after this, but it deals good damage and it has no recovery time
afterwards making it a safe move to use.
Supers
Messatsu Gou Shoryuu: D,DF,F,D,DF,F+(?)P(A-ISM)
Wow! This move does too much damage and its also invincible during start up.
This is good for countering missed supers and Dragon Punches alike. This also
does good chipping damage and the recovery time is less than other Shoryu Reppa
like supers. This has very high priority during start up and will beat out
anything, but after the first wave Shin Akuma is open to attack.
Messatsu Gou Hado: F,DF,D,DB,B,F,DF,D,DB,B+(?)P(A-ISM)
Ouch! You will not see a stronger fireball super. This deals out alot of damage
and even more than Evil Ryu's or Akuma's Messatsu Gou Hado. This will chip the
same as Akuma's or Evil Ryu's and it will also counter missed supers and Dragon
Punches alike as long as you can time it early because it has a bit of a start-
up delay and is only comboable off his S.Roundhouse. However opponents will tend
to jump over this often and attack you but Shin Akuma recovers quicker than Evil
Ryu and Akuma so he should be quick enough to counter.
Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P(A-ISM)
Well this is his super version of his Zankuu Hadouken and boy does it hurt! It
does alot of damage, but the problem with this super is that Shin Akuma takes
along time gathering energy for his fireball and opponents will tend to block it
often. However Shin Akuma recovers fast enough to block and the chipping damage
done is pretty good and it often connects against blocking opponents.
Shin Shun Akuma Satsu: JP, JP, F, SK, FP(A-ISM and X-ISM)
Ouch! This does more damage than Akuma's Shun Goku Satsu and it will travel
twice as far going twice as fast and only using one level of super! By far this
is his best super and you should use this whenever you can because its the best
counter against missed supers and Dragon Punches alike in the whole game! Also
this is highly comboable and I got 18 hits with this once because I comboed it
in and also I found it very hard to escape out of after you have knocked an
opponent down because frankly its impossible because its so fast!However Shin
Akuma can still be knocked out of it and also be thrown out of it, but there is
a plus side and that it will travel through projectiles at start up and catch
opponents even though the opponent started their super before Shin Akuma and
yes, its that fast!
<----------------------------------------------------------------------->
Sodom(In old testament, the city Palestine destroyed because of wickedness)
During his child he was fascinated at Japaneese culture and their fighting
styles while living the life of an American boy. As a child he would often go
and see people train in dojos seeing if he can pick up the moves without
actually paying for lessons, not because he was poor(his family was your average
family) but because he was just like that. But he has progressed and studied and
learned the Japaneese culture of fighting. After serveral years of hard work he
has trained and become a fierce competitor. Later he wanted fame but not
fortune, the only way he felt that he could make a name for himself was by
joining a gang. Coincidentally he bumped into the Mad Gear Gang held by the
leader Belger. Sodom knew he had to fight his way to the top of the ranks, not
surprisingly he had easily dismantled his twelve opponents and quickly was one
of the leaders in the crime organization. The thing that was odd was that no one
had ever saw his face before in the crime organization as he had always kept a
mask on. With his high knowledge of the japaneese weapons Jitte(Sai) and the
Katana Blade he was now the King of the Ring and was never defeated. But the
former Street Fighter Mike Haggar, now the mayor of Metro City has plans to stop
this infamous crime ring along with his friends Cody and Guy. When Guy met Sodom
in the ring he defeated him and with that the crime ring fell and Cody had
rescued his girlfriend. But Sodom was angry that he loss and he seeks revenge.
Later after the deterioration of the crime ring Sodom had trained hard to
perfect his Japaneese arts and also wanted Rolento to help in start his new
crime ring but Rolento refused unless he can prove that he can defeat Guy. But
Sodom knew he had to be better than he was now and he was also in the need of
new members so he traveled to Japan seeking the mightiest fighters he known,
Sumo Wrestlers. He had tested his skills against E.Honda, who is an all-time
Sumo Wrestling champion. Sodom here suffered only his second defeat, but he was
not angry at E.Honda he was angry for not concentrating, but now he thinks he
knows what it has to take to defeat Guy.
Jitte Strike: D,DF,F+P
A nice surpriese attack that can easily counter missed supers or Dragon Punches
alike. each punch version you use will result in a different slash. Tehy all
have the same qualities though except the Jab version can be used as an anti-air
attack, but these are all comboable after his C.Fierce. The Fierce version will
hit twiced if blocked, but it will leave Sodom open to attack.
Butsumetsu Buster: 360 Degree Motion+P
The damage that this thing does is pretty fair, it will do as much damage as his
Jitte Strike, but its good because for a throw it has alot of range and will
beat out alot of normal attacks. What Sodom will do is grab you and then slam
you down in an emphatic way. Use this on people who tend to turtle often but if
he misses he will go into his miss pose just like Zangief so watch out.
Daikyou Shien: 360 Degree Motion+K
Boy this move is too funny! What Sodom will do is grab you while running with
his Sai or Katana and then pick you up and burn your face on the floor as he is
runnung around the stage. The damage that this does in equal to that of his
Butsumetsu Buster, but this thing will chip since he runs at you with his Sai
and its also comboable as well, but if he misses the opponent as a ton of time
to take advantage and either trip him or make him eat a super.
Shiraha Catch: F,D,DF+K
Well you should never use this move out in the open because it leaves Sodom open
to attack and it basically does no damage. The only way you will get this to
connect is if you do the motion as the opponent is just above you even if they
come in for an attack Sodom will grab him/her and throw em. You should just
stick with his C.Fierce as a anti-air attack because Sodom really doesn't have
any real anti-air attack to begin with. The timing on this part is extremely
tricky and I do not think it will catch opponents doing a special move like
Cammy's Cannon Thrust or T.Hawk's Condor Dive.
Tengu Walking: B,DB,D+K(after you have been knocked down)
Well according to Joseph Parise(Sodom FAQ) he said you can use this as you are
coming down an supposedly he is right! Also you should use this as you get
knocked down for a quick surprise move that deals pretty good damage! What Sodom
will do is walk on his Sai's and come towards the opponent striking them, I
think it only hits up to three times, but I have never gotten over three hits
before. This can also be used to knock down the Guard Meter and knock away some
life even if it is blocked!
Short Tengu Walking: B,D,DB+K(after you have been knocked down)
Well this is a shorter version of the Tengu Walking judging by the name of it
and will probably hit once if the opponent is close. But Sodom cannot use this
or his regular Tengu Walking after he has Tech Hit.
Tengu Get Up: D,DF,F+K(immediately after you have gotten up from a knockdown)
Well this is the same as his Tengu Walking but if you didn't do the motion fast
enough you will get another chance to do it as you get up. This has the same
properties as his regular Tengu Walking though.
Supers
Meido no Miyage: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Well this is the super version of his Jitte Strike as he will do all thre
versions of his Jitte Strike into one combo, on level 2 each strike hits twice
while on level three he knocks the opponent up into the air and Slam m down with
his Sai. This is also excellent if you want to balance your opponent up in the
air. This is a good chipper but will leave you open to attack if you do not
connect.
Ten Chuu Satsu: 720 Degree Motion+(?)P(A-ISM)
Well this is two Betsumatsu Busters combined into one while on level three he
will do a Jab Betsumatsu Buster followed by a Fierce Betsumatsu Buster and then
a Roundhouse Daikyou Shien. This has twice as much range than Zangief's Final
Atomic Buster and can deal almost the same amount of damage! But he will waste
levels of super if he misses.
<----------------------------------------------------------------------->
T.Hawk
What is happening to T.Hawk's homeland in Mexico? The water is polluted and the
earth is rotten. The people are scared of this new ruler so they have decided to
ask Thunder Hawk, a monstrous 7'7" native american whose size dwarfs even
Zangief's. Despite his huge size he is a very peaceful man with an unbound
spirit and an unparrallel respect for nature. The powerful native american now
seeks who is beind this disastrous mess.
Condor Dive: 3P(air)
A very powerful jump in attack that has alot of priority and comes out extremely
fast. The only thing that will counter this are anti-air attack specials and
some normal anti-air attacks. If T.Hawk misses he has a little bit of recovery
delay as he will bounce off the opponent. Use this often to peck away at some
life.
Thunder Strike: F,D,DF+P
An excellent anti-air attack that has alot of range I mean it has more range
than Ken's Shoryuken! This attack is quite powerful and will double hit with the
Fierce version when up close. This is also a fairly good chipper but if he
misses he will fall down unable to block.
Mexican Typhoon: 360 Degree Motion+P(up close)
Unlike Zangief if T.Hawk does this move from a distance he will not go into his
missed pose. When up close T.Hawk will grab the opponent and then choke the
opponent by the neck and spin them extremely fast and then pummels his opponent
onto the pavement face first. A real crowd pleaser as the damage is equal to
that of Zangief's Spinning Pile Driver! This is unblockable so use this at will
on turtlers.
Condor Spire: B,D,DB+P(A-ISM and V-ISM)
Well this is a move that tends be to overlooked because it does alot of damage
as T.Hawk will sorta jump up in the air and give a little hack at the opponent's
head. This is T.Hawk's anti crouch counter as it can also be used as a surprise
attack, but you simply cannot combo it due to the fact that it has a start up
delay.
Thunder Drop: D+FP(air)
T.Hawk will dive down in the air, its similar to Zangief's Siberian Splash but
this is not as effective. Use this as a jump in attack if you like but its
counterable.
Knee Drop: D+FK(air)
A good jump in attack because its hard to counter because it comes down pretty
fast. A good alternative to the Thunder Drop because it has more priority than
his Thunder Drop but its less damaging.
Supers
Raging Typhoon: 720 Degre Motion+(?)P(X-ISM and A-ISM)
Ouch! I remember this move from way back since Super Street Fighter 2 Turbo!
This move was devastating and its finally here in Alpha 3! Multiple Storm
Hammers gotta hurt and that's exactly what this super does, this is equal to
Zangief's Final Atomic Buster in terms of Damage! Just make sure your up close
because T.Hawk will not connect when he is far away.
Canyon Splitter: D,DF,F,D,DF,F+(?)P(A-ISM)
This is an all around excellent super to use because it deals good damage and
its unblockable low. What T.Hawk will do is jump up a little into the air and
come down chopping the opponent with his hands and end with a Thunder Strike.
Thanks to Capcom for making this super because T.Hawk is one of my favorite
characters now! This is the perfect counter against turtlers and does quite a
bit of chipping and Guard Meter damage as well!
<----------------------------------------------------------------------->
Vega
The once proud bull fighter was admired by his country Spain, but until he
joined with Shadowloo the country sees him as an outlaw now. During his bull
fighting career he has studied the art of ninjitsu because he was fascinated by
its unique style. He believes he is the most handsome fighter in the world and
that is why he wears a mask to prevent his face from being scarred in battle and
he wears a claw to keep opponents away from his so called "handsome face." Now
he has a job as Bison's loyal servant and he is to find and bring back Cammy.
Special Game notes: Vega
When Vega blocks too many attacks his Claw and mask get knocked away. Before I
thought it was just for the effect of the game, but thanks to Kao Megura I have
gotten info that Vega's attacks lose range and power when his claw is gone and
also Vega's defense drops when his mask is gone. But Vega is welcomed to pick up
the mask and claw back by simply walking over it.
Roling Crystal Assult: B(charge 2 sec.)F+P
This is one of Vega's prime weapons and is a very heavy chipper and is a good
counter for missed supers or Dragon Punches alike. This move has alot of range
and does alot of damage. But Vega can be swept while doing this and he is
vulnerable to projectiles, but it comes out so quick that opponents wouldn't
have much time to do the motion for the projectile. What Vega will do is roll
into a ball and while he rolls he attacks the opponents multiple times while
ending with a very powerful claw to the opponents stomach, but Vega does have
recovery time afterwards and it can also bring down the Guard Meter very
quickly.
Claw Thrust: D(charge 2 sec.)U+P
This is either a confusion move or a surprise attack because when Vega leaps
back to the wall sometimes opponents think he is just Wall jumping so they wait
until he gets close to knock him with their anti-air attack, but then Vega
bounces off the wall and comes at the opponent real fast and attacking the
opponent horizontally doing alot of damage. If Vega misses he is relatively left
safe to block, but he can be knocked out of it if your close to him and if you
are quick enough.
Wall Leap: D(charge 2 sec.)UF or UB or U+K
Well what vega will do is jump towards either wall depending which direction you
used and leap off of it giving you the option to do two different types of
attacks as you may choose, but this move alone has no attack abilities
whatsoever.
Fence Climb: D(charge 2 sec.)U+3K(Spain Stage Only)
Well what Vega will do is climb the fence in his home stage and move around and
jump off, but also you can do two different moves as well. Its hard to control
Vega while he is on the fence unlike when he was in SF2T where controlling him
was a snap. Vega is also vulnerable to attacks while in this mode though so
don't just pull it out of nowhere.
Flying Barcelona Attack: Wall Leap or Fence Climb, then P
After the wall leap Vega will perform a diving slash in sorta of an arc form
that does fair damage. This move is uncomboable obviously but it is a good
surprise attack and will leave Vega safe to block after he lands from this
attack.
Flying Barcelona Backdrop: Wall Leap or Fence climb, then F or B+2P(up close)
An excellent move to use because its very quick and does a ton of damage. After
the wall leap wait until Vega gets close to his opponent and the do the throw
motion, this tactic works just like Guy's Bushin Leap. But while not attacking
until Vega is close to the opponent leaves Vega open to alot of attacks. Also
Vega can do this when the opponent is in the air as well, but then again the
opponent can jump towards Vega with an attack and knock Vega out of it.
Backflip: 3K
An excellent escape move because Vega is invincible while doing this move, but
the downside is that he can be hit at the very end of the flip, but the opponent
has to be real quick about it, but sometimes an opponent can predict this move
by throwing a Jab version projectile ahead of time. Also Vega cannot move
forward with this move making it very difficult to escape corner traps, so doing
this while your trapped in the corner just puts you at an even worster position!
Double Backflip: 3P
This puts Vega a good distance away from the opponent but then again opponents
can time a projectile ahead of time. Vega is still invincible while doing this
move, but a crucial downside is the fact that Vega cannot go forward with this
move giving him a huge disadvantage for those players who can't seem to get out
of corner traps.
Foward Roundhouse: F+RK
This move was not meant for a guy with such high speed. All his attacks have
alot of speed except this one. I think Capcom put it here so it can be used as a
confusion tactic since people are so used to Vega's quick attacks.
Scarlet Terror: B(charge 2 sec.)F+K(V-ISM)
Well Vega's new move is truely amazing! Not only will it do good damage, and can
combo, but it also serves as Vega's first true anti-air attack. Use this
whenever you can if the opponent tries to jump in.
Supers
Barcelona Leap: DB(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
Well this is only a set up move as Vega will jump towards the wall and jump off.
This move alone does no damage whatsoever but like his regular Wall Leap it sets
up two options you can decide what to do. Also Vega is invincible during the
start-up move because he flashes.
Barcelona Fence Climb: DB(charge 2 sec.)F,B,F+3K(A-ISM and X-ISM)(Level 3)
Basically his fence climb except he is invincible while during the start-up of
this move as he flashes. This move however will do no damage on its own though
but just like his Fence Climb he has two different options to decide which move
he will use or not.
Flying Barcelona Suplex: Barcelona Leap or Barcelona Fence Climb, then F+2P(up
close)
What Vega will do is slam the opponent multiple times doing a ton of damage and
this move is unblockable, but Vega is easily knock out of this move though. But
don't rely on this move to often to pull you victories because the priority on
this move is very low.
Flying Barcelona Assult: Barcelona Leap or Barcelona Fence Blimb, then P
The super version of his Barcelona attack that does good damage while hitting
the opponent multiple times. A better option to the Barcelona Suplex because
this has more priority and will connect more often then his Barcelona Suplex.
Scarlet Mirage: B(charge 2 sec.)F,B,F+(?)K(A-ISM)
Well I don't understand this but why is the regular version of this move not in
A-ISM mode? Well never mind, but this can be used as an excellent anti-air
attack and can also juggle the opponent. What Vega will do is do multiple
backflips and knock the opponent with his feet doing good damage and having good
priority.
Barcelona Terror: B(charge 2 sec.)F,B,F+3P(A-ISM)(Level 3)
Well a rather odd super, but what Vega will do a give a good swipe at his
opponent with his claw and if it connects the opponent will then be tossed into
the air and the opponent falls back onto Vega's lifted claw. Does good damage
but since its blockable and does pitiful block damage I wouldn't waste a level
three for it unless you are well in the lead.
<----------------------------------------------------------------------->
Zangief
With a good heart and a kind sense of humor he laughs at almost any joke. He
wrestles bears for fun and is always looking for someone to put in his spinning
pile driver. Zangief is a proud man of his country and if your making fun of his
country then I suggest you run. Before Zangief had a pile driver that would
easily pin down a wrestling opponent but it does not meet up to Zangief's
standards. He wants to make it more powerful but does not know a way to do it.
One day a montrous cyclone picks up Zangief and hurls him around in a circle and
Zangief falls back to the earth with a great big thud. Zangief has found the one
key component that lives up to his standard, now opponents will have to think
not once, twice, but three times before messing with Zangief.
Special Game notes: Zangief
Well there is one bad thing about Zangief, his throw range has been drastically
shortened, so unlike in Street Fighter Alpha 2 where you can grab your opponent
from Roundhouse kick distance you must be directly next to your opponent to
connect and I mean really close! Also Zangief's Flying Power Bomb has been given
a bit more speed and range making it more comboable. Also Zangief's Final Atomic
Buster counts as a combo now, although its not significant I thought I would
just like to add that in ^_^
Spinning Clotheline: 3P
An excellent anti-air attack as Zangief spins his arms wildly hitting his
opponent smack dab in the face. However despite this is a very strong attack it
will not hit opponents that are low to the ground. Zangief can move while doing
this but only back and forth and he is vulnerable to low attacks.
Spinning Lariat: 3K
Well this is exactly the same as his Spinning Clotheline except this last twice
as fast and the chances of any opponent knocking him down are very minimal. This
isn't as good a anti-air attack move as his Spinning Clotheline but he can
recover quicker from this though.
Siberian Bear Crusher: 360 Degree Motion+K(far away)
This is an extremely powerful move that can easily match the damage of most
level 1 supers. Zangief will run and grab his opponent and drop him/her in a
powerful flying motion. Zangief can reach 1/3 screen distance with this but its
a little slow, but when up close its practically uncounterable. This is
unblockable and the only way an opponent can escape is either by jumping or
hitting Zangief quickly while he dashes at you.
Siberian Suplex: 360 Degree Motion+K(close up)
Zangief delivers a major headache with this one. He will slam the opponent two
times, this is about 30% stronger than his Siberian Bear Crusher and can be
easily comboed after his J.DWN.Foward.
Spinning Pile Driver: 360 Degree Motion+P(close up)
This is obviously the strongest special move in the game. You can easily
decimate your opponent with this, but it must be used up close otherwise Zangief
will go into his "missed" pose leaving him open for attack. I haven't found a
way to combo this in yet, but its strong enough on his own as it can easily
match the damage of some level 2 supers!
Banishing Flat: F,D,DF+P(V-ISM and A-ISM)
A pretty good move if used up close because Zangief has almost no recovery time
from using this and it can eat fireballs and still hit the opponent in fireball
stun motion at the same time. Do not use this much because it has very limited
distance.
Banishing Flat: F,DF,D+P(X-ISM)
Basically the same as the one above except this is the motion for the classical
mode.
Knee Dive:D+FK or RK(air)
A good jump in attack that can set up Zangief's Siberian Bear Crusher combos.
However it is not dominating so try not to use it too often.
Siberian Splash: D+FP(air)
An excellent jump in attack because it has more priority than his Knee Dive and
is also very powerful, but it will push the opponent too far back for any of his
special grabs to connect.
Stomach Crunch: U+SP or FP
Well remember in SF2T when this would dizzy the opponent in one hit? Well it
doesn't happen hear but it can dizzy the opponent with consecutive hits, but it
sould take about 2-4 to dizzy an opponent which is not bad.
Stomach Crunch: F+FP(X-ISM)
Well this is his stomach crunch that can be used on the ground. A rather good
alternative than the air version.
Supers
Aerial Russian Slam: D,DF,F,D,DF,F+(?)K(A-ISM)
Well this is almost as equally as damaging as his Final Atomic Buster. Level 1
has him doing a grab similar to Rose's Aura Throw, Level 2 has him doing a
piledriver which equally as damaging as most level 3 supers, and level 3 his
extremely powerful as he will doing his Siberian Bear Crusher in the air. This
should only be used while the opponent is above you and while they are in the
air because it will not pick opponents off the ground. Zangief is left with a
hefty amount of recovery time so watch out.
Final Atomic Buster: 720 Degree Motion+(?)P(A-ISM and X-ISM)
Ouch! Even on level 1 this thing hurts a ton. This is one of the most visually
impressive supers in the game if its done on a level 3. On level three Zangief
will do his Siberian Suplex followed by a Strong Pile Driver and then finishes
off the opponent with a Fierce Pile Driver! Absolutely the most powerful super
in the game. You should save your meter for a level 3 if you want to really kill
your opponent and see cracked pavement at the same time.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
____
|ISMs|
A-ISM: This mode refers to the original Alpha style mode, you know the basics in
Alpha 2, Alpha Counters, Tech hits, 3 levels of supers, characters having at
least 2 different supers, taunt, and ground recovery. The damage guage on this
mode is average, and there is also a Guard Meter which will be discussed later
on. In this mode there is a Guard Meter underneath the life bar and that meter's
length varies upon characters.
X-ISM: This mode is refered to classical mode. Thus meaning all characters play
exactly like they did in Super Street Fighter 2 Turbo. This also goes the same
for characters who were not in Super Street Fighter 2 Turbo. You cannot ground
recover in this game, have Alpha cancels, and players are limited to only one
level of super. Also you cannot Taunt in this mode with the exception of Dan and
you can also air recover and tech hit as well. I don't know why they have a
Guard Meter in this mode since Super Street Fighter 2 Turbo never had a Guard
Meter, but the Guard Meter in this mode for everyone is very high and thus
making it harder to Guard Crush anyone and also the damage done in this mode is
significantly higher than in other modes. Also the Supers in this mode look
exactly like a level 3 A-ISM super like for example Ken's Shoryu Reppa is three
waves instead of two waves like it was in the original Super Street Fighter 2
Turbo.
V-ISM: This mode stands for Variation refering to Street Fighter Alpha 2's
Custom Combo mode. Some players either have a special move or have loss a
special move in this mode. For instance Dan can do his Dankykayku in this mode
and only this mode, but he cannot perform any of his regular Alpha supers.
However he can go into his Custom Combo mode by pressing any two punch or kick
of the same strength at the same time, e.g. SK+JP, FK+SP, FP+RK. In this mode
the character's speed is practically doubled and the player can rush forward
towards their opponent and perform any regular or special move that he or she
desires, each normal attack and special move can be immediately canceled after
the completion of the move. Meaning you can chain in up to 15 consecutive Fierce
Punches for some characters and Chun Li, E.Honda, and Gen can muster up to 40+
hits simply my initiating, the Lighting Kick, Hundred Hand Slap, or Rapid Mantis
Fury Fist(you'll find out exactly what I mean by going to the three character's
variation list). Also Charlie can throw consecutive Sonic Booms(I got up to 17
hits once) and all the player has to do is press back and forth to throw them.
In this mode you can juggle the opponent infinitely even if Ryu throws and
connects with a Dragon Punch the opponent is still vulnerable to attack and Ryu
can throw another Dragon Punch until the Custom Combo guage runs out. In this
mode you can easily Guard Crush someone, but if you are hit by an opponent's
attack you will be knocked out of your Custom Combo mode and whatever amount of
Custom Combo guage you have left will remain there. Also the opponent takes a
long time to fall in this mode if you managed to connect with a hit, but you
cannot block in this mode and also the damage done in this mode is very weak.
Sure you may connect with 10+ Roundhouses in a row, but doesn't mean you will do
ten roundhouses damage. All attacks in this mode are equally damaging meaning
all jabs are as strong as Fierces and projectiles.
___________
|Bonus Modes|
Well these are modes that can be combined with any other ISM modes. There really
isn't anything special about these modes except for Classical which will be
discussed below. These modes can either hamper or improve your performance.
Normal Mode: Nothing special here. This has no effect whatsoever on the game
itself and the only variation you'll get is which ISM you choose. So if you
don't want the other modes you can just stick with this one.
Mazi Mode: Your attack power will sky rocket and you should finish off your
opponent in no time. Well this mode is actually a triple edged sword because you
can cause more damage than you would normally would in X-ISM but your defense
drops down to the gutters! Not only that but you will also take about five times
the chipping damage than you would in A-ISM!! No joke! But if you combine this
with V-ISM your Custom Combos can deal montrous damage!
Saikyou Mode: This mode is a little odd. This will decrease your Guard Meter
defense power making it easier for opponents to Guard Crush you. So if you were
to block attacks it'll probably take a few seconds for the opponent to Guard
Crush you! Also this is a weaker version of Mazi mode but is stronger than X-ISM
mode alone. Also I found it extremely hard to cancel in this mode and I'm not
sure if you can even cancel, so it is questionable whether I was having a bad
controller day or something. Also this mode is a bit stronger than X-ISM mode
alone meaning that your damage is little lower than than Mazi mode and your
defense is higher than X-ISM mode alone, but in X-ISM mode alone your attack
power is weaker but your defense is higher, see what I mean? Well to clarify
things up here goes the nifty chart I made:
Rank(Power)
1.Mazi+X-ISM
2.Saikyou+X-ISM
3.Normal+X-ISM
Rank(Defense)
1.Normal+X-ISM
2.Saikyou+X-ISM
3.Maz-+X-ISM
NOTE: 1 means its the strongest defense or attack power and 3 means its at the
bottom. I'm only using this to refer to X-ISM mode though.
Classical Mode: This was the special mode I was referring to. This mode is more
like the Super Street Fighter 2 type of play that was on the SNES and GENESIS if
you all remember those good old memories. Sometimes your characters attacks may
differ from Alpha mode because it refers back to before the Alpha series ever
came out. Also here is a reminder: YOU HAVE NO SUPER METER!!! Nothing, you must
solely rely on your skills and talents to defeat your opponent instead of
cheesing your opponent to death with supers. Also once you pick this mode you
are forced to pick X-ISM mode no matter what and you have no Guard Meter making
it impossible for the opponent to Guard Crush you.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
______
|Legend|
F: This means moving the directional pad forward/also used to move forward
B: This means moving the directional pad backwards/also used to block attacks
D: This means moving the directional pad downwards/also used to crouch
U: This means moving the directional pad upwards/also used to jump
DF:This means moving the directional pad Downforward/also a offensive crouch
DB:This means moving the directional pad Downbackward/also a defensive crouch
UF:This means moving the directional pad Upforward/also used to jump forward
UB:This means moving the directional pad Upbackward/also used to jump back
P: This means hitting either a Jab, Strong, or Fierce
K: This means hitting either a Short, Forward, or Roundhouse
2P:This means hitting any two punch buttons at the same time(JP+SP or SP+FP)
2K:This means hitting any two kick buttons at the same time(SK+FK or FK+RK)
3P:This means hitting all punch buttons at the same time
3K:This means hitting all kick buttons at the same time
JP:Jab Punch button
SP:Strong Punch Button
FP:Fierce Punch button
SK:Short Kick button
FK:Forward Kick button
RK:Roundhouse Kick button
?: This means you can decide which strength of attack button you wish to use
C.:Stands for crouching
S.:Stands for standing
J.:Stands for jumping
->:Special Move cancelation after regular attack
A-ISM:Available only in A-ISM mode
X-ISM:Available only in X-ISM mode
V-ISM:Available only in V-ISM mode
(air):This move can only be done in the air
(nothing on line of move list):This is available in all modes
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
_________________________________
|Moves Available to all characters|
<--------------------------------------------------------------------------->
Blocking: B(while being attacked) Mode: All modes
<--------------------------------------------------------------------------->
This is your basic defense strategy. You probably won't win much battles
without blocking so just block! Although you are blocking you can still recieve
minimal damage from special move attacks and Super combos, and no damage from
regular attacks. Just be warned throws are unblockable as well as other certain
moves. You cannot block overhead hits or jumping attacks by blocking low but you
can block these certain attacks by blocking high. Also you cannot block
knockdowns or other low attacks, but you can block these attacks by blocking
low. Also you will always be in proximity blocking mode which means you can
actually move before the projectile hits you, instead of standing in your block
stance long before an attack or projectile hits you like in previous SF
games(Street Fighter 2, etc.).
<--------------------------------------------------------------------------->
Air Blocking: B(while being attacked in the air) Mode: V-ISM and A-ISM
<--------------------------------------------------------------------------->
When you jump in you might not always want to attack because of the high
priority of your opponent's anti-air attacks. Thus you can jump in while
blocking. However you sometimes cannot block anti-air supers for some reasons, I
don't know.
<--------------------------------------------------------------------------->
Alpha Counter: F+P+K(same strength) Mode: V-ISM and A-ISM
<--------------------------------------------------------------------------->
When you are blocking an attack you can counter attack while either
consuming one level of your Super Meter or 50% of your Custom Combo guage. This
is an extremely quick attack and most likely your opponent will not be able to
block it. They should have made it B,DB,D+P or K like in Street Fighter Alpha 2,
but I guess they thought that the Alpha counter was done by accident too often.
Each character has a certain Alpha counter in each of the two modes, and its up
to you to find out when to use each counter.
<--------------------------------------------------------------------------->
Taunt: Select Mode: A-ISM, V-ISM, X-ISM(Dan only)
<--------------------------------------------------------------------------->
This move has no offensive or defensive purpose whatsoever. However you can
seriously embarrass your opponent if you are well in the lead and can take a
level 3 super by performing this move. Some characters have different taunts
when you push the directional pad back or forth plus the select button at the
same time. However you cannot jump while taunting or taunt while jumping, that
goes the same for rolling. These moves cannot be canceled out of, but some of
the taunts actually do damage, but the damage is always minute(pronounced
min'noot). You can only taunt once per round, but Dan can roll taunt, taunt
while he is jumping and also taunt infinitely, and he is the only one who can do
so.
<--------------------------------------------------------------------------->
Guard Meter: (under life bar) Mode: All modes
<--------------------------------------------------------------------------->
This is new to the Alpha series, and you will see a small guage under your
character's life bar. This is known as the Guard Meter(I actually hate this
idea) and it will slowly decrease as you take a hit while blocking, and the max
amount will decease by one bar if you happen to use an Alpha counter. If your
Guard Meter goes down to 0 your character is then "Guard Crushed" meaning that
the opponent is dizzy until his or her Guard Meter guage refills. Also if you
take serveral hits and then avoid contact with the opponent your Guard Meter
guage will slowly regenerate itself. Also try to stay away from opponents if
they are on V-ISM mode because it is known to hack away at that Guard Meter real
quickly.
<--------------------------------------------------------------------------->
Throw: B or F+2P or 2K Mode: All modes
<--------------------------------------------------------------------------->
Well I like the way they did the throws this time because sometimes when you
would go in for a combo you would sometimes throw the opponent by accident, and
that opponent would sometimes end a screen distance away from you after they
tech hit the throw. Throws are always unblockable and do alot of damage. But
they can be tech hit out of therefore reducing the damage. Try not to do this
from a distance because this feature was added to the game, and if you so happen
to be out of throw range the character will go into his miss pose, you cannot
combo in throws either. Say you jump in with a Fierce with Ryu then go into a
S.Jab, to a throw, the character will be in his throw miss pose even though Ryu
is next to his opponent.
<--------------------------------------------------------------------------->
Tech Hit: B or F+2P or 2K(after thrown) Mode: All modes
<--------------------------------------------------------------------------->
If an opponent throws you you can cut the damage in half by performing the
same motion as a throw to cut damage in half and the character will flip into an
upright position and be able to air block or ground block. Grabs like Ken's knee
bash the damage can be reduced completely if you anticipate it before it
happens. This goes the same for all throws and grabs, you must perform the
motion the instant you are thrown or a split second after you are thrown
otherwise you will take the full effect of the throw.
<--------------------------------------------------------------------------->
Reversal: Special move after knockdown/blocked attack Mode: All modes
<--------------------------------------------------------------------------->
This move can be done by anybody with any move as long as the move is a
special attack like a Dragon Punch or a projectile or even a super. For example,
when Charlie is knocked down he can still charge for his Somersault Kick, as
Charlie gets up he can immediately press U+K and the opponent cannot counter
unless the opponent is blocking. Even Ryu can perform his Dragon Punch motion in
advance while he is knocked down. Also after you have blocked any one of an
opponent's attack you must perform a special attack immediately, this is what I
call the "2nd Alpha Counter." Only special moves are quick enough to counter
before an opponent even recovers from a Jab. This is a much better use than the
normal Alpha Counter because you do not need to consume one level of Super or
50% of your Custom Combo guage.
<--------------------------------------------------------------------------->
Ground Reverse: 2K(after knockdown or before it) Mode: A-ISM and V-ISM
<--------------------------------------------------------------------------->
You can use this whenever you are knocked down or when you can anticipate
it. Your character will roll to safety and avoid being attacked when you get up.
You can sometimes cross the opponent with this move sometimes and have the
upperhand in some battles also you can use this after a throw knocks you down,
like Chun-Li's ground throw.
<--------------------------------------------------------------------------->
Damage Escape: Ram buttons and shake control pad Mode: All modes
<--------------------------------------------------------------------------->
When you are being attacked constantly by multi hitting attacks like
Cammy's Reverse Shaft Breaker you can ram the buttons and shake the control pad
to avoid added damage. I don't know why they put this in the game because I
personally hate it. You should feel the full effect of the move, sure I can
understand Tech Hits because people throw so often but come on! I detest this
because its totally unfair! If you performed the move successfully the character
will flash red.
<--------------------------------------------------------------------------->
Counter Hit: Attack before/after opponent attacks Mode: All Modes
<--------------------------------------------------------------------------->
Well basically if you hit an opponent before they begin their attack you
will recieve a message "counter hit." If you counter hit an opponent you will
cause twice the damage that move normally would. Also Counter hits happen very
often in a game even if you don't intend to do so. Also if you counter hit each
other or if you or the opponent performs the counter hit to late you will both
suffer twice the damage that move would normally would.
<--------------------------------------------------------------------------->
Air Escape: F or B+2P or 2K after being launched Mode: All modes
<--------------------------------------------------------------------------->
I still don't know why they have this here either. Once your knocked into
the air you should stay their until the opponent attacks you or if the opponent
just lets you go. This is sorta like a Tech Hit, but it is only done in the air,
after you have been launched by certain attacks do the throw motion and your
character will flip out of his or her stun animation and be ready to perform a
counter attack or just block before the opponent can continue to juggle the
opponent.
<--------------------------------------------------------------------------->
Variation: P+K(of same strength) Mode: V-ISM
<--------------------------------------------------------------------------->
You can also start Custom Combos in the air as well. Once you start the
Custom Combo your character sorta goes in berserk mode like Wolverine in MSHSF
and MvC. In this mode your character cannot block, but your character speed is
doubled(probably faster) and you can cancel practically any attack you wish. In
SFA2 you can perform supers in this mode as long as you had enough in your Super
Meter and if you were quick enough, apparently this does not happen in SFA3.
Also you can go juggle crazy as your opponent falls down 3 times as slow giving
you more oppurtunities to attack your opponent. You will have only about 7-9
seconds of Custom Combo mode if you start it at 100% while only having about 4-5
seconds of Custom Combo mode if you start at 50%. You can seriously break down a
Guard Meter while your in this mode because you can chain in rapid attacks like
chaining in consecutive Fierces or Roundhouses. However while you are in this
mode all your attacks are as strong as Jabs meaning no matter how many Fierce
punches you throw you will not drain your opponents bar as much as 10 regular
Fierces as opposed to 10 Custom Combo mode Fierces. Also if you are hit during
this mode you will lose your Custom Combo guage up until where the guage last
stopped. Also you can taunt an infinite mumber of times in this mode, unless
your character's taunts do damage I suggest not wasting your Custom Combo guage.
<--------------------------------------------------------------------------->
Super Combos: Special Motion+P or K Mode: X-ISM and A-ISM
<--------------------------------------------------------------------------->
Each character has there own unique super by performing various motions
plus a punch or kick button. After you have completed each specific motion you
can press either Jab or Short for a level one super. For a level 2 super you
must complete the specific motion than press either Strong or Forward. For a
level 3 super you must complete the specified motion and then press either
Fierce or Roundhouse. This is an easier way to perform higher levels of super
than the previous Street Fighter Alpha 2 instead of pressing all three punch
buttons at the same time for a level 3 super(this wasn't a problem for PSX
owners since you already had the L2 and R2 button designated for 3P or 3K, but
this fustrated most Saturn owners). Even if you have one level of super and you
complete the specified motion and using Strong or Forward you would still come
out with a level one super. In X-ISM all characters only have one level of super
meaning that no matter which punch or kick button you press you will always do
your entire level of super. Even though there is only one level super permitted
in X-ISM the supers do quite a bit of damage and even more damage than those of
level 3 supers in A-ISM. Also 3 single level 1 supers do more damage than an
entire level 3 super in A-ISM, you shouldn't waste all your levels of super
unless the opponent is near death or if you want to see the flashinest of the
super than go ahead otherwise conserve your levels for when they really count.
<--------------------------------------------------------------------------->
Juggles: Continous attack Mode: All modes
<--------------------------------------------------------------------------->
Every character in the game has the ability to juggle their opponent.
Juggle basically means a toned down version of the Air Combos in the Crossover
series(well in my opinion anyways). Characters in V-ISM have the best chance to
juggle the opponent because they are in constant Custom Combo mode, meaning Ryu
can continously balance his opponent with Jab Dragon Punches. Juggles ae also
possible in other modes as well, but you just have to find them. For example
Akuma can do his:
Tatsumakizankuukyaku --> Goushoryuken(Juggle)
Juggles are attacks that balance the opponent and allowing you to continue to
juggle or combo the opponent further. Also juggles can also lead to infinite
combos like those in the crossover series, you can try to expierment to see what
moves to perform for each character and juggling the opponent endlessly to pull
out a "touch of death combo." However people can prevent this from happening by
performing an air escape, which is probably the reason why they put the Air
Escape in this game, so the opponent doesn't get cheesed to death. And yes
infinite combos are cheesy and cheap and if you see someone bigger than you like
your friend, then I suggest you stay away from infinites (^_^).
<--------------------------------------------------------------------------->
Touch of Death Combo: Continous unblockable attack Mode: All modes
<--------------------------------------------------------------------------->
Well this was a little thing I picked up while playing against the CPU in
Dramatic Mode. This works with practically anybody and I must warn you if you
have a stomach ache then I suggest you wait until another time or day. You must
have a friend controlling your second opponent because the CPU will not react to
your commands obviously. First have either you or your friend get on the other
side of your opponent and surround your opponent on both sides. After that just
keep hitting the jab button and that's it! Its so funny I've had stomach aches
for days! Your opponent will not be able to retaliate and will be come dizzy
after 20+ hits. So getting 99 hits is a snap! You should be able to do this to
the CPU because there the ones who have unlimited supers and Shin Bison has that
70% damage X-ISM Psycho Crusher. So enjoy defeating your opponent in great and
dishonorable cheapness!
<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->
______________________
|Codes and Hidden modes|
Aquiring Guile
I hate Capcom for doing this(well, not hate, but dislike Capcom very little
for doing this)! It is just too darn hard to gain 27 levels in World Tour Mode.
First enter world tour mode and get all the perfects you can muster out because
every single one of them counts. After you have defeated Shin Bison for the
second time the credits will roll and now you will be able to use Guile in every
single mode, but you must defeat Guile in a bonus match to aquire him after
defeating Guard Crush Charlie. But for some reason you can't gain any more EXP
in any other stage you have already beaten. So if you did not reach level 27 by
then you must start the whole World Tour mode over until you do making it so
d*mn fustrating, why ya do it Capcom?! Or if you want let your Options Menu
clock run over 80 hours, which is also fustrating and also energy wasting.
Aquiring Evil Ryu
Again with the World Tour nonsense. After you have defeated Guile your World
Tour level should now be at level 30. The fourth stage of Japan is now available
and defeat Evil Ryu to aquire Evil Ryu. Now you can use him in all the other
modes. Again you can let the clock run over 120 hours in the Options Menu.
Aquiring Shin Skuma
Once again with the World Tour nonsense. After you have defeated Evil Ryu a
fifth Japan stage will open up in World Tour Mode, this is where the game puts
your skills to the limits. After defeating four Akuma's you must defeat an
incredibly tough Shin Akuma. Defeat him and you can use him in any other mode.
Also you can aquire him by letting your Options Menu clock run over a whopping
180 hours!!!! Just stupid! You should already have aquired Shin Akuma by then.
Aquiring Dramatic Mode
Beat the game with any character on level 8 difficulty or you can let the
clock run past 60 hours.
Aquiring Dramatic Battle Mode
Beat Dramatic Battle Mode with Juni and Juli and also with Ken and Ryu or you
can let the clock run past 30 hours on the Options Menu screen.
Aquiring Dual Battle Mode
Beat Dramatic Mode with Juni and Juli and Ryu and Ken in Dramatic Mode or you
can let the clock run past 30 hours on the Options Menu screen.
Aquiring Classic Balrog
Beat World Tour Mode or let the Options Menu clock run over 8 hours.
Note: There is only one difference with this guy, he cannot use Custom Combos in
V-ISM. Also you must go over to Balrog in the character selection screen and
press and hold L2 over Balrog and press any other button besides X.
Aquiring Classical Mode
Beat the game with any character on level 4 difficulty or let the clock in
the Options menu run past 2 hours.
Note: To open these options up hit select at the character selection screen.
Aquiring Mazi Mode
Beat the game with any character on level 4 difficulty or let the clock in
the Options Menu run past 3 hours.
Note: To open these options up hit select at the character selection screen.
Aquiring Saikyou Mode
Beat the game with any character on level 4 difficulty or let the clock in
the Options Menu run past 5 hours.
Note: To open these options up hit select at the character selection screen.
Aquiring Team Battle Mode
Beat double X-ISM Chun-Li's in China stage in World Tour Mode or let the
clock in the Options Menu run past 15 hours.
Aquiring Survival Mode
Beat Point 48106 in World Tour Mode or let the clock in the Options Menu run
past 20 hours.
Aquiring New Introduction
Beat the game with all 34 characters in the entire game save it and reload
the PSX. The intro should now have all the other characters in the Intro like
Evil Ryu and Guile.
Aquiring a fight against Shin Akuma
You cannot aquire Shin Akuma but you can fight him. Hold L1 and L2 before you
select your character in Final Battle Mode up until the fight starts to fight
Shin Akuma.
NOTE: You can do this before you select your character and M.Bison will
automatically be switched to Shin Akuma.
NOTE: When you first start the game sometimes the mode isn't there, you know the
modes and secret characters you have earned in World Tour Mode. I'm not sure why
Capcom did this but the Auto Loading only loads up saved Game Options Data and
the last time you have saved your game on the Clock. To unlock the other modes
and secret characters again simply go to World Tour Mode select the character
you have earned the hidden characters and secret modes with and just initiate
World Tour Mode. After the World Tour map has loaded select any location and
exit out of World Tour Mode. Now you should have all your hidden modes and
hidden characters back again. Also I just like to point out that I'm amazed at
how much one memory slot can hold, not only does it hold all your saved game
data, but you can also save as much as 7 different World Tour characters in the
same slot! That's probably why it wouldn't load everything up.
<------------------------------------------------------------------------->
______________
|Misscellaneous|
- Getting Shin Bison is not included in this version so unless you have a
Gameshark Pro you cannot access him.
- Also you'll also notice that there is also a Shin Sagat who has a Tiger Cannon
in X-ISM mode and stronger attacks that you would normally fight him in Dramatic
Mode. I'm still a little puzzled as to how to obtain him.
- And also some people have just recently emailed me about obtaining Evil Sakura
with a Gameshark Pro, but for some odd reason they forgot the password and I
refused to believe that she is in this game anyways.
- I'm not sure if Capcom intended to do this but Shin Akuma has the exact same
mid-boss, pre-boss, Final boss, and ending as regular Akuma. Even though
Videogames.com says that Shin Akuma's ending is different than Akuma's.
<------------------------------------------------------------------------->
Credits
First off to Capcom for making the best fighting game in HISTORY!!! Secondly to
GAMEFAQS.COM for posting up my FAQ and lastly me, for typing up this FAQ.
Dingo Jellybean (C) 1999



