Street Fighter Alpha

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FAQ

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=============================================================================                        

                        
                        STREET FIGHTER ALPHA
                        FREQUENTLY ASKED QUESTIONS v3.1


=============================================================================

Current Version 3.1 by Min Sub Kim
Versions 2.0 & 1.9 by Allen Kim
Version 1.5 by Dan Wells
Version 1.0 by Tom Cannon

Please send questions or comments to :
young@all.com.au

NOTE : Please do not copy this FAQ.  I didn't type this FAQ for a profit,
       nor do any other FAQ writers.  This FAQ is purely for personal use.
       Thanks.

***Table of Contents***

1) Introduction
        1.1) Author's Preface
        1.2) Changes in this Revision
        1.3) Legend, Abbreviations, and Notations used
2) SFA Game Engine
        2.1) ROM Options
        2.2) Autoblock
        2.3) Proximity Blocking
        2.4) Chain Combos
        2.5) Super Combos
        2.6) Alpha Counters
        2.7) Air Blocking
        2.8) Recovery Rolls
        2.9) Throws and Techs
        2.10) Juggling Moves and Combos
        2.11) Overhead Hits
        2.12) Taunts
        2.13) Reversals and Relative Safety
        2.14) Jump Ins, Neck Kicks, and Meaty Attacks
        2.15) Choose your own Winning Quote
        2.16) Poking Attacks
        2.17) Combos and Button Presses
        2.18) Semi Combos
        2.19) Trip Guard
3) Character Specifics
        3.0) Conventions used and format
        3.1) Ryu
        3.2) Ken
        3.3) Charlie
        3.4) Chun Li
        3.5) Guy
        3.6) Birdie
        3.7) Adon
        3.8) Sodom
        3.9) Rose
        3.10) Sagat
        3.11) M.Bison
        3.12) Akuma
        3.13) Dan
        3.14) Note on Comboability
4) Character Specific Matchups
        4.1) Ryu Vs. **
        4.2) Ken Vs. **
        4.3) Charlie Vs. **
        4.4) Chun Li Vs. **
        4.5) Guy Vs. **
        4.6) Birdie Vs. **
        4.7) Adon Vs. **
        4.8) Sodom Vs. **
        4.9) Rose Vs. **
        4.10) Sagat Vs. **
        4.11) M.Bison Vs. **
        4.12) Akuma Vs. **
        4.13) Dan Vs. **
5) Miscellaneous
        5.1) Selecting Hidden Characters
        5.2) Victory Symbols
        5.3) Character Histories
        5.4) Endings
        5.5) Code to Fight CPU Akuma or Dan
        5.6) Ryu & Ken Vs. Bison Code
        5.7) Special Endings
6) Glossary
7) Credits and Thanks


=============================================================================

                        ***1) INTRODUCTION ***

=============================================================================


--= 1.1 Author's Preface =--

        The first owner of the FAQ was Tom Cannon.  It was then passed on to
Dan Wells, and then to Allen Kim.  Finally, it has come to me.  Tom Cannon
wrote version 1.0, Dan Wells wrote version 1.5, Allen Kim wrote 1.9 and 2.0,
and several months ago I released version 3.0.  I thought at the time I had
found out everything there was in SFA, but recently I have found several
more new things and seen the Gamest SFA tape.  Besides that, I decided to add
a couple of other features that version 3.0 should have had.  I figure that
demand for this game must be rather low by now, so I'll try this time to
cover every aspect of the game this time.  Of course, version 3.0 wasn't very
well distributed anyway...
        If you are still playing SFA, you're either a loyal follower of one
of the greatest games ever, or you have bought it to own forever on a home
system.  Personally I find it a much better game and a very good example of
how well Capcom can make games, in contrast to the new rehashes Capcom make
to try to get our money.  More specifically, it's not a budget rehash 
attempt at making a game like MSH Vs. SF.  Furthermore, it's a game without
ridiculously easy-to-do infinite combos, like X-Men Vs. SF.  SFA doesn't 
even have infinite combos (except Rose has one in Practice Mode, but it
can't be done in a real match, because in Practice Mode, your Super Meter
resets to Level 3 after a while when you use it).
        Much of the testing for this FAQ was done on the Sega Saturn version
of the game.  However, where possible, I will include the differences for 
the arcade version as well because there were a couple of changes here and
there.  I credit Tom Cannon and Mr. Cheung for finding out preliminary stuff,
and previous FAQ writers Dan Wells and Allen Kim for providing much more
information.
        This FAQ is VERY long, but try to bear with me if possible.  I'm
sorry if it took ages to download or to load up on a word processor.  It's
just that there are MANY aspects of SFA that needed to be discussed.
        For the clearest reading of this FAQ, use a typewriter like font
such as Courier.  The title page (just the ASCII art) is 60 lines long.
Warning : don't print this FAQ, it will use MANY MANY MANY MANY pages.
Try using MS DOS Editor (60 lines per page, 78 characters per line) or
Windows 95 Wordpad (with Courier font).

--= 1.2 Changes in this Revision =--

Changes in version 3.1 :

- A couple of combos added everywhere (most of them from Gamest)
- Addition to Recovery Rolls
- General minor changes everywhere

Changes in version 3.0 :

- Whole FAQ rewritten, many sections changed significantly
  (If you have read older versions, it would probably be a good idea to read
  this version completely as there are many new bits added everywhere)
- New ASCII art title
- Added sections : -Juggling Moves and Combos
                   -Reversals and Relative Safety
                   -Poking Attacks
                   -Combos and Button Presses
                   -Semi Combos
                   -Character Specific Matchups
                   -Trip Guard
- Removed sections : -Wake Up DP's
                     -Introduction to SFA
                     -Top Ten Lists
                     -Query on Beta Testing
                     -Where to get SFA Resources

Changes in version 2.0:

- Added ASCII logo.
- Added section, "How to Avoid Getting AC'ed".
- Corrected method to roll on the ground.
- Auto-Block section revised.
- Added section, "Wake-up Dragon Punches".
- Added Japanese names for moves where available.
- Added starting and winning poses.
- Changed Guy's move names from "Bushido" to "Bushin".
- Sodom's cheesy S. ROUNDHOUSE added.
- Added how to choose winning quote.
- Revised "Code to Fight Akuma or Dan".
- Added glossary.
- Added Top Ten lists.
- General additions, revisions, and corrections all over the place.

Changes in version 1.9:

- Added the Ryu & Ken vs. Bison code.
- Added the Fight Against Akuma code.
- Moves and Strategies now combined into one section.
- Changed some names of moves.  Some moves also have two names; the
  one in parentheses is the name I made up.
- Dan Wells' Top Ten list deleted.
- General revisions in wording and grammar for just about every
  section.
- General corrections and additions to the moves section.

Changes in version 1.5:

* Explanations of the various operator-controlled options in SFA.
* Better explanations of how to link SC's with chain combos.
* Expanded uses of the Alpha Counter for specific characters.
* Clarification of air-blocking multiple hits.
* A Moves Legend added
* Corrected/added moves for:
  -Ken
    Shoryureppa SC corrected
  -Chun Li
    Mega Kikoken SC corrected
  -Charlie
    Standing ROUNDHOUSE kick clarified
  -Birdie
    Chain Grab corrected
    Leaping Chain Grab SC corrected
    Overhead Hit added
  -Adon
    Offensive crouching FORWARD kick added
  -Guy
    Overhead Hit added
    "re-dizzy" fully explained
  -Sodom
    Sai Grab corrected
    Sai Crawl added (explained)
  -Akuma
    A couple moves corrected/updated
    Downward Air Kick added
  -Dan
    Total information added
* Official Capcom names for moves added
* Expanded and re-done character strategy sections.
* Updated information on Super Combos, including # of hits and
    damage inflicted
* Verbatum endings (some of them)
* Information on the new hidden character, Dan.
* My Top 10 Cheap Things in SFA List
* An expanded Wish List of stuff that I want changed. :)

--= 1.3 Legend, Abbreviations, and Notations =--

* Joystick Motions

Simple Positions :     
                        F - Forward            O  O  O
                        B - Back                \ | /
                        U - Up                O-- * --O
                        D - Down                / | \
                                               O  O  O

Complex Motions : (Diagrams assume you are facing right)

QCF - Quarter Circle Forwards (D,DF,F)
                        
        | \ --O
        O  O

QCB - Quarter Circle Backwards (D,DB,B)
                        
        |  / O--
        O O

DP - Dragon Punch Motion (F,D,DF)
                        
        --O | \
            O  O

RDP - Reverse Dragon Punch (B,D,DB)

        O-- |  /
            O O

HCF - Half Circle Forwards (B,DB,D,DF,F)
                        
        O-- / | \ --O
           O  O  O

HCB - Half Circle Backwards (F,FD,D,DB,B)
                        
        --O \  |  / O--
             O O O

CBF - Charge Back (2 seconds), Forward
                        
        O-- (2 seconds), --O

        NOTE : You can charge at ANY backwards direction (DB, B, or UB), but
                you MUST go to forward (eg. you can't charge back and then
                go to diagonal down forward).

CDU - Charge Down (2 seconds), Up

                       O
        | (2 seconds), |
        O

        NOTE : You can charge at ANY down direction (DB, D, or DF) and go
                to ANY up direction (UB, U, or UF).

XQC - Extended Quarter Circle Forward (D,DF,F,UF)

                 O
        | \ --O /
        O  O

360 - Full Circle

        NOTE : You only have to cover 5/8 of the circle directions, and you
                can start from any direction.  Personally, I have trouble
                using the 5/8 circle method and instead use the full circle
                method (experiment and see which one you prefer).

2QCF - 2 Quarter Circle Forward Motions (D,DF,F,D,DF,F)

        | \ --O | \ --O
        O  O    O  O

        NOTE : Some SCs only require you to go to DF on the last QCF motion.
                I will list them as 2QCF anyhow since it still works and
                makes little difference.

2QCB - 2 Quarter Circle Backward Motions (D,DB,B,D,DB,B)

        |  / O-- |  / O--
        O O      O O

2HCB - 2 Half Circle Backward Motions (F,DF,D,DB,B,F,DF,D,DB,B)

        --O \  |  / O-- --O \  |  / O--
             O O O           O O O

CBF2 - Charge Back (2 seconds), Forward, Back, Forward

        O-- (2 seconds), --O O-- --O

CDB2 - Charge Diagonal Down-Back (2 seconds), Diagonal Down-Forward,
        Diagonal Down-Back, Up

                              O
         / (2 seconds), \   / |
        O                O O

720 - 2 Full Circles

* Buttons

PUNCHES         Jab - Weak/Light/Quick Punch
                Strong - Medium/Middle Punch
                Fierce - Strong/Heavy/Hard Punch

KICKS           Short - Weak/Light/Quick Kick
                Forward - Medium/Middle Kick
                Roundhouse - Strong/Heavy/Hard Kick

        NOTE : To try to avoid confusion between Forward (medium kick) and
                forward (towards), I will open button names with capitals,
                eg. hold forward and press Jab, do a Dragon Punch motion
                    and press Forward

* Notations

        S.Jab = Standing Jab
        C.Strong = Crouching Strong
        JN.Fierce = Forward Jumping (jumping in) Fierce
        JU.Short = Upward Jumping Short
        NK.Forward = Neck Kick Forward (see section 2.14)

* Abbreviations

        I will try to avoid using many abbreviations for the sake of clarity
and ease in reading.  The 3 abbreviations I will use are :

SC      =       Super Combo
AC      =       Alpha Counter
SF      =       Street Fighter


=============================================================================

                        ***2) SFA GAME ENGINE ***

=============================================================================


--= 2.1 ROM Options =--

        The arcade operator has several options that they can alter :

* AUTOBLOCK
        If this is active, players will have the option of using Autoblock.
See section 2.2 for details.

* SPEED SELECT
        This can be preset to Normal, Turbo 1, or Turbo 2.  If the operator
allows for free select, the players have the option of choosing between only
the 2 slower speeds.  In my opinion, free select is kind of stupid when 
someone challenges you and selects Normal speed since it can be a major
slow down from Turbo 1.

* DAMAGE LEVEL
        This can be set at various levels (on console versions there are 4).
If it is too low, there is little damage difference between small fast guys
like Chun Li compared to big slow guys like Birdie.  If it is too high, many
Level 3 SCs will become VERY deadly, and there are several combos that will
inflict 100% damage.

* COMPUTER AI DIFFICULTY
        There are various levels of difficulty (on console versions there
are 8).  Easy levels are kind of silly, and on the hardest levels it seems
like the CPU cheats (eg. Ken does a Shoryureppa SC on reaction to a jab!).

CONSOLE VERSION ONLY :

* TIME LIMIT
        This can be set at 25, 50, 75, 99 seconds or infinite time.

* ROUNDS
        The number of rounds the match can go to can be set at 1, 3, or 5.

--= 2.2 Autoblock =--

        Autoblock is a feature new to the SF series and is great for
beginners.  Players will have the option of using Autoblock if your arcade
operator has activated it.
        As it's name suggests, Autoblock means that every blockable attack
will be blocked for you.  Obviously, this cannot be when you are attacking
since you can't block and attack at the same time, and it also can't block
unblockables (ie. throws).  It also automatically air-blocks for you as well,
but again, this fails against things that can't be air-blocked (eg. normal
uppercuts).  It will also block for you anything that is blockable.  For
example, if Ken does a Hurricane Kick against an opponent with Autoblock,
the opponent will automatically stand up and block the Hurricane Kick.  You
cannot crouch under it unless your counter is at zero (see below).
        Autoblock is limited to a certain number of times per round.  When
playing against the CPU, the counter (situated in the top corner of the
screen above your character's portrait) will begin at 10 whenever you start
a new credit (ie. when you start the game or continue after losing a match).
The counter will go down for every time you automatically OR manually block
an attack, and when it reaches zero you must block manually from there on.
For every round you win, the counter will start the next round with 2 less
autoblocks.  This will go as far down as 2, that is, you will always start
the round with at least 2 on the counter.  For every round you lose, the
counter will start the next round with 2 more autoblocks.  Obviously you
can't go higher than 12 since if you lose 2 rounds, you've lost the match
(except on console versions if you set the rounds to 5).  When playing 
against human competition, it will start at 8 regardless of rounds won or 
lost.
        The main limitation of Autoblock you will notice is the ability to
only charge up to Level 1 on the Super Meter.  This basically means you are
very limited in the quick damage department as you can't just unleash a
Level 3 SC and nail them for lots of damage.
        Autoblock players are given the Simple SC Operation motions.  This
means that they can simply press two buttons of the same strength (eg. Jab +
Short) to execute a SC.  This makes it very easy to do SCs on reaction to
an opponent's attack.  However, since it can only be a Level 1 SC, the
damage is considerably limited.  This simple method canNOT be used to combo
in an SC however.  For example, with Ryu, you cannot simply jump forward
with a Roundhouse kick, do a crouching Forward, then press Jab + Short and
get a Shinkuu Hadouken SC.  To combo in a SC, you must do it manually.
Simple SC Operation also means that Reversal SCs are made considerably
easier to do, making it much easier to counter blocked assaults with SCs
(see section 2.13).  I guess the Simple SC Operation is most benificial to
characters who have SCs with charge times since with Simple SC Operation
players are able to use SCs such as the Thousand Burst Kick SC without 
having to charge it, therefore making it a lot less predictable.
        As a final note, if you complete the game with Autoblock on one
credit, you don't get to see the credits.  If you get a high score, your
score will have an "Auto" label next to it.

--= 2.3 Proximity Blocking =--

        This is a feature of the game engine that makes the player go into
a block stance when an attack is almost within hitting range.  Basically,
this allows players to back off from attacks that are out of hitting range
and try for a quick counter attack after the opponent misses.  Therefore,
it is easier to stay away from an opponent than it was in previous SF games.
It's useful in making it easier to set up jump ins from the right range
since you can back away from your opponent much easier than before.

--= 2.4 Chain Combos =--

        Otherwise known as the Magic Series, chain combos allow players to
cancel a normal ground move into another normal ground move.  This allows
players to land multiple hit ground combos that do great damage and can be
relatively safe if blocked (see section 2.13).  If a move is chainable, it
can be cancelled into another move of higher strength, regardless of what
type of version it is (except the jumping version).  For example, Charlie 
can cancel his S.Strong into a S.Roundhouse, a C.Roundhouse, or a Stepping 
Side Kick.  He can also cancel it into his C.Fierce, S.Fierce or his 
Backfist.  Usually long chains are required to do relatively safe ground
combos.
        You will find that some moves can chain into another attack of the
same strength.  These moves are *always* capable of chaining into themselves
as well.  Examples of these kinds of moves include Ryu/Ken/Akuma's C.Jab,
C.Short, and S.Jab.  The other Jabs that cannot chain into themselves cannot 
chain into Shorts.  The other Shorts that cannot chain into themselves 
cannot chain into Jabs.  Examples of such moves are Ryu/Ken/Akuma's S.Short, 
Charlie's S.Jab, S.Short, and C.Short.  You can tell the difference between
the two easily, since the first type can be repeated "continuously" without
hitting, like when it appears that Ryu/Ken/Akuma holds their knee out and
keeps on kicking whilst doing C.Shorts, without retracting back to the
standard crouch position.
        While chain combos are great for the offensive player, they are bad
news for the defensive player.  Chain combos can be used in several ways
to catch turtles off guard.  Several characters have overhead hits that hit
crouching defenders.  Since you can chain into *any* version of the stronger
move, overheads can be chained into making them much more harder to see
coming.  For example, Ryu can do a C.Short into his Overhead Punch.  Chain
combos also make ticks much harder to see coming since it becomes difficult
to tell how far your opponent will go with the chain combo.  However, there
is an easy way out.  Since chain combos are like a multiple hit move, they
are incredibly easy to AC (see section 2.6).
        Links, on the other hand, are where 2 moves are put together
without interrupting the animation of the first.  An example of this is the
old age Ryu link of C.Strong, C.Forward.  These are much harder to time than
chains.  Some moves in the game recover rather quickly and allow this to
happen (eg. Guy's S.Roundhouse).
        Note that SFA is the only game in the SF series where chain combos
really dominate (X-Men Vs. SF and MSH Vs. SF are technically Marvel games,
not part of the SF series).  SF3 has a fair few chain combos, but by no
means are they dominant as in SFA.  Gen has chain combos in SFA2, but besides
that, Capcom seems to like the idea of the common chain combo for every
character of Jab to Short and adding a couple more here and there.

--= 2.5 Super Combos =--

        Super Combos are obviously the most powerful attack in any 
character's arsenal.  SFA uses a triple charging super meter, the maximum
charge being Level 3 (except with Autoblock).  Each SC can be done at 3
different levels of power (except Akuma's Raging Demon).
        The Super Meter is built up by doing just about anything.  The
ways to build the Super Meter from fastest to slowest are : 
1. Special move that hits
2. Normal move that hits
3. Special move executed
4. Special move blocked
5. Normal move blocked
6. Blocked opponent's attack
7. Got hit by opponent
8. Did any normal punch/kick (except Jab or Short)

NOTE : There are some variations to the above list.  For example, for Akuma, 
        he will gain more Super Meter by hitting with a Fierce than throwing 
        an Air Fireball AND having it blocked.  In contrast, Charlie's Sonic 
        Boom gains Super Meter at an incredible rate such that by throwing it
        he gains more than landing a Fierce punch.  Guy's Elbow Drop is a 
        normal Strong attack, but it doesn't gain any Super Meter.

        To do a Level 1 SC, do the motion and push any punch/kick button
(depending on SC).  To do a Level 2 SC, do the motion and push any two
punch/kick buttons (depending on SC).  To do a Level 3 SC, do the motion
and push all three punch/kick buttons.  If you have trouble pressing all 
three punch/kick buttons at exactly the same time, try holding all three 
punch/kick buttons, doing the motion and releasing the buttons at the end 
of the motion (see section 2.17).
        When the SC is executed, there is an animation pause where the
screen darkens and your character gathers energy before executing the SC.
In MOST cases, if the opponent is close and not blocking, they cannot
bring their guard up after the animation pause and block the SC.  This only
applies if the opponent is close in (usually the range for this feature to
take effect is about the length of a Ryu/Ken/Akuma/Dan C.Roundhouse).  In 
some cases, you can actually block the oncoming SC even though you weren't        
blocking during the animation pause.  This happens when you don't combo
in the SC properly.  For example, with Charlie's JN.Roundhouse, C.Jab,
C.Short, Somersault Justice SC combo, sometimes you may screw up and
cancel the C.Short before it actually hits your opponent.  They'll be in
the hit stun during the animation pause, but as soon as the SC begins,
they'll be able to block it since you didn't combo it in properly.  Another
example, is using SCs that just cannot be put in a combo.  For example,
with Chun Li, if you do a C.Forward and cancel it into a Power Storm SC,
it won't combo anyway.  They'll be in hit stun during the animation pause,
but then they'll be able to block it once the SC begins.  It just cannot be 
combo'd in through buffering.  However, there are other ways of comboing
these SCs in (with Chun Li's Power Storm SC, follow up a Thousand Burst
Kick SC in the corner with it to juggle).
        As a general rule, Level 1 SCs are mediocre.  They usually have
decent priority and do fairly small damage.  You will see many Level 1 SCs
get beaten by normal moves.  Examples of this include Chun Li's Thousand
Burst Kick SC, which at Level 1, seems to get beaten by sweeps and slides 
all the time.  Ken's Level 1 Shoryureppa SC has a very small gap in between 
the Dragon Punches ... long enough to stick a Reversal Dragon Punch in 
between and hit him out of it if you block it (although I have not been 
able to do this trick very often).  Level 1 SCs also get beaten by ACs much 
easier than higher Level SCs.  Level 2 and 3 SCs can be beaten by ACs in 
some cases, but usually the higher priority SCs such as Ken's Shinryuken SC, 
Charlie's Somersault Justice SC, and Akuma's Messatsu Goushouryuu SC are 
totally invincible on their rise at Level 3.  Most Level 3 SCs can do about 
50% damage, and they are VERY deadly when put into a combo.
        You keep your Super Meter between rounds, so if you haven't won a
round, try to avoid finishing your opponent off with a huge SC since that
could be a big waste.  Conversely, if your opponent hasn't already won a
round, you might want to save your Super Meter for the next round if you
are near losing.  If you are near losing and decide to throw a Level 3 SC,
note that you are taking a big gamble here since if it hits, it will lead
a considerable comeback.  If it gets blocked or misses, you could have
thrown away the whole match right there.
        Logically, you should conserve your Super Meter rather than
constantly using SCs as soon as you get the Levels to do it.  If you do,
either your opponent is stupid and keeps on getting hit by them or you are
just wasting them and missing or seeing your SC blocked.  If you use an SC
for block damage, it's probably best to only use Level 1 SCs (unless 
finishing an opponent off for the match).  Don't throw SCs unless you think
it will connect, especially if it will leave you open!  There are a few SCs
that can be used effectively for block damage : if your character doesn't
have one, don't throw an SC for the sake of it.  If you really got nothing
better to do with your Super Meter, use an AC (see section 2.6).
        So overall, there is one main rule in using SCs : "Make sure it 
connects!".  The key to using SCs well is not to throw more than your
opponent, but to make your SCs count for more than pitiful block damage.

--= 2.6 Alpha Counters =--

        A guard reversal system that allows you to break block stun and
quickly try to nail the opponent with one of your own moves.  ACs require
one Level of your Super Meter, meaning that you can't just use them all the
time.  ACs are considered one of the "cheapest" aspects of SFA.
        To do an AC, block an attack and quickly roll the joystick from back
to diagonal down-back, to down, then press punch/kick (depending on 
character).  You have to do it fairly early in the block stun.  To AC a 
low attack, block it low and quickly do the full AC motion.  It's tricky,
but it helps considerably in close combat since people are usually very
reliant on sweeps at close range.  Block stun is shorter than in previous
SF games, so you will have to be pretty fast.
        ACs are invincible for a very short period of time.  Therefore, if
Akuma tries to kill you with block damage from his Messatsu Gouhadou, you
can block it, AC it, and the AC will go straight through the SC fireball.
        ACs are designed to be a quick counter, but they don't always work.
Some are slow and gives your opponent enough time to recover from their
own attack and block.  Some have short range making it difficult to AC long
range poking attacks.  You have to be very careful with this because even
with Ryu or Ken, your opponent with a very late jump in can land in time
and block your AC, and you'll be left wide open.  Therefore, like SCs, you 
have to know when it's the best time to use your own character's AC.  ACs 
don't necessarily guarantee a hit, and if blocked, they cause no block 
damage, translating into a waste of Super Meter.
        The following is a list of notes on each character's AC :
Ryu : Very short range, fast, leaves open
Ken : Short ground range, decent aerial range, fast, leaves open
Charlie : Good range, slow
Chun Li : Good range, fast, low sweep
Guy : Decent range, fairly fast, low sweep
Birdie : Good range, slow
Adon : Short range, fast, leaves open
Sodom : Good range, fast, can be crouched under
Rose : Short range, fast, no damage but sets up for another attack
Sagat : Decent range, average speed
Bison : Decent range, fast
Akuma : Decent range, fairly fast, low sweep
Dan : Decent range, fairly fast, low sweep

        NOTE : I list if it's a sweep because there are several SCs that
                will be missed by these ACs (eg. Ryu's Shinkuu Tatsumaki
                Senpuu Kyaku SC, Ken's Shoryureppa SC, Charlie's Somersault
                Justice SC, Akuma's Messatsu Goushouryuu SC, Sagat's Tiger
                Genocide SC, etc.)

        ACs have various uses according to it's characteristics.  They are
usually effectively used in keeping an opponent in the corner, or smacking
out of a corner trap.  They can also be very annoying when a good offensive
player balances out their offense by countering anything thrown at them.
Usually, using ACs against attacks that annoy you is a good idea since it
will discourage your opponent from using them all the time if they keep on
eating an AC whenever they do it.  Particularly useful against poking
assaults (see section 2.16).

--= 2.7 Air Blocking =--

        Air blocking is a handy new feature that comes in useful all the
time.  Air blocking is limited in that you can't air block everything.
Below, I will list everything in 3 categories : definitely not air blockable,
usually not but sometimes air blocked, and usually air blockable.

1. DEFINITELY NOT AIR BLOCKABLE
- All normal ground based moves (eg. normal uppercuts), except those listed
  below in list #3
- All ground based special moves (ie. the character doesn't leave the 
  ground, such as Birdie's Headbutt Rush)
- Super Combos (except Charlie's Sonic Blade SC and Akuma's Tenma 
  Gouzankuu SC)
- Guy's Rising Spinning Kick
- Sagat's Tiger Crush
- Guy's Bushin Leap throw
- Rose's Soul Throw
- Akuma's Hundred Demon Attack throw variations

2. USUALLY NOT BUT SOMETIMES AIR BLOCKABLE
- Ryu/Ken/Akuma/Dan's Dragon Punches
- Sagat's Tiger Blow
- Chun Li's Rising Spinning Kick
- Adon's Jaguar Knee

3. USUALLY AIR BLOCKABLE
- All normal air based moves
- All normal projectiles
- Ryu's Hop Kick, Hurricane Kick (ground or air)
- Ken's Hurricane Kick (ground or air)
- Charlie's Jumping Back Kick, Flash Kick, Sonic Blade SC
- Chun Li's Knee Flip, Head Stomp, Split Kick
- Guy's Elbow Drop, Bushin Leap Elbow Drop, Roundhouse Bushin Run
- Adon's Jaguar Kick, Jaguar Tooth
- Bison's Knee Press, Head Stomp, Demon Flight
- Akuma's Hop Kick, Hurricane Kick (ground or air), Tenma Gouzankuu SC,
  Hundred Demon Attack air variations, Downward Air Kick
- Dan's Gale Kick
- The last hit of Sodom's Level 3 Mega Jitte Slice SC

        Personally, I always jump in holding an air block.  This makes it
safer since you will block any quick forward jumping attack, and if you
have a character who uses charge up moves, you'll be ready to perform a
special move when you land.
        The stun time on an air block is always the same, but this stun
automatically finishes if the character lands beforehand.  This allows you
to counterattack after air blocking certain attacks that you wouldn't have
been able to counter if you had blocked in on the ground.  For example,
against Dan's Roundhouse Gale Kick, if you block it on the ground, you won't
be able to hit him back after your block stun.  However, if you jump up and
air block it, you'll land and recover faster than from a normal block stun,
setting up a quick SC.
        If a move is air blocked, the defender is unable to move until they
reach the ground.  When air blocking, you also get hit up a little bit in
the air.  Therefore, if you air block Ryu's JN.Roundhouse in the corner, he 
can usually land a DP before you land, since you were hit up a little bit
by air blocking, giving him too much time.  Conversely, after your opponent
attacks you in the air, they cannot air block for the rest of the jump.
Therefore, against old style players, they might throw a Hadouken, and
seeing you jump forward, jump forward themselves with a Roundhouse kick
straight away (this was a mighty effective fireball trap in old SF games
where there was no air blocking).  Since you are on the way down in your
jump at this stage, you will land rather quickly despite the hit up effect
of the air block.  Since you land before he does, you can get him with a 
Flash Kick or something that he would have normally been able to air block.
It is possible to air block an infinite number to air blockable attacks,
and if you choose to air block, you will continue to air block for the rest
of the jump and will be unable to move or attack.  I haven't quite seen how 
this can be used to one's advantage besides in the Ryu & Ken Vs. Bison mode
(see section 5.6).  With my friend, we like to corner trap Bison and make
him constantly air block our Hurricane Kicks.  Since he is unable to drop
due to the hit up effect, he just keeps on being juggled in what is
essentially an "infinite block combo".  It's not an infinite "combo" since
the hit count meter hasn't turned up at the side of the screen, but there
is nothing he can do to get out.

--= 2.8 Recovery Rolls =--

        Recovery rolls are in SFA to allow players to try and get sneak
attacks against an opponent.  Normally, when a player is hit out of the
air by a normal move, they will land on the ground.  If they are hit out
of the air by a special move, they will be floored.  If you think your
opponent is going to set up a good corner trap, just do the AC motion with
punch as you hit the ground, and your character will roll about half the
screen forward.  There are moments when you can't recovery roll from a  
knockdonw.  One time is when you are stunned/dizzied.  Also, there are
two moves in the game from which you can't recovery roll from.  These are
Akuma's Great Air Fireball SC, and Raging Demon SC.  The Great Air Fireball
SC hits you down so quickly and pushes you back straight into the ground
such that you just can't roll back (if you could, it would be a very stupid
suicide move made more so considering Akuma has a damage handicap).  The
Raging Demon SC just pummels you and leaves you there, and you can't roll
from it, so you just have to lie there for a while whilst Akuma does his
little taunt and then is free to move.
        Recovery rolls are best used as surprise attack leads.  Normally,
a player setting up a trap would expect the opponent to be knocked down so
that they have the most time possible to set it up.  However, recovery rolls
will get you out of it very quickly, and sometimes you will end up behind
your opponent ... a good setup for a sneak attack before your opponent can
reverse their guard since you swapped sides.  I usually go for a throw or
a very quick combo after rolling (usually a semi combo since the opponent
is usually surprised and simply holding block until they comprehend what's
going on).
        Certain moves will make the opponent recovery roll automatically.
Unlike the normal recovery roll, the automatic recovery roll is invincible.
You can tell if it's automatic since it always goes backwards and never
forwards.  Examples of moves that do this are Ryu's Shinkuu Tatsumaki Senpuu
Kyaku SC and Charlie's Level 2 Crossfire Blitz SC.  So for example, after
nailing them with Charlie's Level 2 Crossfire Blitz SC, you can't just trip
them out of their automatic roll and add another hit to your combo.  The 
player who is hit CAN still recovery roll forwards instead of the automatic 
roll backwards ... in that case, they are NOT invulnerable.  So in the
previous example, if they skipped the automatic recovery roll and opted for
the forward recovery roll, Charlie's trip WILL connect, but it won't be
part of the combo (ie. it won't count on the hit count thing that appears
at the side).
        Other than the automatic recovery roll, players canNOT recovery
roll backwards.  The one exception is Sodom who can recovery roll forwards
or backwards, or do his Tengu Walk.  To recovery roll backwards with Sodom,
just do the roll motion from forward to down (ie. F,DF,D) and press punch.
Sodom's backward recovery roll is NOT invincible, unlike the automatic
recovery roll.
        There are moments during the game though, when they are definitely
great (or a mistake Capcom made).  When Guy hits you with the Level 1
Bushin Rage SC, you can roll out as soon as the uppercut hits you, avoiding
the last big kick.  Many Ryu/Ken/Akuma players will always go for 
C.Roundhouse, fireball for safe block damage.  Get tripped, recovery roll
under the fireball, SC from behind.  Now this one is definitely my 
favourite : Rose gets you with a Soul Throw (or an Aura Soul Throw SC),
recovery roll, combo her insanely because SHE CAN'T RECOVER IN TIME!
Makes her Soul Throws a *GREAT* suicide move (especially the SC version
since it's ever so easy to see coming).
        Recovery rolls should be used anytime it looks as though a juggle
combo has even the slightest bit of a gap in it, if you think it will help.
For example, Sodom can hit a jumper with a Level 1 Mega Jitte Slice SC for
3 hits.  However, if you try to recovery roll after the first hit, you
should find yourself temporarily invincible to the juggle, and you'll hit
the ground rolling, and avoid the rest of the SC.
        Recovery rolls are in essence, a dangerous move.  It will go through
fireballs, meaning that corner fireball traps are essentially eliminated.
However, you can be combo'd out of a recovery roll pretty easily, as it's
not invulnerable to low attacks like sweeps.  Also, the player who is
standing is ALWAYS able to throw the player who recovery rolled before the
player who did the recovery roll.  Therefore, you will get thrown or combo'd
out of recovery rolls if you use them too much.  Be careful when using them.

--= 2.9 Throws and Techs =--

        The target of many whiners, the throw aspect of the game has been
changed to lessen the importance of the throw in the game.
        Throw ranges have been decreased considerably.  You basically have
to be right next to your opponent to get a throw.  This is supposed to make
ticks easier to see coming.  However, due to the introduction of chain
combos, they can be relatively hard to see coming.  Just try tapping Jab
repeatedly if your opponent tries to tick too much.  This will work since
during the block stun, your Jab won't do anything since you can't block
and attack at the same time.  As soon as you are free from block stun, and
your opponent is walking in, you'll land your Jab.  Try chaining this into
a huge combo to learn them a lesson (then, try ticking THEM ... sweet 
revenge!).  Just watch out if your opponent deliberately leaves a gap to
try to nail your counter with a Dragon Punch or SC.  Block stun is shorter
than in previous SF games, giving you more time to get that Jab out.
        To do a Tech or soften a throw, you just have to simply reverse the
throw motion.  This is done by holding back or forward, and pressing any
of your throw buttons (Strong and Fierce will work with everyone).  You have
to be pretty fast to do a Tech ... you basically have to do it as soon as
you are thrown.  You can usually Tech a throw if you can see it coming, but
otherwise it's usually a fluke.
        Certain characters are also able to do air throws.  These can be
done by holding in ANY back or forward directions, and pressing Strong or
Fierce, whilst you and your opponent are at about the same height whilst
jumping.  The characters who have air throws are Ken, Charlie, Chun Li,
and Guy.
        Special move throws are now less useful than before.  In previous
SF games, Zangief was an absolute terror with his Spinning Pile Driver.
However, in SFA, Sodom's and Birdie's special move throws have a bit less
range and are a little easier to see coming.  Birdie can still do a couple
of good ticks, but Sodom's is now pretty slow as he must hop forward before
he can Power Bomb someone.

--= 2.10 Juggling Moves and Combos =--

        SFA has a very limited but notable juggling system.  There are very
few moves in the game that can juggle opponents, and only in certain frames
of your opponent's falling animation.  Juggling is defined as hitting an
opponent in the air after they have already been hit.  Juggle combos cannot 
be recovery rolled from.
        Most SCs can juggle, but not all.  Juggling also seems to be limited 
to a certain number of hits, eg. Ryu's Shinkuu Hadouken SC can only juggle 
for a maximum of 2 hits, regardless of what number of Levels you use.  The 
following is a list of juggling moves for each character.

Ryu :           *JN.Strong (2 hits) - an air uppercut with a couple of uses
                *Shinkuu Hadouken SC - maximum of 2 hits, limited uses
                *Shinkuu Tatsumaki Senpuu Kyaku SC - very poor juggling as 
                 opponent will be bounced up and out
Ken :           *Shoryureppa SC - VERY poor juggling move, OK at Level 2
                *Shinryuken SC - OK, but you'll miss the early hits (the 
                 most damaging hits)
Charlie :       *Somersault Justice SC - good at Level 2, otherwise don't
                 use it
                *Crossfire Blitz SC - it's a rushing SC, OK?
Chun Li :       *JN.Roundhouse (2 hits) - good in air battles
                *Head Stomp - maximum of 3 hits, can only really put 3 in
                 a string of Head Stomps
                *Rising Spinning Kick - standard anti air
                *Power Storm SC - good anti air
                *Supreme Rising Spinning Kick - anti air 
Guy :           *Rising Spinning Kick - slow anti air
                *Bushin Jump SC - useful anti air
Birdie :        None
Adon :          *Jaguar Knee - anti air
                *Jaguar Revolver SC - middle range anti air
Sodom :         *Mega Jitte Slice SC - good anti air with some uses (at
                 Level 1 anyway)
Rose :          *Aura Soul Throw SC - good anti air with MAJOR drawback
                 (see section 3.9)
                *Aura Soul Spark SC - Rose's SC fireball can juggle OK
                 (not Level 2 version)
Sagat :         *Tiger Blow - reasonable anti air
                *Tiger Genocide SC - limited juggling abilities
                *Tiger Cannon SC - maximum of 2 hits
Bison :         *Knee Press Nightmare SC - VERY limited
                *Psycho Crusher SC - useful juggling attack as mid range
                 anti air
Akuma :         *Dragon Punch - very useful
                *Hurricane Kick - useful
                *Flaming fireball - I've found 1 use for this
                *Messatsu Gouhadou SC - limited
                *Messatsu Goushoryuu SC - limited but can be used 
                 effectively
Dan :           *Shinkuu Gadouken SC - limited
                *Kouryuu Rekka SC - reasonable juggling SC

        In the character specifics, I will try to list all those juggle
combos that I have found, but only the ones with reasonable practical use,
eg. I won't list Ryu's C.Roundhouse, Shinkuu Tatsumaki Senpuu Kyaku SC
combo since it gets very few hits.
        Note that some juggle combos can be recovery rolled from.

--= 2.11 Overhead Hits =--

        Overhead hits are kind of like throws but much more widely accepted.
Certain characters have moves that must be blocked standing.  These are
VERY useful in nailing crouching defenders.  Overheads can not be combo'd
into another move (except Ken's, with very precise timing), that is, they
are neither chainable or interruptable.
        All overhead hits have a delay before coming out.  You can spot them
with enough experience, and hit them out of it.
        If you can insert overhead hits into chain combos and constantly
make your opponent have to switch between standing and crouching block,
you should get many "free" hits all over the place.  Just watch out since
some people won't just block your overhead; they'll SC it when they
anticipate the gap.

--= 2.12 Taunts =--
        
        Finally, us big ego players have been given the ability to taunt!
To taunt, just press your START button.  Most characters have more than
one taunt.  These other taunts can be accessed by holding forwards or
backwards and pressing START.
        Taunts do not hit (except for Chun Li's), cannot be cancelled into
a special move, do not build up any Super Meter, and essentially just leaves
you open for a while.  Whether a taunt is a special move or a normal move,
I haven't figured out.  I have been able to get a "Reversal" bonus with a
taunt, thus meaning it's a special move.  However, when finishing off an
opponent with Chun Li's taunt, I get a "V" for normal move finish.  Hmmm.
Also, you can only taunt once per round, except for Dan who can taunt
infinitely.
        I find that the most lethal time to use a taunt is after a tick.
Since there is a general instant negative reaction to a tick, this will
peeve opponents off very very very much.  You can also taunt after big
combos, but personally, I find the tick-and-taunt tactic by far the most
effective way to incorporate the taunt.  Just make sure you don't repeat
too much since in most cases your opponent can recovery roll and SC YOU
whilst you are taunting them (then they'll probably taunt YOU ... that's
a mighty big, stinging insult!).

--= 2.13 Reversals and Relative Safety =--
        I think it's important to note that many moves in the game are only
RELATIVELY SAFE.  That is, if your opponent performs a reversal move that
hits quickly such as a Dragon Punch or Flash Kick, you will still be hit
even though your move connected!
        This is extended further with reversal SCs and throws.  For example,
after landing Charlie's Jumping Back Kick, the opponent can actually do a
reversal SC and nail you, even though your kick connected.  Normally, if you
hit from reasonably far out, you'd recover in time to block a reversal
special move.  However, since SCs have the "no-block period", you WILL NOT
be able to block the SC since technically you haven't even fully recovered.
This happens most frequently if the reversal SC is a quick rusher such as
Chun Li's Thousand Burst Kick SC and Charlie's Crossfire Blitz SC.  Also,
some moves recover in time to block, but you can still get thrown.  Dan's
Gale Kick is a good example of this.  Dan lands in time to block even
reversal SCs, but he lands VERY close to his opponent, allowing for easy
throws.  With Akuma, I have been able to do a reversal Raging Demon SC
against it, and Dan DID NOT recover in time to jump away.  A reversal Chain
Grab with Birdie will also do the trick.
        The reason for this is the shorter block stun and hit stun than 
before.  Because the block stun or hit stun is slightly shorter than the
time required to recover from the move, if your opponent is close enough,
you can land a reversal.  This is very evident in corners.  Whereas before
fireballs were not counterable, in SFA, if you block a close fireball in
the corner, you will recover from your block or hit stun in time to land a
reversal.  Therefore, when comboing cornered opponents, it is imperative
that you use chain combos.  The exception is Charlie, whose Sonic Boom
recovers *just* in time to block any counterattacks regardless of whether it
hit or was blocked.  This also applies with SC fireballs that don't knock
down.  For example, after taking a close Level 1 Shinkuu Hadouken SC by Ryu
in the corner, you will recover just in time to land a reversal SC.
        Just about all normal ground moves besides Jabs and Shorts are only
relatively safe, especially with the multi hit normal moves.  This rarely
plays into effect with reversals after being hit, but just be aware of it
since there are a few experts who can and will do this.  It happens most
against the CPU, so if you're trying to get to the CPU Akuma or something,
be very aware.
        Also note that combos with gaps can allow reversal SCs.  For example,
with Ken, if you try a C.Jab, C.Short, C.Short, C.Forward, Fireball combo,
it would normally connect for 5 hits if they get hit.  If they block it, they
can stick an SC between the C.Forward and the Fireball.  So sometimes when
going for these, your opponent can counter if you get too predictable, so
be careful.
        The other form of reversals needing mention are those performed
upon getting up.  As noted in the previous FAQ, if timed properly, these
should beat the jump in attack *every* time.  The thing I have to say about
it is, yes, they are pretty tough to do every time.  I have read in many
other FAQs that the window to get this reversal is about 1/60 of a second.
Not particularly good chances, and probably something you shouldn't try to
fluke out if you're not good at them.  It is very easy for your opponent to 
land a huge combo if you stuff up, so be careful with these.  You might 
want to go for it more often with Charlie or Chun Li than with Ryu or Ken 
since it is *much* easier to get a reversal Flash Kick than it is to get a 
reversal Dragon Punch since the motion is a LOT more easier to time.
However, I have seen some players who can get the reversal Dragon Punch
as they get up just about every time.
        For some reason, I personally find doing SCs such as the 
Shinryuken SC much easier to do upon getting up.  The timing to do a 
reversal Dragon Punch upon getting up is actually pretty late.  Just start
the motion during the middle of your getting-up animation and do it fairly
quickly, such that you press the button *just* as your getting-up animation
ends.
        Be very careful with these "wake-up" Dragon Punches since there are
MANY ways around them.  With an early jump in, your opponent can land in
time and block your Dragon Punch.  Neck kicks make it confusing for most
grounded players on what to do, because sometimes you have to do it the way
you were facing and sometimes you have to do it the other way.  Your
opponent could just not jump in and simply use meaty attacks, or just hold
back knowing you'll go for it anyway.
        Instead of using these reversals, it's probably best to just block
or use ACs.  Blocking leaves you open to many different semi combos (see
section 2.18), but it probably won't be as damaging as a full jump in
combo because you stuffed up the Dragon Punch.  Also, most people don't use
semi combos very oftenly anyway.  95% of the time, most people will go for
a regular combo on you when you get up, so it's almost always safe to just
block when you get up.

--= 2.14 Jump ins, Neck Kicks, and Meaty Attacks =--

        The most instinctive thing to do against a grounded opponent is to
throw an attack on them the instant they get up, such that they are kept
on the defensive.  As in previous SF games, there are 3 ways you do this :
straight-forward jump ins, neck kicks, and simple meaty attacks.
        Jump ins are basically where you just, well, jump in towards your
opponent when they get up.  It's best to actually time your kick reasonably
high since you can land longer combos this way.  This is because you won't
get pushed back if you time it higher, whereas if you timed your kick later,
you will get pushed back a little, making it harder to land more hits.  The
instant you land, just go into a light attack and use your chain combos to
turn it into something big.  Just don't time it too high or your opponent
can block it and throw you as you land.  Also, don't jump in when you're
about to die and your opponent has a Level for an AC, since most of the
time, you'll be throwing the round away this way.
        Neck kicks, also called Cross Ups, are where you jump with a kick
that passes by your opponent and hits them on the back of the neck.  You
then land behind them, ending up very close to them, setting up a great
combo attempt.  Note that, the perfectly timed jump in puts you as close as
the well timed neck kick to your opponent.  Neck kicks can be used to try
and trick your opponent since instead of holding back to block it, you
have to hold the joystick towards your opponent, since the hit is coming
from the other side.  Neck kicks are harder to Dragon Punch as you get up,
so normally you can expect to get a nice long combo off them.
        Each character has different neck kicks.  Most have only one air
move that can be used as a neck kick.  The following is a list of which
button for which character, and how easy it is to land it :

Ryu : Forward, very easy
Ken : Forward, easiest
Charlie : Forward, very easy
Chun Li : Forward, hard / Roundhouse, hard
Guy : Forward, easy / Elbow Drop, medium
Birdie : Roundhouse, very easy / Down + Fierce, easy
Adon : Forward, medium
Sodom : Short, very easy
Rose : Forward, easy
Sagat : Short, easy / Forward, easy
Bison : Short, hard / 2nd hit of Demon Stomp, medium
Akuma : Forward, very easy / Downward Air Kick, medium
Dan : Forward, easy

        As a general rule, neck kicks work MUCH easier on crouching 
defenders than on standing ones.  Also some characters are much harder to
neck kick than others.  For example, a standing Guy is hard to neck kick
whilst Sodom is very easy to neck kick.
        There is also another type of neck kick, but it's rarely seen and
very difficult to do.  Sometimes, with a very well timed kick, you can neck 
kick such that your opponent hasn't actually turned around.  You've 
basically kicked them in the very center upper tip of their head.  These 
are blocked normally (ie. by holding back), as opposed to normal neck kicks.  
These canNOT be combo'd off, but if you can get good at these (something I 
haven't done yet), you can get a couple of "free" hits every round.  Also, 
because of the general confusion that arises, you could probably easily 
lead into a semi combo after these pretty safely (see section 2.18).
        Finally, meaty attacks are basically where you just throw a normal
ground move against an opponent when they get up.  This can be simply a
fireball, a trip, or an overhead hit.  Generally, by mixing overhead hits
and sweeps along with semi combos in meaty attacks, you can confuse your
opponent and get easy hits.
        All of these are prone to ACs.  Just try to mix all of them to
confuse your opponent.

--= 2.15 Choose your own Winning Quote =--

        To choose your own winning quote, just hold down and a certain
button combination of 3 total buttons when you win your second round.
This varies from character to character, but every character can select
2 by holding down with 3 punches or down with 3 kicks.
        This feature is essentially useless except for getting up to the 
CPU Dan (see section 5.5), unless you particularly have a favourite winning
quote.

--= 2.16 Poking Attacks =--

        Poking and jabbing form the basis of a good solid ground assault.
In SFA, every character has at least one good attack for long range poking
at opponents.  These will be outlined in the character specifics section
for each character.  New characters like Guy have long, annoying kicks and
slides whilst even old favourites like Ryu have been given new poking moves
that frustrate opponents.
        The general idea behind poking is to attack your opponent from long
range constantly to keep them grounded and blocking.  Poking requires
good anticipation, since it is pretty easy to stick an SC between attacks.
This is the key to playing an effective ground based assault, since 
although chances are you will win if they just go for Dragon Punches, a
Level 3 SC can turn the whole match right around.  So I must stress, KNOW
WHEN TO POKE AND WHEN TO HOLD BACK!  You will learn with experience, since
*usually* it is pretty easy to tell when your opponent wants to kill you
with a Level 3 SC (usually after 2 or 3 consecutive poking hits, hold 
back!).  It's least effective against Autoblock players since they can
press 2 buttons on reaction and nail you pretty easily.  Just walk in
blocking frequently and fake to try and get them to waste it.
        Poking is most effective when mixed with overhead hits and throws.  
Such mixes are where good semi combos come from, and I will outline them 
for each character in the character specifics.

--= 2.17 Combos and Button Presses =--

        OK, this is going to be a LONG section so just try to bear with me.
        Firstly, a button press in SFA, as it has been throughout the SF
series, counts as TWO PRESSES, NOT ONE.  These occur when 1) you press the
button, and 2) when you release the button.  It only registers as one
normal move though.  So when you tap Jab, you'll only get one light punch.
However, to do a Sonic Boom, you charge back, then go to forward and press
punch OR you can press and hold punch, charge back, go to forward and
release punch.  Most people will prefer to do it the first way, but this is
important to note as it plays a big role in combos.
        When you do a combo, the double button press effect will come into
effect when cancelling moves.  This can be helpful or a hindrance :

*Cases where it's helpful*
        If you're doing a combo where you cancel with the same button, it
makes the combo very easy to do.  For example, with Ken, since one button
press counts for two, it is possible to do a C.Fierce, Fierce Dragon Punch
combo with one button press.  That is, hold down and press and hold Fierce,
do a Dragon Punch motion and release Fierce.  Or alternatively, do the
Dragon Punch motion pressing and holding Fierce at down and releasing it
at diagonal down-forward.  Now, if instead you press Fierce twice, the 
combo is almost certain to work.  This is because, with two presses of the
Fierce button, you've actually pressed it four times.  The initial press
of the button was used for the opening C.Fierce.  That means that there
are 3 Fierce button taps left (released Fierce, pressed Fierce again,
released Fierce).  So if there's a Dragon Punch motion in there, it's
almost certain the combo will work since if the motion was completed at
any of the points where Fierce was pressed or released, the Dragon Punch
will cancel the C.Fierce into an easy 4 hit combo.
        The reason why it doesn't play into effect with say, Ryu's 
C.Forward, fireball combo is because a when Forward is released during
the quarter circle forwards motion, this isn't a special move motion with
Ryu.  Therefore, the releasing of the Forward button basically counts for
nothing, and instead when Fierce is pressed, the fireball will cancel the
C.Forward into a 2 hit combo.
        This button release method also make it easier to do Level 3 SCs.
Some people find it difficult for some reason to press all 3 buttons at
exactly the same time.  If you are one of these people, try holding all
3 punches/kicks, then doing the SC motion and releasing the buttons.  This
makes it easier since it's a lot easier to release 3 buttons at the same
time than to press 3 buttons and the same time.

*Cases where it's a hindrance*
        This is basically with SC combos.  When buffering in SCs, you may
find that some special move is let off because you pressed and released
a button.  For example, with Ken's JN.Roundhouse, C.Forward, Level 3
Shoryureppa SC combo, you may find that instead you get a JN.Roundhouse,
C.Forward, Level 1 Shinryuken SC combo.  This is because you released
Forward *before* you pressed 3 punches, and this happened as you completed
the SC motion.  To avoid this, you can try pressing AND holding Forward.
That way, you won't get the Shinryuken SC.  To do this, you may have to
hold Forward with your thumb and press all three punches with your index,
middle and ring fingers.  In that case, it may become easier to change it
to a JN.Forward, C.Forward, Level 3 Shoryureppa SC combo.  Of course, it's 
much easier on the console versions since you can preset a button as all 
3 punches / kicks.  Same applies with Rose's C.Roundhouse, Level 1 Aura
Soul Throw SC combo.  If you don't hold Roundhouse, you may find that she
will do her Soul Illusion SC instead.
        For some characters, it just becomes downright impossible to get
a SC combo because of this hindrance.  Guy is a major victim.  When trying
to combo in either of Guy's SCs, you may find that you'll get his Bushin
Run or Bushin Leap to come out.  Or otherwise you may find his other SC
will come out when changing cancelling a punch with his Bushin Rage and
vice versa.
        Basically, this is something you should bear in mind since it does
play into effect.  Whether you prefer to do combos with the press-press
method or the press-release method is entirely up to you.  
        Secondly, when going for combos, you should note what moves are
chainable and interruptable into another move.  I will list these in the
character specifics section.  One thing to note is that overheads and
other normal specialty moves (such as Charlie's Stepping Side Kick) are
NOT chainable or interruptable.  They can be chained into but cannot be 
cancelled into a special move or into another normal move.  Now then, 
after that rather lengthy note, onto the combos!

        Here I am basically going to explain how to do the tough combos
and explain other miscellaneous stuff regarding combos.
        Firstly, the length of a character's ground combo is essentially
determined by how long their chain combo can be and how good their range
is.  The longer the chain combo, the more hits you'll be able to land
(unless you got a light attack you can just repeat).  The longer the range,
the further out you can hit them with more hits from your chain combo
before finishing it.
        So, exactly where do you start your combo?  It would most likely
appear to be the good old neck kick since this will put you very close to
your opponent.  However, if you time your forward jump in perfectly (that
would be fairly high), you will land as close to your opponent as you
would if you started with a neck kick.  So these are your two main choices
for the longest combos.
        Now, your ground chain can be short with strong attacks or long
with lots of little attacks.  Generally, some of the simplest combos that
do good damage use short strong attacks (eg. Ken's JN.Fierce, C.Fierce,
Fierce Dragon Punch combo), and the longer, safer combos use lots of little
ground attacks.  It is important to note that most of the time, you will
probably end up using lots of little attacks since the short strong attack
combos are generally suicide combos that get you killed if they block it
(and in 9 out of 10 times, they will).  However, some of the longer, more
impressive, most damaging combos use lots of little attacks (eg. Ryu's
JN.Roundhouse, C.Jab, C.Short, C.Forward, Shinkuu Hadouken SC combo).
The number of ground hits you stick in a chain as well as the strength of
them might vary on how close you need to be to land a full SC in your combo.
For example, with Charlie, if you do a JN.Roundhouse, C.Short, C.Strong,
Level 3 Somersault Justice SC combo, you'll never get the full 9 hits of
the SC.  However, if you use a C.Jab and C.Short instead, it becomes
relatively easy to land all the hits.  I'm not exactly sure which one is
more damaging though.  With Akuma, when going for the super tricky corner
combo of a JN.Roundhouse, C.Short, Level 3 Messatsu Gouhadou SC, Strong
Dragon Punch, you can't stick anything else than a Short or a Jab or 
otherwise you'll never be close enough for the Dragon Punch to connect.
        Your finishing move will most of the time, be a long reaching 
normal hit, a trip, or a special move.  As a general rule, go for the one
which will hit most often and leaves you safe.
        
        Now then, sticking SCs into combos.  This is probably the most
tricky aspect of the game, so if you fail a couple of times, don't give up.
The rewards will be many, many, many more wins and awesome combos that will
make you look like an expert at your arcade.
        Firstly, the easy ones to do : charge up SCs.  These are combos
that use SCs that must be charged up, eg. Chun Li's Thousand Burst Kick SC.
These are very simple to do : just do the normal attack whilst charging
up, and then quickly finish off the motion.  For example, with Chun Li,
jump in at your opponent with a Fierce punch whilst charging back.  Land 
and go into a C.Jab, C.Forward chain whilst still charging back.  I use 
C.Forward instead of C.Strong since by using C.Strong, with the double 
button press effect, you might get a Kikouken to come out instead.  Anyway, 
when the C.Forward hits, quickly go into the forward, back, forward motion 
and press the kick button(s) once more for your combo.
        With the other method, that is, with the charge diagonal down-back 
SCs, it's still exactly the same as the charge back ones.  Just do the move
and quickly finish off the motion.  For example, with Charlie, jump in with
a Roundhouse whilst charging diagonal down-back.  Then land, do a C.Jab,
C.Short, and quickly finish off the motion and press kick.  These are
harder to do than the charge back SC combos, but you will get used to them.
        The main fault of these easy ones is that you can't lead with a
neck kick since you won't have enough charging time, because you have to
charge back and with a neck kick, the directions are reversed, and thus
whatever you had charged up is reset to zero.
        Now, the other ones, that is, the double quarter circle ones, you
have to stick your normal move somewhere in the motion.  It IS POSSIBLE to
do a normal move, and quickly do 2 quarter circle motions and get a combo,
but this is VERY VERY VERY HARD to do, *almost* impossible.  I have only 
done it on my Saturn joypad, and I doubt that it is possible on an arcade 
stick.  So basically, you have to find a move that won't get in the way
of your SC combo and use that to combo it in.  For example, with Ryu, when
comboing in his Shinkuu Hadouken SC, you will probably find that sticking
it in a combo after a C.Forward is very hard in a full combo.  Therefore,
you may wish to use a Short instead.  Why?  If you try to stick a Forward
in the 2 quarter circle forward motions, you may get his Hop Kick, which
won't combo in.  If you try to use Roundhouse, you may get a sweep, which
will limit the hits of your SC.  Therefore, it is easiest to use a Short
since both the crouching and standing versions will combo in and there is
basically no risk in stuffing up the combo as long as you do the double
quarter circle forward motions correctly.  It can be done very easily by
doing a quarter circle forwards motion with Short (which will produce a 
S.Short), and then doing another quarter circle forward motion with punch
(which will produce the SC since there were 2 quarter circle forward 
motions in there).  So the whole thing works out like this :

        JN.Roundhouse, | \ --O + Short, | \ --O + punch
                       O  O             O  O
        
        You have to do the 2 quarter circle motions fairly close together,
which is why sometimes you can stuff up if you try to use Forward or
Roundhouse and get a Hop Kick or a sweep.
        It is relatively easy to get this to work with a C.Forward when
using a jump in.  Here's how :

        JN.Roundhouse (do a QCF motion), | + Forward, \ --O + punch
                                         O             O

        Basically, just jump in with a kick, whilst doing the first quarter
circle forwards motion.  Then when you land, just finish off the motion
in exactly the same way you would do a C.Forward, fireball combo.  Since
the 2 quarter circle forward motions were in there, you'll get the combo
to all connect in a nice, powerful combo.
        Once you have mastered the above method, you may wish to try the
trickier method where you time your button presses correctly.  This is 
very important when using Guy, since with the above method, 99 out of 100
times, you will fail since his special moves get in the way because of the
double button press effect.  To do this, you have to either time the
initial button press perfectly, or try pressing and holding.  Anyway you
go, you have to time very well since you to get the SC you have to do the
SC motion very quickly, so practice LOTS.
        If you have mastered both of the above methods, this next part
should be a breeze.  The final stage of SC combo complexity is sticking
chain combos in there.  Once again, the trick is to find the leaway in
which you can stick half of the SC motion in, and then finishing off the
motion.  An easy one would be Ryu's JN.Roundhouse, C.Jab, C.Strong,
Shinkuu Tatsumaki Senpuu Kyaku SC combo.  The reason it's easy is that
either a crouching or standing Strong works.  This is because after the
C.Jab, you can start the first quarter circle backwards motion, and at
ANY point in that first motion, you can stick a Strong in since it will
not produce any special move.  Then simply finish off the motion with a
simple quarter circle backwards motion with kick and the two quarter
circle backwards motions will trigger the SC.
        The harder ones are where you MUST do a crouching or standing
version.  Ryu's other SC combo, JN.Roundhouse, C.Jab, C.Short, C.Forward,
Shinkuu Hadouken SC is one such.  You MUST do a C.Forward since if you do
a S.Forward, that will be a break in the SC motion and it won't work.  If
you press Forward whilst you are at the end of a quarter circle motion,
you'll get his Hop Kick which will ruin the combo.  Therefore, it is
necessary for great timing here.  The method which I use is to jump in
with the kick, do the C.Jab and C.Short, and during the C.Short hit stun,
quickly stick a quarter circle motion in.  Then, I finish it off as I would
with a standard C.Forward, fireball combo.  You may find this very difficult
to do, but don't worry, because there is more than one way.  Another way
would be to press Forward in the middle of the first quarter circle
forwards motion, and finish it off, as shown below :

        JN.Roundhouse, C.Jab, C.Short, | \ + Forward, --O | \  --O + punch
                                       O  O               O  O
        
        Chain combos with SCs make it much safer because since chain combos                   
give you more time to react, you'll be able to hold back with the SC if
necessary.  Therefore, say when leading with a neck kick, if you see that
your opponent blocks, the chain combo will definitely give you enough time
to react to this and not throw the SC, whereas the standard ones will not 
and could end up as a mighty big waste of Super Meter.
        If you can't do the chain combo method, it's not all doom and 
gloom.  Just try to get it, and if you can't, well, just remember that
even without the chain combo, as long as the Level 3 SC is in there, you
still have a very powerful combo at your disposal.
        One final note : some people seem to believe that the damage a
combo does is directly reflected by the score given with it (eg. when
it says "3 hits" and "900 points" below it).  This is not true.  How shall
I prove this?  Akuma's Jab Dragon Punch can score 1000 points.  His Fierce
Dragon Punch can score 900 hits with all 3 hits.  You expect me to believe
that a Jab Dragon Punch does more than a Fierce Dragon Punch?  Akuma's
Raging Demon SC scores 1500 points.  A simple C.Fierce, Jab Dragon Punch
combo with Akuma scores exactly the same.  Hmmmm ... I rest my case.

--= 2.18 Semi Combos =--

        When trying to combo your opponent, one problem may occur : they
block it.  One day, a long long time ago, someone with good creativity
decided "Wait a minute ...  if the other guy is just going to wait for me
to stop attacking, why don't I just stop attacking and throw him whilst
he's just expecting to block?" and boom, the tick was born.
        Semi combos are simply sequences that are designed to surprise
opponents and catch them off guard.  Counter semi combos are those
sequences designed to counter any counterattack to a semi combo attempt.
        Semi combos are essentially the backbone of the offensive assault
idea implemented in SFA.  They keep the opponent guessing, since it becomes
no longer safe to simply hold guard and not worry.  The more you keep them
guessing, the more holes their defense will expose, and therefore the more
easier hits you'll land.
        Semi combos come in two main forms : ticks and overhead semi combos.
A tick is basically where you throw an attack, and then throw your opponent
whilst they are holding guard.  These have evolved from the simple (yet
still very common and very effective) C.Jab, throw types to new, advanced
ones such as Akuma's C.Short, Hop Kick, Raging Demon SC tick.  These are
very useful in annoying opponents because of the general instant negative
reaction generated by throws.  Stick a taunt after a tick to really annoy.
Overhead semi combos are where you stick an overhead hit into a combo.  This
can come at many points through a combo since there are various points
where you can put the overhead hit.  For example, with Ken, you could go for
a JN.Roundhouse, Overhead Axe Kick, or a JN.Roundhouse, C.Jab, Overhead Axe
Kick, or a JN.Roundhouse, C.Jab, C.Short, Overhead Axe Kick, or a
JN.Roundhouse, C.Jab, C.Short, Strong Ground Roll (to get behind opponent),
Overhead Axe Kick, or any other such combination.  Overhead hit semi combos
are significantly more acceptable than ticks since it doesn't generate the
same instant negative reaction, probably because they are blockable.
        One problem may occur when going for these semi combos : your
opponent hits you out during the gap.  For example, whilst trying to tick
Ryu, he may hit you out with a C.Jab, into a C.Short, C.Forward, Shinkuu
Hadouken SC combo.  To avoid this, you can try to go for the risk and try
and hit him out of his counter with a counter semi combo.  You use these
when your opponent grows more aware of your semi combos and tries to sweep
you out of them (and believe me, they will many times).  It's best to try
and find a safe move with these so that in case your opponent doesn't try
to stick a sweep in, you'll recover in time to block any counterattacks.
For example, with Ryu, he can do a C.Forward, Short Hurricane Kick, throw
tick.  You may wish to vary this with a Dragon Punch instead of the throw,
nailing any counterattacks.  However, if your opponent picks it and blocks
the Dragon Punch, you're going to be eating a combo.  So instead of the
Dragon Punch, you can try a Shinkuu Tatsumaki Senpuu Kyaku SC, since even if
blocked, you'll recover in time to stick more attacks on.  Or you can go
for another Hop Kick, and then try to tick again.  Generally, from 
experience, 95% of counterattacks against semi combos will be sweeps.  More 
experienced players may try to counter throw your tick, and some like me may 
try and Jab you out into a combo.  Since most counters are going to be 
trips, moves like the Hop Kick are pretty safe since it will go right over 
the sweep.  You may wish to do it even a couple of times, since it usually
takes your opponent a little while to react.  For example, once I have
ticked my opponent with Birdie's JN.Roundhouse, C.Short, Chain Grab tick,
they'll usually try to sweep me out of it.  I then change it into 
JN.Roundhouse, C.Short, Turn Around Headbutt, Chain Grab.  The sweep will
miss the Turn Around Headbutt since it's invincible as he turns.  Usually,
I do the Turn Around Headbutt a couple of times since they'll try to sweep
me after it, or they may be just tapping Roundhouse until they see me get
swept, so I just repeat until they realise "Gee, I'm getting hit still ... 
maybe I should block."  THEN, I tick them with the Chain Grab.  When your 
opponent wises up and tries to Dragon Punch you out of it, that's when you 
hold back, just as you would in a poking assault, and nail them as they 
recover.
        Besides that, counter semi combos also come in the form of tempting
an opponent to stick in a sweep, and nailing them appropriately.  For
example, many opponents will try and sweep you after Ryu's Hop Kick.  You
can try and Dragon Punch or SC them if they become predictable with it.
        So overall, semi combos essentially follow the same rule as poking.
Just try and get them a couple of times, and when you think they'll try
to counter, counter semi combo them, and repeat.  Keep switching between
them and ALWAYS hold guard from time to time, since whenever opponents get
frustrated by semi combos, they will try to get you with that Level 3 SC
that, if successful, will leave YOU on the defensive.

--= 2.19 Trip Guard =--

        Trip guard is a feature in SFA where you can land and block an
attack the *instant* you land from a jump.  This removes old fireball traps
where you could throw fireballs and sweep the opponent as they landed from
their forward jump.
        Trip guard is effective regardless of whether you did a normal
attack in the air or not.  Air special moves such as the Air Hurricane Kick
and Akuma's Air Fireball will leave you open for a short while though,
since they have landing recovery time.
        Because of trip guard, you will have to hit opponents out of the
air with higher hitting moves if they jump in and attack straight away.
Eventually you'll get used to it and drop that bad habit of trying to
sweep an opponent in such a predicament.
        Since opponents will try and sweep you anyway as you land a fair
distance away from them, you can try to nail them with a SC when you land.
This is VERY VERY VERY hard to time, as you have to do the SC the *instant*
you land, or otherwise you'll get swept.  Obviously, this cannot be done
with charge time SCs since the jump is usually nowhere near long enough
to charge for 2 seconds.  Although its extremely tough to do, you may wish
to master it since it does allow you to land SCs fairly frequently.  As 
with semi combos, try and pick when not to throw the SC if you do this 
frequently, and mix with jumping in, throwing no attack and walking up and 
throwing if your opponent expects you to go for the SC.


=============================================================================

                        *** 3) CHARACTER SPECIFICS ***

=============================================================================


--= 3.0 Conventions used and format =--

        I am aware that many moves have multiple names.  I will use the name
used in the previous SFA FAQ or the one that I have grown accustomed to.
Where possible, I will also add the official Capcom name of the move in
parentheses.  If it's in Japanese, I will give the translation that has been
given to me from the previous FAQ.
        The format for the character specifics are as shown below :
*Brief background
        Self explanatory.

*Starting and Winning Poses
        Self explanatory.

*Alpha Counter
        The button used (punch or kick) and notes on it's uses.

*Taunt
        Self explanatory.

*Miscellaneous Information
        Self explanatory.

*Normal Specialty Moves
        These include moves that require you to hold a direction and
        press a button, such as Ryu's Overhead Punch.  These CANNOT
        be cancelled out of.  The key difference between these moves
        and special moves are that these canNOT be combo'd into by
        moves that are just interruptable; they can only be chained
        into, and not cancelled into.

*Note on useful normal moves
        These will be the moves with good priority or useful ones.

*Special Moves
        Self explanatory with notes.

*Super Combos
        Self explanatory with notes.  Unless otherwise stated, these will
        knock an opponent down.
        
*Chainable moves and interruptable moves
        All the information you need to create combos.

*Regular combos
        The combos will be listed in easy combos, intermediate combos,
        and expert combos.  With the combos listed, the expert combos in 
        Regular combos will be MUCH easier than the ones in the SC combos 
        section due to the difficulty associated with comboing in SCs.

*SC combos
        The combos using SCs.

*Maxiumum Combo
        The greatest hit count scoring combo the character has (not
        necessarily the most powerful combo though).

*Semi combos + Counter Semi Combos
        Here I will write the semi combo, then the variation counter
        which you use if your opponent tries to counterattack.

*Strategies
        Brief explanation on general strategy.

        At the end of this section is a note on comboability.  Now then,
onto the character specifics.


--= 3.1 Ryu =--

        Ryu is back for another one of those "spirit of the fight" things.
That is, he's a guy looking for a good fight.  By the way, contrary to
popular belief, Ryu's name here does not mean "dragon".  It means more
along the lines of "successful" and "ambitious".

Starting Pose : Ryu adjusts his headband, then his gauntlets.
Winning Pose #1 : Ryu raises his fist in triumph.
Winning Pose #2 : Ryu looks away from his opponent and the wind blows.

**Alpha Counter

        AC motion + punch

    Ryu's AC is a Fierce Dragon Punch.  It is very fast, but has very
    limited range and is not so useful against longer poking attacks that
    recover reasonably quickly.  It is useful against SCs and jumping 
    attacks, but if the jump kick is timed perfectly late, your AC can 
    still be blocked.  Just be careful against long, quick poking attacks 
    since you might miss and consequently eat a combo.

**Taunt

  Neutral + START : Ryu adjusts his gauntlets
  F + START : Ryu adjusts his headband

**Miscellaneous Information

    Ryu's JN.Strong can juggle opponents, and hits twice.  His S.Forward can 
    also hit twice.

**Normal Specialty Moves

    * Overhead Punch (Sakotsu Wari - Collarbone Breaker)

        F + Strong

    Ryu does a simple hammer punch that nails crouching defenders.  It
    has good range, comes out quickly for an overhead, and does 2 hits.
    I have found recently that the recovery isn't that great, as the CPU
    has been able to combo me even after it has connected.

    * Hop Kick (Senpuu Kyaku - Cyclone Kick)

        F + Forward

    Ryu hops forward with one rotation of a Hurricane Kick.  Unlike the
    Hurricane Kick, this hits crouching opponents, but it's not an
    overhead hit.  It has good range and can be used to hop over sweeps
    and slides, and is great to lead semi combos.  It has good recovery
    time, but its delay coming out means it can't be combo'd in.  You can
    get thrown afterwards if you land too close, but this only really
    happens if you do it from right next to them.

**Useful Normal Moves

    S.Forward : An axe kick for 2 hits, great anti air.
    C.Fierce : An uppercut that is a good anti air.
    JN.Jab : A jumping punch with great priority.
    JN.Roundhouse : Long range, great priority.
    
**Special Moves

    * Fireball (Hadouken - Wave Motion Punch)

        QCF + punch

    Ryu's fireball is seen as one of the best in the game.  From close
    the Fierce version will set opponents on fire and knock them down.
    It has little delay and good recovery time, but there are many ways
    around fireballs, so you shouldn't become dependent on it as your
    only offensive attack.  It's best used in combos, where the Fierce
    version is most preferable since it knocks down, giving you time to
    set up your next attack.

    * Dragon Punch (Shoryuken - Rising Dragon Punch)

        DP + punch

    The most classic anti air of all time.  Ryu's Dragon Punch is
    invincible for a very short period of time, when his fist is below
    his shoulders.  It also does the most damage at this time.  The
    higher it goes, the more air blockable it becomes, the less damage
    it does, and the less priority is has.  Therefore, most of the time,
    you will find that at the peak of your Dragon Punch, opponents can
    jump kick you out of it pretty easily.  It will knock down in a
    single hit.

    * Hurricane Kick (Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick)

        QCB + kick

    The Hurricane Kick goes over fireballs (except Rose's Soul Spark,
    Sagat's High Tiger, and Bison's Psycho Shot) and knocks down in a
    single hit.  It can also be used in the air for decent air priority.
    It recovers basically the instant Ryu lands and the Short version is
    great in semi combos.

**Super Combos

    * Shinkuu Hadouken (Vacuum Wave Motion Punch)

        2QCF + punch

    Level 1 : 3 hits, doesn't knock opponent down.
    Level 2 : 4 hits.
    Level 3 : 5 hits, final hit flames.

    Ryu throws a huge fireball that will nullify other fireballs and lose
    1 hit for every projectile it goes through.

    The Shinkuu Hadouken comes off almost instantly and is one of the
    game's most useful SCs.  It's the best SC fireball in the game for
    combos since all others have a fault in them.  It's quickness in
    coming out makes it a great counter move, although you will get
    hit by their counter.  You should use this to your advantage by
    trying to find gaps in which you can throw it.  It's great to stick in 
    semi combos outside the corner since even if they block, you'll recover 
    in time.  In the corner, you should be careful since if you are too 
    close, your opponent can retaliate before you recover.  Try and lure 
    your opponent into releasing guard and quickly nail them.  Many people 
    like to use this as an anti fireball move, and it's pretty logical.  
    Personally, I don't.  The reason for this is because the first hit in a 
    SC fireball does the most, and the next does less, and the next less, 
    and so on.  When you counter a fireball, the SC fireball loses its first 
    hit, and hence you get less damage.  Therefore, I usually only use the 
    Level 1 version as a fireball counter to avoid wastage.  It's not a good 
    idea to just throw the Shinkuu Hadouken from medium to long range, since 
    the SC animation pause makes it very very easy to see coming, leaving 
    you vulnerable to a jump in combo or to an anti fireball SC.

    * Shinkuu Tatsumaki Senpuu Kyaku (Vacuum Tornado Whirlwind Kick)

        2QCB + kick

    Level 1 : 5 hits, opponent does automatic recovery roll.
    Level 2 : 9 hits, opponent does automatic recovery roll.
    Level 3 : 13 hits, opponent does automatic recovery roll.

    Ryu does a Hurricane Kick on the spot.  You can see the air fanning
    away on the ground.  Unlike the normal Hurricane Kick, this cannot
    be crouched under.

    This is a great move for close combat.  Logically, the move pulls in
    opponents in from a reasonable range and hits lots of times for great
    damage.  It recovers very quickly, such that if they block it, you
    can continue on attacking as you land.  It's great for pulling in
    sweeps and slides, so use it frequently in semi combos.  If you pull 
    your opponent in with it as opposed to doing it right next to them, 
    you'll lose one hit (although it will make only a very small 
    difference).  However, for some reason, some characters such as Bison
    canNOT be hit by the full 13.  If you try it right next to him, he'll
    go back and forth slowly and only get hit by 9.  Also, if you try it
    whilst you're cornered, your opponent canNOT get pulled into the other
    side of the Hurricane Kick, and the maximum number of hits you can get
    is 8.  The main advantage with it is that it leaves you safe as long 
    as you make contact with it.  Thus, it can be used in semi combos 
    safely and be followed up with more attacks.  Finally, unlike in 
    X-Men Vs. SF, it's a pretty poor juggling move so don't try to combo 
    it after a sweep.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab, C.Jab, C.Short can all chain into a stronger move or into
      another Jab or Short.
    - S.Short, C.Forward are chainable into a stronger attack.
    
    * Interruptable Moves
    - Ryu can cancel ANY normal ground move into a special move or SC.
      Note that the S.Forward can only be cancelled during it's 1st hit.

**Regular Combos

EASY
1. JN.Roundhouse, C.Forward, Fireball
2. JN.Roundhouse, C.Fierce, Fireball
3. JN.Roundhouse, C.Forward, C.Roundhouse
4. (Corner) JN.Air Hurricane Kick, JN.Strong
        This combo will always work in the corner, sometimes works in
        the open.

INTERMEDIATE
5. JN.Roundhouse, C.Short, C.Short, C.Forward, Fireball
6. JN.Strong (2 hits), C.Short, C.Forward, Fireball
7. NK.Forward, C.Jab, C.Short, C.Forward, C.Roundhouse
8. NK.Forward, C.Forward, C.Fierce, Fireball

**SC Combos

EASY
1. JN.Roundhouse, S.Short, Shinkuu Hadouken SC
2. JN.Roundhouse, C.Forward, Shinkuu Hadouken SC
3. JN.Roundhouse, C.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC
4. JN.Air Hurricane Kick, Shinkuu Hadouken SC

INTERMEDIATE
5. JN.Roundhouse, C.Short, C.Short, S.Short, Shinkuu Hadouken SC
        To do this one, just do 2 C.Shorts and then do a quarter circle
        forwards motion with Short, then repeat with punch.
6. (Corner) JN.Roundhouse, C.Jab, S.Strong, Shinkuu Tatsumaki Senpuu 
   Kyaku SC

EXPERT
7. JN.Roundhouse, C.Jab, C.Short, C.Forward, Shinkuu Hadouken SC
8. (Corner) JN.Roundhouse, C.Jab, C.Jab, C.Strong, Shinkuu Tatsumaki
   Senpuu Kyaku SC, JN.Strong
        The JN.Strong will juggle the opponent after the SC.  I put it
        in the expert section since the JN.Strong can be very difficult
        to time.
9. JN.Roundhouse, C.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC 
   (Level 1 or 2), Shinkuu Hadouken SC
        This combo works on only a few opponents (the best juggle 
        targets).  For some reason, I usually find it easier using 1 Level
        for the first SC.  You have to do the second SC the instant you
        land.
10. JN.Roundhouse, C.Short, C.Forward, Short Hurricane Kick, Shinkuu 
    Hadouken SC
        Using more than 1 Level for the SC will still only result in 2
        juggle hits and a feeling of having being ripped off.  The SC is
        really tough to time.  You have to do it the *instant* you land.

**Maximum Combo
(Corner) JN.Strong (2 hits), C.Jab, C.Jab, C.Strong, Level 3 Shinkuu
Tatsumaki Senpuu Kyaku SC, JN.Strong (early, 2 hits) = 19 hits.

**Semi Combos + Counter Semi Combos
1. JN.Roundhouse, C.Short, Overhead Punch or throw
  Counter #1 : JN.Roundhouse, C.Short, Hop Kick, throw (vs. sweeps)
  Counter #2 : JN.Roundhouse, C.Short, NK.Forward, combo of your choice
        This one works because as you jump over, for some reason, most
        opponents will throw a C.Roundhouse.  Land the neck kick (since
        they'll still be recovering from the sweep) and go for the combo.
  Counter #3 : JN.Roundhouse, C.Short, pause, Dragon Punch or Shinkuu 
        Tatsumaki Senpuu Kyaku SC
  
2. Hop Kick, Overhead Punch or throw
  Counter #1 : Hop Kick, Dragon Punch or Shinkuu Tatsumaki Senpuu 
        Kyaku SC

3. C.Jab, C.Short, C.Forward, Short Hurricane Kick, throw
  Counter #1 : C.Jab, C.Short, C.Forward, Short Hurricane Kick, Dragon 
        Punch or Shinkuu Tatsumaki Senpuu Kyaku

**Strategies  

        The fireball trap is long dead.  It's still good to push opponents
back, but should not be used on its own as the total offense.  It's best
combo'd after sweeps and longer range attacks.  Use the Fierce version
the most in close since it'll knock them down and give you set up time.
Just be careful when comboing after a C.Roundhouse since if they get hit,
they can recovery roll under the fireball and SC you from behind.
        The Hurricane Kick has been vastly improved, but personally I still
don't use it much.  A JN.Roundhouse or JN.Jab has higher priority, and I
still prefer to jump over fireballs and go for combos as my standard
fireball counter.  It is a good move in semi combos though.
        If you want to revolve around semi combos, the Hop Kick and
Shinkuu Tatsumaki Senpuu Kyaku SC will be your most useful moves.  The Hop
Kick is a general all round useful move since people are still reliant
on sweeps so much that you can get many easy hits with it.
        Use the Shinkuu Hadouken SC lots, but don't become completely
reliant on it.  Don't throw it just because you got a Level.  Look for
the gaps, use it's almost inexistent delay to your advantage.
        When corner trapping, use sweeps into fireballs and the Hop Kick
as your basic poking weapons.  Dragon Punch any jump out attempt, watch for
the recovery roll escape and punish appropriately.  If you can't Dragon
Punch in time, consider using the AC to keep them in there should they
try to jump out.  Or alternatively, use the S.Forward, since it hits them
out of the air so high.  If they by some fluke manage to kick you out of
it, just take the jump kick and throw them back in the corner when they
land.
        Ryu is once more the well rounded character who is suitable for
most players and styles.  He has good easy moves that makes him suitable
for beginners and also has enough depth to be a good character for 
experts.

--= 3.2 Ken =--

        Ken is once more seeking a rematch with his long time friend and
rival, Ryu.  Ken's full name is Ken Masters.

Starting Pose : Ken throws 3 punches (if you really want to know, 2 really      
                fast S.Jabs, and a S.Strong), then beckons his opponent
Winning Pose #1 : Ken raises his fist in triumph
Winning Pose #2 : Ken runs his hand through his hair, then gives the 
                  thumbs up sign and says "Yattaze" (I won, no?)

**Alpha Counter

        AC motion + punch

    Ken's AC is a Fierce Dragon Punch (with no flame, single hit).  It
    has good range, and comes off very quickly.  It's great for 
    countering jumping attacks and close assaults.  You should be careful 
    though since sometimes you can still be blocked when ACing jumping
    attacks, and you should also be careful countering very long range
    pokes.

**Taunt

  Neutral + START : Identical to winning pose #2
  F + START : Ken beckons his opponent

**Miscellaneous Information

    Ken has an air throw.  It will throw them very far, and it will always
    throw them forwards.  Ken's S.Forward can hit twice.

**Normal Specialty Moves

    * Overhead Axe Kick (Inazuma Kakato Wari)

        F + Forward

    Ken raises his leg whilst stepping slightly forward and brings it
    down for 2 overhead hits.  It comes off slowly but has good recovery
    time and range.  If close enough and timed very well, you can land
    more hits after it in a tight combo.

**Useful Normal Moves

    S.Forward : A high spinning kick for 2 hits, only the first hit can
                be cancelled, but it steps in a little so you can land some
                deeper hits.
    S.Roundhouse : Good, long range poking move and general counter.
    C.Fierce : A decent, high reaching anti air.
    JN.Roundhouse : A jumping kick with great priority.
    JN.Jab : A jumping jab with great priority.

**Special Moves

    * Fireball (Hadouken - Wave Motion Punch)

        QCF + punch

    Ken's fireball is, believe it or not, actually stronger than Ryu's.
    The Fierce version also does more damage from close.  It comes out
    slower and recovers slower, but it is a fireball and useful in many
    ways.

    * Dragon Punch (Shoryuken - Rising Dragon Punch)

        DP + punch

    The wonder move that is useful in any situation.  Ken's Dragon Punch
    is a multi hit move that depends upon the button pressed.  The Jab
    version can be used as your general counter to any move.  The Strong
    version can hit twice but is really useless.  For both hits to land,
    you must be right next to your opponent.  A lot of the time, the first
    hit will connect, the second hit miss, and you'll eat a combo.  The
    Fierce version is the big flamer that does 3 hits and massive damage.
    It's got fairly good range too.  The damage in the Fierce version is
    distributed in such a way that the first hit does plenty, the second 
    hit decent, and the third hit does hardly anything.  So try and use
    the Jab version as your air counter, the Fierce version as your big
    combo move, and just don't use the Strong version.

    * Hurricane Kick (Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick)

        QCB + kick

    Like Ryu, Ken has had his Hurricane Kick dramatically improved, but
    it's still not that great.  The Roundhouse version can hit up to 5
    times and is good for hitting opponents back far.  It has great
    recovery time and goes over fireballs.  The air version is good to
    lead combos since the stun is longer than a standard jump kick.
    However, it also pushes back further than a standard jump kick,
    making it somewhat limited.  Generally, you don't use it as an
    anti fireball move since even if you hit a couple of times, a lot of
    the time your opponent can recover and uppercut you before you land.
    Also, when used in combos, you can be thrown as you land (happens all
    the time against the CPU), and you can't jump away from this.
    If you're going to use it, use it cautiously.

    * Ground Roll (Zenpou Tenshin - Forward roll)

        QCB + punch

    Ken rolls forward, like a recovery roll, going under fireballs and
    through opponents.  This is useful in many ways.  You can be hit
    pretty easily out of it, but for some reason, many SCs seem to miss
    it (those that don't hit low very well).  Unlike the recovery roll,
    you can control the length of the roll with the button.  The Jab
    version is very quick and a good surprise move.  The Fierce version
    makes Ken roll as far as the normal recovery roll, but it's much
    slower also.  This is great in semi combos since you can find gaps
    and the Jab version is great since it entices your opponent to stick
    in a sweep.  You have to be fairly quick to roll under fireballs,
    but with enough practice, this combined with a Fierce Dragon Punch
    or SC will become a very effective anti fireball move.

**Super Combos

    * Shoryureppa (Rising Dragon Destroyer)

        2QCF + punch

    Level 1 : 2 Dragon Punches, 4 hits.
    Level 2 : 2 Dragon Punches, 6 hits.
    Level 3 : 3 Dragon Punches, final hit flames, 7 hits.

    Ken does multiple Dragon Punches in a row whilst sliding forward.

    This is a very useful SC in combos and close combat.  It nails from
    sweeping range very well, making a good counter, although you have to
    be careful since it leaves you very open.  Only the Level 2 version
    is a useful anti air.  With the Level 1 version, if you hit jumpers,
    most of the time you will only get 1 or 2 hits and the second Dragon
    Punch will not connect.  In this case, your opponent can recovery roll
    and nail you with a combo just as you land.  Overall, it's a very poor 
    juggling move.  Best to stick to the ground with this one.

    * Shinryuken (God of Dragon Punches)

        2QCF + kick (then tap buttons)

    Level 1 : 6 hits.
    Level 2 : 7 to 10 hits.
    Level 3 : 8 to 14 hits.

    The great bash-the-buttons-SC-for-maximum-hits.  Ken spins whilst
    rising in a Dragon Punch doing many hits.

    The Shinryuken is a great move for close combos and as an anti air.
    It pulls in close opponents pretty well, although you have to be
    pretty close to land all the hits.  As an anti air, it will pull the
    opponent in with the first hit and then it's up to you to bash those
    buttons to get the hits.  It is somewhat limited as an anti air since
    you'll miss those low ground hits which do the most damage.  With the 
    number of hits, I've listed the number of maximum number of successful 
    hits that you can get.  What I mean is, with the Level 1 version, you 
    can get much more block damage than 6 hits worth by tapping the buttons.  
    Just watch how the CPU Ken does it on harder difficulty levels.  The 
    Level 1 version is the only relatively safe version if blocked, since 
    the other ones go too high, allowing your opponent to crouch under you 
    whilst you rise and spin in the air.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab, C.Jab, C.Short can chain into a stronger attack or into 
      another Jab or Short.
    - S.Short, C.Strong, C.Forward can chain into a stronger attack.

    * Interruptable Moves
    - All moves except the S.Roundhouse.  The S.Forward can only be
      cancelled during the first hit (although I've seen the CPU cancel
      on the second).

**Regular Combos
EASY
1. JN.Roundhouse, C.Fierce, Fireball
2. JN.Roundhouse, C.Forward, C.Roundhouse
3. JN.Roundhouse, C.Short, C.Forward, S.Roundhouse
4. JN.Air Hurricane Kick, C.Forward, S.Roundhouse

INTERMEDIATE
5. JN.Roundhouse, C.Fierce, Dragon Punch
6. (Corner) JN.Roundhouse, C.Jab, C.Short, S.Forward, Hurricane Kick
        Timed right, this combo can land 9 hits.
7. JN.Roundhouse, S.Jab, S.Forward, Fierce Dragon Punch

EXPERT
8. NK.Forward, C.Short, S.Forward, Fierce Dragon Punch
        The only real difference between this one and combo #7 is that
        this one will hit crouchers.  This is terribly hard to do since
        you have to do the C.Short, hit Forward at back or neutral, and
        very quickly do the Dragon Punch.  You cannot hold forward and
        press Forward since this will result in the Overhead Axe Kick,
        which won't combo (although this will be a good semi combo).
9. Overhead Axe Kick, C.Forward, S.Roundhouse
        The timing on the C.Forward after the Overhead Axe Kick must be
        very very precise, or it won't work.  You also have to start
        the Overhead Axe Kick from right up close.

**SC Combos
EASY
1. JN.Roundhouse, C.Forward, Shinryuken SC
2. JN.Roundhouse, S.Short, Shoryureppa SC
3. JN.Air Hurricane Kick, Shoryureppa SC
4. (Corner) JN.Air Hurricane Kick, Shinryuken SC

INTERMEDIATE
5. JN.Roundhouse, C.Short, C.Forward, Shoryureppa SC
6. NK.Forward, C.Short, C.Forward, Shinryuken SC
7. JN.Roundhouse, C.Short, C.Roundhouse, Shinryuken SC

EXPERT
8. NK.Forward, C.Jab, C.Short, C.Forward, Shoryureppa SC
        Timed right, you should be able to get all hits of the Shoryureppa.
        If you have difficulty, remove the C.Jab or C.Short.
9. (Corner) JN.Roundhouse, C.Short, C.Forward, C.Roundhouse, Shinryuken SC
        Not particularly effective but a very hard and good looking combo.
10. (Vs. Sodom Only) NK.Forward, C.Jab, C.Short, C.Forward, C.Roundhouse,
    Jab Roll, Shinryuken SC
        This combo is rather weird.  It will juggle Sodom even though during
        the animation pause, Sodom will be inches off the ground.  When
        juggling, the maximum number of hits you can get with the Shinryuken
        SC is 3 less than what you'd normally be able to get (at Level 3 you
        can get 11 of 14; at Level 2 you can get 7 of 10; at Level 1 you can
        get 3 of 6)

**Maximum Combo
NK.Forward, C.Jab, C.Jab, C.Short, Level 3 Shinryuken = 18 hits
        Not particularly creative.  Getting every hit of the Shinryuken is
        pretty hard.

**Semi Combos + Counter Semi Combos
-General Note : Ken's Overhead Axe Kick is kind of slow so it's not so
        great to finish off confusing semi combos.

1. JN.Roundhouse, C.Short, Overhead Axe Kick or throw
  Counter #1 : JN.Roundhouse, C.Short, Dragon Punch or Shinryuken SC
  Counter #2 : JN.Roundhouse, C.Short, NK.Forward, combo of your choice
        As with Ryu, you will find opponents will try and sweep after
        your C.Short, so just jump over and neck kick and combo.

2. C.Short, Jab Roll, Overhead Axe Kick or throw
  Counter #1 : C.Short, Jab Roll, Dragon Punch or Shinryuken SC
  Counter #2 : C.Short, Jab Roll, Short Hurricane Kick, throw
  Counter #3 : C.Short, throw

3. C.Short, Strong Roll, combo of your choice
        Note : This is used to switch sides with your opponent really
               quickly to try and catch them before they've switched
               guard.
  Counter #1 : C.Short, Jab Roll, combo of your choice
  Counter #2 : C.Short, throw
  Counter #3 : C.Short, pause, Shinryuken SC or Dragon Punch

4. (crouching defender only) C.Short, Short Hurricane Kick, throw or 
        Overhead Axe Kick
  Counter #1 : C.Short, Short Hurricane Kick, Dragon Punch or Shinryuken SC
  Counter #2 : C.Short, throw

5. (only if opponent blocks) Level 1 Shinryuken, throw
  Counter #1 : Level 1 Shinryuken, Shinryuken SC or Dragon Punch
        Note : This counter's fairly hard to do since as the Shinryuken is
               blocked, there's a lot of side switching, so it's a guess
               on which way to do the next move.

**Strategies
        Ken is best played by mixing everything together into one huge,
confusing barrage of attacks from everywhere.  This means changing your
moves all the time and varying your approach as oftenly as possible.
Memorise some good leads and semi combos, and vary these to try and confuse
your opponent.  The thing you don't want your opponent doing is safely
holding guard and countering you all the time, so mix in those throws and
overheads to keep them switching guard and trying to keep you away.  Then
you can start anticipating and countering them.  A good aggressive offense
is the best strategy for Ken, but you should be aware of things like ACs
and quick counters, since many of Ken's moves are prone to these, or just
leave him wide open if blocked.
        Most importantly, don't forget the Roll.  Many players will still
try and get you into projectile patterns and other such old tactics, which
can easily be toasted with the Roll.  It has many uses, such as in ticks,
just avoiding fireballs, or even an anti air (opponent jumps in, you do
a Jab Roll under him, throw from behind).  It's best use is in combos,
where you can vary between the Jab and Strong versions to switch and not
switch sides with your opponent can keep them confused on which way to hold
guard.  Just don't get predictable with it, since your opponent can pretty
easily hit you out of it.  So when you think your opponent will try and hit
you out of it, just do an appropriate counter semi combo.
        The main thing you want to remember is that no matter how many
information sources say that the Fierce Dragon Punch is such a great move,
it's rarely used.  Almost every time you'll find your opponent will block,
and obviously going for the Fierce Dragon Punch combo will be simple
suicide.  Great move, but very very rarely connects since there is a move
that beats it : it's called block.
        Finally, Ken has the best neck kick in the game.  Use it frequently
and mix up with semi combos to keep your opponent in trouble.

--= 3.3 Charlie =--

        Charlie is Guile's friend on a mission to arrest Bison.  Charlie's
full name is Charlie Nash, and in Japan, he's called Nash.  Hmmm.  Odd that
Charlie is called Nash and Ken is not called Masters.  Probably something
having to do with military officers (you say "officer smith", not "officer
tom").

Starting Pose : Charlie takes off his glasses.
Winning Pose #1 : Charlie turns around, makes a hand gesture and says
                  "Too easy!"
Winning Pose #2 : Charlie puts his glasses back on and says "Hmph!"
Winning Pose #3 : Charlie tugs at the sides of his jacket, smiles and
                  says "Hmph!"
Winning Pose #4 : Charlie writes his opponent's name in a list of victims
                  and says (yep, you guessed it) "Hmph!"

**Alpha Counter

        AC motion + Punch

    Charlie does a spinning backfist.  It has good horizontal range but
    comes off relatively slowly.  This is good for countering long range
    poking kicks, but not good for jump ins since a lot of the time, your
    opponent will land in time to block it.

**Taunt

  Neutral + START : Identical to winning pose #4
  F + START : Identical to winning pose #3
  
**Miscellaneous Information

    Charlie has an air throw.  It will always throw them such that they fall
    behind you, swapping sides with your opponent.

**Normal Specialty Moves

    * Backfist

        F + Fierce

    Charlie does a nice long spinning backfist.  This is a high attack and
    can be crouched.  It's great to finish off his longer chain combos
    since it comes off so quickly and has such good range.  Not a
    recommended poking attack since it can be ducked under.

    * Jumping Back Kick (Jumping Sobat)

        F or B + Forward

    Charlie does a jumping spinning kick that is an overhead.  It comes
    off relatively slow.  It's recovery is decent, but your opponent can
    reversal SC you even if it hits, and you will not recover to block it.
    It is useful in that you hop forward as you do it, landing you close
    enough for an easy tick.  It's also useful in that you can charge back
    whilst doing it.  It's not useful in that the forward hop brings you
    close enough for your opponent to throw you even if they get hit.
    Although it's a hopping kick, for some reason it gets hit by sweeps
    pretty easily, so don't use as an anti sweep move.

    * Stepping Side Kick

        F or B + Roundhouse

    Charlie steps in and thrusts a mid level kick.  This is a very useful
    poking attack that allows you to keep a charge whilst doing it.
    Great to follow up Jab Sonic Booms with from long range.  Just make
    sure you get used to the delay it has before coming out so you can
    time it appropriately.  Despite the delay, you can still chain combo
    it (but only just) after the S.Strong.

**Useful Normal Moves

    C.Roundhouse : Good, long range sweep that allows you to charge.
    C.Fierce : Standard anti air,  useful if opponent looking to block
               Flash Kick, reaches high.
    JN.Roundhouse : A high priority jumping kick.
    C.Forward : A good fast poking sweep.

**Special Moves

    * Sonic Boom

        CBF + punch

    Charlie's Sonic Boom is actually a little bit higher than Guile's.
    You will find that slides can go under it (except Bison's), so to
    catch these you will have to use the Jab version.  It has better
    recovery than any other ground fireball in the game, although not
    as great as before.  If you land a Jab version on a cornered opponent,
    this can usually be followed with a Backfist or Stepping Side Kick for
    an easy 2 hit combo.

    * Flash kick (Somersault Shell)

        CDU + kick

    Roundhouse version can hit twice.  This move can be air blocked.
    Because it can now be air blocked, you have to mix between this and
    other normal anti airs that cannot be air blocked (eg. C.Fierce).
    It's still a great priority kick with decent ground range.  You will
    find that jumping attacks that get over the top of the flash will be
    able to trade with or beat the Flash Kick (eg. Guy's Elbow Drop,
    Chun Li's Head Stomp).  It's recommended you use the Short version as
    an anti air since it recovers fastest and comes out the quickest.
    It's also said that if you do it late, your opponent cannot air
    block it.

**Super Combos

    * Sonic Blade

        CBF2 + punch (+ punch + punch + punch)

    Level 1 : 2 Sonic Booms, no knockdown.
    Level 2 : 3 Sonic Booms, no knockdown.
    Level 3 : 4 Sonic Booms, no knockdown.

    Charlie throws multiple Sonic Booms.  Tap punch to release the next
    Sonic Boom.  You can allow a short gap between Sonic Booms, or
    release them one after the other.

    This is not really a useful move.  You can try and entice people to
    jump over it from long range, delaying the second Sonic Boom, and
    releasing it at them as they fall, but it can be air blocked so
    it's pretty useless.  To land all the hits in a combo, you can't allow
    for much of a gap between the Sonic Booms.  If you do it right up close
    in the open, you'll find that unless you time them perfectly, they'll
    get hit by the first and block the rest.

    * Somersault Justice

        CDB2 + kick

    Level 1 : 2 Flash Kicks, 6 hits.
    Level 2 : 2 Flash Kicks, 6 hits.
    Level 3 : 3 Flash Kicks, 9 hits.

    Charlie does multiple Flash Kicks in a row.

    This is a mighty useful SC.  The Level 2 version is the best for an
    anti air, because the first Flash Kick will hit them up, and the next
    huge one will definitely juggle.  Most of the time, the Level 1 version
    will see the first Flash Kick hitting, and the second missing, allowing
    them to recovery roll and combo you just as you recover.  The Level 3
    version has outstanding pulling in range, most of the time you can get
    7 or 8 hits from just out of sweeping range, and does huge damage.
    Goes through fireballs at all levels (if timed right at Level 1).
    Use it more than your other SCs.

    * Crossfire Blitz

        CBF2 + kick

    Level 1 : 4 hits.
    Level 2 : 5 hits, opponent has automatic recovery roll.
    Level 3 : 6 hits.

    Charlie does a series of kicks and punches.  A great close up counter.
    
    This is very useful in semi combos since it doesn't leave you open if
    blocked.  Furthermore, in the corner, you can follow up the Level 1
    version with a Somersault Justice.  Only the Level 2 and 3 versions
    will go through fireballs.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - C.Jab can chain into a stronger attack or into another Jab or Short.
    - C.Short, S.Jab, S.Short, S.Strong can chain into a stronger attack.

    * Interruptable Moves
    - Realistically, C.Jab, C.Short, S.Jab, S.Short, S.Strong, C.Strong
      can cancel into a special move.
    - I've seen the CPU cancel off the C.Fierce, S.Fierce, S.Roundhouse,
      C.Forward.
    - Charlie can also cancel off the S.Forward.  However, to do a special 
      move off it, you have to charge back, and pressing Forward will make
      you do the Jumping Back Kick.  To cancel it, charge down, let go of
      the stick and tap Forward, and immediately tap up and press kick
      again.  The same way works for the Sonic Boom.

**Regular Combos
EASY
1. JN.Roundhouse, C.Jab, C.Short, C.Roundhouse
2. JN.Roundhouse, S.Jab, S.Strong, Backfist
3. JN.Roundhouse, C.Jab, C.Short, S.Strong, C.Roundhouse
        You have to land the jump kick pretty early to get the trip to
        connect.

INTERMEDIATE
4. NK.Forward, C.Jab, C.Short, S.Strong, Stepping Side Kick
        You have to time the Stepping Side Kick very well to do this.
5. (Corner) JN.Roundhouse, C.Jab, C.Jab, C.Short, S.Strong, Stepping Side 
   Kick or Backfist
        Time the chain combo very very quickly or fail.
6. JN.Roundhouse, C.Jab, C.Short, C.Strong, Flash Kick or Sonic Boom
        This combo with the Roundhouse Flash Kick can land 6 hits on 
        anybody in the corner if timed very well.

EXPERT
7. (Corner) JN.Roundhouse, C.Jab, C.Short, C.Strong, Jab Sonic Boom, Backfist
        This combo is very hard to time.  I find it works easiest against
        Sagat.  Also, against certain opponents, you can even try a C.Forward
        or C.Roundhouse instead of the Backfist.

**SC Combos
EASY
1. JN.Roundhouse, C.Jab, C.Short, Crossfire Blitz SC

INTERMEDIATE
2. JN.Roundhouse, C.Short, C.Strong, Crossfire Blitz SC
3. JN.Roundhouse, C.Short, C.Strong, Sonic Blade SC
        Combos #2 and #3 will probably result in just a Sonic Boom if you
        don't hold Strong when trying to buffer in the SC
4. JN.Roundhouse, C.Jab, C.Short, Somersault Justice SC
        I use C.Jab and C.Short instead of C.Short and C.Strong since
        the latter usually results in missing a hit of the Somersault
        Justice SC

EXPERT
5. (Corner) JN.Roundhouse, C.Short, C.Strong, Level 1 Crossfire Blitz SC,
   Somersault Justice SC
        You have to start charging for the Somersault Justice SC during
        the Crossfire Blitz SC and finish the motion just as the Crossfire
        Blitz SC finishes
6. NK.Forward, C.Jab, C.Jab, C.Jab, C.Short, Crossfire Blitz SC
        Woohoo! A neck kick lead!  The long chain is the only way you can
        get enough charge time.

**Maximum Combo
(Corner) JN.Roundhouse, C.Jab, C.Jab, C.Jab, C.Short, Level 1 Crossfire
Blitz, Level 2 Somersault Justice = 14 hits.
        The chain combo is tough to time to get it all to connect.

**Semi Combos + Counter Semi Combos
-General Note : Charlie has few counters since only his Crossfire Blitz SC
        is reasonably safe and effective in beating counters.  For some
        reason, many times I have traded hits with C.Roundhouse sweeps
        when trying to counter with the Flash Kick.

1. JN.Roundhouse, C.Jab, C.Short, Jumping Back Kick or throw
  Counter #1 : JN.Roundhouse, C.Jab, C.Short, pause, Crossfire Blitz SC

2. C.Jab, C.Short, Jumping Back Kick, throw
  Counter #1 : C.Jab, C.Short, Jumping Back Kick, Crossfire Blitz SC
  Counter #2 : C.Jab, C.Short, pause, Crossfire Blitz SC

3. (Corner, as opponent gets up) Jab Sonic Boom, C.Short, Jumping Back Kick
   or throw
  Counter #1 : Jab Sonic Boom, C.Short, pause, Crossfire Blitz SC

**Strategies

        Many believe Charlie to be the outcast in this game since he's still
best played defensively.  Many are wrong.  Charlie, when played correctly,
is a great offensive fighter.  The reason why people believe this is
because they are still too reliant on his specials instead of realising
that he has good normal moves.
        Charlie's main attacks useful in poking are his Stepping Side Kick
and sweeps.  These give him some charge time that will be give you enough
time to charge up that Flash Kick to counter any jump in attempts over
the poking assault.  The Sonic Boom has better recovery than other
projectiles, so use it in corner traps to keep the opponent stuck.  A simple
Jab Sonic Boom, C.Roundhouse combo when they get up will get the job done.
Make sure you keep that charge held though, since you want to have that
Flash Kick ready.  Most of the time, after blocking that, your opponent
will try and jump, so just Flash Kick or C.Fierce them out of the air.
        OK, many people will tell you he's useless because his Flash Kick
is air blockable.  The Short version will beat just about any air move.
If you think your opponent will air block, just use a C.Fierce.  Do it
early since it reaches pretty high and can surprise opponents.  For your
opponent to beat your C.Fierce, they'll have to do their jump kick early
in the air.  As soon as you get hit, hold forward and get ready to slam
them as they land.  When they start to do this too much, slip in the Short
Flash Kick and nail them cleanly.  The idea is to switch between the 2,
and pick correctly.  Do the Short Flash Kick a bit early, since this way
you'll recover fastest and they'll fall a fair distance away if they block
it.  Most of the time, for your opponent to hit you after blocking the 
Short Flash Kick, they'll have to do a mighty long reaching quick move.  
You can also try jumping forward with a Roundhouse kick straight away as
an anti air, since that also has great priority.  You can also just try
blocking your opponent's early air attack, and throwing them as they land.
Quickly walk under their jump kick and throw them from behind if you think
they won't be able to react in time with a neck kick.  Sometimes you can
even catch your opponent by surprise by jumping at them when they jump at
you, whilst holding an air block just in case they attack, and then just
air slamming them before they realise what's going on.  The Flash Kick has
an advantage over the Dragon Punch in that it can be inserted into combos
much more frequently since you will have enough time ot react to your
opponent getting hit and doing the Flash Kick, since it has such good
initial ground range, whereas the Dragon Punch is rarely used in combos
(unless you particularly like the idea of suicide).  
        The Jumping Back Kick should only be used from reasonably far out,
as if you land too close, you can easily be thrown.  Just stick it in 
chain combos and have that Crossfire Blitz SC charged up.  Make sure you
utilise his Stepping Side Kick lots, since it's a great poking attack that
will push opponents back and keep them at bay.
        Finally, the Somersault Justice SC should be used in combos
frequently.  It does huge damage and has great priority.  The main trick
in playing Charlie right is finding the time to charge up and improvising
when you haven't charged.

--= 3.4 Chun Li =--

        Chun Li is once more trying to avenge the death of her father at        
the hands of M.Bison.

Starting Pose : Chun Li checks her shoe to make sure it fits.
Winning Pose #1 : Chun Li jumps up twice laughing, and says "Yatta"
                  which means "I won!"
Winning Pose #2 : Chun Li turns towards the players, folds her arms,
                  and bows her head.
Winning Pose #3 : Chun Li throws 3 very quick kicks, and then holds her
                  leg in position.
Winning Pose #4 : When you win a perfect round, Chun Li makes a funny
                  hand gesture to her opponent whilst smiling and says
                  "Gomen ne!" which means "Sorry!"

**Alpha Counter

        AC motion + kick

    Chun Li does a quick crouching Forward sweep.  This is a very good
    AC.  It's fast, has great range, and hits low to nail crouchers.
    The only thing about it is that it's a sweep, so it misses
    Shoryureppa SC type moves (although you won't have to try to AC those
    since they leave them open afterwards, unless you're about to die 
    anyway).

**Taunt

  Neutral + START : Identical to winning pose #4.  This taunt actually
        hits opponents.  It even does block damage.  However, the damage
        is so miniscule that even if it hits, it does roughly about the
        same damage as it would have if it were blocked.  If you finish
        your opponent off with this, you'll get a "V" for normal move
        finish.

**Miscellaneous Information

    Chun Li has an air throw.  She can control in which direction she does
    the air throw by holding back or forward whilst pressing Strong or
    Fierce.  Chun Li can also jump off the sides of the screen.  She can
    only jump off the sides of the screen if she hasn't already attacked
    during that jump.  Her JU.Forward can hit grounded opponents twice,
    whilst her JN.Roundhouse juggles and can hit jumping opponents twice.

**Normal Specialty Moves

    * Head Stomp (Yousou Kyaku - Eagle Claw Kick, or Talon Stomp)

    Whilst jumping, D + Forward

    The head stomp knocks opponents down, as if you keep moving forward,
    you can repeat twice more for a 3 hit juggle combo.  It has great
    priority against grounded opponents and hits from above pretty well.

    * Knee Flip (Kakkyaku Raku - Crane Leg Drop)

    DF + Roundhouse

    Chun Li hops over and hits as she comes down.  This move can be used
    from up close to hop over to the other side of your opponent and hit
    from behind, or to go over fireballs from afar, so you won't have to
    eat a Dragon Punch.

**Useful Normal Moves

    JN.Forward : The super priority jump kick.
    JN.Short : Similar to the JN.Forward, but holds longer and is weaker.
    C.Forward : GREAT poking attack with excellent range.
    S.Roundhouse : GREAT straight up air counter, short range.

**Special Moves

    * Split Kick (Sen En Kyaku - Spinning Circle Kick)

        HCB + kick

    Chun Li flips upside-down, and then flips over with an axe kick.
    This is a good overhead attack, and it can go through fireballs
    if timed perfectly (and I mean perfectly).  Comes out relatively
    quick, great recovery.  I think it's invincible for a short period
    when she's flipped over.  The strength of the button determines the
    range of the kick.  Short will move her forward very little, but is
    a bit faster than the other 2 versions.  The Roundhouse version is
    great for longer range assaults.  The main advantage this move has
    is that it's a special move overhead.  This means that you can
    cancel her interruptable moves into this, not just her chainable
    moves.  Use a good mix of low attacks, and cancel them into the
    Split Kick to confuse your opponent and keep them switching guard
    (the C.Forward is ideal for this).  Make sure you hold back from
    time to time though, since your opponent can hit you out of it
    pretty easily if they can see it coming.

    * Lightning Kick (Hyaku Retsu Kyaku - Hundred Burst Kick)

        Tap kick repeatedly

    Not such a useful move.  The Roundhouse version can do 4 hits from
    right up close, but you will rarely find time to do it from that
    close.  It can be a good defense against constant poking, but mostly
    you will find that opponents can easily jump over and nail you.

    * Kikouken (Chi wave punch)

        CBF + punch

    Chun Li's projectile is rather mediocre.  It comes out pretty slowly,
    giving opponents enough time to jump over and nail you easily.  It's
    lag time coming out also means that you usually can't use it in combos
    unless you're right up close.  It's probably best you don't use it at
    all, because it's such a risky move to use frequently.

    * Rising Spinning Kick (Tenshou Kyaku - Heavenly Assention Kick)

        CDU + kick

    This move is Chun Li's standard anti air.  The number of hits is
    determined by the button pressed.  This move juggles and is rarely
    air blocked.  Although it has good anti air priority, it gets beaten
    rather frequently.  The first hit does the most damage (the one where
    she's just beginning to rise).  Miss this hit and you'll get pretty
    small damage, but then again, the first hit has low anti air priority.

**Super Combos

    * Thousand Burst Kick

        CBF2 + kick

    Level 1 : 5 hits.
    Level 2 : 6 hits, opponent has automatic recovery roll.
    Level 3 : 7 hits, opponent has automatic recovery roll.

    Chun Li rushes forward with a series of kicks ending in a Lightning
    Kick.

    This SC has great initial horizontal range.  It can also go through
    projectiles at all levels, but the timing for the Level 1 version
    is rather tricky, especially against Jab projectiles.  It has very
    quick recovery so that you can *usually* start attacking again if
    it's blocked before your opponent can recover.  However, it has rather
    poor priority.  A lot of the time, slides will beat the Thousand Burst
    Kick, and sweeps will trade with it frequently at Level 1.

    * Spinning Shadow Kick (Ha San Tenshou Kyaku - Supreme Mountain
                            Heavenly Assention Kick)

        CDB2 + kick

    Level 1 : 5 hits.
    Level 2 : 6 hits.
    Level 3 : 7 hits.

    Chun Li does a more powerful version of her Rising Spinning Kick.
    It goes much higher.

    Unlike the normal Rising Spinning Kick, you will almost never get hit
    out of the air with this version.  Also, even if you miss the first
    rising hit, you'll still get pretty much the same damage as if you got
    it, which is also different from the normal Rising Spinning Kick.
    To be honest, I rarely use this move, except against opponents who
    can beat the Rising Spinning Kick frequently.

    * Power Storm (Kikoushou - Chi Wave Palm)

        2QCF + punch

    Level 1 : 5 hits.
    Level 2 : 7 hits.
    Level 3 : 10 hits.

    Chun Li holds a huge energy burst in front of her.  The Level 3 version
    sends a thin wave outwards.

    Chun Li holds the Power Storm at about her head level, so it makes for
    a great anti air move.  You have to do it fairly late to get all the
    hits.  A lot of the time though, you might find that your opponent 
    will get you with an early air attack that hits far down such that you 
    can't get the Power Storm off.  Use the Spinning Shadow Kick against
    these opponents.  It's pretty useless on the ground since unless your
    opponent is right up close, they won't get hit and will be able to
    sweep you out of it pretty easily.  Finally, this move is completely
    useless for ground-to-ground combos (except after the Thousand Burst
    Kick in the corner, but then that's a ground-to-air combo).

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab can chain into a stronger attack or another Jab or Short.
    - C.Jab, C.Short, S.Strong, and C.Strong can chain into a stronger
      attack.

    * Interruptable Moves
    - S.Jab, C.Jab, S.Short, C.Short, S.Strong, C.Strong, S.Forward, and
      C.Forward can cancel into a special move or SC.

**Regular Combos
EASY
1. JN.Fierce, C.Jab, C.Strong, C.Fierce
2. JN.Fierce, C.Short, C.Forward, Kikouken
3. JN.Fierce, C.Forward, Rising Spinning Kick
4. NK.Forward, S.Jab, Taunt
        Wow, a taunt combo.  Thanks Gamest!
5. (near corner) Knee Flip, Rising Spinning Kick
        Yay, a couple of free juggles.

INTERMEDIATE
4. JN.Forward, S.Forward, Lightning Kick
        To do this, just jump in and start bashing Forward as soon as you
        are able to get the jump kick and combo.

**SC Combos
-General Note : Chun Li's Power Storm just cannot combo

EASY
1. JN.Fierce, C.Short, C.Forward, Thousand Burst Kick SC
2. JN.Fierce, C.Forward, Spinning Shadow Kick SC

INTERMEDIATE
3. (Corner) JN.Fierce, C.Short, C.Forward, Thousand Burst Kick SC, Rising
   Spinning Kick

EXPERT
4. (Corner) JN.Fierce, C.Short, C.Forward, Thousand Burst Kick SC, Spinning
   Shadow Kick SC
5. (Corner) JN.Fierce, C.Short, C.Forward, Thousand Burst Kick SC, Power
   Storm SC
6. (Corner) JN.Fierce, S.Jab, S.Jab, S.Jab, S.Short, Thousand Burst Kick SC,
   Rising Spinning Kick
        Since the Thousand Burst Kick runs so far forward at higher levels,
        with the above 3 combos, you can usually start them a fair bit
        outside the corner.
7. NK.Forward, S.Jab, S.Jab, S.Jab, S.Short, Thousand Burst Kick SC
        Woohoo! A neck kick lead!                

Never gotten this combo to work, but many people declare that it works.
The previous FAQ writer, Allen Kim, also said he had never gotten it to
work, so I believe it probably doesn't work, but if you really got nothing
better to do and just want to sit there all day trying this combo :

(Corner) JN.Fierce, C.Short, C.Forward, Level 1 Thousand Burst Kick SC,
Level 1 Power Storm SC, Level 1 Spinning Shadow Kick SC

As I said above, I have never gotten this to work (and I have spent a LOT
of time trying to get it to work).  I have been able to get a Power Storm SC
after a Thousand Burst Kick SC, and I have been able to get a Spinning 
Shadow Kick SC after a Power Storm SC, but *never* all three SCs in a row.  
Maybe it worked on beta test releases, maybe it still works and I just can't 
get it to work, but most likely, it's probably just another theorised combo
which was never tested and never worked.

**Maximum Combo
(Corner) JN.Fierce, S.Jab, S.Jab, S.Jab, S.Jab, S.Short, Level 1 Thousand
Burst Kick, Level 2 Power Storm = 17 hits.
        I've only ever been able to get this to work against Sodom.  You have
        to time the chain really well, and then yuo have to delay the Power
        Storm just a split second to get all 17 hits.

**Semi Combos + Counter Semi Combos
General note : Chun Li has very few counter semi combos since basically,
        she has no good ground counters besides her Thousand Burst Kick at
        Level 2 or 3.  Consequently, all the counters with Thousand Burst 
        Kick below refer to Level 2 or 3.

1. C.Forward, Split Kick or throw
  Counter #1 : C.Forward, pause, Thousand Burst Kick SC
  Counter #2 : C.Forward, Knee Flip (only against sweeps)

2. Split Kick, Split Kick or throw
  Counter #1 : Split Kick, Knee Flip (only against sweeps)
        Note : not enough time to charge up Thousand Burst Kick SC in this 
               case.

3. Knee Flip, C.Short, Split Kick or throw
  Counter #1 : Knee Flip, throw
  Counter #2 : Knee Flip, C.Short, C.Forward, pause, Thousand Burst Kick SC
  Counter #3 : Knee Flip, Split Kick

4. Level 1 Thousand Burst Kick SC, Split Kick or throw
  Counter #1 : Level 1 Thousand Burst Kick SC, Thousand Burst Kick SC

**Strategies

        Chun Li is a great character for poking.  Her C.Forward is the
longest range crouching attack in the game (except slides).  Her Split Kick
is fast to recover and allows you to continue on attacking, but be aware
of counters to this since there is enough time in between to nail you with
a quick SC.  Try to bait opponents into wasting SCs with your C.Forward, by
poking and holding back at the right times.  Also use it to make your
opponent whiff Dragon Punch like moves.  The main bummer about this is that
even if you are successful in making your opponent whiff their attack,
because you have charge time on your SCs, you won't be able to get an SC
on them.  The Power Storm will have no hope of making it if your opponent
misses when trying to Dragon Punch your C.Forward.
        Chun Li's Thousand Burst Kick SC has excellent range and you can 
land all the hits easily from further out after whiffed attacks.  
Apparently, she is a character played well with throws since she has good 
throw priority and range (although personally, I rarely play her using so 
many throws, so I really don't know well).
        It is best to play Chun Li sticking mostly to the ground, since she
has poor neck kick ability, making it easy to walk under her jump attacks
and throw her from behind as she lands.  This basically means that if your
opponent is fast, it doesn't really matter how great priority your jumping
kicks have, since they won't connect.  Your Head Stomp is the best bet
against such players, but make sure you do it early.
        Try to avoid jumping off the sides and towards your opponent, since
it gives them way too much time to Dragon Punch.  Avoid using the Kikouken
so much, since it's slow to come out and allows for easy combos by your
opponent.

--= 3.5 Guy =--

        Guy seeking the path to achieving some sort of inner strength.

Starting Pose : Guy jumps in and kicks barrels away, ala Final Fight.
Winning Pose #1 : Guy stands and folds his arms.
Winning Pose #2 : Guy turns his back, makes a sweeping gesture with his
                  hand, and says "Waruku Omouna", meaning "Don't take it
                  personally."
Winning Pose #3 : Guy holds up one finger and says "Korezo, Bushinryu!"
                  meaning "This ... is Bushinryu!"

**Alpha Counter

        AC motion + kick

    Guy does a crouching Forward sweep.  It's a bit slow to come out and
    recover, and has decent range.

**Taunt

  Neutral + START : Identical to winning pose #2, but Guy doesn't say
                anything.

**Miscellaneous Information

    Guy has an air throw.  Guy can control the direction in which he does
    the air throw by holding back or forwards whilst pressing Strong or
    Fierce.  Guy can also jump off the sides of the screen.  He can only
    jump off the sides of the screen if he hasn't already attacked yet
    during that jump.  Guy's C.Forward can hit twice, the second hit knocking
    them down.

**Normal Specialty Moves

    * Elbow Drop (Chuu Otoshi)

        Whilst jumping, D + Strong

    Guy comes down with a high priority elbow.  It lessens his horizontal
    movement considerably.  This is a very useful move to come down on
    opponents with, since it has excellent priority.  It's also useful
    against Ryu/Ken fireball trap players, who play fireball traps from
    full screen.  Since they are too far away for a Bushin Leap, all you
    can really do is jump over, and since Guy's jump has so much hang time
    and length, they can easily recover to Dragon Punch you.  This move
    will stop you from going so far forward, so it turns your jump into a
    safe high hop over fireballs.

    * Overhead Elbow

        F + Strong

    Guy yells briefly and then brings his elbow down whilst moving forward
    for 2 overhead hits.  It has great range, recovery, and comes out
    quite fast, although the yell is a bit of a flag.

    * Flip Kick

        DF + Roundhouse

    Guy steps in, kicks, and then flips back, for a maximum of 2 hits.
    It's kind of slow, but good for annoying grounded opponents.  To land
    both hits, you have to be right up next to your opponent.  It recovers
    to block anything as long as it doesn't whiff.

**Useful Normal Moves

    S.Forward : VERY long range, good poking attack.
    C.Roundhouse : a long range slide, knocks down from close, otherwise
                   causes weeny damage, but is useful anyway.
    C.Fierce : an unusual elbow uppercut, it has good range and surprisingly
               good anti air priority.

**Special Moves

    * Bushin Run (Shitsu Kake - Quick Dash)

        QCF + kick (+ kick)

    Guy runs towards his opponent.  The button you press first determines
    what move you can end the run with.  To do the move, simply press any
    kick button whilst running.  If you don't press kick again, Guy will
    stop running when he reaches his opponent.

    Short : If you start the run with Short, pressing kick again during the
        dash will make Guy simply stop running.  This is a good fake, as
        you can make your opponent whiff an attack, or cancel a move in a
        combo into the dash and throw for an easy tick.

    Forward : If you start the run with Forward, pressing kick again during
        the run will make Guy do a running slide (Kage Sukui - Shadow 
        Reaper).  It can go under reasonably high projectiles (Charlie's
        Sonic Boom, Bison's Psycho Shot, Rose's Soul Spark, Sagat's High
        Tiger, and possibly Dan's Gadouken).  The recovery off the slide is
        pretty slow, but you can recover to block if you position and time
        it correctly.  If you time it just as you stop running such that you
        do the slide on the spot without moving forward, you should recover
        to block counter attacks.  It's a great combo move, but it usually
        makes you switch sides with your opponent, making it a less
        preferable move when trying to corner someone.

    Roundhouse : If you start the run with Roundhouse, pressing kick again
        during the run will make Guy do an overhead hitting jump kick
        (Kubi Kari - Head Cutter).  This is good to insert in combos to
        dizzy opponents quickly, or to take them by surprise if they are
        blocking.  However, regardless of whether or not your opponent
        blocks or gets hit, they can reversal SC you and you won't recover
        to block.  It can hit twice, but usually you will find you'll miss
        the first hit, landing only the second hit for miniscule damage.

    Basically, since executing the Bushin Run leaves Guy fairly open most
    of the time, try to make sure you connect or know what you are doing.

    * Bushin Leap (Bushin Izuna Otoshi - Bushin Izuna Drop)

        QCF + punch (+ punch)

    Guy jumps forward in multiple somersaults, such that he is folded in
    a ball.  The initial angle of the jump is determined by the button
    pressed.  Pressing punch right above the opponent will result in Guy
    picking his opponent up and performing a somersault backbreaker, doing
    good damage.  Pressing punch at any other time will result in Guy
    dropping down with an Elbow Drop, resulting in weeny damage.  This
    move has average recovery time as he lands.  This is a very good anti 
    fireball move, but you have to have the range correct or otherwise you 
    won't get the slam.  You'll find only the Fierce version is really 
    effective, since the other two are angled way too far up.  Sometimes 
    though, since Guy is so small as he is up in the air with the Jab 
    version, you can avoid jumping kicks by going above them (since they 
    aim downwards) and get a slam.  This is rather difficult to do and it's 
    something I haven't been able to do very much.  If you connect with the
    Elbow Drop, you will be able to combo off it as long as you hit low
    enough.  However, the air throw is much more effective, and sometimes
    you can throw your opponent out of special moves such as Charlie's
    Flash Kick, Sagat's Tiger Blow, and Chun Li's Rising Spinning Kick.
    Finally, for some reason, this move seems to be able to throw opponents
    when they get up earlier than normal throws.  Therefore, you can also 
    try and throw an opponent as soon as they get up.

    * Rising Spinning Kick (Bushin Senpuu Kyaku - Bushin Whirlwind Kick)

        QCB + kick

    Guy does the Hurricane Kick type move he had in Final Fight, but he
    floats forward at a 45 degree angle.  It has pretty good anti air
    priority, and can hit up to 1, 2, or 3 times, depending on button
    pressed.  However, it's fairly slow to come out, so you have to
    react pretty quickly to the jump.  Every version can go over projectiles
    (except Charlie's Sonic Boom, Bison's Psycho Shot, Rose's Soul Spark,
    and Sagat's High Tiger Shot).  Only the Short version can hit crouchers.

**Super Combos

    * Bushin Rage (Bushin Gourai Kyaku - Bushin Powerful Thunder Kick)

        2QCF + punch

    Level 1 : 4 hits, opponent has automatic recovery roll.
    Level 2 : 6 hits, opponent has automatic recovery roll.
    Level 3 : 7 hits, opponent has automatic recovery roll.

    Guy rushes forward with a series of punches and kicks, ending in a 
    huge flying kick.

    All versions can go through projectiles, and all versions make the
    opponent automatically recovery roll.  Your opponent can very quickly
    hit you back if it's blocked, or they can easily throw you since the
    final kick sends you flying right into them.  The initial hit doesn't
    have that great range, making it not particularly useful to put into
    combos.  Finally, the Level 1 version can be recovery rolled from,
    robbing you of the last and most damaging hit.

    * Bushin Jump (Bushin Hassou Ken - Bushin Eight Pairs of Fists)

        2QCF + punch

    Level 1 : 4 hits.
    Level 2 : 5 hits.
    Level 3 : 6 hits.

    Guy jumps up doing a series of punches and kicks.

    This move is good for an anti air SC, as it will juggle the opponents
    well doing lots of damage.  With the Level 2 or 3 versions, you have
    to press punch again after starting the SC to actually start hitting.
    The Level 1 version on the other hand, will automatically start
    hitting as soon as he begins to rise.  This can also hit most characters
    whilst they are standing, bringing them up with you into the combo.
    It's very hard to do this at Level 2 or 3, since Guy rises so quickly
    and you have to press punch as soon as he starts rising to hit opponents
    up.  Against taller characters (Sagat, Birdie, Sodom), this can be put
    into a neat combo if you get them whilst they're standing.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab can chain into another Jab or Short, or into a stronger attack.
    - C.Short, S.Strong, C.Forward can chain into a stronger attack.

    * Interruptable Moves
    - All ground based normal moves except the S.Roundhouse and C.Roundhouse
      can be cancelled into a special move or SC.

**Regular Combos
EASY
1. C.Short, C.Forward, C.Roundhouse
2. C.Short, S.Strong, S.Roundhouse, C.Roundhouse
        Just time the slide well after the S.Roundhouse.
3. S.Jab, S.Strong, S.Fierce, S.Roundhouse
        This special combo comes from Final Fight, and is called "Bushin
        Gokusa Ken", meaning "Imprisoning Chain Punch".  Note that the
        S.Fierce here is different to the standard S.Fierce.  I'm not sure
        how to do this special S.Fierce besides in the combo, but the CPU
        seems to do it all the time.
4. C.Fierce, Roundhouse Rising Spinning Kick
        This is used when your opponent jumps in at you.  The C.Fierce
        will hit them out of the air, and the Rising Spinning Kick will
        juggle for another hit.  It appears easy, but it's kind of awkward 
        to do.

INTERMEDIATE
5. C.Short, C.Forward, Forward Bushin Run
6. C.Short, C.Fierce, Roundhouse Bushin Run
7. C.Short, S.Strong, C.Fierce, Forward Bushin Run
        With combos ending with a Bushin Run, just double tap the kick
        button to get the move to come out quickly.

EXPERT
8. (Corner) JN.Roundhouse, C.Short, S.Strong, C.Fierce, Roundhouse Bushin
   Run
        This combo, on the arcade version of SFA, is a redizzy combo that
        will work on almost every character.  Surprisingly enough, it is
        actually hard to do.
9. JN.Roundhouse, C.Short, S.Strong, S.Roundhouse, C.Forward, Forward
   Bushin Run
        This combo is great.  Try following it up with a meaty Overhead
        Elbow for easy dizzies.  Against standing opponents, you can use 2
        S.Jabs instead of the C.Short.  If your opponent blocks, try
        cancelling the C.Forward into a Bushin Leap for a tick or Roundhouse
        Bushin Run, or even just chain into the C.Roundhouse slide for
        something safe.

**SC Combos
-General Note : Guy doesn't really have any "easy" SC combos, since there
        is such a great chance of making a mistake in the buffering process
        because of the presence of his special moves.

EXPERT
1. JN.Roundhouse, C.Strong, Bushin Rage SC
2. (Vs tall opponents) JN.Roundhouse, C.Short, C.Forward, Bushin Jump SC
3. (Corner) Kick throw, Bushin Jump SC
        This combo is very very very very hard to time.  You have to do
        the Bushin Leap SC as soon as you finish with the throw, which can
        be tricky since you don't know exactly how many hits you'll do.
        The throw will NOT count as a hit.  This will miss if your opponent
        Techs the throw.
4. (Corner, Vs. tall opponents) JN.Roundhouse, S.Jab, S.Jab, S.Strong,
   S.Roundhouse, C.Forward, Bushin Jump SC
        A great combo that looks really cool, but very tough to do.
5. (near corner) Bushin Leap throw, Bushin Jump SC
        A great little juggle.  Works easiest with the Level 1 version of the
        SC.  Oddly enough, Chun Li is not a good target with this combo (I
        haven't got it to work on her yet)

**Maximum Combo
(Corner, Vs. tall opponents - Sagat, Birdie, Sodom) JN.Roundhouse, S.Jab,
S.Jab, S.Strong, S.Roundhouse, C.Forward, Level 3 Bushin Jump SC = 12 hits

**Semi Combos + Counter Semi Combos
1. C.Short, Overhead Elbow or throw
  Counter #1 : C.Short, pause, Bushin Rage SC or Short Rising Spinning Kick
  Counter #2 : (Vs. sweeps) C.Short, Roundhouse Bushin Run

2. (from reasonable range) S.Forward, Fierce Bushin Leap
        Note : I've never really needed to use a counter for this, since
               because the throw can catch them out of the air, they can't
               jump away from it if timed and distanced right.  I haven't
               found a counter semi combo against high reaching uppercuts
               and Dragon Punches though, so just try holding the Bushin
               Leap back if you think they know it's coming.

3. C.Short, C.Forward, Roundhouse Bushin Run
  Counter #1 : C.Short, C.Forward, pause, C.Roundhouse
  Counter #2 : C.Short, C.Forward, pause, Forward Bushin Run
  Counter #3 : C.Short, C.Forward, pause, Bushin Rage SC or Short Rising
               Spinning Kick

**Strategies

        Guy is another character who is ideally suited to the poking idea.
He has a nice, long reaching slide, a very good overhead attack, and good
semi combos to keep the opponent guessing.  Mainly it's that S.Forward,
Fierce Bushin Leap semi combo that annoys, since you can't actually jump
away from it, as it will jump pick the opponent up and slam them from the
air.
        The thing you will have to avoid is jumping too often, since Guy's
jump is very high and attracts Dragon Punches.  Use the Elbow Drop most
when jumping, since this is capable of cleanly hitting many anti air moves
such as Charlie's Flash Kick, Chun Li's Rising Spinning Kick, and Sagat's
Tiger Blow.  Guy can also jump off the sides, usually a good escape route
out of the corner if your opponent doesn't have a very high reaching anti
air.
        The Short Rising Spinning Kick is a great ground counter move and
can also go through fireballs when timed right.  The other versions can
also go through fireballs much more easily, but they don't hit grounded
opponents as well.  The Rising Spinning Kick comes off fairly slowly, so
you'll have to react to jumpers early, or do the C.Fierce, Roundhouse
Rising Spinning Kick combo to nail jumpers.  The Bushin Leap SC is a great
air counter at Levels 2 or 3, but again, you have to react to jumpers early.
        Overall, Guy is a very fast character who was built for the idea
of poking away at an opponent's defense.  He's also great for combos,
meaning that the holes you find in their defense can easily turn into lots
of damage.

--= 3.6 Birdie =--

        Birdie is looking for Bison to try and join Shadaloo.

Starting Pose : Birdie yawns and scratches his stomach.
Winning Pose #1 : Birdie combs his bullethole mohawk twice.
Winning Pose #2 : Birdie combs his bullethole mohawk twice, and after a
                  while, it droops down and Birdie groans in disappointment.
Winning Pose #3 : Birdie licks his chains, and utters "I'm number one!"

**Alpha Counter

        AC motion + punch

    Birdie does a Jab Headbutt Rush.  It is rather slow coming out,
    meaning it will get blocked frequently, and it recovers slowly,
    meaning you can get countered pretty easily.

**Taunt

  Neutral + START : Birdie combs his hair and says something.
  F + START : Identical to starting pose.
  B + START : Birdie licks his chains and says something.

**Miscellaneous Information

    Birdie's S.Roundhouse is an overhead hit.  His S.Fierce and C.Fierce can
    hit twice.

**Normal Specialty Moves

    * Air Dive

        Whilst jumping, D + Fierce

    Birdie makes a posing dive whilst in the air.  It sticks for most of
    the jump, and is good for neck kicks.

**Useful Normal Moves

    S.Fierce : A 2 hit double hand hammer punch, this is a great anti air
               and is also great for long range poking since they can't
               really jump over it.
    JN.Roundhouse : A jump kick that is great for neck kicks, and has
                    great air priority too.
    C.Fierce : A 2 hit headbutt uppercut type move, can buffer off the
               first hit.

**Special Moves

    * Headbutt Rush (Bull Head)

        CBF + punch

    Birdie rushes forward with a headbutt.  The distance and recovery is
    determined by the button pressed.  The Jab Headbutt Rush can be used
    as a quick ground attack to counter blocked Fierce and Roundhouse
    attacks.  The Strong and Fierce versions are useful for longer range
    assaults, but their delay in coming out makes them SC fodder.  They
    all have great anti air priority.  Only the Fierce version will
    knock an opponent down.

    * Turn Around Headbutt (Bull Horn)

        Hold any 2 punch or 2 kick buttons and release

    Birdie turns around for a second, and then spins with a headbutt.
    The damage dealt and range of the headbutt is determined by how
    long you hold the buttons.  You can tell what degree of the Turn
    Around Headbutt you've initiated by the number spoken when you
    release the buttons (1, 2, 3, 4, 5, or Final).  When Birdie's back
    is turned, he is temporarily invincible.  Therefore, this move is
    very useful in semi combos to get in close and try and get that Chain
    Grab.  It has pretty good recovery time, and the brief second that is
    required to charge the Turn Around Headbutt means that you can string
    them together in a row pretty easily.  The Turn Around Headbutt can
    also be used as an anti fireball move, but the timing is very very
    tricky.  Finally, you can charge 2 Turn Around Headbutts at once, 
    although this is not something you can consistently do comfortably
    since you have to hold 4 buttons.

    * Chain Grab (Murderer Chain)

        360 + punch

    Birdie attempts to grab the opponent with his chain.  If he is
    successful, he will slam them twice into the ground whlist saying
    "Go ... to heaven!", and then hops back.  If he is not successful,
    there will be the miss animation, leaving him vulnerable.  The
    recovery time of the miss animation is determined by the button
    pressed.  This is basically Birdie's main attack.  It has great
    grabbing range, and should be used in ticks whenever possible.  The
    Jab version should be used the most, since it recovers very quickly
    if you miss, unlike the Fierce version.  There are many ways out of
    Chain Grab ticks, so the biggest variety of leads into Chain Grab
    ticks is required.  These will be outlined in the semi combos and
    counters section.  Because of the hop back after the Chain Grab, you
    won't be able to get another jump in at your opponent afterwards
    unless you've cornered your opponent.  Tick as much as possible, since
    this move can easily do 25%+.

**Super Combos

    * Leaping Chain Grab (Bull Revenger)

        2QCF + any button

    Level 1 : 1 Chain Grab slam, swaps sides with opponent.
    Level 2 : 2 Chain Grab slams.
    Level 3 : 2 Chain Grab slams and a Headbutt Rush.

    Birdie leaps forward and lands with a Chain Grab.  
    
    This move makes Birdie invulnerable whilst he's in the air.  The 
    instant he touches the ground, he is vulnerable, but then again, the 
    instant he touches the ground, he does the Chain Grab, beating any 
    close ground normal move.  The distance of the Leaping Chain Grab is 
    determined by the button pressed.  Jab will go a very short distance,
    Fierce will go a reasonable distance, and any kick button will make
    Birdie fly pretty far.  This is the best anti fireball move in the
    game.  It's so fast, that when you expect a fireball, you should do
    the motion anyhow, and just avoid pressing the button if you notice
    your opponent didn't throw their projectile.  If they throw a SC
    projectile, you can get them so easily since the SC animation pause
    will give you seemingly forever to react.  To catch opponents jumping,
    you have to time the Leaping Chain Grab very very well, to get them
    just as they land, or otherwise you'll miss or they'll land and be
    able to jump again before you can get them with the Chain Grab.
    Although it's very quick, the SC animation pause gives your opponent
    a lot of time to just hold up and avoid your SC if they aren't doing
    anything at the moment you press the button.  The Jab version is
    ideal for semi combos, since it's quick enough to land and get them
    before they recover from attempted counter sweeps.  If you do the SC
    at Level 2 or 3, the distance you leap is determined by whether you
    pressed punches or kicks.  If you pressed punches, you'll do a short
    leap; if you pressed kicks, you'll do a long leap.

    * Mega Headbutt Rush (The Birdie)

        CFB2 + punch

    Level 1 : 3 Headbutt Rushes.
    Level 2 : 3 Headbutt Rushes and 1 Turn Around Headbutt.
    Level 3 : 3 Headbutt Rushes, if it connects, opponent is automatically
              dizzied, and Birdie takes time out to comb his hair.  Birdie
              then does 2 Turn Around Headbutts.

    Note : Against the CPU at higher difficulty levels, they can and will
           recover from dizzy with the Level 3 version before you finish
           off.

    Birdie does a combination of his headbutt moves in a row.

    This SC has great range as Birdie slides far across the screen, and
    it can go through projectiles at Levels 2 or 3.  It's very useful
    against non projectile characters, but unfortunately it can't juggle,
    so you have to catch your opponent whilst they're grounded.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Short and C.Strong can chain into a stronger attack.  You have to
      hit very close with the C.Strong to chain it.

    * Interruptable Moves
    - S.Jab, C.Jab, S.Short, C.Short, C.Strong, C.Fierce, can be cancelled
      into special moves or SCs.

**Regular Combos
EASY
1. JN.Roundhouse, C.Fierce, Jab Headbutt Rush
2. JN.Roundhouse, S.Short, C.Roundhouse
3. NK.Roundhouse, S.Short, S.Fierce
4. JN.Roundhouse, S.Short, C.Fierce, Jab Headbutt Rush

EXPERT
5. JN.Roundhouse, S.Short, C.Strong, S.Fierce
        Thanks to the little delay before the C.Strong, this combo is hard to
        connect with.

**SC Combos
INTERMEDIATE
1. JN.Roundhouse, S.Short, C.Fierce, Mega Headbutt Rush

**Maximum Combo
JN.Roundhouse, S.Short, C.Fierce, Level 2 Mega Headbutt Rush = 7 hits.

**Semi Combos + Counter Semi Combos
1. JN.Roundhouse, C.Short, Chain Grab
  Counter #1 : JN.Roundhouse, C.Short, Turn Around Headbutt, Chain Grab
        You may want to repeat the Turn Around Headbutt a couple of times,
        because usually opponents try and stick their sweeps in repeatedly
        until they realise that they're getting hit and stop.
  Counter #2 : JN.Roundhouse, C.Short, JN.Roundhouse, Chain Grab
        This variation hops over those annoying repeated C.Shorts that
        will stop the Turn Around Headbutt.
  Counter #3 : JN.Roundhouse, C.Short, pause, Jab Leaping Chain Grab SC
        This is only used against sweeps.

2. JN.Roundhouse, Chain Grab
  Counter #1 : JN.Roundhouse, Turn Around Headbutt, Chain Grab
  Counter #2 : Jump in throwing no attack, Chain Grab

3. Turn Around Headbutt, Chain Grab
  Counter #1 : Turn Around Headbutt, Turn Around Headbutt, Chain Grab
  Counter #2 : Turn Around Headbutt, Jab Leaping Chain Grab SC
  Counter #3 : Turn Around Headbutt, JN.Roundhouse, Chain Grab

4. JN.Roundhouse (opponent air blocks), Chain Grab
        Note : Besides the recovery roll and reversal SC, I don't think
               there's actually a way out of this, if it's timed right.
               Also, try air blocking their attack and doing the Chain
               Grab when you land.

        As you can see, Birdie has a whole variety of semi combos ending
  in Chain Grabs.  Just master the ones you like to use most often, making
  sure you have counter semi combos for the following :
        [1] C.Roundhouse sweeps
        [2] Dragon Punch type moves
        [3] SCs
        [4] Repeated quick C.Short or C.Jab attacks
  Most importantly, make sure you tick with the Chain Grab as much as
  possible, but also take care to block when you think they'll try to
  SC you.  Opponents can get frustrated very quickly by repeated Chain Grab 
  ticks, and they'll surely try to get that Level 3 SC in there to stop you
  from constantly attacking.

**Strategies

        Birdie's strategy is as obvious as can be : tick with the Chain
Grab as much as you can.  The corner can mean death very quickly once
Birdie has you trapped, since he can follow up Chain Grabs with another
jump in, leading to more ticks.  Each Chain Grab can do 25%+, so it
really shouldn't take too long to win, as long as those Chain Grab ticks
are successful.  Birdie has just so many ways to lead into Chain Grab ticks,
so it can become really difficult to avoid them.  The one thing you have to
be careful for when ticking with the Chain Grab is that your opponent can
and will try to get a SC in between.  Just block when you think your
opponent will try to SC out.  Once it's blocked, there are two things that
you can do : if it's a SC that recovers in time so your opponent can block,
just try to get a Chain Grab or a Turn Around Headbutt into a semi combo;
if it's a SC that doesn't recover well, just get them with a combo that
knocks down or a simple C.Roundhouse, and then try to tick them when they
get up.
        Birdie also has excellent anti air defense.  His C.Fierce, S.Fierce,
and Headbutt Rushes are capable of taking out almost any jumping attack.
Furthermore, Birdie can just jump at the opponent, air block their attack,
and land to Chain Grab them (time the jump early for this).  His S.Fierce,
besides being a great anti air, also has excellent range and can nail
opponents quickly after missed sweeps and can even do 2 hits from close.
Use it frequently, but as with normal poking, just make sure you hold block
from time to time just in case your opponent pulls out a SC.  The S.Fierce
is a superb poking weapon since besides having great range, if your opponent
tries to jump, the first hit will hit them out of the air with no problems.
Mix in the tick with this, and you've got a very well formulated strategy.
        Overall, although the Chain Grab might not have as much range as
Zangief's Spinning Pile Driver did in previous SF games, Birdie makes up
for it with a great plethora of leads into Chain Grab ticks that will keep
the opponent guessing and in trouble.

--= 3.7 Adon =--

        Adon is the sole pupil of Sagat, and is now determined to defeat
Sagat and prove himself as the greatest fighter in the world.

Starting Pose : Adon bobs his head up and down with his hands around his
                head, and then extends his fist towards his opponent.
Winning Pose #1 : Adon gives his opponent the "thumbs down" sign.
Winning Pose #2 : Adon jumps back in a somersault, and takes his brass loop
                  off his head and holds it up.
Winning Pose #3 : Adon bobs his head up and down with his hands around his
                  head, and then kneels, looking towards the sky with his 
                  arms oustretched.
Winning Pose #4 : Adon turns his back to the screen, puts his arms out to
                  his side and flexes his muscles, and then looks over his 
                  shoulder and grins.
Winning Pose #5 : Adon folds his arms and laughs.

**Alpha Counter

        AC motion + kick

    Adon does a Jaguar Knee.  It's very quick in coming out, but has
    relatively short range, making it dangerous to AC longer range attacks.
    If you miss, you'll be left open for a short period, but not as much
    as Ryu or Ken since Adon's AC doesn't go nearly as high.

**Taunt

  Neutral + START : Identical to winning pose #1.

**Miscellaneous Information

    Nothing unusual about Adon.

**Normal Specialty Moves

    * Front Kick (Jutting Kick)

        DF + Forward

    Adon sticks up a fast kick at a high angle.  It has great anti air
    priority, but short range.  It is difficult for opponents to hit
    Adon out of this from the air since he crouches down and yet manages
    to kick fairly high.  It can be beaten when the jump kick is done
    from afar, since it has short range.

**Useful Normal Moves

    S.Roundhouse : Nice long range kick, great for poking.
    C.Fierce : A long range punch, effective anti air counter.
    C.Roundhouse : A good long range sweep.

**Special Moves

    * Jaguar Kick

        RDP + kick

    Adon does a forward somersault, ending in a quick kick that produces
    a huge flash of energy.  The button pressed determines the angle of
    the somersault.  The Short version is very quick, flying almost
    directly horizontally.  It should be used frequently to poke at an
    opponent from afar, since it really hits so quickly that it's difficult
    to pull out Dragon Punch type moves in time.  It shouldn't be used from
    right up close, since many times I have noticed that you will go right
    over crouching defenders, and they'll have a short, free shot at you
    from behind.  It can also go over fireballs if timed perfectly.  The
    Forward version is angled more upwards, but it still has great
    horizontal range.  Because Adon jumps higher, this goes over fireballs
    easily, and should be used to counter mid range fireball attempts.
    The Roundhouse version goes almost straight up with little horizontal
    movement.  It's great in close attacks, since it's highly unlikely your
    opponent will be able to get under your kick to hit you from behind.
    It can be repeated from up close to frustrate opponents, since it
    easily hops over counter sweep attempts and beats most uppercuts.
    Overall, use this move frequently in your fast assaults.

    * Jaguar Knee (Rising Jaguar)

        XQC + kick

    Adon jumps diagonally up whilst doing two knee uppercuts.  Every
    version can do 2 hits.  This move has great anti air priority, and
    should be used as a close up anti air.  It's horizontal range is
    limited, so you will find that sometimes when your opponent jumps in
    and kicks from afar, you'll either trade or you'll be cleanly hit.
    This is Adon's only real combo ending special move.

    * Jaguar Tooth

        HCB + kick

    Adon jumps to the back upper corner, and then comes down with a quick
    flying kick.  The button pressed determines the angle at which he
    comes down.  The Roundhouse and Forward versions will send you flying
    very far horizontally, and is great against characters who don't have
    great anti air moves, since this move has great priority.  The Short
    version can be used as a fake, since it starts the same and then flies
    down very quickly, and it can cause your opponent to whiff an anti air
    move, giving to time to land a quick combo.

**Super Combos

    * Jaguar Assault (Jaguar Varied Assault)

        2QCF + punch

ARCADE VERSION
    Level 1 : 4 hits.
    Level 2 : 6 hits, ends with jumping attack.
    Level 3 : 6 hits, identical to Level 2.

CONSOLE VERSION   
    Level 1 : 4 hits.
    Level 2 : 6 hits, ends with jumping attack.
    Level 3 : Variable.  When Adon does the Level 3 Jaguar Assault SC, if
              you don't press any buttons, it is identical to the Level 2
              version.  If you tap punch, instead of the jumping attack, he
              will do a rapid punching attack at the end resulting in a 
              total of 9 hits.  If you tap kick, instead of the jumping
              attack, he will end in a 3 hit Jaguar Knee, resulting in a
              total of 7 hits.

    Adon rushes forward with a series of elbows.

    NOTE : The previous FAQ writer, Allen Kim, informed me that there was a 
    bug that slipped into the final arcade version.  The Level 3 version of
    the Jaguar Assault SC was designed to be variable, as it is in the 
    console versions, but the bug in the arcade version prevented that.

    This SC has great ground speed and range, and can easily nail opponents
    after blocking a C.Roundhouse sweep.  The Level 2 and 3 versions can
    leave you wide open if blocked, the Level 1 version leaves you open
    for just a tad short moment.  If you do the rapid punches at the end
    of the Level 3 version, it won't leave you open if it's blocked.
    Generally, I use the rapid punch at the end of the Level 3 version
    since it does pretty good damage and it's pretty safe even if blocked.
    This SC goes very well into Adon's combos, since the rushing speed
    is so great and initial range is good too.  You should also try using
    the Jaguar Assault SC when you think your opponent might try to stick
    in a sweep, such as after having a Jaguar Kick/Tooth blocked.  Finally,
    all 3 versions can go through fireballs, the Level 1 version must be
    timed well to do this.

    * Jaguar Revolver

        2QCB + kick

    Level 1 : 2 Jaguar Kicks, 3 hits.
    Level 2 : 2 Jaguar Kicks, 4 hits.
    Level 3 : 3 Jaguar Kicks, 6 hits.

    Adon does multiple Jaguar Kicks in a row.

    This SC is another great anti fireball SC.  It will hop over any
    fireball with ease, and nail them for lots of damage.  It can also
    be used as an anti air, since the following Jaguar Kicks will juggle
    the opponent very well.  However, sometimes your opponent will be able
    to just hit you out of the Level 1 version from the air, so if you use
    it as an anti air, it's probably best to just use the Level 2 or 3
    versions since they never get beaten.  Finally, don't do this SC from
    right up close to your opponent, since you'll somersault right over
    them and miss completely.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab, C.Jab, S.Short, C.Short, and S.Strong can chain into a
      stronger attack.

    * Interruptable Moves
    - S.Jab, C.Jab, C.Short, S.Strong, C.Strong, S.Forward, and C.Forward
      can cancel into a special move or SC.

**Regular Combos
-General note : Adon's combos are VERY limited due to a lack of moves good
        for combos, and limited chain combos.

EASY
1. JN.Strong, C.Short, C.Roundhouse
2. JN.Strong, C.Jab, S.Strong, C.Roundhouse
3. JN.Strong, C.Strong, Forward or Roundhouse Jaguar Knee

**SC Combos
EASY
1. JN.Strong, C.Jab, C.Strong, Jaguar Assault SC
2. Jaguar Revolver, Jaguar Knee
        1 free juggle hit.  Nothing special, just barely worth mentioning.

**Maximum Combo
JN.Strong, C.Jab, C.Strong, Level 3 Jaguar Assault SC with punches = 12 hits.

**Semi Combos + Counter Semi Combos
1. JN.Strong, C.Short, throw
  Counter #1 : JN.Strong, C.Short, pause, Jaguar Assault SC or Roundhouse
               Jaguar Kick

2. Jaguar Kick, throw
  Counter #1 : Jaguar Kick, Jaguar Assault SC or Roundhouse Jaguar Kick

3. Jaguar Tooth, throw
  Counter #1 : Jaguar Tooth, Jaguar Assault SC or Roundhouse Jaguar Kick

**Strategies

        Adon is a reactionary fighter who relies on single hits.  He is
severely lacking in combos, but is so strong in the number of anti fireball
moves available, along with poking attacks consisting of fast kicks that
have great range.
        Unfortunately, due to his lack of overhead hits, Adon doesn't have
that great semi combos either.  He must rely more on ticks and throws since
his single strikes are usually easy to see coming.  Another problem is that
neither his JN.Roundhouse or JN.Fierce can hit crouchers.
        You will find that throwing fakes are great for Adon.  The Short
Jaguar Tooth is a great way to trick your opponent into whiffing a Dragon
Punch type move, and getting free hits.
        Try poking lots, since Adon has great poking moves.  The Roundhouse
Jaguar Kick is great in close, and has great priority over ground based
moves.  The Short Jaguar Kick is a great approach move, since this also has
great priority.  The Forward Jaguar Kick is one of the best anti fireball
moves in the game.  All 3 Jaguar Kicks recover quickly, allowing you to
attack again.  Both his S.Roundhouse and C.Roundhouse have great range,
and mixed in with the Jaguar Kicks, it can frustrate your opponent easily
when they can't get those SCs in.
        But there's the catch : your opponent can easily get that SC in.
Know when to block, and when it's good to hold back.  Usually, with the
Roundhouse Jaguar Kick, since most SCs don't juggle well, you can do it
repeatedly and not worry about being totally hammered by an SC, since you
get so high into the air.
        Adon is to be played using pressure and poking.  Personally, his
lack of comboing ability tends to put me off, but if you thrive on tense
situations where the pressure is on, Adon is your man.

--= 3.8 Sodom =--

        Sodom is a gangster without a gang, looking for revenge against Guy.

Starting Pose : Sodom throws off his peasant hat and cloak.
Winning Pose #1 : Sodom bows at his opponent.
Winning Pose #2 : Sodom makes a stance with arms outstretched to the sides,
        spins his Jitte, and then yells.
Winning Pose #3 : Sodom holds out a paper fan, and makes butterflies or
        a small water fountain come out of it.  He then says "Appareh!"

**Alpha Counter

        AC motion + punch

    Sodom does a Jab Jitte Slice.  This has great range and comes out
    pretty quickly.  The bad thing about it is that it doesn't seem to hit 
    crouchers very well, making it less useful.

**Taunt

  Neutral + START : Identical to winning pose #1.

**Miscellaneous Information

    Sodom's S.Roundhouse is called the "cheese kick".  See below.

**Normal Specialty Moves

        None.

**Useful Normal Moves

    C.Roundhouse : Sodom's slide has great range, and for some reason, it
                  has *excellent* recovery.  It can go under ANY fireball,
                  although going under Jab fireball is near impossible.
    S.Roundhouse : Another kick with great range.  This is known as Sodom's
                   Cheese Kick, since if you do it and have the kick on your
                   opponent as soon as they get up, they canNOT block it,
                   and you can easily cancel it into a knockdown move and
                   repeat for a "cheap" victory.
    JN.Fierce : Sodom's jumping Fierce hits down very far and has good
                priority for nailing grounded opponents.

**Special Moves

    * Tengu Walk (a Tengu is a human-like spirit)

        After a knockdown, a recovery roll motion + kick

    This move can be used at any time when you can recovery roll.  Sodom
    will plant his jitte into the ground, performing a handstand, and then
    rush forward with his jitte.  This can do up to 3 hits, and at the end
    Sodom will hop back up onto his feet, and recover quickly.  This move
    goes across fairly quickly, but it takes time to come out when he lands.
    Do it from time to time, but not too often.

    * Jitte Slice (Jigoku Scrape - Hell Scrape)

    Sodom slides forward and does a strike with his jitte, depending on
    button pressed.  It's fast, has good recovery, and has great range.
    The Jab version makes Sodom do a straight forward slice, and can hit
    2 times.  The Strong version makes Sodom do an uppercut slice, and
    can hit once.  It can be crouched under, and isn't particularly
    useful against jumpers except from afar.  The Fierce version makes
    Sodom do an vertical slice.  The Fierce version has the greatest range,
    and can hit at 2 points.  The first point, near the start of the Jitte
    Slice, will do a lot more damage than at the second point.  The FIerce
    version also will always knock your opponent down, whereas the other
    versions will not.

    * Power Bomb (Butsumetsu Buster - Butsumetsu is the unluckiest day in
                  the Buddhist calendar)

        360 + punch

    Sodom hops forward and tries to grab his opponent.  The Jab version
    has the greatest range, whereas the Strong and Fierce versions have
    relatively short range.  The hop at the start means opponents can hit
    Sodom out of it pretty easily, but it's still useful in ticks from
    time to time to catch your opponent off guard.  This move is not
    blockable.

    * Carpet Bomb (Daikyou Burning - Daikyou is the worst possible luck
                   in Buddhism)

        360 + kick

    Sodom runs forward with his jitte held in from of him.  If he hits an
    opponent whilst they are grounded with this, he will pick them up and
    run with them, sliding them across the screen until they catch on fire.
    This move *can* be blocked, but it can be put into combos easily for
    good damage.  If it's blocked, you can be combo'd pretty easily, as
    Sodom will just keep running.

**Super Combos

    * Mega Jitte Slice (Meido no Miyage - Hades' Gift)

        2QCF + punch

    Level 1 : 3 hits.
    Level 2 : 6 hits.
    Level 3 : 7 hits, last hit is an air attack.

    Sodom rushes forward with multiple jitte strikes.

    This is a great SC.  The Level 1 version will slide forward little, but
    it can hit opponents out of the air well, often juggling them for all
    3 hits.  The Level 2 and 3 versions slide forward much faster, and can
    also go through projectiles.  Like the normal Jitte Slice, it has great
    range and speed.  Only the Level 3 version really leaves you open if
    blocked, but the final jumping attack which is a JN.Fierce can beat
    most anti air moves pretty easily anyway.  The last hit of the Level 3
    version can be air blocked (no idea why).  Notice that the opponent CAN
    recovery roll away to avoid the last hit of the Level 3 version and the
    juggle hits off the Level 1 version can also be rolled away from.

    * Mega Power Bomb (Tenchuu Satsu - Punishment from Heaven)

        720 + punch

    Level 1 : 2 Power Bombs.
    Level 2 : 2 Power Bombs, the 2nd Power Bomb has great hang time.
    Level 3 : 2 Power Bombs like Level 2, followed by a Carpet Bomb.

    Sodom hops forward like his normal Power Bomb and tries to grab his
    opponent.  If he's successful, he takes them for a nice little joy ride.

    This move is rather easy to see coming, because of the SC animation
    pause.  It has great grabbing range like the Jab Power Bomb, such that
    if you start it from just under half a screen away, you'll still get
    them.  Your opponent can hit Sodom out of the Mega Power Bomb SC pretty
    easily, even at Level 3.  For some reason, it would appear that if you
    are right next to Sodom during the animation pause, you canNOT jump away
    afterwards, especially if you were blocking, even though there is a
    significant gap between the SC animation pause and actual grab.  It
    would also appear that if you are right next to Sodom during the SC
    animation pause and you are blocking, it is a LOT harder to Jab Sodom
    out of it.  Anyway, this is a very very powerful SC, and if it connects,
    your opponent's in a lot of trouble.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab, S.Short, S.Strong, and S.Forward can chain into a stronger
      attack.

    * Interruptable Moves
    - S.Jab. C.Jab, S.Short, C.Short, S.Forward, C.Fierce, and S.Roundhouse
      can cancel into a special move or SC.

**Regular Combos
EASY
1. JN.Fierce, C.Fierce, Jitte Slice
2. JN.Fierce, S.Short, S.Forward, C.Roundhouse

INTERMEDIATE
3. JN.Fierce, S.Forward, S.Roundhouse, Jitte Slice

EXPERT
4. JN.Fierce, S.Short, S.Forward, S.Roundhouse, Carpet Bomb
        This combo's a bit hard to do since sometimes you may accidentally
        cancel the S.Roundhouse before it actually hits, and consequently
        your opponent will block the Carpet Bomb and it will be YOU who eats
        a combo.  So practice.  If you have trouble getting all the kicks
        in, try leading with a NK.Short instead.

**SC Combos
EASY
1. JN.Fierce, C.Short, Mega Jitte Slice SC
        For some reason, when doing this combo, you'll miss the first hit
        of the Mega Jitte Slice at Level 2 or 3.
2. Throw, Level 1 Mega Jitte Slice SC
        The throw will not count as a hit on the hit meter thing that
        appears at the side.  This will miss if your opponent does a Tech.

INTERMEDIATE
3. JN.Fierce, S.Short, S.Forward, Mega Jitte Slice SC
4. JN.Fierce, S.Short, S.Forward, S.Roundhouse Mega Jitte Slice SC

**Maximum Combo
JN.Fierce, S.Short, S.Forward, S.Roundhouse, Level 3 Mega Jitte Slice SC =
11 hits.

**Semi Combos + Counter Semi Combos
1. JN.Fierce, Power Bomb or Mega Power Bomb SC
  Counter #1 : JN.Fierce, pause, Mega Jitte Slice SC

2. JN.Fierce, S.Short, Power Bomb or Mega Power Bomb SC
        Note : If you use the Jab Power Bomb, you can actually CANCEL the
               S.Short into the Power Bomb, and if your opponent blocks it,
               the Power Bomb will still connect.
  Counter #1 : JN.Fierce, S.Short, pause, Mega Jitte Slice SC

3. NK.Short, S.Forward, C.Roundhouse, Power Bomb or Mega Power Bomb SC
  Counter #1 : NK.Short, S.Forward, C.Roundhouse, Mega Jitte Slice SC

**Strategies

        Sodom is a great offensive fighter.  He has a slow but powerful
ticking move, great combos, and good poking attacks.  Played carefully and
offensively, Sodom can trouble opponents considerably.
        First off, the Power Bomb is a powerful move that can go well in
ticks.  It can be used after a jumping attack quickly upon hitting the
ground.  The C.Short can even buffer into the Jab Power Bomb and connect
for a great semi combo.  He has the Mega Jitte Slice SC to stick in there
in case your opponent tries to hit you out of the Power Bomb.  The trick is
to know when to use which move, but this can be learnt over experience.
Generally, after a tick with the Power Bomb, expect your opponent to
counter.  After you've made them eat a massive combo, expect them to be
Power Bomb tick fodder, since players will naturally play conservatively
and defensively after taking a massive Sodom combo.
        Speaking of which, Sodom has got some great combos.  The Carpet Bomb
is probably the best combo ender in the game as it can hit from way out far
and does huge damage.  He can easily turn a Carpet Bomb combo attempt into
a combo ending in his C.Roundhouse slide, thus making the combo safe to
everything but the AC.
        Sodom's poking attacks are great.  You can try the S.Roundhouse into
a Jab Jitte Slice from afar, or the occasional approach with the 
C.Roundhouse slide is also effective.  The C.Roundhouse slide can go under
fireballs (including SC projectiles), so usually you can catch your opponent 
off guard by sliding under their projectile and catching them off guard.
The S.Roundhouse can also be used on an opponent as they get up, since it's
unblockable the instant they get up.  Some may say it's "cheap", but it all
comes down to you whether you use it or not.  It's a bit difficult to time,
but with practice it becomes easy.  Cancel it into a Carpet Bomb or a Fierce 
Jitte Slice to knock them down, and try again.  Should they try to recovery
roll away, try to slide them and knock them down.  It can make winning a LOT
easier with Sodom (although if used too much, people might not want to play
you any more).
        Sodom has all the offensive tools to challenge the best defensive
players.  He should be played aggressively, but as always, make sure you
actually block from time to time, since opponents will be always looking
to stick an SC in at you (usually at the C.Roundhouse slide).

--= 3.9 Rose =--

        Rose is a strange woman who has been assigned to defeat Bison.

Starting Pose : Rose hovers briefly with Soul Sparks at each side of her,
                and then lands, ready to fight.
Winning Pose #1 : Rose holds her shawl out in front of her, extending to
                the floor.  A Soul Spark revolves up and down it, and Rose
                says "Soreja Dame", meaning "No no no, you're doing the
                wrong thing."
Winning Pose #2 : Rose steps forward, shakes her head whilst wagging her
                  finger and says something in Japanese.
Winning Pose #3 : Rose makes image clones appear of both sides, and then
                  wags her finger at her opponent and says "Mada made ne",
                  meaning "You still have a long way to go."

**Alpha Counter

        AC motion + punch

    Rose does a quick Soul Throw type move.  This will place the opponent
    on the opposite side of Rose, and *very* briefly stun them.  This does
    no damage, but gives you time to get quick hits in.  Unlike the 2 other
    throw combos in the game, the AC counts as a hit on the hit meter thing    
    that appears at the side.  This makes it arguably the best AC in the
    game, since Rose can get a quick SC in after the AC, resulting in
    pretty good damage.  This AC has rather short range, but if you miss,
    you'll just do a small spin on the spot, not really leaving you open.

**Taunt

  Neutral + START : Identical to winning pose #2, except Rose says "Mada
                    Mada ne"

**Miscellaneous Information

    Nothing unusual about Rose.

**Normal Specialty Moves

    * Slide

        DF + Forward

    Rose slides forward quickly with her leg extended.  This move has great
    range and recovery.  It's Rose's primary poking attack, and as long as
    you do it from reasonably far out, it'll recover in time to block
    any counter attack.  If you do it from close (such as accidentally in a
    chain combo), even if it hits, they can SC you back before you can
    recover.

**Useful Normal Moves

    S.Forward : This little kick will make Rose stand up on her shawl, and
                kick.  It goes over all sweeps and slides, so it's very
                useful.
    C.Fierce : A great standard anti air, this will very very rarely get
               beaten.

**Special Moves

    * Soul Spark

        HCF + punch

    Rose extends her shawl and releases a small spark.  This fireball is
    slightly higher than normal, so Guy's, Sodom's, and Rose's slides can
    go under it.  Only the Jab version can be used in combos.  The long
    extension of the shawl makes Rose a great jump in target.

    * Soul Throw

        DP + punch

    Rose jumps diagonally up forward and tries to catch her opponent.  This 
    move is completely useless.  It has mediocre priority, so you'll get
    hit out of it almost all the time.  In the event you connect, your
    opponent can recovery roll and combo YOU before you can recover.
    *GREAT* SUICIDE MOVE!  (although slightly better than the SC version
    since it's just a little bit harder to react to)

    * Soul Reflect

        QCB + punch

    Rose whips her shawl in front of her, and it wil react to projectiles
    in different ways, depending on button pressed.  The Jab version will
    make her absorb the projectile into her super meter.  This will build
    it up VERY quickly.  The Strong version will make her reflect it
    horizontally.  The Fierce version will reflect it diagonally up,
    catching jumpers (although it is air blockable).  The Soul Reflect can
    hit from right up close, but the range and priority is so poor that you
    should never use it as a normal attack move.  It will not work against
    SC projectiles.  Make sure you time your Soul Reflect well, since
    sometimes a mistime leads to a free hit for your opponent.

**Super Combos

    * Aura Soul Spark

        2QCB + punch

    Level 1 : Rose simply throws a 3 hit Soul Spark.
    Level 2 : Rose does 3 rushing hits followed by a 3 hit Soul Spark.
    Level 3 : Rose does a Super Soul Reflect followed by a 3 hit Soul Spark.

    The Aura Soul Spark SC will always throw a 3 hit Soul Spark, which will
    nullify fireballs but lose 1 hit for each projectile it passes through.

    The Level 3 version can reflect SC projectiles, and is useful since
    their SC animation pause will give you a LOT of reaction time to get
    ready to do your SC and reflect it.  Just be careful since it has to
    be timed well : if you do it too early, the gap between the Super Soul
    Reflect and the 3 hit Aura Soul Spark is too much, so you'll get nailed;
    if you do it too late, the Super Soul Reflect's short delay will get
    you killed.  The Level 2 version is a great combo move (from right up
    close), and is supremely deadly when combined with a Soul Illusion SC.

    * Aura Soul Throw

        2QCF + punch

    Level 1 : Rose jumps up and tries to catch her opponent.
    Level 2 : Rose does 2 uppercuts and finishes with a Soul Throw.
    Level 3 : Rose does a rushing punch, followed by 2 uppercuts and 
              finishes with a Soul Throw.

    All 3 versions will set the opponent on blue fire.  Only the Level 2
    and 3 versions can hit a grounded opponent.  The throw does not count
    as a hit on the hit meter which appears at the side.

    *THE*GREATEST*SUICIDE*MOVE*IN*THE*GAME!!!  Like the normal Soul Throw, 
    the Aura Soul Throw SC can be recovery rolled from, and Rose will not 
    recover in time to block any attacks.  The SC animation pause gives your
    opponent years to react to the SC and recovery roll.  Regardless of
    whether you connect or not, you'll be combo fodder.  Since it does good
    damage, use it to finish off an opponent, but otherwise, unless you
    particularly like being combo'd, don't use it.  I will list the combos
    that use it anyhow, since it's pretty powerful and juggles well (just
    pray that your opponent doesn't know how to roll!).

    * Soul Illusion

        2QCF + kick

    Level 1 : Images last 5 seconds.
    Level 2 : Images last 6 seconds.
    Level 3 : Images last 9 seconds.

    Rose gets images behind her that do exactly what she does.  
    
    These images can also hit, multiplying each hit by 4.  Sometimes 
    however, it's more or less.  For example, with Rose's S.Roundhouse, it 
    will do 7 hits.  The images can juggle, but Rose can't.  If you hit your 
    opponent with a C.Roundhouse, the opponent will be knocked down and the 
    images will all miss.  However, if you do it slightly early and make 
    Rose miss but still get the images to connect, they will hit but not 
    knock down.  I read somewhere (I can't remember exactly where) that if 
    you do the Soul Illusion SC, and try to hit an opponent just as they get 
    up with just the images, it's unblockable.  I tried this, and it did NOT 
    work.  Maybe it worked on the beta test release or something, or maybe 
    it's just due to poor timing on my part, or maybe it got fixed in the
    transition from the arcade to the home version (I haven't tested it on
    the arcade version).  When hitting her opponent with the Soul Illusion
    SC active, Rose gains NO super meter.
    
**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - C.Jab can chain into a stronger attack or another Jab or Short.
    - S.Jab, C.Short, C.Forward can chain into a stronger attack.

    * Interruptable Moves
    - All normal ground based moves except the S.Roundhouse can be cancelled
      into a special move or SC.

**Regular Combos
EASY
1. JN.Roundhouse, C.Short, C.Forward, C.Roundhouse
2. JN.Roundhouse, C.Fierce, Jab Soul Spark
3. NK.Forward, C.Jab, C.Short, C.Forward, C.Roundhouse

**SC Combos
EASY
1. JN.Roundhouse, C.Jab, Level 2 or 3 Aura Soul Throw SC
2. JN.Roundhouse, C.Jab, C.Short, C.Roundhouse, Level 1 Aura Soul Spark SC
3. JN.Roundhouse, C.Jab, C.Roundhouse, Level 1 Aura Soul Throw SC
4. (when opponent jumps at you) C.Fierce, Level 1 Aura Soul Throw SC
5. Level 1 Soul Illusion SC, Level 2 Aura Soul Spark SC

INTERMEDIATE
6. (be in the corner) AC, C.Roundhouse, Level 1 Aura Soul Throw SC
        The AC will switch sides and your opponent will be cornered.
7. (corner) JN.Roundhouse, C.Short, C.Roundhouse, Soul Illusion SC, 
   S.Fierce, Level 1 Aura Soul Throw SC
        The S.Fierce will juggle the opponent.  The Soul Illusion SC cuts
        out all the recovery time of the C.Roundhouse, allowing you to
        land the S.Fierce.  You don't have to cancel into the Level 1
        Aura Soul Throw SC to connect.

EXPERT
8. C.Fierce, Level 1 Soul Illusion SC, Level 2 Aura Soul Spark SC
        The timing to get the Aura Soul Spark SC is VERY difficult, but
        possible.
9. (corner) Level 1 Soul Illusion SC, Slide, Slide, Slide, Slide, Level 2 
   Aura Soul Spark SC
        If you thought the timing was hard in the last combo, this one's
        darn near impossible.  The timing between the slides must be very
        precise, and the timing between the last slide and the SC is *VERY*
        hard to get, but slightly possible.  I have done this combo before,
        so yes, it does work, it's just really hard since nothing cancels
        here and so you have to time ever so accurately.
10. (corner) Soul Illusion SC, Slide, Slide, Slide, Slide, Slide, etc.
        As an alternative, you can just keep on sliding.  The timing between
        the slides is a real tough one, so there's a good chance that you'll
        stuff up.  Don't bother with this combo (except in console practice
        modes).  Your opponent will get dizzy very easily by this, if by
        some miracle you ever master the timing.
11. (from James Chen) (vs. Sodom, corner)
    C.Short, Level 1 Soul Illusion, JN.Fierce, C.Jab, JN.Fierce, C.Jab, 
    JN.Fierce, C.Jab, Level 1 Soul Illusion, JN.Fierce, C.Jab, JN.Fierce,
    C.Jab, JN.Fierce, C.Jab, Level 1 Soul Illusion, JN.Fierce, C.Jab,
    JN.Fierce, C.Jab, JN.Fierce, C.Jab, JN.Fierce, C.Jab, C.Short, 
    C.Forward, C.Roundhouse
        Now here's some real tough timing.  The timing for the JN.Fierce
        has to be *just* as you jump forward.  Then you have to do the
        C.Jab just as you land.  This will dizzy opponents *very* easily,
        so there's little chance you'll get the full 104 hits of it.  Also,
        your opponent will probably be KO'd before you get all the hits
        anyway.  Most importantly, it only works against Sodom in the 
        corner.  The timing is so tough I don't bother with this combo 
        either.  I have sat down on Practice Mode for ages trying this,
        and yes, I can get every individual section to work (linking the
        Soul Illusion and a JN.Fierce, the finishing part where you
        complete the combo with the chain combo, and the start), so I know
        it works, but I can't say I've gotten the whole combo to connect
        since the timing is just so tough.

**Maximum Combo
(Vs. Sodom, corner) C.Short, Level 1 Soul Illusion, JN.Fierce, C.Jab,
JN.Fierce, C.Jab, JN.Fierce, C.Jab, Level 1 Soul Illusion, JN.Fierce, C.Jab,
JN.Fierce, C.Jab, JN.Fierce, C.Jab, Level 1 Soul Illusion, JN.Fierce, C.Jab,
JN.Fierce, C.Jab, JN.Fierce, C.Jab, JN.Fierce, C.Jab, C.Short, C.Forward,
C.Roundhouse = 104 hits.

**Semi Combos + Counter Semi Combos
-General note : Rose has very no overhead and no good leads for semi combos
                besides her slide.  This makes her VERY limited in this
                department, besides the standard ticks.

1. Slide, throw
  Counter #1 : (vs. sweeps) Slide, S.Forward
  Counter #2 : Slide, Level 2 Aura Soul Spark SC

**Strategies

        I haven't fully mastered Rose yet.  I thought I had figured out her
strategy, when it became apparent to me that her Aura Soul Throw SC is
useless except for finishing opponents off, since it can be recovery rolled
from.  The strategy I play now, adjusted to the problem, is based on
poking and simple defence, and using her other SCs.
        Poke with her slide often.  It has great range and recovery.  Most
people will try to test the slide's recovery with a sweep after blocking it,
so just do a S.Forward to hit them cleanly or a Level 2 Aura Soul Spark SC.
Make sure you don't slide from right up close, or otherwise it won't
recover in time to defend.  Just make sure you hold back and block from
time to time, since there is enough time to get SCs in against the slide.
Once you have started to poke a lot, besides using SCs and Dragon Punch
type moves to beat you, opponents will either try using projectiles to push
you back or try and get that jump in to lead to a major combo.  Anticipate
when your opponent will try for the projectile; block at first, but when
you think you can see a pattern, reflect it and continue poking.  Against
jumping attacks, just use a C.Fierce to hit them out of the air *always*.
Try not to use other anti air defences.  However, if you are playing against
someone who does not recovery roll, feel free to use the Aura Soul Throw SC,
since besides the big fault, it's a pretty good SC.
        A combo you will have to learn with Rose is the C.Fierce, Level 1
Soul Illusion SC, Level 2 Aura Soul Spark SC.  Opponents will automatically
block as soon as they see you initiate the Soul Illusion SC.  This makes
you an easy target for quick ACs because of the multiple hit effect, and
the multiple hit effect makes it harder to tick and her throw will waste
her Soul Illusion SC since the same damage will be inflicted.  Therefore,
it's important to learn this combo since it makes you less predictable.  It
does huge damage, so practice and learn it.
        The Aura Soul Spark SC is good at Level 1 for juggles after
C.Roundhouse sweeps.  Just cancel the trip and watch them burn.  The Level
3 version can be used to reflect SC projectiles, but don't do it from way
out far since your opponent will recover in time to block or jump over.
        Rose's throw will swap sides with the opponent, as will her AC.
Therefore, when you are cornered, try and get a throw or AC to corner your
opponent.  Try not to use a throw or AC when you've got an opponent 
cornered.
        Overall, Rose should be used offensively yet defensively.  Poke,
reflect fireballs, and simply do a C.Fierce as an anti air.

--= 3.10 Sagat =--

        Sagat was the greatest fighter in the world until a young man named
Ryu defeated him.  Now, Sagat seeks revenge.

Starting Pose #1 : Sagat looks at his opponent, then laughs.
Starting Pose #2 : (when fighting Ryu) Sagat's scar glows, and Sagat winces
                   in pain.
Winning Pose #1 : Sagat folds his arms and laughs.
Winning Pose #2 : Sagat folds his arms with one hand at his chin, as though
                  in deep thought.  He looks at his opponent and grins.

**Alpha Counter

        AC motion + punch

    Sagat does a standing side kick.  It has pretty good range, and sends
    the opponent flying across the screen.  It comes out a bit slowly
    though, and if it's blocked, usually you won't recover in time to block
    any counterattacks.  Use it mainly as a ground counter to poking
    attacks, that is, if you choose to use it.

**Taunt

  Neutral + START : Identical to winning pose #2.

**Miscellaneous Information

    Sagat's S.Roundhouse can hit twice from up close.  3 or so hits of
    Sagat's JN.Strong will dizzy an opponent.  Unfortunately, this punch is 
    so awkward to actually hit someone with.  Why?  I have no idea.

**Normal Specialty Moves

        None.

**Useful Normal Moves

    S.Roundhouse : The big kick.  Useful anti air from long range.
    C.Forward : Good low attack for poking, decent range.

**Special Moves

    * High Tiger Shot

        QCF + punch

    Sagat throws a nice big fireball at a very high height.  For some
    characters, this can be difficult to jump over, but don't use it as
    your sole line of defence since everyone can get around fireballs
    pretty easily.  Sagat's long arm extension makes him a good jump in
    target, so be careful with this.  Most people will crouch under the
    High Tiger Shot, so usually throwing them from long range will keep
    the opponent pinned temporarily.

    * Low Tiger Shot

        QCF + kick

    Sagat throws a nice big fireball at normal Ryu/Ken/Akuma fireball
    height.  This makes Sagat a great jump in target since the fireball
    is so easy to jump over in contrast to his High Tiger Shot.  Again,
    the long arm extension makes Sagat easy to nail, so use carefully.

    * Tiger Blow

        DP + punch

    Sagat's Tiger Blow (formerly Tiger Uppercut) has been reduced to
    essentially a combo only move.  It hits 1, 3, or 7 times, depending on
    button pressed.  Unfortunately, the Tiger Blow has mediocre anti air
    priority, making it less useful.  The Fierce version has it's damage
    distributed such that the first hit does lots, the second hit does
    decent, and the other five do a very puny amount.  It goes well in
    combos, but you have to know you're going to connect since the initial
    hit's ground range is poor, and you don't want to be going for any
    suicide combos.  Only the Strong or Fierce versions can juggle the
    opponent.

    * Tiger Crush

        DP + kick

    Sagat's Tiger Crush (formerly Tiger Knee) is now a much longer range,
    more useful attack.  Every version can hit up to 2 times, and it's
    quite fast, so you can catch jumping opponents by surprise by doing it
    fairly early.  It can be crouched under, but it has decent recovery.

**Super Combos

    * Tiger Genocide

        2QCF + kick

    Level 1 : A Tiger Crush and Strong Tiger Blow, 5 hits.
    Level 2 : A Tiger Crush and Fierce Tiger Blow, 9 hits.
    Level 3 : A Tiger Crush, 2 Tiger Blows, 12 hits.

    Sagat does a combination of his Tiger Crush followed by a Tiger Blow
    or two.

    The Tiger Genocide SC can go through fireballs pretty easily, and has
    pretty good range.  This SC cannot be buffered in.  No, I am not 
    kidding.  If you cancel a C.Forward into the Tiger Genocide SC, your
    opponent can get hit by the C.Forward and yet still manage to block
    your Tiger Genocide SC.  This limits it's uses considerably.  The
    Tiger Crush part of the SC has great initial range, so you can use it
    as an anti fireball move from close to mid range.

    * Tiger Cannon

        2QCF + punch

    Level 1 : 4 hits, no knockdown.
    Level 2 : 5 hits, no knockdown.
    Level 3 : 6 hits, final hit flames.

    Sagat throws a very big fireball at his High Tiger Shot height which
    will nullify fireballs, losing 1 hit for each projectile it passes
    through.

    The Tiger Cannon SC is very powerful, but since it is at the High Tiger
    Shot height, it's uses are limited since it can't get crouchers.
    Again, the first hit in the SC fireball does the most, and using it
    as an anti fireball move at anything higher than Level 2 will result
    in a sense of being ripped off when one observes how much damage has
    been done.  This can be used in combos, but only when you hit an
    opponent who is standing.

    * Tiger Raid

        2QCB + kick

    Level 1 : 6 hits.
    Level 2 : 7 hits.
    Level 3 : 7 hits, final hit flames.

    Sagat does several kicks followed by a flying kick that goes 
    horizontally.

    This SC has good recovery, but you will be a bit close for throws
    should it be blocked.  It has very short initial range, but it will go 
    great in combos.  It's great in counter semi combos.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab, S.Strong can chain into a stronger attack.
    
    * Interruptable Moves
    - S.Jab, C.Jab, C.Short, S.Strong, C.Strong, and C.Forward can be
      cancelled into a special move or SC.
    - S.Short can be cancelled into a special move or SC if you connect
      with it from very close.

**Regular Combos
EASY
1. JN.Roundhouse, C.Short, Tiger Blow
2. NK.Forward, C.Strong, Tiger Blow
3. JN.Roundhouse, S.Jab, S.Strong, C.Roundhouse
4. JN.Roundhouse, S.Jab, C.Forward, Low Tiger Shot
5. JN.Roundhouse, S.Jab, S.Strong, Tiger Crush

EXPERT
6. (corner) Tiger Crush, Strong or Fierce Tiger Blow
        The Tiger Blow is very very very difficult to time, but possible.

**SC Combos
-General note : Even more so than Guy, Sagat's special moves get in the
                way of his SCs, besides the Tiger Raid SC.

EASY
1. JN.Roundhouse, C.Strong, Tiger Raid SC

INTERMEDIATE
2. JN.Roundhouse, S.Jab, C.Strong, Tiger Raid SC

EXPERT
3. (corner) JN.Roundhouse, S.Jab, C.Strong, Tiger Raid SC, Strong or Fierce
   Tiger Blow
        The timing for the Tiger Blow is very precise, such that 95% of the
        time, I can't get it to work, except against Chun Li.
4. JN.Roundhouse, S.Jab, C.Forward, Tiger Cannon SC

**Maximum Combo
(corner) JN.Roundhouse, S.Jab, C.Strong, Level 3 Tiger Raid SC, Fierce Tiger
Blow = 17 hits.

**Semi Combos + Counter Semi Combos
1. Tiger Raid SC, throw
  Counter #1 : Tiger Raid SC, Tiger Raid SC or Tiger Genocide SC or Tiger 
               Blow

2. (vs. crouchers) Tiger Crush, throw
  Counter #1 : Tiger Crush, Tiger Raid SC or Tiger Genocide SC or Tiger Blow

**Strategies

        Sagat must be played very carefully to win.  The main problem you
need to address are his anti airs, and what combos you can consistently
go for, plus how to make an approach at your opponent.
        You will find that characters with high priority jumping attacks
can trouble Sagat considerably.  For example, Ryu's JN.Roundhouse beats
Sagat's S.Roundhouse, Tiger Crush, and Tiger Blow, if he times it right.
Furthermore, an AC won't get him in time since he'll land and block it due
to the AC's delay in coming out, and if you use a Tiger Genocide and the
Tiger Blow misses, he can recovery roll back from the SC and combo YOU
before you can recover.  So what can you do?  Use your height to your
advantage!  S.Roundhouse him out of the air a couple of times, see if he
will begin to try to do his JN.Roundhouse early to hit you out of your
S.Roundhouse.  Since he has to do it early, you can actually stand up and
block it very high, and Tiger Blow him for all 7 hits before he lands!  This
trick is hard to master, but it's worth learning.  Otherwise, just crouch
and Tiger Blow him just before he lands, since it'll be a lot harder for him
to jump kick you when you're crouching.  Personally, I prefer the first
anti air method since it doesn't leave Sagat as combo fodder.  You may also
wish to do the Tiger Crush early before they are expecting to kick, and
take them by surprise with it.
        Sagat's chain combos are quite short, so it'll be tough to do a
safe combo against a cornered opponent.  Just try jumping in from afar, and 
following up your jump kick with a C.Forward into a Low Tiger Shot.  You may 
wish to not do the Low Tiger Shot at all, since Sagat's arms stick out so
far.  This is important since Sagat can be effective in cornering an 
opponent and nailing them with his big kicks.
        You may also find that since Sagat's ground speed is slow (although
he can walk back very fast), you'll have difficulty getting close to your
opponent.  Try leading with a Jab High Tiger Shot, since mostly people will
just crouch and wait for it to pass overhead.  Whilst they're waiting, walk
up and try a C.Forward or a jumping kick.  You can also try a Tiger Raid SC 
to lead, since that has pretty good recovery.
        Overall, Sagat can't rely on any one constant strategy.  He must
constantly change his moves to keep the opponent at bay.  This makes Sagat
a tricky character to play.  Not one of my favourite characters.

--= 3.11 M.Bison =--

        Bison is on his usual worldwide tour to recruit street fighters
into his army for world domination.  Bison is known as Vega in Japan.

Starting Pose : Bison floats for a while with his arms folded, grinning at
                his opponent, and then he slowly hovers down to the ground.
Winning Pose #1 : Bison folds his arms, grins, and says "Huh, nuruiwa!",
                  meaning "You're slow."
Winning Pose #2 : Bison teleports to a spot above the ground and floats up
                  and down, with his arms folded and a mocking grin.
Winning Pose #3 : Bison faces the screen, and makes a slashing gesture
                  across the throat with his thumb.

**Alpha Counter

        AC motion + punch

    Bison does an open handed palm strike.  Very fast, good range.  It's
    one of the best ACs in the game, useful for countering anything except 
    the longest range poking attacks.

**Taunt

  Neutral + START : Like winning pose #1, but Bison says nothing.
  F + START : Identical to winning pose #3.

**Miscellaneous Information

    Bison's S.Roundhouse can hit twice from up close.  Bison has no chain
    combos.  His JN.Roundhouse and JN.Fierce have a short delay before they
    come out.  Get used to this, because if you don't, you could stuff up
    combos with amazing frequency.

**Normal Specialty Moves

        None.

**Useful Normal Moves

    C.Roundhouse : Bison's good old long range slide.  It goes almost a
                   full screen in distance.
    C.Fierce : A semi effective air counter uppercut.
    S.Roundhouse : A slow kick that can hit twice from close.

**Special Moves

    * Psycho Shot

        CBF + punch

    Bison throws pretty big fireballs at a height just above normal.
    Guy's, Rose's, and Sodom's slides can all go under it.  It has a brief
    delay before it comes out.  The Jab version can be used from full
    screen range to start corner combos.

    * Double Knee Press

        CBF + kick

    Bison jumps horizontally with his legs outstretched.  This move can hit
    twice and has excellent recovery.  It goes great in combos, and does
    pretty good damage.  This is Bison's primary attack move.

    * Demon Stomp (Head Press)

        CDU + kick (+ punch)

    Bison jumps up and quickly stomps on the opponent's head.  He then jumps
    up again and can be controlled as he comes down.  Pressing punch whilst
    he comes down will make him do a Psycho Fist.  Both hits must be blocked
    standing.  The second hit is way too predictable and so easy to see
    coming, it may be better to retreat instead of going for the Psycho 
    Fist.  To use the second hit effectively, try coming from behind your
    opponent with it (stomp, fly over opponent, come down from behind).

    * Demon Flight (Somersault Skull Diver)

        CDU + punch (+ punch)

    Bison jumps up slowly.  Pressing punch again will make Bison flip back
    and come down with a Psycho Fist.  This is a good fake for the Demon
    Stomp.  Again, it must be blocked standing.

    * Teleport (Vega Warp)

        DP + 3 punch/kick or RDP + 3 punch/kick

    Bison teleports directly to a position determined by the motion and
    buttons pressed.  A forward Dragon Punch motion with 3 punches puts
    you right in front of your opponent.  A forward Dragon Punch motion
    with 3 kicks puts you just behind your opponent.  A reverse Dragon
    Punch motion with 3 punches puts you at mid range in front of your
    opponent.  A reverse Dragon Punch motion with 3 kicks puts further
    away in front of your opponent.  The teleport is pretty instantaneous
    and can get you out of corners easily.  I think there is just a slight
    instant in during Bison's recovery in which he cannot block; otherwise,
    it's got very good recovery.  Use it when necessary.

**Super Combos

    * Knee Press Nightmare

        CBF2 + kick

    Level 1 : 2 Double Knee Presses, 4 hits.
    Level 2 : 2 Double Knee Presses, 6 hits.
    Level 3 : 2 Double Knee Presses and a slide, 8 hits.

    Bison performs multiple Double Knee Presses.

    This SC can go through fireballs at all levels : the timing has to be
    pretty precise for the Level 1 version.  It's got very good ground
    priority, and recovers well at Level 1 or 2.  Bison's primary ground
    counter semi combo attack.

    * Psycho Crusher

        CBF2 + punch

    Level 1 : 3 hits.
    Level 2 : 4 hits.
    Level 3 : 6 hits.

    Bison flies across the screen covered in blue Psycho Powered flames.

    The number of Levels used determines how many hits and how far he flies.
    The Level 1 version will be very short, about half screen.  The Level 2
    version is about a screen's length.  The Level 3 version will fly
    continuously until Bison reaches a side of the screen.  This move 
    juggles very well, and can be used as a mid range anti air move.  The 
    Level 1 version is probably the most powerful Level 1 SC in the game.  
    However, Bison can be hit out of the Psycho Crusher SC very easily, so 
    you have to be pretty careful with it.  A jump kick will trade with a 
    Level 1 Psycho Crusher almost every time, so time it precisely.  This is 
    a great counter against sweeps, as it will just fly over the sweep and 
    land all potential hits.  It's got good range, and flies very quickly, 
    so you can nail an opponent from mid range if you catch them with their 
    guard down.  The Level 1 version recovers fairly quickly, although
    there is a short time in which as you come down, your opponent can hit
    you.  However, at this time, you are still technically in the air.
    Therefore, if they try to chain combo you, you'll get hit by the first
    hit and reel back, avoiding all the other hits (unless you get juggled),
    although you can still be thrown before you recover if you land too
    close to your opponent.  Overall, use the Psycho Crusher SC frequently.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - Bison has no chain combos.  This limits his combos severely.

    * Interruptable Moves
    - S.Jab, C.Jab, S.Short, C.Short, C.Strong, and C.Forward can be
      cancelled into a special move or SC.
    - I have seen the CPU, on many occasions, cancel the S.Forward, but I
      have never been able to do it myself.

**Regular Combos
EASY
1. JN.Roundhouse, C.Forward, Double Knee Press
2. JN.Roundhouse, C.Strong, Psycho Shot
3. (corner, start from just under full screen away) Jab Psycho Shot,
   C.Roundhouse
        The slide should reach the opponent and knock them down just before
        they can recover from the Psycho Shot.

INTERMEDIATE
4. (corner, start from just under full screen away) Jab Psycho Shot,
   Roundhouse Double Knee Press
        If positioned correctly, the Double Knee Press should be able to
        reach them for both hits.

EXPERT
5. (corner, start from full screen away) Jab Psycho Shot, JN.Roundhouse, 
   C.Forward, Double Knee Press
        To do this, you actually have to walk forward a little before you
        jump.  This combo is VERY tough to position properly.
6. (start from a full screen away) Jab Psycho Shot, Teleport behind opponent,
        S.Roundhouse
        A 3 hitter that works easier on thinner opponents.  Timing is
        crucial, you have to do the moves as close together as possible.

**SC Combos
-General note : Since Bison's jump is so quick now, charging up a SC in time
                is darn near impossible, but I have done it a couple of 
                times now.

EXPERT
1. JN.Roundhouse, C.Strong, Psycho Crusher SC
2. JN.Roundhouse, C.Forward, Knee Press Nightmare SC
3. JN.Roundhouse, C.Forward, Level 1 or 2 Knee Press Nightmare SC, Psycho
   Crusher SC
4. (corner) C.Strong, C.Jab, Knee Press Nightmare SC
        The link is hard to time but possible.
5. (start from a full screen away) Jab Psycho Shot, Level 3 Psycho Crusher

**Maximum Combo
JN.Roundhouse, C.Forward, Level 3 Knee Press Nightmare SC = 10 hits.

**Semi Combos + Counter Semi Combos
1. Double Knee Press, throw
        No counters for this.  There is not enough charge time after the
        Double Knee Press.  You can try Double Knee Press, Teleport behind,
        throw if your opponent tries to sweep you.

2. C.Forward, Demon Stomp
  Counter #1 : C.Forward, Demon Flight
        Well, that's what the Demon Flight is for, isn't it?
  Counter #2 : C.Forward, pause, Double Knee Press or Knee Press Nightmare 
               SC

3. Level 1 Knee Press Nightmare SC, throw or Demon Stomp
  Counter #1 : Level 1 Knee Press Nightmare SC, Double Knee Press or Knee
               Press Nightmare SC
  Counter #2 : (vs. sweeps) Level 1 Knee Press Nightmare SC, Psycho Crusher 
               SC

**Strategies

        Bison is now an all offensive fighter.  Unfortunately, the fact that
he has charge time on every offensive move doesn't really help.
        Bison's best poking move is by far the Double Knee Press.  It
recovers so quickly, and if it connects, it does good damage.  Furthermore,
if it's blocked, Bison can easily just tack on another C.Forward, Double
Knee Press to keep the opponent pinned (although you should be aware that
like any semi combo, your opponent can just SC you out of it).  Bison's
S.Forward has pretty good range, and should the opponent try to jump out,
his C.Fierce beats most jump kicks pretty easily.
        Bison's Demon Stomp comes out very quickly, and is a surprisingly
effective overhead when combo'd in.  You should use it oftenly when your
opponent becomes defensive.
        Bison's SCs are very powerful, and besides the fact that they are
hard to combo in, they are pretty useful.  They come out so quickly with
great rushing range and speed, making them great mid range counters to any
missed attacks.
        Remember, Bison also has a teleport that can get you out of trouble
easily.  Make sure you use it when you're cornered, since Bison's C.Fierce
is not such a hot anti air if your opponent gets above you.
        I have also been able to play Bison reasonably defensively also.
This strategy just revolved around teleporting away, and relying on Jab
Psycho Shots.  Since the Psycho Shot is so big, you can try to annoy people
with it (you know, like how the CPU does).  Every now and then, I jumped
in with a JN.Roundhouse, C.Forward, Demon Stomp semi combo, and from time
to time I went in with a Double Knee Press.  This strategy is also 
effective, since the initial defensive play usually frustrates opponents
when they can't catch you.
        Bison has no chain combos but he has great special moves to make up
for it.  His combos are pretty limited, but his variety of good moves that
do decent damage anyway along with powerful SCs make him an effective
character if he's played right.

--= 3.12 Akuma =--

        Akuma is seeking an opponent worthy of his skill.  In Japan, Akuma
is known as Gouki.  Akuma means "devil", whilst Gouki means "great demon".

Starting Pose : Akuma begins with his back turned, and then turns around,
                stomps on the ground with red flames around his upper body.
Winning Pose #1 : Akuma turns his back, and a red Chinese character appears,
                  saying "Ten", meaning "Heaven" (more info on this in
                  section 5.3).
Winning Pose #2 : Akuma stomps on the ground, shaking.

**Alpha Counter

        AC motion + kick

    Akuma does a C.Roundhouse sweep in reverse.  It has decent range and
    comes out and recovers pretty quickly.  It's best use is in countering
    chain combos.

**Taunt

  Neutral + START : Akuma stomps on the ground, shaking the screen.

**Miscellaneous Information

        Akuma's S.Forward can hit twice.

**Normal Specialty Moves

    * Overhead Chop (Zugai Hasatsu - Skull Crusher)

        F + Strong

    Akuma does a nice karate chop whilst moving slightly forward for 2 hits.
    This is the best overhead in the game.  It comes out the fastest, and
    has great recovery.

    * Hop Kick (Senpuu Kyaku - Whirlwind Kick)

        F + Forward

    This is identical to Ryu's Hop Kick.  It can be used greatly in semi
    combos, and to hop over sweeps and slides easily for clean hits.

    * Diving Kick (Tenma Kuujin Kyaku - Angel Air Blade Kick)

        Whilst jumping forward, D + Forward

    You have to press the button *just* as Akuma peaks at his forward jump.
    The Diving Kick comes off very quickly and can surprise opponents who
    expect to time their anti airs at the last second.  Unfortunately, it's
    pretty hard to combo off unless you hit from reasonably out far.

**Useful Normal Moves

    JN.Roundhouse : The great priority jumping kick.
    JN.Jab : The great priority jumping jab.
    S.Forward : A 2 hit axe kick, this is a great anti air move.
    C.Fierce : An uppercut that reaches very high, useful anti air.

**Special Moves

    * Fireball (Gouhadouken - Great Wave Motion Punch)

        QCF + punch

    Akuma's fireball has quick recovery.  Any version can knock down from 
    close.  It can be played in fireball traps pretty well, and is your
    standard long range combo finisher, since the Fierce version is very
    fast.

    * Flaming Fireball (Shakunetsu Hadouken - Flaming Wave Motion Punch)

        HCF + punch

    Akuma charges for a while, with flames around his upper body.  He then
    releases a red fireball that will flame and knock down.  It can hit
    1, 2, or 3 times, depending on button pressed.  It can also juggle, but
    due to the delay coming out, it has very few uses.  When using ground
    fireballs, avoid using this since it's slow to come out.  Be very
    careful, since the motions are very sensitive.

    * Air Fireball (Zankuu Hadouken - Air Slasher Wave Motion Punch)

        Whilst jumping, QCF + punch

    Akuma throws a fireball diagonally downward.  The Jab version can float
    almost a full screen length, and is great for keeping opponents back.
    The Strong version goes a bit more downwards, and the Fierce version
    goes very quickly at about 45 degrees to the ground.  The Air Fireball
    is one of Akuma's best attacks.  An offensive and defensive wonder move.
    The Air Fireball stuns opponents for so long, it can be strung into
    combos easily in the corner.  However, the Air Fireball only does about
    as much damage as a medium attack.  Finally, don't keep the rookie's 
    tendency to become overly reliant on it against expert opponents.

    * Hurricane Kick (Tatsumaki Zankuu Kyaku - Tornado Air Slasher Kick)

        QCB + kick

    Akuma's Hurricane Kick spins as fast as Ken's, but it knocks down like
    Ryu's, and juggles opponents.  It can hit up to 3 times, juggling for
    pretty good damage.  It can be done in the air to set up simple juggle
    combos.

    * Dragon Punch (Goushoryuken - Great Rising Dragon Punch)

        DP + punch

    Akuma's Dragon Punch has the highest priority out of all the Dragon
    Punches in the game.  It can hit 1, 2, or 3 times, depending on button
    used.  It goes at an angle like Ryu's Dragon Punch, but can do a lot
    more damage.  It's a lot more useful since it can juggle opponents.
    Like Ken's Dragon Punch, the Jab version is most useful against jumpers,
    since the Strong and Fierce versions will do small damage unless you
    land those first hits.

    * Ground Roll (Zenpou Tenshin - Forward Roll)

        QCB + punch

    Akuma takes a hop and then rolls.  The roll is invulnerable to 
    fireballs, but the hop makes it useless since he'll be hit out of the
    hop almost every time.  The distance is NOT variable.  Don't bother
    with this move.

    * Hundred Demon Attack (Hyakki Shuu)

        XQC + punch

    Akuma does a leap like Guy's Bushin Leap.  It's height and length is
    variable like Guy's Bushin Leap.  Akuma can do lots of things whilst
    he is doing this move :

      Hyakki Gousai (Hundred Demon Power Crusher)
        Press punch when above opponent.  Akuma will grab their shoulders
        and perform a somersault shoulder breaker.  This is a throw, but
        it can be crouched under.

      Hyakki Goushou (Hundred Demon Power Thrust)
        Press punch when not close to opponent.  Akuma will do a palm 
        strike.  Short range.

      Hyakki Goutsui (Hundred Demon Power Drop)
        Press kick when next to opponent.  Akuma will grab the opponent,
        take them nice and high, and come down to slam them.  This is a
        throw, and it canNOT be crouched under.

      Hyakki Gousen (Hundred Demon Spike)
        Press kick when not close to opponent.  Akuma will come down with
        a drop kick, and lay on his back for a while.  Short range.

    If you don't press any buttons, Akuma will come down with a short slide.
    The slide can knock opponents down.  This is good if opponents try to
    trip you as you land, since the slide comes out *instantly*, beating
    their sweep.  Mainly, I find the kick throw most useful since th punch 
    throw can be crouched under.  Just use it in simple semi combos from
    time to time (as if Akuma doesn't have enough semi combos anyway).

    * Teleport (Ashura Senkuu - Ashura's Air Flash [Ashura is a god of war])

        DP + 3 punch/kick or RDP + 3 punch/kick

    Akuma glides across the screen, straight through anything, ending up at
    a spot determined by the motion and button pressed.  The direction in
    which you do the Dragon Punch motion determines in which way you
    teleport.  Punches will teleport you a long distance, kicks a short
    distance.  A dead easy way of escaping corner traps.

**Super Combos

    * Great Fireball SC (Messatsu Gouhadou - Great Wave Motion Slaughterer)

        2HCB + punch

    Level 1 : 4 hits.
    Level 2 : 6 hits.
    Level 3 : 8 hits, final hit flames.

    Akuma gathers energy at both hands, and then launches a huge fireball.
    Every version knocks opponents down.

    This is the most powerful SC fireball in the game.  The only bad point
    is that it's ridiculously hard to do.  You have to do the two half
    circle motions closely together to get it to work.  It's tough, but you
    can master it somewhat.  Use it similarly to Ryu's Shinkuu Hadouken SC.

    * Great Dragon Punch SC (Messatsu Goushoryuu - Great Rising Dragon
                             Slaughterer)

        2QCF + punch

    Level 1 : 2 Dragon Punches, 4 hits.
    Level 2 : 2 Dragon Punches, 6 hits.
    Level 3 : 3 Dragon Punches, 8 hits.

    Akuma does multiples Dragon Punches in a row whilst sliding forward.

    This is similar to Ken's Shoryureppa SC, but different in a couple of
    ways.  Firstly, Level 3 does 8 hits, with no flame.  This makes very
    little difference.  Secondly, the Level 1 version juggles a LOT better
    than Ken's Level 1 Shoryureppa SC.  This means that the Level 1 version
    can be used as an anti air move if you get really bored.  Thirdly, 
    Akuma's Great Dragon Punch SC has less initial ground range than Ken's
    Shoryureppa SC.  This means that it's harder to land that big damage
    first hit in a combo, unless you don't use many chain combo attacks.
    It also means it's harder to snag sweeps with it.  Other than that, it's
    pretty identical to Ken's Shoryureppa.

    * Great Air Fireball SC (Tenma Gouzankuu - Angel Power Air Slasher)

        Whilst jumping, 2QCF + punch

    Level 1 : 4 hits.
    Level 2 : 6 hits.
    Level 3 : 8 hits.

    Akuma throws an air fireball that does multiple hits.  The force of the
    fireball release launches Akuma a bit into the air.  This can be air
    blocked.

    This move cannot be recovery rolled from after it hits you.  The Great 
    Air Fireball SC travels much like a Fierce Air Fireball.  The launch 
    means that if it's blocked, your opponent can throw a projectile and 
    make you have to land on it, getting a free hit.  However, the launch 
    means that if you see a SC fireball coming, you can just jump up and do 
    it, and the launch will propel you right over their SC fireball whilst 
    they get nailed by yours.  Thus, this is a great anti SC fireball move.  

    * Raging Demon (Shun Gokusatsu - Imprisoning Death Flash)

ARCADE        
        Jab, Jab, tap F, Short

CONSOLE
        Jab, Jab, tap F, Short, Fierce

    Can only be performed at Level 3.

    Akuma slowly slides forward in a teleport.  This is a throw and cannot
    be blocked.  If gets within throwing range, he will grab his opponent,
    the screen will flash white, and Akuma will deliver 15 hits to his
    opponent, causing 50% damage.

    The Raging Demon SC cannot be recovery rolled from after it hits you.
    
    I want to dispel a myth right here.  
    
    --= IMPORTANT =--
    ***IF YOU TRY THIS MOVE ON AN OPPONENT AS THEY GET UP, SUCH THAT YOU ARE 
    FLOATING IN FRONT OF THEM WHEN THEY GET UP, THEY _CAN_ JUMP AWAY FROM IT 
    BY JUST HOLDING IN ANY UP DIRECTION, AND YOU WILL JUST MISS AND KEEP ON
    FLOATING!!!!!!!!!!!***.
    OK?  Got it?  So don't just trip someone and think "Aha!  I got'em 
    now!" (unless they aren't aware of this).  I can't believe the number
    of FAQs out there that still reckon this is a great tactic.

    Anyway, Akuma can easily be hit out of the Raging Demon SC, so don't
    just do it from half a screen away and expect it to connect.  It isn't
    that kind of SC.  It's not some big SC that will guarantee you a win.
    It has to be used very carefully.  Learn to use this in semi combos :
    that's where it's most devastating.

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - S.Jab, C.Jab, and C.Short can chain into a stronger attack or another
      Jab or Short.
    - S.Short, S.Strong, C.Strong, and C.Forward can chain into a stronger
      attack.

    * Interruptable Moves
    - ANY normal ground move can be cancelled into a special move or SC.
      Note that the S.Forward can only be cancelled during it's 1st hit.

**Regular Combos
EASY
1. JN.Roundhouse, C.Fierce, Dragon Punch
2. JN.Roundhouse, C.Forward, Hurricane Kick
3. JN.Roundhouse, C.Short, C.Forward, C.Roundhouse, Hurricane Kick
4. C.Roundhouse, Flaming Fireball
        Only works on a few characters.
5. NK.Forward, C.Fierce, Flaming Fireball
        Again, only works on a few characters.
6. JN.Air Hurricane Kick, Dragon Punch
7. JN.Air Fireball, C.Fierce, Dragon Punch
8. (corner) JN.Roundhouse, C.Jab, C.Short, C.Forward, Hurricane Kick

INTERMEDIATE
9. JN.Roundhouse, C.Forward, Short Hurricane Kick, Dragon Punch
10. (corner, start from jump in range) JU.Jab Air Fireball, JN.Air Fireball,
   C.Fierce, Dragon Punch
        The Fierce Air Fireball is best for the second Air Fireball since
        it will hit in a combo easily, and the stun will give you enough
        time to get close and combo.
11. JN.Roundhouse, C.Forward, Short Hurricane Kick, Roundhouse Hurricane 
    Kick

EXPERT
12. (corner, start from jump in range) JU.Jab Air Fireball, JN.Air Fireball,
    C.Jab, C.Short, C.Forward, Short Hurricane Kick, Short Hurricane Kick,
    Dragon Punch
        The timing between the Hurricane Kicks is pretty hard.  Use the Jab
        Dragon Punch to finish since at that height, Jab will do the most
        damage because with Strong and Fierce, you'll miss those first hits.
        Just in case you're wondering, I have been able to get 3 Short
        Hurricane Kicks in a row; it's just that then I can't seem to get
        a Dragon Punch at the end (I have however, been able to get a Great
        Dragon Punch SC for a couple of measly hits).
13. JN.Air Hurricane Kick, Short Hurricane Kick, Dragon Punch
        This only works if the Air Hurricane Kick hits once.
14. (corner) Overhead Chop, Fierce Fireball
        This one's very hard to time.  I've done it several times, the CPU
        Akuma does it every time.

**SC Combos
EASY
1. JN.Roundhouse, C.Forward, Great Dragon Punch SC
2. JN.Roundhouse, C.Jab, C.Short, Great Dragon Punch SC
3. (corner, start from jump in range) JU.Air Fireball, JN.Great Air Fireball
   SC
        To do this one, launch the Jab Air Fireball as late as possible,
        and the Great Air Fireball SC as soon as possible.

INTERMEDIATE
4. (corner) JN.Roundhouse, C.Jab, C.Short, C.Forward, Short Hurricane Kick,
   Great Dragon Punch SC or Great Fireball SC
        Using more than 1 Level in this combo will result in a strong
        feeling of having been ripped off, since you'll miss out on a lot
        of hits and a lot of damage.

EXPERT
5. (corner, start from jump in range) JU.Air Fireball, JN.Fierce, C.Short,
   Level 3 Great Fireball SC, Dragon Punch
        The SC will recover *just* in time for you to juggle with the
        Dragon Punch (maximum juggle of 2 hits).  This is a very very very
        tough combo.  You have to land the JN.Fierce as early in the air
        as possible, or otherwise after the Great Fireball SC, you'll be
        too far away to land a Dragon Punch.  You can also try a Hurricane
        Kick instead of the Dragon Punch.

   Seeing that SC combo #5 is so tough, I'll explain here.  Firstly, if the
   Air Fireball is too hard to string into the combo, don't do it.  It's
   damaging enough anyway.  Jump in with the Fierce punch early.  Whilst it
   hits, you have to do the first half circle back motion (usually best to
   do during hit stun).  When you land finish SC motion with another half
   circle back.  During the seconds half circle motion, press Short when
   you are at diagonally down forward or down.  It's not good to press Short
   at diagonally down back, since with the double button press effect, you
   might get a Short Hurricane Kick to come out.  Finish off the motion with
   3 punches, as soon as it stops hitting, allow for about half a second,
   and Dragon Punch.  It's really hard, but I have done it several times 
   now, so yes, it actually does work!
   
**Maximum Combo
Raging Demon = 15 hits.  Geeze, so uninventive.

**Semi Combos + Counters
1. C.Short, Overhead Chop or throw
  Counter #1 : C.Short, Hop Kick
  Counter #2 : C.Short, pause, Great Dragon Punch SC or Dragon Punch
  Counter #3 : C.Short, jump back + Fierce Air Fireball or Great Air 
               Fireball SC

2. Hop Kick, Overhead Chop or throw
  Counter #1 : Hop Kick, Dragon Punch or Great Dragon Punch SC

3. Hop Kick, Raging Demon SC
        To do this, just start the motion for the SC during the Hop Kick
        If timed right, the Raging Demon SC, being a throw, will beat any
        normal ground move since from right up close, a throw beats any
        normal ground move.
  Counter #1 : Hop Kick, Dragon Punch or Great Dragon Punch SC

4. (vs. crouchers) C.Short, Short Hurricane Kick, throw
  Counter #1 : C.Short, Short Hurricane Kick, Dragon Punch or Great Dragon
               Punch SC

5. (vs. crouchers) C.Short, Short Hurricane Kick, Raging Demon SC
        To do this, just start the motion for the SC during the Short
        Hurricane Kick.  If timed right, the Raging Demon SC, being a throw,
        will beat any normal ground move, since from right up close, a
        throw beats any normal ground move.  Same counters as semi combo #4.
        NOTE : I've NEVER seen this escaped from once the Hurricane Kick
               has landed without getting hit.

6. JN.Roundhouse, C.Short, NK.Forward, combo of your choice
        For some reason, opponents tend to try and get a C.Roundhouse sweep
        at you after the C.Short, when they can clearly see you're jumping.
        Hmmm.
  Counter #1 : JN.Roundhouse, C.Short, pause, Dragon Punch or Great Dragon
               Punch SC
  Counter #2 : JN.Roundhouse, C.Short, jump back + Fierce Air Fireball or     
               Great Air Fireball SC
7. JN.Roundhouse, C.Forward, Jab Air Roll, Kick throw
        No real safe counters for this.

**Strategies

        Akuma is basically an enhanced Ryu.  He has a lot more combos with
a lot of multi hit juggling moves.  He is the only character in the game
with 4 SCs.  He is the only character in the game with practical juggling
moves that are actually useful.
        Basically, my strategy involves jumping around with Air Fireballs,
and adding in the occasional Overhead Chop.  Ground Fireballs are useful in
combos vs. crouchers, and you generally use ground combos finishing with a
ground fireball if not executing the Overhead Chop after a couple of Jabs or
Shorts.
        If your opponent blocks the Air Fireballs in the open, keep on going 
with more and more Air Fireballs until they are cornered, adding the 
occasional Overhead Chop.  
        Once the opponent is cornered, really start mixing it up.  Lots of
Air Fireballs, Overhead Chops, and the occasional throw and ground Fireball
can make it nearly impossible for the opponent to escape without taking
significant damage.  Whenever you see an Air Fireball hit from the right 
range, don't continue on with your trap, go for the kill!  Jump in with an
early Fierce Air Fireball; this will stun them long enough until you land.
When you land, do the combo of your choice.  Used right, this strategy can
produce dizzies with remarkable frequency.
        If your opponent avoids the Air Fireball block damage by jumping 
over them, try jumping forward with a Jab Air Fireball, and going into a 
Dragon Punch as soon as you land.  That way, they will jump over the Air 
Fireball, right into your Dragon Punch.  This is called the "Air Fireball
Trap".
        If you have trouble with your opponent trading heavy blows with your
Air Fireballs, try using a Fierce Air Fireball, as this will hit before they
can hit you.  Go straight into a Ground Fireball or Roundhouse Hurricane 
when you land, but only into the Hurricane in the corner.  Of course, if the 
Roundhouse Hurricane does not get all 3 hits, add the Dragon Punch onto the 
end to finish (timing for Dragon Punch is a bit tricky).
        If you have trouble with your opponent trading their fireball with
your Air Fireball (they throw theirs when you throw yours, so you land on
theirs even though they still get hit), use the Great Air Fireball SC.  You 
will be launched up by it such that you won't land on their fireball, and 
they will cop a beating from your Great Air Fireball SC.  If your opponent 
is persistent only when you have no levels, just keep 2 or 3 levels stored, 
throwing level 1 SCs only, to keep 2 levels for the mere threat of the Great 
Air Fireball SC.
        Finally, Akuma's Raging Demon SC, when used in semi combos properly, 
is extremely deadly.  One note : if the opponent is in block stun during the 
SC animation pause, they can jump away.  So if you do a JN.Air Fireball, and
go into the Raging Demon SC immediately upon landing, it's escapable.  They
can also just AC it since they are still in block stun.  So only use the
leads I have listed (unless you find a better one, in which case, email me
and share your great lead).
        You will find that most Akumas you play in the arcade will be
rookies.  They will be over reliant on the Air Fireball, and dead easy to
beat.  Only true masters are actually any good with Akuma.  Rookies may
still get annoying with their Air Fireballs, but they'll be easy to beat in 
the end.
        Akuma is so versatile, that besides my strategy which I personally
find most effective, there are many others that can be played.  One final
note : Akuma is BY FAR the hardest character to master in SFA.  That now
infamous 30% damage handicap plays a pretty big role in matches.  You have
to become a real master before you can win consistently with him (that is,
before you find it profitable to have new moves in exchange for the damage
handicap).  The damage handicap means that at normal damage, some SCs can do
80% at Level 3, and at high damage, some Level 3 SCs can do 100%.

WARNING : Once you are a true master of Akuma, matches may become one-sided 
          and boring.  You may also find it boring to play Ryu.

--= 3.13 Dan =--

        Dan is seeking revenge for his father's death at the hands of Sagat.

Starting Pose : Dan sticks his forearm out at his opponent.
Winning Pose #1 : Similar to starting pose, but he grunts.
Winning Pose #2 : When you win perfect, it's identical to winning pose #2
                  except he grunts in a much higher pitch.
Winning Pose #3 : (I've only seen this happen once) Dan turns and faces
                  the screen.  With a big smile on his face, he gives you
                  the thumbs up sign, and makes the high pitched sound he
                  does in winning pose #2.
                  
**Alpha Counter

        AC motion + kick

    Dan does a C.Roundhouse sweep in reverse.  It has decent range, comes
    out and recovers quickly.  It's most useful in countering chain combos.

**Taunt

  Neutral + START : Identical to winning pose #1.

        Dan can taunt infinitely!  Hooray!

**Miscellaneous Information

    Dan's S.Roundhouse can hit twice.  His C.Roundhouse sweep, for some
    reason, sends the opponent flying way back.

**Normal Specialty Moves

        None.

**Useful Normal Moves

    C.Fierce : A high reaching uppercut, decent air counter.

**Special Moves

    * Fireball (Gadouken - Self Taught Punch)

        QCF + punch

    Dan throws a fireball at slightly higher than normal height, and it
    travels a short distance before dissipating.  The button pressed
    determines how far it travels.  You only really ever use the Fierce
    version since the other versions don't go nearly as far.  The Fierce
    version goes slightly shorter than the range of a C.Roundhouse.
      
    * Dragon Punch (Kouryuken - Shining Dragon Punch)

        DP + punch

    Similar to Ryu's Dragon Punch, but it is never invincible.  It trades
    with high priority jumping kicks frequently.  Knocks opponents down in
    a single hit.

    * Gale Kick (Dankuu Kyaku - Dan's Air Slicer Kick)

        QCB + kick

    Dan flies forward with a series of kicks.  Hits 1, 2, or 3 times,
    depending on button pressed.  The Short version can go over fireballs
    if timed right.  The Roundhouse version can do considerable damage if
    it connects.  If blocked, you'll land and recover in time to block,
    but not to jump away, so opponents can sometimes throw you (a reversal
    Chain Grab by Birdie is 100% inescapable).

**Super Combos

    * Super Fireball (Shinkuu Gadouken - Vacuum Self Taught Punch)

        2QCF + punch

    Level 1 : 3 hits, travels about 1/4 of screen.
    Level 2 : 4 hits, travels about 1/2 of screen.
    Level 3 : 5 hits, travels about 3/4 of screen.
    
    Dan throws a huge fireball that has limited range at higher than normal
    fireball height.

    This is actually a decent SC.  The Level 1 version can be used as a
    good close up counter since it comes out nice and quickly.  The Level 3
    version can be used in combos pretty well.  Not good for fireball 
    battles, but certainly useful in close to mid range combat.

    * Double Dragon Punch (Kouryuu Rekka - Shining Dragon Blaze)

        2QCF + kick

    Level 1 : 4 hits.
    Level 2 : 5 hits.
    Level 3 : 6 hits.

    Dan does 2 Dragon Punches.

    Level 1 is stationary.  Level 2 makes Dan's first Dragon Punch slide
    outwards a little, followed by a stationary Dragon Punch.  Level 3
    makes Dan's first Dragon Punch slide out considerably, followed by a
    stationary Dragon Punch.  This juggles a LOT better than Ken's 
    Shoryureppa SC.  Even the Level 3 version can be used to hit jumpers,
    since still, as long as you do it reasonably late, you'll get most of
    the hits.

    * Desperation (Hisshou Muraiken - Sure victory with unreliable punch)

        2QCB + kick

    Level 1 : Series of kicks, 5 hits.
    Level 2 : Series of punches ending in a Dragon Punch, 7 hits.
    Level 3 : Series of kicks, series of punches, ends in a Dragon Punch, 
              12 hits.

    Dan throws a multi hit combo in place.  The Level 1 version is the only
    version that doesn't leave Dan open.  You may find that with the Level 1
    version, some characters only get hit 4 times.  This move does pretty
    good damage, and besides that, it looks pretty cool (just like
    Wolverine's Weapon X and Captain America's Final Justice from MSH).

**Chainable Moves and Interruptable Moves

    * Chainable Moves
    - C.Jab can chain into a stronger attack or into another Jab or Short.
    - S.Jab and S.Short can chain into a stronger attack.

    * Interruptable Moves
    - Every normal based ground move except the S.Forward and S.Roundhouse
      can be cancelled into a special move or SC.

**Regular Combos
EASY
1. JN.Fierce, C.Jab, C.Fierce, Roundhouse Gale Kick
        Omit the C.Jab if necessary.
2. JN.Fierce, C.Fierce, Fireball
3. NK.Forward, C.Short, Dragon Punch
4. JN.Fierce, C.Jab, C.Jab, C.Roundhouse

INTERMEDIATE
5. NK.Forward, C.Jab, S.Short, C.Forward, Fireball
        This combo does little but look good.  Stick to combos #1 and #4.

**SC Combos
EASY
1. JN.Fierce, C.Short, Double Dragon Punch SC
2. JN.Fierce, C.Forward, Super Fireball SC
3. NK.Forward, C.Jab, Desperation SC

EXPERT
4. JN.Fierce, C.Jab, C.Jab, C.Forward, Level 3 Super Fireball SC
        This only works at Level 3 since the other versions won't make the
        distance.  Press and hold Forward if you find the Double Dragon
        Punch SC accidentally coming out.
5. (corner) JN.Fierce, C.Jab, C.Fierce, Roundhouse Gale Kick, Double Dragon
   Punch SC
        The timing for the Double Dragon Punch SC is very tough.

**Maximum Combo
JN.Roundhouse, C.Jab, Level 3 Desperation = 14 hits.

**Semi Combos + Counter Semi Combos
1. Gale Kick, throw
  Counter #1 : Gale Kick, Dragon Punch or Double Dragon Punch SC

2. (from slightly out of C.Roundhouse range) Super Fireball SC, throw
  Counter #1 : Super Fireball SC, Dragon Punch or Super Fireball SC

**Strategies

        Dan was intended by Capcom to be a joke character.  They made a 
mistake.  Dan is, believe it or not, actually decent.  His Gale Kick combos
do huge damage, and his SCs are pretty powerful also.
        I think Dan was supposed to be played offensively.  Dan requires the
use of fakes from time to time, because sometimes it's difficult to get in
close at your opponent when they keep on hitting you back with Dragon Punch
type moves.  Jump in lots with Dan : they are probably your best leads.
        Dan's Super Fireball SC has decent range and comes out pretty 
quickly.  His Double Dragon Punch SC does a lot of damage and is useful
against jumpers or in combos.  His Desperation SC will hammer the opponent
completely from close.  Used carefully, Dan's SCs are among the best in the
game.
        Dan should be played offensively overall, with the Gale Kick as your
primary attack weapon.  Best of all, he can taunt infinitely in a round.
A fun character for experts.

--= 3.13 Comboability =--

        Obviously some characters are easier to combo than others.  This
has always been the case in Capcom games, and in SFA, it's no different.
Most combos will work on every character, some will work much more easily
on certain characters.  I think there are 2 main categories in character
comboability in SFA : jugglibility and push-back.  Jugglibility is how well
a character can be hit by juggle combos.  Push-back is how far a character
gets pushed back by Fierce and Roundhouse hits.  As far as I've seen, 
there's no difference in getting pushed back by Jabs, Shorts, Strongs, or
Forwards.  With Ken, I've been able to land a JN.Roundhouse, C.Jab, C.Jab,
C.Jab, C.Short, C.Forward, S.Roundhouse (7 hits) combo on EVERY character.
It was just as hard to do it to Guy or Chun Li as it was to do it to Birdie
or Sodom.  Another thing to take into account is how well the character
can be neck kicked.  Below is a brief description on how easy it is to combo
a certain character.  And, I'll tell you now, it's pretty surprising.

*Ryu
   Ryu is a pretty good combo target.  He gets juggled pretty well, and he
   doesn't get pushed back particularly far either.  Only very few juggle
   combos won't work on him.  Ryu is also a very good neck kick target.
*Ken
   Ken is just as comboable as Ryu.
*Charlie
   Charlie is a good combo target.  He seems to be a good juggle target, and
   most combos that work on Ryu work on Charlie.  However, Charlie seems to
   get pushed back further than Ryu.  A Ryu C.Fierce, Jab Dragon Punch combo
   doesn't work on him.
*Chun Li
   Chun Li the BY FAR the best juggle combo target in the game.  Almost every
   juggle combo works on her.  She doesn't get pushed back as far as one
   would expect.  Chun Li also gets neck kicked easily.  A surprisingly 
   great combo target.  If you have any trouble with a juggle combo, try
   it on her.  However, for some reason, Ken's Roundhouse Hurricane Kick
   will only hit her 3 times in the open, and 4 times in the right corner.
   The Hurricane Kick in general tends to work strangely against Chun Li
   if blocked.  In the left corner, if she blocks it, you'll continue to
   go forward until you are basically on top of her.  Each spin will result
   in 2 blocked hits.  In the right corner, she'll get hit out.  Hmmm.
*Guy
   Guy is probably the worst combo target.  He's dead hard to neck kick,
   and he doesn't get juggled very well.  He doesn't get pushed back far
   however.
*Birdie
   Birdie is a great combo target.  He's easy to juggle and easy to neck
   kick.  For some reason, Birdie gets pushed back far.  With Ryu, when
   trying to get him with a C.Fierce, Jab Dragon Punch combo, the Jab
   Dragon Punch will miss!
*Adon
   Adon is another good combo target, slightly less comboable than Ryu.
   He's a bit harder to neck kick, but is otherwise pretty much the same.
*Sodom
   Sodom is probably the best combo target.  He's a great juggle combo
   target, doesn't get pushed back far at all, and is dead easy to neck
   kick.
*Rose
   Rose is just like Ryu except for one peculiarity.  Like Chun Li, she will
   only get hit by Ken's Roundhouse Hurricane Kick 3 times.  However, for
   Rose, it makes no difference whether she's cornered or not.
*Sagat
   Sagat is a mediocre combo target.  He's so tall that Ken's Air Hurricane
   Kick can actually hit him 3 times before landing.  He's easy to neck
   kick, but not so good a juggle target.  Furthermore, he gets pushed back
   far.  That Ryu C.Fierce, Jab Dragon Punch combo doesn't work on him
   either.
*M.Bison
   Bison, although fat, is NOT such a great combo target.  As noted earlier,
   for some reason, Ryu's Shinkuu Tatsumaki Senpuu Kyaku SC doesn't work
   well on him from close.  With Ken, on every other character with a
   JN.Fierce, C.Fierce, Fierce Dragon Punch combo, I can land 5 hits.  For
   some reason, Bison only gets hit 4 times.  Other than that, a decent
   neck kick target, but tough to juggle.
*Akuma
   Akuma is just as comboable as Ryu.   
*Dan
   Dan is just as comboable as Ryu.

So the lists go something like this :
*Juggliblity (from easiest to juggle to hardest to juggle)
        1. Chun Li (by miles)
        2. Sodom/Birdie
        4. Ryu/Ken/Akuma/Dan/Rose/Charlie
       10. Adon/Bison/Sagat
       12. Guy
*Push-Back (shortest to furthest)
        1. Sodom
        2. Ryu/Ken/Akuma/Dan/Chun Li/Rose/Adon
        9. Guy/Bison
       11. Birdie/Sagat/Charlie
*Neck Kicks (easiest to neck kick to hardest to neck kick)
        1. Birdie/Sodom/Sagat
        4. Bison/Charlie
        6. Ryu/Ken/Akuma/Dan/Rose/Adon/Chun Li
       13. Guy

        Finally, there are combos that work on crouching opponents and
others that will not.  Crouching makes a character easier to neck kick, and
they are pushed back less by hits.  This makes it easier to land combos such
as Ken's NK.Forward, C.Jab, C.Short, C.Forward, Shoryureppa SC.  Against a
standing opponent, usually you'll miss the first hit of the SC, but against
a crouching opponent, it becomes a LOT easier to get all the hits of the SC.
However, crouching opponents are also harder to land jump ins on.  Remember
how I said before that if you time your jump in perfectly, you'll be as 
close to them just as if you had landed a neck kick?  Well, against 
crouching opponents, it can become impossible (against the smaller guys) to
land this perfectly timed jump in.  Therefore, you won't be able to get as
many ground hits.  On the other hand, standing characters can sometimes be
near impossible to land a neck kick against, and sometimes they aren't as
wide as we'd like them to be in ground combos.  Which one's more comboable?
I'll leave that for you to decide.


=============================================================================

                   *** 4) CHARACTER SPECIFIC MATCHUPS ***

=============================================================================

--= 4.1 Ryu Vs. ** =--

*Ryu Vs. Ryu
        This match is one where you have to know your opponent's tendencies
best.  You should look to jump in over the fireballs to land combos
frequently, but don't get predictable.  Ryu's AC can beat the Shinkuu
Tatsumaki Senpuu Kyaku SC, so AC it if your opponent tries to kill you with
block damage.  A move you'll find very useful is the Hop Kick, since one of
Ryu's best offensive tools is a C.Forward, fireball combo.

*Ryu Vs. Ken
        Ryu has most of the advantages in this matchup.  Try throwing a
couple of fireballs, but watch out for the jump in.  Ken's Fierce Dragon
Punch does plenty of damage, so don't let him get jump in combos.  If Ken
tries to Hurricane Kick over your fireball, just get him with a C.Fierce or
Dragon Punch before he recovers (he'll go over the fireball, hit you a
couple of times, last hit will miss, you can hit him before he lands).  The
trick to winning here is to be able to pick the Ground Roll.  As soon as you
see him using it in assaults, Dragon Punch him out of it.

*Ryu Vs. Charlie
        This should be an easy one for Ryu.  Since Charlie's Flash Kick is
air blockable, you should always try to get a Shinkuu Hadouken SC after
landing from air blocking it.  Don't try to counter Charlie's Sonic Booms
from close with fireballs : he'll recover in time to get a free hit before 
you recover.  Mainly, you'll have to watch his tripping and corner traps.
If your opponent ever uses the Sonic Blade SC, just Air Hurricane Kick.
You'll have to watch for his variations in anti airs and counter 
appropriately.

*Ryu Vs. Chun Li
        Dead easy.  Chun Li's greatest asset, her high priority jump kicks,
mean exactly zero against the Dragon Punch.  The thing you'll have to watch
for is her C.Forward sweeps and the Split Kick.  If you can see the Split
Kick coming, just Dragon Punch it.  The C.Forward can easily be countered
with a Hop Kick.  Chun Li's Kikouken is slow and easy to counter with jump
in combos.  You can hit Chun Li out of her Rising Spinning Kick often with
your JN.Roundhouse.  Easy.

*Ryu Vs. Guy
        Guy's Bushin Leap has the range of about 3/4 of the screen.  So 
don't throw many fireballs from around there.  You can try throwing a 
couple, and then fake by tapping Jab or just doing the motion but not
pressing the button.  Then Dragon Punch him good.  Try to Dragon Punch Guy
if he tries the S.Forward, Bushin Leap tick.  Otherwise, just do a C.Fierce.
Guy is yet another sweep reliant character with his slide.  The Hop Kick
will once again prove very useful.

*Ryu Vs. Birdie
        Birdie has the Leaping Chain Grab SC, so it's silly to throw
fireballs at him even when he's charged up to Level 1.  Birdie also has
great anti air defenses, and can take out any of your jumping attacks with
a S.Fierce.  Therefore, your main chance of getting hits on him will be by
countering his Chain Grab tick attempts.  The Jab Dragon Punch is your best
bet against most tick attempts.  Repeated C.Shorts will also stop most tick
attempts.  Other than that, you'll have to try to pick when he's going to
hold back.  If you somehow can, walk up and throw.  Try landing neck kicks,
and repeating by jumping again.  Do something to try and confuse him.  Try
poking with a C.Forward.  Of course, his S.Fierce has more range, so every
now and then, it's sort of safe to try to Dragon Punch him when he pokes
with it.  Not an easy one.

*Ryu Vs. Adon
        Adon can counter your fireball attempts pretty easily, so you'll
have to be very careful with them.  Try faking by tapping Jab and then
Dragon Punch whatever his counter is.  The neck kick should be pretty safe
since Adon's Jaguar Knee would be difficult to do as a turn around reversal.
The AC will be your safest bet against his Jaguar Kick attempts.  If he
does a Jaguar Tooth, try jumping forward from full screen.  If it's the
Roundhouse version, if your jump was late, you should jump right over in
perfect positioning for a neck kick.  If it's the Short version, you should
land in perfect position for a quick combo.  If he does the Jaguar Revolver
SC from mid range, just block, or if it's the Level 1 version, Dragon Punch.

*Ryu Vs. Sodom
        Sodom should pose few problems for Ryu.  Ryu's Hop Kick will be very
useful in nullifying Sodom's slide.  Other than that, just try to Dragon
Punch Sodom's jump in attempts.  You'll have to watch out for Sodom's
Jitte Slice leads though.  The AC should be your best bet, but be careful,
since sometimes you might miss long range Jitte Slices.  Jab Sodom out of
any Power Bomb / Mega Power Bomb attempts.

*Ryu Vs. Rose
        Rose is a tough matchup for Ryu.  The Hop Kick will again be very
handy, since Rose players like to poke with the slide.  If you block the
slide, just block the following S.Forward or Dragon Punch it if you think
she'll go for it.  Her C.Fierce will take out your jump kick every time,
so the only time you can really jump in is when she's getting up.  Try a
good semi combo for easy damage.  If Rose ever Soul Throws you (SC or
standard special), just recovery roll, Shinkuu Tatsumaki Senpuu Kyaku SC,
watch that life meter drain.  You'll also have to avoid fireballing too much
since her Soul Reflects pretty much take care of those.  A Hop Kick lead is
probably the best way to get in close.

*Ryu Vs. Sagat
        Your best weapon against Sagat are your jumping attacks, since they
can beat all of Sagat's anti airs.  Try to JN.Roundhouse early, but not too
early.  If you think he's waiting to block it, just jump in and throw.  If
he does the Tiger Genocide SC to hit you cleanly out of the air, just
recovery roll if it's the Level 1 version and combo.  If it's the Level 2 or
3 version, just fall, get up, and beat him up when he lands.  The Air
Hurricane Kick will fly right over any of his Tiger Shots, and will prove
very useful.

*Ryu Vs. Bison
        Be aggressive.  Bison's C.Fierce can be beaten cleanly by your
JN.Roundhouse if timed correctly.  You'll probably have to be pretty patient
since Bison likes to teleport away when you get in close.  Try throwing
fireballs, entice him to try to go for a Demon Stomp or Teleport.  Then fake
by tapping Jab, and counter appropriately.  The Double Knee Press will
probably cause problems, but you can AC it pretty easily.

*Ryu Vs. Akuma
        Here's a tough matchup.  Akuma's Air Fireballs basically mean you'll
be on the defensive for the most of the fight.  You can Dragon Punch through
them from close up, or you can AC them from that close.  Try jumping over
his Air Fireballs, and put him on the defensive.  You can try to get him
with your Shinkuu Hadouken SC, but be careful since his Great Air Fireball
SC can counter it cleanly.  If all else fails, just go out and try to trade
powerful hits with his Air Fireballs.

*Ryu Vs. Dan
        The Gale Kick is a multi hit move and easily AC'ed.  Your 
JN.Roundhouse can trade with his Dragon Punch pretty easily if timed right.
Dan is not that tough to fireball trap, but the moves you'll have to watch
out for are his Short Gale Kick and Super Fireball SC.

--= 4.2 Ken Vs. ** =--

*Ken Vs. Ryu
        This is not an easy matchup.  Your best weapon here is going to be
the Ground Roll.  You can use it to go under fireballs and catch Ryu with
his guard down, or you can use it to tempt him into going for a bad attack.
Try using the Jab Roll in combos; this will draw late counterattacks easily.
The Jab Roll is so quick that it will recover in time easily.  If he tries
to Dragon Punch it, just block and SC him.  You may also wish to try to do
a Dragon Punch yourself when you come out of the Roll, since your's will
beat his.  Fireballing should be kept at a minimum, and only from long 
range.

*Ken Vs. Ken
        Some people might still play Ken like Ryu, like they would have
effectively in the older SF2s.  If they are such players, they'll be dead
easy to beat.  If they aren't, well, it won't be so easy.  Try poking with 
the S.Roundhouse, tempt them to try it themselves.  Then, when you think
they'll try it, jump over and nail a Fierce Dragon Punch combo before he
recovers.  The Ground Roll will be a telling factor in the match : the Ken
player who uses it better will probably win.

*Ken Vs. Charlie
        Charlie is not such an easy matchup for Ken.  If you air block a
Flash Kick, try a S.Roundhouse as you land.  The main problem here is that
the motion for a Flash Kick is so quickly done so that you may get hit out
of the Ground Roll from time to time.  Well timed neck kicks will be useful,
since a turn around reversal Flash Kick is hard for most Charlie players.
The thing you don't want to do is to get into a fireball war with Charlie.
Although you can easily outpace him due to charge time, he can easily do
a Sonic Boom, recover and get a free hit before you can recover.  Try an
Air Hurricane Kick over Sonic Booms, followed by a Shoryureppa SC.  This
also applies for the Sonic Blade SC.

*Ken Vs. Chun Li
        Again, like in the Ryu Vs. Chun Li matchup, Ken's Dragon Punch means
that Chun Li's high priority jump kicks mean basically nothing.  Chun's
Thousand Burst Kick SC requires charge time; make sure you use this to your
advantage (ie. neck kick, Ground Roll, whatever to switch sides frequently).
If you can't Dragon Punch the Split Kick in time, just try a S.Fierce, timed
late.  As for her poking with the C.Forward, just kick her with a 
S.Roundhouse from out of her C.Forward's range.

*Ken Vs. Guy
        Guy's going to be poking the whole match.  You can trade with or
beat most of his attacks with a S.Roundhouse.  You can also try fireball
trapping Guy, but only do it from way out far.  The AC will prove VERY 
useful in this matchup.  The Roll will be pretty useless in this matchup
since Guy is so sweep reliant, you'll get hit out of it all the time.

*Ken Vs. Birdie
        Poke around with the C.Forward.  If it hits, chain into the
S.Roundhouse for 2 easy hits (you should probably chain even if it's blocked
anyway).  Either of Ken's SCs will counter Birdie's Chain Grab tick attempts
easily.  The trick here is going to be getting in close to Birdie without
getting Chain Grabbed.  Try a few fireballs from afar; when he looks
prepared with the Leaping Chain Grab SC, tap Jab to fake him into wasting
it, and land a quick SC.

*Ken Vs. Adon
        The Dragon Punch can counter his Jaguar Kick easily, but it's so
quick that you're probably best off going for ACs instead.  A jump kick
from afar canNOT be consistently countered by his Jaguar Knee.  Try
following up a long JN.Roundhouse with a C.Forward, S.Roundhouse combo.
Neck kicks will be dead hard for Adon players to counter as they get up off
the ground.

*Ken Vs. Sodom
        Sodom's slide is probably going to be his most used attack.  You
can try to SC him out of it, but this will be pretty risky.  It recovers so
quickly, such that there's little you can do against it.  Hit Sodom out of
any Power Bomb tick attempts with preferably a SC, but if you're not fast
enough, a Jab will be sufficient.  The AC will be considerably useful, since
a lot of Sodom's good poking attacks have quick recovery, but don't recover
fast enough for an AC.

*Ken Vs. Rose
        AC the slide.  Or otherwise, use a S.Roundhouse if you think you
can see it coming.  Rose's C.Fierce can beat any of your jumping attacks
pretty easily, so ground poking is probably your best bet.  Try to poke with
the C.Forward, S.Roundhouse combo.  Try jumping when she has Levels; try to
sucker her into using her SC, because many people are not aware that you can
recovery roll from her Aura Soul Throw SC.  So when she does it, recovery
roll when you hit the ground, and SC her quickly.  This is not an easy
matchup for Ken.

*Ken Vs. Sagat
        The Ground Roll will go under Sagat's Tiger Shots easily; follow up
with a SC for good results.  The Air Hurricane Kick will prove useful in
going over High Tiger Shots; follow up with a Shoryureppa SC.  Your jumping
attacks can usually beat Sagat's anti airs cleanly, but just time them well.
If he tries to Tiger Genocide SC you out of the air, just roll back and SC
if it's the Level 1 version.

*Ken Vs. Bison
        The Double Knee Press can be Dragon Punched if you react fast 
enough.  Otherwise, it's probably best to AC it.  Try to block the Demon
Stomp when it gets put in combos; Dragon Punch the following Psycho Fist.
The Psycho Crusher SC can be beaten by your jumping attacks most of the 
time.  Also, if your opponent likes to Teleport on reaction to your moves,
just fake and combo him as he comes out.

*Ken Vs. Akuma
        Definitely not easy.  Your Ground Roll CAN go under his Air 
Fireballs, but you can still be hit by them, so be careful with it.  Try
jumping over the Air Fireballs, and trying to get in close.  If your 
opponent uses Jab Air Fireballs too much, try using a S.Roundhouse when he
jumps in from close; you'll go under it and he'll get hit.  Just don't
become predictable because he can easily just do a Fierce Air Fireball
instead, and combo you easily.  You can try to make him land on your own
fireballs when he's jumping around with Air Fireballs, but you'll have to
watch out for the Great Air Fireball SC.  If he goes for the Raging Demon SC
ticks, AC it or die.  This is one tough match (against an expert Akuma).

*Ken Vs. Dan
        The Gale Kick can be easily AC'ed.  Otherwise, throw him when he
lands, since he'll probably expect to block counterattacks.  Dan is actually
decent : don't be soft on your defense.  You might suddenly realised he has
landed a Gale Kick and you've taken pretty big damage.

--= 4.3 Charlie Vs. ** =--

*Charlie Vs. Ryu
        The key here is to catch Ryu with his guard down fireballing.  The
Sonic Boom recovers quickly enough to get a quick Backfist after nullifying
his fireball from close.  Use the variation anti airs, and make sure you
never use the Sonic Blade SC, since he can Air Hurricane Kick over it
easily.  The Crossfire Blitz SC is very useful since it will beat most of
Ryu's attacks on the ground.  Corner trap, poke, and AC any fireball
attempts from mid range (especially Shinkuu Hadouken SCs).

*Charlie Vs. Ken
        Catch Ken with his guard down fireballing, just as you would against
Ryu.  This is abit easier since Ken's fireball recovers a bit slower than
Ryu's.  Your ground attacks will get beaten pretty easily by Ken's SCs, so
just watch out for them, and block when you think they're coming.  If he
leaves himself open further away, the only real combo you can go for is a 
C.Jab, C.Short, S.Strong, Backfist or Stepping Side Kick.  Otherwise, throw.
You should be able to react fast enough to Roll combo attempts to Flash
Kick them.  Make sure you watch for them.

*Charlie Vs. Charlie
        The key here is who wins the Sonic Boom battle.  This doesn't mean
trying to out-fireball your opponent.  The trick is to pick the Sonic Boom
attempt, and get a quick jump in combo.  The other trick is to watch for the
variations in anti air moves and counter appropriately.  Most Charlie 
players will just stick to the Flash Kick as an anti air, so just jump in
air blocking more often than not.  If you know he hasn't charged up, then
you can try to hit him early, but not too early, because then you'll get
thrown when you land.

*Charlie Vs. Chun Li
        Chun Li's JN.Short and JN.Forward can trade with your Flash Kick
frequently.  So if she gets predictable with it and just jumps in with the
kick out, just block and throw when she lands.  Try and Flash Kick the Split
Kick, or if you haven't charged up, a S.Fierce will work also.  This can be
a frustrating matchup, but it's easy to win if you keep your cool.

*Charlie Vs. Guy
        Guy's very hard for Charlie to beat.  The main bummer here is that
Guy's assault is usually so fast, that Charlie doesn't really have enough
charge time for his special moves.  Your Crossfire Blitz SC can beat just
about any of Guy's ground based attacks; use it frequently.  Also, his Elbow
Drop can usually trade with your Flash Kick, so if you see it coming, just
stand up and block, and then throw.

*Charlie Vs. Birdie
        Jab Sonic Booms will prove very useful here, until Birdie gets a
Level.  Since you can't jump in on Birdie because his S.Fierce can beat any
of your jumping attacks easily, you'll have to stick to the ground.  Poke
with trips, but hold back from time to time.  He can Turn Around Headbutt
through them or just get you from out of range with a S.Fierce.  Remember,
when he does have a Level, fake to try to get him to waste it.  Tap Jab, or
do the Sonic Boom motion without pressing the button.  Just do something to
bait him into wasting it, and then jump away and kick.

*Charlie Vs. Adon
        Your Short Flash Kick can beat Adon's Jaguar Tooth and Jaguar Kick,
so it will prove very useful here.  Against the Jaguar Tooth, it's probably
best to just jump forward from afar, because the Short version can fake you
out pretty easily.  If you jump forward late, there are two likely 
possibilities.  He'll either do the Short version, letting you get an easy
JN.Roundhouse, C.Short, C.Roundhouse combo before he recovers, or he'll do
the Roundhouse version, in which case you are perfectly distanced for a neck 
kick.  Don't try to beat his Jaguar Revolver SC with your regular Flash 
Kick.

*Charlie Vs. Sodom
        Sodom's JN.Fierce can beat your Flash Kick from directly above, so
it's probably best to just block it and throw or use a C.Fierce early when
he jumps at you.  Other than that, this shouldn't be a tough match.  Just
block any slides, and try to push him back with chain sweeps.

*Charlie Vs. Rose
        The trick here is to pick which Soul Reflect she'll do.  If she
absorbs your Sonic Boom, you can easily get some quick hits before she
recovers from her Soul Reflect.  You'll have to jump over the Strong 
version, but you'll also have to hold air block in case she does the Fierce
version.  If she uses the Level 3 Aura Soul Spark SC, most of the time, 
you'll recover from your Sonic Boom in time to jump over the reflected 
projectile and get at least a free JN.Roundhouse before she recovers.  OK, 
now here's the bad part : Rose can actually use her Aura Soul Throw against
you decently.  This is because since you have charge time, the most you can
hit her back with is a quick chain combo.  Therefore, you'll have to play
carefully with jump ins.

*Charlie Vs. Sagat
        Easy.  Your Sonic Booms should recover fast enough for you to win
fireball wars with quick free hits before he recovers from his own Tiger
Shot.  Your JN.Roundhouse can beat any of his anti airs, but make sure you
time it well so he can't just stand up, block it, and get a Tiger Blow 
before you land.

*Charlie Vs. Bison
        Your Sonic Boom recovers quickly, but usually Bison's Teleport is
faster, such that he can be behind you before you recover if he can see your
Sonic Boom coming.  So don't get predictable.  Use fakes.  Bison's 
JN.Roundhouse can beat your Flash Kick cleanly if timed perfectly.  The
Double Knee Press and Psycho Crusher SC can easily be Flash Kicked.

*Charlie Vs. Akuma
        If Akuma jumps at you with a Fierce Air Fireball, there's little
you can do, since the Flash Kick doesn't go through fireballs.  Try to Flash
Kick the Hop Kick, because it can easily set up a deadly Raging Demon SC
tick.  Your Sonic Boom does recover faster than his standard fireball, but
he'll probably be jumping around throwing Air Fireballs such that you can't
counter.  You'll probably have to play defensively for most of the match,
and try to pick the gaps in semi combos and counter appropriately.

*Charlie Vs. Dan
        Dan's JN.Short can beat the Flash Kick if it's timed late, so time
your Flash Kick early, and always use the Short version.  Other than that,
this is a very simple matchup.

--= 4.4 Chun Li Vs. ** =--

*Chun Li Vs. Ryu
        Your best bet in this match is to stick to the ground, since Ryu's
Dragon Punch means your high priority jump kicks are worthless.  Poke with
C.Forward sweeps repeatedly, but hold back from time to time, to draw a
Dragon Punch attempt.  Then continue on.  Use the Split Kick frequently, but
not in patterns since it will get Dragon Punched easily.  Whatever you do,
don't use your Kikouken much at all.  Chun Li might also seem a good corner 
fireball trap target if you have difficulties in using a Split Kick or a
Thousand Burst Kick SC to get through the projectiles.  In this case, don't
forget the Knee Flip, which should safely get you over.

*Chun Li Vs. Ken
        Ken's Dragon Punch also means your great jump kicks are worthless.
Try to take this match just as you would the match against Ryu.  The
differences with this matchup is that if Ken tries to SC you and you block
it, he'll be left more open than Ryu is.  Try to get in close quickly with
a Power Storm SC, or otherwise just land a quick chain combo.  Ken's Ground
Roll will pose a great problem if you can't hit him out of it.

*Chun Li Vs. Charlie
        OK, finally the high priority jump kicks have a use.  They usually
trade with Charlie's Flash Kick, but sometimes you can hit him cleanly.  The
thing you have to avoid doing is just jumping in with a JN.Short for the
whole jump, because he can just block this and throw you.  So time your 
kicks well.  Poking against Charlie will be very effective since he has
charge time on his moves, but make sure you hold back from time to time.

*Chun Li Vs. Chun Li
        This is basically just going to turn out to be an all out poking
fest.  Sometimes, from the right range, Chun Li's C.Roundhouse will hit the
C.Forward cleanly, so use it from time to time.  The player who takes the
initiative and attacks more whilst still making sure to hold back in case of
SC counters will probably be the winner.

*Chun Li Vs. Guy
        For some odd reason, Guy's Rising Spinning Kick appears momentarily
invincible, such that in this matchup, your high priority jump kicks are
once more worthless.  Guy's S.Forward, Bushin Leap tick is best countered
with a S.Roundhouse or by jumping back straight away with a Short kick.
Guy's constant assault basically means Chun Li has little hope in this
matchup because of her need for charge time.  His C.Roundhouse slide will
usually beat your C.Forward cleanly, and his Elbow Drop can take out any of
your anti air attacks.  Your Split Kick is going to be useful, but you'll
probably get hit out of it 90% of the time if your opponent is just 
attacking all the time.  Try to get that SC counter in there (but not with
the Thousand Burst Kick SC, since it gets beaten by Guy's C.Roundhouse slide
fairly often).  This is usually a hopeless matchup for Chun Li.

*Chun Li Vs. Birdie
        Poke lots with the C.Forward, but just watch out for the S.Fierce
and the Jab Leaping Chain Grab SC.  Birdie's Chain Grab tick attempts are
usually easily AC'ed, thanks to the range.  The thing you will have to
watch out for most is reversal Chain Grabs after blocking things like the
Split Kick.

*Chun Li Vs. Adon
        Your JN.Short and JN.Forward trade with or beat Adon's Jaguar Tooth,
Jaguar Kick, and Jaguar Knee.  Your C.Forward is great to poke at Adon with,
but make sure you watch out for his Jaguar Assault SC and S.Roundhouse.
This is a dead easy match, as long as you distance your jump kicks 
correctly.

*Chun Li Vs. Sodom
        Sodom's slide is going to cause you plenty of trouble.  Just try to
keep him away with quick chain combos, and Rising Spinning Kick his jump
attacks.  His slide will usually cleanly beat your Thousand Burst Kick SC,
so use it carefully.  Poke with the C.Forward, use the Split Kick 
frequently.  You want to keep Sodom on the defensive, so it's him guessing,
not you.  Just hold back from time to time in case he tries to nail your
poking attempts with his Mega Jitte Slice SC.

*Chun Li Vs. Rose
        The Head Stomp can beat Rose's C.Fierce from directly above.  Once
again, the slide means that the Thousand Burst Kick SC must be used 
carefully.  Poke with the C.Forward, tick, use the Split Kick, etc.  Variety
is needed to beat Rose.  If she gets you with the Aura Soul Throw SC, 
recovery roll back and quickly get her back with the Power Storm SC.  This
match usually turns out to be a massive poke fest.

*Chun Li Vs. Sagat
        The JN.Short and JN.Forward can beat any of Sagat's anti air 
attacks.  Just be careful since he can usually stand up, block them, and
Tiger Blow you before you land.  If you poke at Sagat well, there is little
he can do to retaliate.  Just watch out for any counter SC attempts.

*Chun Li Vs. Bison
        Poking against Bison can be suicide since he can Double Knee Press
over your C.Forward easily.  He can also use either of his SCs to nail you
cleanly for major damage.  Use jump kicks, but be careful since if you jump
and press Short to have the kick out for the whole jump, he can just back up 
and throw a Psycho Shot for you to get hit by.  If they play Bison well,
this is a very tough matchup.

*Chun Li Vs. Akuma
        This matchup is almost completely helpless.  The Air Fireball Trap 
works ridiculously well against Chun Li.  Try to go through them with a  
Thousand Burst Kick SC.  Chun Li is susceptible to all of Akuma's tricky
juggle combos, so try to avoid those.  You can use the Power Storm as an
anti Air Fireball defense, but that is a bit of a waste.  If Akuma jumps at
you with an Air Fireball, you can use the Power Storm since it will eat up
his fireball and he'll fall right into it for a couple of hits.  Poking is
probably your best tactic, but that Hop Kick can nullify your poking 
attempts pretty easily (especially when they're followed up with a Raging
Demon SC for some good damage). Use your ground speed to try to get under 
those Air Fireballs, or otherwise, this is hopeless.

*Chun Li Vs. Dan
        The Roundhouse Gale Kick can go over your C.Forward and nail you
cleanly for all 3 hits, so be careful when poking.  Your JN.Short and
JN.Forward can usually trade with or beat Dan's Dragon Punch.  Use the Split
Kick frequently, counter all of Dan's jump in attempts with the S.Roundhouse
or Rising Spinning Kick.

--= 4.5 Guy Vs. ** =--

*Guy Vs. Ryu
        The trick here is to avoid the fireball trap.  Ryu might try to
fireball trap you from outside Bushin Leap range.  He can do this because
your jump has so much hang time on it, and as you land from the Bushin Leap,
he can trip you and repeat.  To avoid this, just try an Elbow Drop early in
your forward jump.  This will make you still go forward, but not right into
his Dragon Punch.  Then he'll be inside range and unable to fireball trap.
When you get close to him, just don't get predictable and slide right into
the Shinkuu Tatsumaki Senpuu Kyaku SC.  Ryu is relatively easy for a
careful Guy to beat with a controlled poking assault.  Close up, use the
Short Rising Spinning Kick as a counter move against fireballs.

*Guy Vs. Ken
        Avoid the fireball trap, just as you would against Ryu.  Ken's SCs
leave him a lot more open than Ryu's do, but you still have to be careful
with your poking assaults.  After blocking either of his SCs, usually a
Bushin Jump SC goes pretty well.

*Guy Vs. Charlie
        Since Charlie must charge his special moves, he's relatively easy to
beat.  Just keep on poking, and fake when he's charged up.  If your assault
is fast and furious (as it should be), Charlie should pose no problems.

*Guy Vs. Chun Li
        Similar to Charlie, but Chun Li can poke back.  Use the S.Forward
from long range to get her before she can get you with her C.Forward ... try
cancelling into a Fierce Bushin Leap from time to time for an easy tick.
She should pose no problems either.

*Guy Vs. Guy
        The winner here will be the better attacker or a great 
counterattacker.  The Short Rising Spinning Kick will counter slide and
poke attempts, but it leaves you way open if it's blocked or misses.
Generally, since Guy's Bushin Rage SC has short initial range, it can only
be used as a close range counter.  The player who attacks better and knows
when to hold block and uses fakes wisely will win.

*Guy Vs. Birdie
        Poke with the slide and the S.Forward.  Try and get your own ticks
in at Birdie, but be careful.  Birdie's S.Fierce will take out your jumping
attacks easily.  It would be best to try to poke and entice him into jumping
at you, leaving him vulnerable for a Bushin Jump SC or Rising Spinning Kick.
You'll have to be careful with the Rising Spinning Kick since it has a
little delay before coming out, and since Birdie's jump is so short, you'll
have to react quickly or otherwise he'll land in time to block it.

*Guy Vs. Adon
        Your slide can take out Adon's S.Roundhouse, and your S.Forward has
better range anyway.  Try to anticipate the Jaguar Kick and counter with a
Rising Spinning Kick.  Try to get a fast, low, poking assault going.  It's
nearly impossible for Adon to counter these with a Jaguar Knee, but you'll
have to watch out for his Jaguar Assault SC.  He can also use a Short
Jaguar Kick to nail you cleanly out of your slide, so you'll have to mix it
up with a couple of middle height attacks that will stop those.

*Guy Vs. Sodom
        The Short Rising Spinning Kick and S.Forward should be used to beat
Sodom's slide.  Poke at Sodom, but be careful, since his jump is so short
such that he can jump over poking attacks and nail you before you recover.
Trading slides is usually a bad idea.  Just watch out for the slides and
jump kick leads and you should be fine.

*Guy Vs. Rose
        Her C.Fierce can take out S.Forward, Bushin Leap tick attempts.
Poke with the slide carefully.  Use the S.Forward to nail her out of her 
slide attempts, and follow with a Bushin Leap tick from time to time when
she's expecting to block after being countered.  I guess you could also use
the Flip Kick from time to time against the slide.  The Elbow Drop will 
trade with Rose's C.Fierce most of the time.  It's best that you just poke, 
tick, fake, and try to draw Rose out so you can counter her.

*Guy Vs. Sagat
        The Elbow Drop will beat any of Sagat's anti airs from just above
him.  The slide is a great poking attack in this matchup.  Use the S.Forward
to poke, and follow with a Fierce Bushin Leap to catch him before he can
recover to kick you.  This is usually an easy matchup, as Sagat has few
defences against a good constant assault.

*Guy Vs. Bison
        Bison's Double Knee Press will usually counter your poking attempts,
so you'll have to hold back frequently in this matchup.  I don't think his
C.Fierce can counter the S.Forward, Bushin Leap tick very well, so you
should try it from time to time when he doesn't expect it.  Bison's jump has
little hang time for the height he goes up, so you'll have to counter a
little bit earlier than you think.  The Elbow Drop usually beats his 
C.Fierce, so jump in every now and then, but don't get predictable since he
can easily walk under your jump and throw you from behind.

*Guy Vs. Akuma
        The trick here is to avoid being fireball trapped.  This can be very 
tricky since the Jab Air Fireball is a LOT harder to Bushin Leap over than        
ground fireballs.  If you can get in close to Akuma, try poking, faking,
ticking, and whatever else you can, because if you can find holes in his
defense, you'll suddenly find how severe the handicap is when you land a
couple of quick combos.  His Hop Kick will counter your slide every time,
and can be followed with a Raging Demon SC easily, so be careful.

*Guy Vs. Dan
        The Roundhouse Gale Kick can go over the slide and nail you for all
3 hits.  So try poking with the S.Forward more often.  The Elbow Drop can
usually beat Dan's Dragon Punch.  Poke and entice Dan into jumping.  He'll
probably jump anyway to set up a combo, so counter appropriately.

--= 4.6 Birdie Vs. ** =--

*Birdie Vs. Ryu
        Get in close to Ryu by poking with the S.Fierce and jumping over
fireballs.  Once in close, try and get a tick, using all the semi combos you
can, to try to confuse him.  Don't go for the Chain Grab every time, since
his Dragon Punch will counter any of your semi combos.  So block every now
and again.  Other than that, counter any fireball attempts with the Leaping 
Chain Grab SC.

*Birdie Vs. Ken
        Similar to Ryu, but you'll have to watch for semi combos with Ground
Rolls in them.  Since the Roll is so fast, you're probably best off just
trying to block or getting in a quick C.Short.  Try early jump ins to draw
the Dragon Punch, making sure you jump early so you'll land in time to block
it.

*Birdie Vs. Charlie
        This matchup is made a LOT easier by the fact that you can air block
his Flash Kick.  When he starts varying his anti airs, that's when you can
get in trouble.  Try to poke with the S.Fierce, and get jump ins when he
tries to trip you.  The Jab Leaping Chain Grab SC can also be used to 
counter fairly close sweeps.  Many Charlie players like to jump forward
after a Jab Sonic Boom, so jump over it with a JN.Roundhouse.  It should
trade with or beat his jumping attack.  If he blocks it, Chain Grab him
when he lands.

*Birdie Vs. Chun Li
        Chun Li is fast, but many of her moves have only relative recovery.
This means you can get a Chain Grab after blocking them, because she 
recovers in time to block, but not in time to jump away.  The moves you can
get this on are her Split Kick and her Knee Flip.  Also, if she tries to
jump with a JN.Short early to beat your S.Fierce, just block it and Chain
Grab her.  You'll have to watch for the C.Forward poke attempts.  Try to
counter these with jump ins or Turn Around Headbutts.

*Birdie Vs. Guy
        The Turn Around Headbutt should be used frequently to try to counter
his poking attempts.  A S.Fierce should be able to counter most of his
ground based normal moves.  As long as you can counter Guy's pokes, his
speed should pose few problems.

*Birdie Vs. Birdie
        Counter Chain Grab tick attempts with a Chain Grab, jump in, or
Turn Around Headbutt.  The player who uses more variety in leading Chain 
Grab ticks will most likely be the winner.

*Birdie Vs. Adon
        Adon's Roundhouse Jaguar Kick is going to be very difficult to
counter.  He can usually do it repeatedly from close, and continue to make
you block it.  If he gets predictable, try timing a Jab Leaping Chain Grab 
SC to jump through it and get him.  Adon is usually hard to tick because he
jumps around everywhere.  The Jaguar Tooth can be countered by jumping at it
and air blocking.  If you air block it, Chain Grab upon landing.

*Birdie Vs. Sodom
        The S.Fierce will counter everything but his slide attempts.  It's
probably best to try to counter the slide with a Chain Grab, but sometimes
he can do the Power Bomb after the slide, hopping through your Chain Grab
attempt and successfully Power Bomb you before you recover.  The Turn
Around Headbutt is usually a safe alternative because of the short period of
invincibility it has.

*Birdie Vs. Rose
        You usually can't jump at Rose because of her C.Fierce.  Try poking
with the S.Fierce the most, but try to anticipate the slide, and counter
with a Jab Leaping Chain Grab SC or Turn Around Headbutt.  Also, if you
block it from close, Chain Grab her.  Rose is usually not an easy matchup
for Birdie.

*Birdie Vs. Sagat
        Tick with the Chain Grab, but anticipate his counters.  The Turn
Around Heabutt will usually be useful in avoiding his counter moves.  
Sagat's Jab High Tiger Shot is very difficult to jump over.  I don't think
this is an easy matchup because Sagat's S.Roundhouse can usually hit you
easily from inside half screen range.

*Birdie Vs. Bison
        Bison can jump away after you block his Double Knee Press, avoiding
any counter Chain Grab attempts.  He can't do this after a Psycho Crusher 
SC.  Bison can also counter your jump attacks early with a C.Fierce, so
again, you're probably best off just trying to poke with the S.Fierce, 
whilst waiting for him to get in close to you.  Trying to corner trap Bison
for repeated Chain Grab ticks will be a complete waste of time thanks to his
Teleport.

*Birdie Vs. Akuma
        You're really on the wrong end of a bad matchup here.  Akuma can
just jump around with Jab Air Fireballs, and the only real counter you have
is a Roundhouse Leaping Chain Grab SC timed perfectly to get him *just* as 
he lands, before he can jump again.  If you get close, he can just Teleport
away, and start throwing Air Fireballs again.  This is definitely a very
tough matchup.

*Birdie Vs. Dan
        Jump and air block his Gale Kick, and Chain Grab him upon landing.
Also, poke with the S.Fierce.  Dan is usually pretty easy to beat.  If you
block his Gale Kick, you can do a Chain Grab straight afterwards which he
won't recover in time to jump away from.

--= 4.7 Adon Vs. ** =--

*Adon Vs. Ryu
        You'd think Adon would be perfect against Ryu because he has great
anti fireball moves.  Well, he's not.  The Dragon Punch can take out any of
Adon's Jaguar moves, so fakes here are essential.  The Jaguar Tooth will
usually leave you combo fodder regardless of which version you use against
an expert Ryu, but against a novice, use the Short version to fake and land
an easy Jaguar Assault SC.  Try to poke with the S.Roundhouse, and above 
all, don't get predictable, or otherwise you'll eat a Dragon Punch.

*Adon Vs. Ken
        Similar to the match vs. Ryu, you have to avoid thinking that he'll
just throw fireballs for you to counter.  Once again, try to fake Ken out.
Thankfully, Ken's SCs leave him a lot more open if blocked than Ryu's, so
it'll be easier to combo him afterwards.  Poking is your best bet, the
Short Jaguar Kick is usually best buffered after a C.Forward or other such
attack to give him less time to get a Dragon Punch in.  Against his Roll
semi combos, just try to hit him out but be aware of counter semi combos.

*Adon Vs. Charlie
        It is a lot easier for Charlie to react with a Flash Kick than it
is for Ryu/Ken with a Dragon Punch.  So it's harder here to poke with the
Jaguar Kick.  Usually, poking works well against Charlie, as none of his
moves have nearly the range that your S.Roundhouse has.

*Adon Vs. Chun Li
        OK, this isn't going to be easy.  Chun Li's JN.Short and JN.Forward
can trade with or beat your Jaguar Kick, Jaguar Tooth, and Jaguar Knee.  So
it's best if you just block those kicks on the ground and try to throw her
when she lands.  Try poking with the S.Roundhouse the most, and try not to
give her charge time to counter with a Thousand Burst Kick SC.  Against her
poking assault, you can risk a Jaguar Assault SC to counter her C.Forward,
or otherwise just block and try to pick the Split Kick and tick attempts.
Your S.Fierce can hit Chun Li out of her Split Kick cleanly and easily.

*Adon Vs. Guy
        Guy's Rising Spinning Kick can take out your Jaguar Kick and Jaguar
Tooth, so you'll have to be careful when using those moves.  His slide can
usually beat your S.Roundhouse, so there are few things you can do to
counter his ground assault.  You can try a Short Jaguar Kick, but don't get
predictable.  You'll have to use each Level wisely to counter his ground
assaults with a Jaguar Assault SC.  This is usually a tough match.

*Adon Vs. Birdie
        Roundhouse Jaguar Kicks usually work very well against Birdie.  Just
try to poke repeatedly with this, and fake when you think he'll try to use
his Leaping Chain Grab SC to go right through it and grab you.  Jaguar Tooth
attempts will usually result in you being Chain Grabbed, and the fake with
the Short version usually won't work either, since Birdie really doesn't
have a Dragon Punch move that will leave him open if it whiffs.

*Adon Vs. Adon
        The Jaguar Knee CAN beat the Jaguar Kick from underneath, but it
must be done fairly early.  This usually means that the Roundhouse Jagaur
Kick is nearly impossible to counter, and the Forward version is hard to
counter.  Just stick to using repeated Roundhouse Jaguar Kicks, and poke by 
cancelling mid range attacks like the C.Forward into Roundhouse Jaguar Kicks 
to provoke counters, which will usually fail.

*Adon Vs. Sodom
        The Roundhouse Jaguar Kick will prove useful for countering Sodom
all round, and the Short version will be good to counter his slide.  
However, the Short version will leave you right next to him, and he won't be
knocked down, so it's not safe if your opponent can pull off reversal Power
Bombs.  Your S.Roundhouse will NOT be able to hit Sodom out of his slide.

*Adon Vs. Rose
        The Roundhouse Jaguar Kick is once again your best friend.  However,
sometimes you will find that Rose can slide under it, and throw you from
behind when you land, so don't use it from right up close.  Try to counter
the slide semi combo by using a Jaguar Assault SC from time to time after
you block her slide.  Rose's Aura Soul Throw SC can counter your Jagaur 
Kicks, but that would just be suicide since you can recovery roll back from
it, and get her with a Jaguar Assault SC before she recovers.

*Adon Vs. Sagat
        Try poking with the S.Roundhouse and Short Jaguar Kick.  Don't get
predictable with the Jaguar Kick, since he can Tiger Blow it early.  I don't
think that Adon's jumping attacks can really consistently beat Sagat's anti
air attacks, so you'll have to approach carefully.  Try a faking with the
Short Jaguar Tooth, since Sagat can't really punish you for picking the 
fake.

*Adon Vs. Bison
        It's best to poke with the S.Roundhouse rather than the Jaguar Kick.
If you do poke with the Jaguar Kick, don't get predictable since it's
relatively easy for him to Teleport behind and throw you.  If you poke with
the S.Roundhouse, make sure you block from time to time for the slide, SC,
or Double Knee Press.  Bison's Psycho Shot is unusually big and slightly
harder to Jaguar Kick over than normal, but easy once you master the timing.

*Adon Vs. Akuma
        If Akuma jumps around throwing Jab Air Fireballs, all you can really
do is try to jump over them and get in close.  Try to open up his defence
with a couple of chain combos, or if possible, try to use a Forward Jaguar
Kick to go over his Air Fireballs.  When you have Levels, the Jaguar 
Revolver SC can be used to go through Air Fireballs and nail him at Level 2
or 3, but make sure you do it early, or otherwise he'll land in time to
block the SC or avoid it completely.

*Adon Vs. Dan
        I don't think Dan can do much if you repeatedly poke with the
Roundhouse Jaguar Kick.  Also try the S.Roundhouse from time to time, but I
really don't think Dan will cause many problems, since his Dragon Punch is
not an effective counter move against your Jaguar Kicks.

--= 4.8 Sodom Vs. ** =--

*Sodom Vs. Ryu
        Mastering the timing to slide under fireballs will be dead useful.
Just don't get predictable and slide into a Shinkuu Tatsumaki Senpuu Kyaku
SC, OK?  You can also try using the slide as an air counter if he does the
Air Hurricane Kick, since that move has slight recovery time upon landing,
and the slide will get that.

*Sodom Vs. Ken
        Similarly to the match against Ryu, if you can time the slide under
fireballs, you should have no problems getting close in.  Ken's SCs do leave
him more open than Ryu's if he misses or is blocked, but still be careful
since the Shoryureppa SC can easily nail the slide if you get predictable.
Against the Ground Roll semi combos, just hit him out with a Jab or Short,
since the delay on the slide means you'll have to react pretty quickly to
counter him.

*Sodom Vs. Charlie
        Poke with the slide frequently to provoke counterattacks, and fake
from time to time by just walking up and blocking, to see if you can draw a
missed Flash Kick.  Counter any air attacks with a C.Fierce.  Slide under
Sonic Booms, but be aware of the Jab version which is very hard to slide
under.

*Sodom Vs. Chun Li
        The Head Stomp can cause you problems because it can beat your
C.Fierce.  Try poking with the slide lots, since it can usually hit Chun Li
out of her Thousand Burst Kick SC, and it isn't a bad trade if she tries to
hit you with her C.Forward.  The Split Kick can bit hit out of with a slide.
In general, just try to use the slide lots against Chun Li, but once again,
don't get predictable.

*Sodom Vs. Guy
        Poking with the slide should work well, but be careful since Guy's
Short Rising Spinning Kick can usually counter it easily.  I think jump ins
work well against Guy from time to time, since Sodom's jump is so short and
Guy's Rising Spinning Kick has a delay on it, and his Bushin Jump SC also
needs a bit of time before he can pull it off.  As long as you know when to
attack and when to block against Guy's ground poking assault, you should be
fine.

*Sodom Vs. Birdie
        Try getting in close with the slide, and try to Power Bomb tick him.
The slide can be beaten by Birdie's S.Fierce, so you'll have to be fairly
careful when approaching.  Otherwise, try a Jab Jitte Slice to surprise him
from mid range, and if you see the S.Fierce coming, try a Mega Jitte Slice 
SC or an AC.

*Sodom Vs. Adon
        Try poking around with the slide, but watch for the Jaguar Assault 
SC.  Adon's Jaguar Kicks can be a pain for Sodom, but you can try jumping
and hitting him before he flips into the kick.  The Jaguar Tooth should pose
no problems.  Just get to about full screen range, and jump forward when he
does it.  If he does the Short version, you should be able to get a free
JN.Roundhouse, S.Roundhouse, Carpet Bomb combo (although you have to be
careful with the range).  If he does the Roundhouse version, you should be
able to get a neck kick into an easy combo.  Ticking Adon usually doesn't
work well since he jumps around everywhere.

*Sodom Vs. Sodom
        A tick fest from start to finish.  The counter semi combos are going
to turn out to be very useful here.  If the other Sodom tries to tick you
with the Power Bomb, try Power Bombing him.  He'll hop forward and miss you
because you'll be hopping when he tries to grab you.  You'll then land to
Power Bomb him.  Otherwise, watch out for the semi combos and counter semi
combos.

*Sodom Vs. Rose
        Poking with the slide works great against Rose.  Still, you have to
avoid being predictable when she has Super Meter, because the Level 2 Aura
Soul Spark SC can nail you pretty easily.  Try picking when she'll slide,
and counter with the Mega Jitte Slice SC.  Her other moves should pose few
problems.

*Sodom Vs. Sagat
        Just poke with the slide, but be aware of Sagat's counters that will
beat the slide.  Your JN.Fierce can usually beat Sagat's anti air moves from
above.  Try ticking from time to time, but be careful, as the Power Bomb's
hop leaves you Tiger Blow fodder.

*Sodom Vs. Bison
        The slide becomes less useful because of that Double Knee Press.
What you should concentrate on is getting in close to Bison and trying not 
to give him much charge time.  The Demon Stomp will probably pose a couple
of problems as well, since your C.Fierce can't really beat it.  Try backing
up and hitting the second hit (the Psycho Fist) with a Level 1 Mega Jitte
Slice SC.

*Sodom Vs. Akuma
        The slide can't go under the Air Fireball if it's timed right.  If
Akuma jumps at you with an Air Fireball, just slide to trip him up as he
lands.  In this case, his Air Fireball will miss and you'll get a clean hit.
If he Teleports away when you get close, try to pick where he'll end up, and
try to get some free hits.  Try jumping over Air Fireballs and sliding under
them when possible.  However, you'll have to watch for that Hop Kick which
can easily counter your slide (it really hurts when he ticks YOU with a
Raging Demon SC to follow it up).

*Sodom Vs. Dan
        Again, the slide won't be so useful because of that Gale Kick.  You
should try jumping in with the JN.Fierce from time to time, because that can
usually at least trade with Dan's Dragon Punch.  Try to pick when he's going
to Gale Kick, and block, then AC or Power Bomb when he lands.

--= 4.9 Rose Vs. ** =--

*Rose Vs. Ryu
        Reflect the fireballs, but don't expect him to just throw fireballs
at you when you're waiting to reflect them.  Try poking with the slide, but
don't get predictable and eat a SC.  A slide followed by a S.Forward will
work great if they try to sweep you after the slide.  Just use a C.Fierce as
an anti air, because he can recovery roll back from any Soul Throw and SC
you.  The C.Fierce will beat any of his jump kicks just about every time.
Also, Ryu has the annoying Hop Kick which can beat your slide cleanly every
time.  This is the main move that will annoy, so try to anticipate it and
just hit it with a S.Fierce.

*Rose Vs. Ken
        Like the Ryu matchup, you should look to poke with the slide and
avoid using any Soul Throw.  The main difference here is that Ken doesn't
have the Hop Kick, and instead he has the Ground Roll.  However, Ken's
S.Roundhouse can usually beat your slide if he anticipates it, so again, be
careful with the slide.  Repeated Ground Roll semi combos will usually pose
problems.  Try to AC the lead in, or just hit him out of the slide, but be
aware of the counter semi combos.

*Rose Vs. Charlie
        Many Charlie players like to jump after a Sonic Boom, so the Fierce
Soul Reflect should come in handy.  However, many Charlie players also like
to walk up and sweep after a Sonic Boom, so you'll have to be careful on
which reflect you use.  Don't absorb Jab Sonic Booms when he's following up
by coming in close, because he can get a nice free combo before you recover.
The slide will definitely come in handy against Charlie, as it can go under
the Strong and Fierce Sonic Booms.  You'll have to watch out for the 
Crossfire Blitz SC and the Somersault Justice SC, because they can beat the
slide pretty easily.  The Aura Soul Throw SC can actually be used against
Charlie, since his chrage time means that when he rolls back, the most he
can do is a throw, chain combo, or semi combo.

*Rose Vs. Chun Li
        The Head Stomp can usually beat your C.Fierce, so most of the time,
it's probably just better to block when Chun Li tries to get straight above
you.  Otherwise, use the C.Fierce as an anti air.  The slide will be very
useful against Chun Li.  Try following up the slide with a S.Forward to beat 
any counterattack attempts with her C.Forward.  In fact, just use the 
S.Forward from time to time when she comes poking in with the C.Forward.

*Rose Vs. Guy
        The S.Forward will be great to counter Guy's poking with the slide.  
Try to poke him back with your slide, but be aware of his counters against
slides.  Use a C.Fierce anytime Guy jumps, and against the S.Forward, Bushin
Leap tick.

*Rose Vs. Birdie
        Try to poke Birdie with the slide, but not from close, since the
recovery time on the slide allows you to block, but not jump away, leaving
you Chain Grab fodder.  Usually Birdie will try a Turn Around Headbutt to
counter your slide and sweep attempts.  Try to counter these by just using
an AC or just hitting him out when he turns back around (time it well).  I
think it might be kind of safe to use the Aura Soul Throw SC against him at
Level 3, since all he can really do is recovery roll back with a Chain Grab.

*Rose Vs. Adon
        Slide at Adon lots.  There's not really so much you can do against
Jaguar Kicks.  You can try sliding under and throwing from behind when he
lands, but really, there's not much you can do.  You can try AC'ing and
following up with a quick combo.  Otherwise, just use a C.Fierce against
Adon's jumping attacks.  Just jump forward from afar when he does the Jaguar
Tooth.

*Rose Vs. Sodom
        Use the S.Forward to counter Sodom's slide attempts.  Use the 
C.Fierce against Sodom's jumping attacks.  You can use your own slide to
poke at Sodom, but it's not a good trade off against his slide.  It's 
probably best to play defensively against Sodom, and just counter whatever
moves he does.

*Rose Vs. Rose
        The S.Forward will be very useful in countering slides.  The
C.Fierce can take out any of Rose's aerial attacks.  You can try jumping and
doing the JN.Short early, since that hits very low and could take your
opponent by surprise before they can uppercut it.  The slide can go under
Strong and Fierce Soul Sparks.

*Rose Vs. Sagat
        Slide, but don't get predictable.  The JN.Forward should be able to
take out most of Sagat's anti airs, but it's not really dependable.  Try to
reflect Sagat's Tiger Shots.  Otherwise, you can slide under the High Tiger
Shots, and just jump over the Low Tiger Shots.

*Rose Vs. Bison
        The Double Knee Press will be causing some problems.  It can cleanly
hit you out of your slide, so be careful with it.  The Aura Soul Throw SC 
can be used against Bison, because all he can really land after recovery
rolling back is a 2 hit S.Roundhouse or throw.  So use it from time to time,
especially when you have 3 Levels.  Try to get in close to Bison.  Use the
slide to go under Strong and Fierce Psycho Shots.  Avoid the SCs and you'll
be fine.

*Rose Vs. Akuma
        OK, Rose appears to have an anti Air Fireball move.  Hooray! 
Usually, reflecting them horizontally is a good idea.  Hopefully you can
make him land on it.  The slide is almost useless because of that Hop Kick.
He can easily follow it up with a Raging Demon SC for easy damage.  You
might find that the Soul Reflect is not so great against Akuma if he knows
how to use the Air Fireballs.  If he does a Jab Air Fireball from afar, and
you reflect it, if he anticipates it, he can jump over, nail you with a
Fierce Air Fireball before you recover from the Soul Reflect, and get you
with a quick C.Roundhouse, Hurricane Kick combo for 3 hits before you 
recover from the Air Fireball stun.  Also, if you try to use the Level 3 
Aura Soul Reflect against it, he can usually jump up again, use the Great 
Air Fireball SC to nail YOU cleanly for great damage, whilst your SC will
completely miss.  Also, the Aura Soul Throw SC can be recovery rolled from
and countered, although you should consider using the Level 3 version to
take advantage of his handicap.  Try sliding if he jumps at you with an Air
Fireball.  Otherwise, try to use their Air Fireballing habits to your
advantage, but be careful, since if they play it right, you could be combo'd
pretty easily before your Soul Reflect recovers.

*Rose Vs. Dan
        The slide can be countered by a Roundhouse Gale Kick.  Fortunately,
the Gale Kick comes off a little slowly, so Dan has to react a little bit
quicker.  Dan's fireballs can be reflected, but I doubt this will ever 
happen in a real match.  Try sliding at Dan from time to time, and follow
up with a S.Forward to nail countersweep attempts.  The C.Fierce can take
out any of Dan's jumping attacks.

--= 4.10 Sagat Vs. ** =--

*Sagat Vs. Ryu
        A tough matchup.  Being able to block early jump attacks and getting
the Tiger Blow before he lands is crucial.  You'll have to vary the anti
airs though, since he might anticipate you blocking it, and just jump with
no attack and throw you.  Try to use the Tiger Genocide SC to get through
close range fireballs when you expect them.  Try to keep him at bay from
long range with Jab High Tiger Shots from time to time, and nail any Air
Hurricane Kicks with a late Tiger Blow or Tiger Crush.  Don't use the Tiger
Genocide SC as an anti air.  Only the Level 2 version is safe.  The Level 1
version can be recovery rolled from if the Tiger Blow doesn't hit, and he'll
be able to combo you before you recover (this applies to all other matchups
also).

*Sagat Vs. Ken
        The Ground Roll is a real pain for Sagat since his ground based
attacks are a little slow.  Try a C.Short to hit him out, or if you can't
react in time, just block and try to pick when he's going for a tick or
Overhead Axe Kick.  You'll have to vary the anti airs against Ken as well.
Some Ryu/Ken players like to jump in with a JN.Jab, because it beats all of
Sagat's anti air moves.  Just stand up and block it, then Tiger Blow.

*Sagat Vs. Charlie
        Charlie's JN.Roundhouse can beat all your anti airs, so stand up,
block, and counter.  Try just jumping over Sonic Booms and kicking, because
your long kicks should give Charlie problems.  Otherwise, a Tiger Cannon SC
or Tiger Genocide SC works fine also.  Try to get Charlie to play 
offensively, and counter appropriately.

*Sagat Vs. Chun Li
        Chun Li's JN.Short, JN.Forward, and Head Stomp are going to give you
some problems.  The normal kicks can be blocked and countered with a Tiger
Blow before she lands.  The Head Stomp will usually be done repeatedly in
succession to try to get 3 hits, so try blocking it, and see if they just
try another Head Stomp right after than one, and if she does, kick her from
behind with a S.Roundhouse.  Chun Li's poking ground assaults are tough to
counter with Sagat.  You can try a Tiger Raid SC or an AC, but otherwise,
due to the range of her C.Forward, it's not easy.

*Sagat Vs. Guy
        Guy's poking is best countered with a Tiger Raid SC or AC.  If he
gets close in, push him back with a C.Forward, Low Tiger Shot combo.
Unfortunately, Guy's Elbow Drop and Bushin Leap are going to cause you
plenty of problems, because of the priority of the moves.

*Sagat Vs. Birdie
        Try throwing Jab High Tiger Shots when he doesn't have Super Meter.
These are usually very difficult for Birdie to avoid.  Try keeping him back
with S.Roundhouse kicks and C.Forward, Low Tiger Shot combos, but be aware
that his S.Fierce also has great range.  Usually, after a blocked Tiger Raid
SC, he can get you with a Chain Grab before you can jump away.

*Sagat Vs. Adon
        Again, try some Jab High Tiger Shots to see how well they can time
the Jaguar Kicks.  Usually this is a tough match, because Adon's speed can
leave Sagat for dead.  Try poking with jumping kicks and S.Forward kicks.
It's usually hard to poke on the ground because Adon's S.Roundhouse and
C.Fierce have such great range.  Counter the Jaguar Tooth by just jumping
forward from afar with a quick combo.

*Sagat Vs. Sodom
        Sodom's going to be trying to tick you, but the hop on the Power 
Bomb means that most of your moves will miss hits when he gets hit.  Try a
Tiger Blow, but it might be too risky.  To be a bit safer, you may wish to
try a Tiger Crush (although this is still counterable if blocked).  The
problem against Sodom is that his slide is going to be difficult to counter.
You can try an AC or a Tiger Raid SC, but really, there's little you can do.
If you can see the slide coming, try jumping forward and getting a neck kick
with Forward or Short from time to time.  Sodom's slide CAN go under your
Low Tiger Shot.

*Sagat Vs. Rose
        Rose's slide is going to be a real pain to deal with.  Try an AC or
Tiger Raid SC.  Otherwise, try to get in close and trap her with C.Forward
kicks buffered into Low Tiger Shots.  When she jumps, try a S.Roundhouse
from far out or a Tiger Crush early to surprise her.  The big chance you
have to get some real damage is if they use a Soul Throw, but otherwise, her
C.Fierce can usually beat your jumping attacks.

*Sagat Vs. Sagat
        Jump in with kicks early, making sure you time them well.  Try
poking around with the C.Forward kick buffered into a Low Tiger Shot.
Logically, the Tiger Cannon SC is a useless fireball counter against the Low
Tiger Shot.  Try the Tiger Genocide SC from close in instead.

*Sagat Vs. Bison
        Try to keep him at bay, but take note that his JN.Roundhouse can
easily beat your anti airs if timed right.  Try blocking and getting a Tiger
Blow before he lands.  His Double Knee Press and SCs are going to cause
many problems because they all easily avoid sweeps and do good damage.
Throwing Tiger Shots is usually not a good idea since Bison jumps nice and
high with relatively little hang time.  Try to trap him with Low Tiger
Shots, and make sure you fake from time to time so you can nail him when he
tries to Teleport and throw.

*Sagat Vs. Akuma
        If timed right, when Akuma jumps at you with an Air Fireball, you
can slip under the Air Fireball with a Tiger Blow.  This requires you to do
the Tiger Blow directly from crouch.  Otherwise, against the Air Fireballs,
try to get him with a S.Roundhouse if he throws them from inside half screen
range.  It should get him early before he throws it because it reaches so
high.  Other than that, remember that his Hop Kick is deadly when followed
by a Raging Demon SC, so be careful when poking with sweeps.

*Sagat Vs. Dan
        Corner trap Dan with Tiger Shots and S.Roundhouse kicks when he
jumps.  Dan's JN.Fierce and JN.Short can beat your anti airs, so try 
standing up, blocking, and nailing him with a Tiger Blow before he lands.
Just keep Dan's jump in attacks at bay and you should be fine.

--= 4.11 Bison Vs. ** =--

*Bison Vs. Ryu
        Try to keep away from Ryu, and throw Jab Psycho Shots from time to
time.  Occasionally, get in close with the Double Knee Press and try using
the Demon Stomp in semi combos.  Ryu's moves generally have priority over
yours, so it's probably best to just keep out of his reach, and attack in
close from time to time.  Just don't get predictable and make sure you use
the Teleport correctly.

*Bison Vs. Ken
        Ken should be faced in a similar manner to how you would face Ryu.
Try using the Psycho Crusher SC after blocking either of Ken's SCs.  It's
easy to time since you don't have to get him the instant he lands.

*Bison Vs. Charlie
        The Demon Stomp is best used in semi combos, where it has the best
chance of beating the Flash Kick.  You can also try using a Demon Flight to
fake him out.  Again, try to keep away by Teleporting and throwing Jab
Psycho Shots from time to time.  The Double Knee Press should prove useful
in going over Charlie's sweeps, especially after you block a Sonic Boom
(try the Short version to avoid going over him).

*Bison Vs. Chun Li
        Again, the keep away game.  Try a couple of Double Knee Presses to
keep Chun Li at bay, and to counter her annoying poking with her C.Forward.
Alternatively, either SC will also work pretty effectively.

*Bison Vs. Guy
        The Double Knee Press or either SC will work great against Guy's
slide.  Guy's assault is usually very fast, and Bison's need for charge time
doesn't really make this an easy matchup.  Try your slide from time to time
to catch him by surprise.  Just try to back away from him and throw a Double
Knee Press to beat his sweep reliant offense, but don't get predictable,
since his Rising Spinning Kick or Bushin Jump SC can beat it easily.

*Bison Vs. Birdie
        Jab Psycho Shots work great when he doesn't have Super Meter.  At
other times, try a couple of Double Knee Presses, or even Demon Stomps.
Just slide Birdie right out of Turn Around Headbutts.

*Bison Vs. Adon
        Try to poke at him with Double Knee Presses and the occasional
JN.Roundhouse kick.  Usually, the Jaguar Knee is useless for countering a
semi combo using the Demon Stomp.  Adon is best Teleported away from if he
corners you with repeated Jaguar Kicks.

*Bison Vs. Sodom
        If Sodom times his JN.Fierce right, it can beat your C.Fierce.  So
usually, just jumping up with Forward will be a safer anti air against 
Sodom.  The Double Knee Press and SCs will come in very handy in nailing
that annoying slide.  Use the Psycho Crusher SC against any Power Bomb tick
attempt if possible.  Usually, your Demon Stomp can beat Sodom's C.Fierce
easily, so use it often.

*Bison Vs. Rose
        The Double Knee Press will easy take out Rose's slide.  The Demon
Stomp will easily beat Rose's C.Fierce.  The main disadvantage for Bison 
here is that if Rose gets him with the Aura Soul Throw SC, he can't do much
more than a throw or a S.Roundhouse for 2 hits due to the charge time of all
his other moves.  Other than that, try poking as normal with the Double Knee
Press and set up with the Jab Psycho Shot from afar.

*Bison Vs. Sagat
        Time the JN.Roundhouse well to beat Sagat's anti air moves.  The
Demon Stomp is pretty useful against Sagat also for the same reason.  Try
poking at Sagat with the Double Knee Press and JN.Roundhouse to annoy.

*Bison Vs. Bison
        This is basically going to be a Double Knee Press and Demon Stomp
fest from start to finish.  Try to pick when your opponent will go for the
C.Forward into a Double Knee Press, and Double Knee Press him out of the
C.Forward.  The Demon Stomp beats any of Bison's anti airs, so use it often.

*Bison Vs. Akuma
        You can try to Teleport on reaction to his Air Fireball and throw
him from behind, but this requires some great reflexes.  The Demon Stomp
will usually make it over the Air Fireball, but it will usually miss too.
Try to back up from his jump ins and get a Psycho Shot in when he's not
throwing the Air Fireball.

*Bison Vs. Dan
        Besides the Gale Kick, there's little to worry about.  Get in close
with the Double Knee Press, use the Demon Stomp in semi combos, and Dan
should pose no problems.

--= 4.11 Akuma Vs. ** =--

Note : It is recommended that you read the general strategy section on Akuma
       first since Akuma's strategy requires few alterations against 
       specific characters.

*Akuma Vs. Ryu
        The thing you have to avoid here is landing on his Shinkuu Hadouken
SC when jumping around with Air Fireballs.  In fact, just avoid trade offs
altogether with Air Fireballs.  Try using a Great Air Fireball SC if you can
react to Ryu launching his fireball.  Other than that, this match is simple.

*Akuma Vs. Ken
        Similar to the match vs. Ryu.  The differences here are that he can
Ground Roll under Air Fireballs if he's quick enough.  So try the Downward
Air Kick from time to time to nail him.  Also, Ken may try to get you with
his S.Roundhouse when you jump in with a Jab Air Fireball.  The forward
movement of the kick will make him go under the fireball and kick you
cleanly if timed and distanced right.  Just do a Fierce Air Fireball or
standard jump kick and follow with a quick combo.

*Akuma Vs. Charlie
        The Air Fireball is deadly effective against Charlie.  Just try
jumping around with Air Fireballs, and counter his attacks appropriately.
Use the Hop Kick when you see a sweep coming, and follow with a Raging Demon
SC to get them.

*Akuma Vs. Chun Li
        Very easy.  Just watch out for the Thousand Burst Kick SC and you'll
be fine.  On the ground, Hop Kick right over the sweep and Raging Demon SC.

*Akuma Vs. Guy
        Try the Air Fireball trap against Guy, he'll be hopeless against it
as long as you distance it right.  If you try it from too short, he can do
a Rising Spinning Kick or Bushin Jump SC.  Try it from further out, but try
to watch for when he's going to slide under the Air Fireballs, and Hop Kick
and, well, you know the rest.

*Akuma Vs. Birdie
        Jump back and forth with Jab Air Fireballs, Teleporting away when he
gets near.  The only real solution for Birdie is a Leaping Chain Grab SC
timed *perfectly*.  Just keep your distance and you'll be fine.

*Akuma Vs. Adon
        Again, the Air Fireball basically nullifies everything Adon can do.
The thing you'll have to watch for is the Jaguar Revolver SC at Level 2 or
3, which will go right through the Air Fireball and nail you.  Also, if you
do the Air Fireball from do low, he can do a Roundhouse Jaguar Kick over it,
and if you throw it from too close, he can AC it.

*Akuma Vs. Sodom
        Hop Kick over the slide.  Dragon Punch the jumper.  Use Air 
Fireballs to keep him away.  This usually isn't hard, but Sodom's AC be
useful against an Air Fireball because of it's immense range.  Other than
that, there shouldn't be any problems.

*Akuma Vs. Rose
        If you distance the Air Fireballs right, Rose's Soul Reflect becomes
useless.  Try it from far out, jump over the reflected fireball and quickly
throw a Fierce Air Fireball, and follow up with a quick combo.  The Hop Kick
will nail Rose's slide cleanly and easily.  If she does the Level 3 Aura
Soul Spark SC, just use a Great Air Fireball SC to avoid it completely and
nail her.

*Akuma Vs. Sagat
        Jump in with well timed kicks and you'll be fine.  Approach this
match as you would with Ryu.  Try a couple of Air Fireballs here and there,
especially when jumping over his Tiger Shots from afar.

*Akuma Vs. Bison
        Try to keep him at bay with Air Fireballs and Hop Kicks.  If he
tries to stay away from you, throw a couple of fireballs, see if he tries a
Demon Stomp, and than Dragon Punch it.  If he tries to Teleport behind to
throw you, just fake by tapping Jab.  After blocking a Psycho Crusher SC,
as long as it doesn't fly way past you, you can usually get a Raging Demon
SC which he can't jump away from.

*Akuma Vs. Akuma
        There's going to be a lot of Air Fireballs in this match.  What I
found with this match is that the player who can get in close and fight the
match from up close the best usually wins.  Otherwise, it'll be a huge Air
Fireball fest where both players continue to just hide behind their Air
Fireballs.

*Akuma Vs. Dan
        Dan can't really do much against the Air Fireball, so just jump at
him with it.  Just don't get soft on your defense thinking "Yeah, it's only
Dan!", because the handicap will come into play.

--= 4.13 Dan Vs. ** =--

*Dan Vs. Ryu
        Your best bet in this match is if your opponent gets hit by a jump
in.  Try to get a knockdown, and follow up with a jump in.  Hopefully, they
will try a reversal Dragon Punch and fail, and you can proceed with a combo.
Then, try jumping in with no attack and throwing when you land.  Basically,
use variety and try to open up holes in his defense.

*Dan Vs. Ken
        Similar to the match vs. Ryu.  Try approaching with a Gale Kick or
just walking up and faking.

*Dan Vs. Charlie
        OK, your JN.Short can beat the Flash Kick from time to time, but if
he's timing it right, it won't beat it, so just air block and get a Shinkuu
Gadouken SC when he lands.

*Dan Vs. Chun Li
        Dragon Punch the Split Kick whenever possible.  Chun Li's high
priority jump kicks can usually trade with your Dragon Punch, so use the
Double Dragon Punch SC if possible.  The Level 1 version juggles decently,
so use it from time to time to deter her jumping.  Try the Gale Kick over
her C.Forward, and once you got her on the defensive, use variety.

*Dan Vs. Guy
        The Gale Kick goes right over his slide and nails him for 3 hits.
Just avoid being predictable and eating a Rising Spinning Kick or Bushin
Jump SC.  Well actually, that S.Forward can catch you from miles out so
you'll probably have to sit tight and play defensive, and watch for those
overheads and Bushin Leaps.

*Dan Vs. Birdie
        If the Gale Kick is blocked, he can Chain Grab you before you can
jump away.  Unfortunately, there's little you can do if Birdie approaches
with a S.Fierce from afar.  Hmmm... tough matchup.

*Dan Vs. Adon
        Try to pick the Jaguar Tooth and nail him by jumping in from afar.
Try to Dragon Punch him when he jumps, and just block the Jaguar Kick most
of the time.  If you can see the Jaguar Kick coming, jump forward with an
attack immediately upon jumping to get him before he flips over with the
kick.

*Dan Vs. Sodom
        Try to AC his slide or Gale Kick it when possible.  Try jumping at 
him with a JN.Fierce to try and beat his C.Fierce.  If he blocks a Gale 
Kick, I think he can do a Power Bomb you can't jump away from.  Just try to
approach with the Gale Kick and Dragon Punch whenever he tries to jump over.

*Dan Vs. Rose
        Gale Kick over the slide.  This is another tough matchup, because
Rose's C.Fierce can beat Dan's jumping attacks, meaning Dan must try to get
close with a Gale Kick or just walking up, limiting his combos.  Try to get
in close and use a semi combo or something.  Thankfully, Dan can combo Rose 
insanely with the Desperation SC if she gets him with the Aura Soul Throw 
SC.

*Dan Vs. Sagat
        Try jumping in with a JN.Short or a JN.Fierce.  These can take out
most of his anti airs.  When in close, Sagat players like to try to push you
back with a C.Forward, Low Tiger Shot combo, so try a Gale Kick early.

*Dan Vs. Bison
        Bison's Double Knee Press is going to be causing you many problems.
Try to react to it with a S.Fierce or Dragon Punch from reasonably close.
The Demon Stomp can usually trade with your Dragon Punch.  Just try to get
in close with Gale Kicks, and don't just give up if he Teleports away.

*Dan Vs. Akuma
        Try to jump over the Air Fireballs and get in close.  A Gale Kick
will do very good damage, so try to land those.  If you get Air Fireball
trapped, well, there's little you can do.

*Dan Vs. Dan
        The Gale Kick fest!  Try semi combos with the Gale Kick.  The other
player will probably be trying to get in close as well, so just try to land
more Gale Kicks and SCs than them.  Try countering their moves if possible.
Usually a Shinkuu Gadouken SC works well for doing this.


=============================================================================

                        *** 5) MISCELLANEOUS ***

=============================================================================


--= 5.1 Selecting the Hidden Characters =--

**TO SELECT M.BISON OR AKUMA

ARCADE
  Get to the random select box on your side.  Press and hold START.  Do the 
  following joystick motions SLOWLY :

  If you are 1P : 
        Bison - down, down, left, left, down, left, left
        Akuma - down, down, down, left, left left

  If you are 2P :
        Bison - down, down, right, right, down, right, right
        Akuma - down, down, down, right, right, right

  Then press Jab + Fierce simultaneously.  To get the alternate colour,
  press Short + Roundhouse instead.

SATURN
  Get to the random select box on your side.  Press and hold L and R.  Do 
  the following motions :

  If you are 1P :
        Bison - left, left, down, down, left, down, down
        Akuma - left, left, left, down, down, down

  If you are 2P : 
        Bison - right, right, down, down, right, down, down
        Akuma - right, right, right, down, down, down

  Then press X + Z simultaneously.  To get the alternate colour, press
  A + C instead.

**TO SELECT DAN

ARCADE
  Press and hold START to begin the game.  Hold START throughout the whole
  procedure.

  Move the cursor to the random select box on your side.  Press the 
  following button sequence fairly quickly :

  Pink Dan - Jab, Short, Forward, Roundhouse, Fierce, Strong
  Green Dan - Fierce, Roundhouse, Forward, Short, Jab, Strong

SATURN
  Move the cursor to the random select box on your side.  Press and hold
  L and R.  Press the following button sequence fairly quickly :

  Pink Dan : Y, X, A, B, Y
  Green Dan : Y, B, A, X, Y

--= 5.2 Victory Symbols =--

        V       normal move finish
        S       special move finish
        S*      super combo finish
 Cheese S       special move block damage finish
 Cheese S*      super combo block damage finish
    Lasso       throw finish (baseball on console versions)
Hourglass       time-out win
        P       perfect win

--= 5.3 Character Histories =--

        Almost every character in SFA has ties in with the SF storyline or
another Capcom storyline.

RYU
  
  Style : Shotokan Karate
  Ryu is the main character of the SF series, appearing in every SF game
  ever made.  Ryu was the winner of the first SF tournament where he 
  defeated Sagat in the final battle to win the title of World Warrior.

  Ryu's stage is in front of a convenience shop in a street in Japan.
  Occasionally, a newspaper delivery person runs past.

KEN

  Style : Shotokan Karate
  Ken is the other main character of the SF series, also appearing in every
  SF game ever made.  Ken's skill was overshadowed by the victory of his
  friend and rival, Ryu.

  Ken's stage is in a park in New Orleans during late afternoon.  The stereo
  from Guile's SF2 stage makes a return next to the dancing guy.

CHARLIE

  Style : Special Forces
  Charlie makes his first physical appearance in the SF timeline.  The
  friend of Guile, Charlie was killed by M.Bison between SF1 and SF2.
  Charlie was killed whilst escaping from Bison's prison in Thailand.
  Charlie is on a mission to arrest Bison.

  Charlie's stage is like Ken's, but at nighttime, and a crowd of people
  have gathered to watch the match.  At the end of a round, some money is
  thrown around.

CHUN LI

  Style : Wushu
  Chun Li is working for a government agency to arrest Bison for drug
  trafficking.  Since SF2, Chun Li has appeared in every SF game except the 
  new SF3 series.

  Chun Li's stage is on the Great Wall of China, during the evening.

GUY

  Style : Bushinryu Ninjitsu
  Guy was a player character in Capcom's Final Fight, a horizontal scroller
  that was a hit during it's time.  He is searching for inner strength.

  Guy's stage is like Ryu's but in the afternoon.  Note that the small shop
  that was closed in the centre of the screen in Ryu's stage is now open,
  and the small building on the left now has a big curtain draped over the
  entrance.  There are girls in the shop, whose skirts whiff up a little at
  the end of a round.

BIRDIE

  Style : Undertermined
  Birdie is making his return from SF1.  He's a thug who's looking to join
  Shadaloo.

  His stage is around the Roman Colloseum in Italy.

ADON

  Style : Muay Thai
  Adon is Sagat's only student, and one of the last computer opponents in
  SF1.  He is looking to prove himself the greatest fighter in the world.

  Adon's stage is a return to Sagat's stage from SF2, with the huge statue
  in the background, at a different angle.  It's rather bright, suggesting
  it's right in the middle of the day.

SODOM

  Style : Undetermined
  Sodom was a boss character from Level 2 of Final Fight, and he returns
  with a pair of jitte instead of those nasty katanas.  Sodom is a gangster
  without a gang, hoping to lead a gang of his own.

  Sodom's stage is a trainyard somewhere on the west coast of the U.S.
  The stage is similar to a certain stage in SF1.

ROSE

  Style : Soul Power
  Rose seems to have been sent by someone to destroy Bison.  This is her
  first appearance in the SF timeline, and her history is very shady.

  Rose's stage is like Birdie's, with brighter lighting, suggesting the time
  is somewhere in the afternoon.

SAGAT

  Style : Muay Thai
  The strongest fighter in the world, Sagat, was defeated by a "mere boy of
  a fighter" named Ryu in the SF1 tournament.  Sagat's chest was scarred
  horribly by Ryu's winning Dragon Punch, and it now fuels his hatred as he
  trains for a rematch with Ryu.

  Sagat's stage is like Adon's, but darker, more of an evening shade.

M.BISON

  Style : Psycho Power
  The end boss of SF2 returns with the shady past.  All we really know is
  that he heads a powerful crime organisation, and that he is somehow 
  connected to Rose.

  Bison's stage is similar to Sodom's but it's snowy.

AKUMA

  Style : Shotokan Karate
  Akuma is the Japanese word for "devil".  In Japan, he is known as Gouki,
  meaning "Great Demon".  The Kanji which appears on his back is read as  
  "Ten", and means "Heaven".  It's been suggested that this translates to
  mean "Rest in Peace".  Here's Akuma's background story (excerpt from
  last FAQ, v2.0) :
  Originally there was a fighter named Goutetsu who mastered a new style of 
  fighting. (It is unknown whether Goutetsu invented the technique or not.)  
  This technique was handed down to two of the grandmaster's pupils, Gouken 
  and Akuma.  Gouken subsequently taught it to Ryu, Ken, and to an extent, 
  Dan as well.  However, the style was originally meant to kill opponents by
  concentrating chi power into a murderous blow.  Ryu and Ken learned a 
  toned down version of the style with the killing function removed.  It is 
  unknown as to who toned down the style, Gouken or Goutetsu.  Suffice to 
  say that as time went on, Akuma rediscovered the lethal potential of the 
  fighting technique.  But as he did, the dark power he discovered gradually 
  consumed him, transforming him into a murderous demon.  He went back and 
  murdered Gouken and Goutetsu in combat, and now roams the world in search 
  of opponents worthy of his skill.

  This is the story at http://www.capcom.com/games/sfa2/akuma.html :

  Shun Gokusatsu.  The legendary Raging Demon move was deemed too deadly.
  It was said that the move was so powerful, it would kill the user of the
  move.  Gouken and Goutetsu sealed the move.  Akuma thought his masters
  were fools.  So what if a move was too dangerous?  The true warrior would
  do anything to win.
  During a fight against his master, Akuma saw the chance to do the move.
  As he did, power surged through his body like never before, every cell
  wanted to explode.  When it was over, his master's dead body sprayed
  blood, and Akuma was transformed into the murderous demon he is now.
  By releasing the Raging Demon, Akuma had killed his masters and sealed
  his own fate.

  Note how here it's suggested the transformation was a lot faster.

DAN

  Style : Shotokan Karate
  It would appear that Dan has been in some of Capcom's SF2 artwork before,
  but this is his first real appearance in the SF timeline.  He seems to be
  a joke character based on Robert Garcia.  His past is also shady.

  Dan's stage is like Adon's and Sagat's at dusk.

--= 5.4 Endings =--

RYU - fights Sagat
*Pre Match
  Ryu : Back for more, Sagat?
  Sagat : Everyday I see this scar, I imagine you broken at my feet.  
          Today I will have my revenge!
  
    Dan also appears, here, beaten up in Sagat's hand, and Sagat tosses him 
    away as they start talking.

*Post Match
  Sagat lies on the ground, terribly upset about his loss.  He threatens to
  kill Ryu, but Ryu doesn't seem to consider Sagat a threat.  Ryu complains
  that Sagat has grown weak, and reminds him that the true warrior fights
  with skill, not anger.  And then he walks off, seeking the path of the
  warrior (what!? He doesn't go looking for another fight!? Not the good old
  "I must find worthy challenger ..." ending!?)

KEN - fights Ryu
*Pre Match
  Ken : You're a hard man to find, Ryu.  Everyone's talking about you.
  Ryu : Long time no see.  Still training?
  Ken : Still good enough to beat you.
  Ryu : We'll see about that!

*Post Match
  Ryu congratulates Ken on his newfound strength, and they clasp hands.
  Ryu says he'll return to Japan, and Ken says he must go back to America,
  where there is another challenger waiting for him.  Ken is then seen
  walking away after annihilating the opposition.  He is on the port, his
  SF2 stage.  A young blond girl named Eliza asks him why he fights : for
  money, fame, or attention.  Ken replies that he must fight one man and
  make him pay.  Ken could be talking of Akuma, who killed his master in
  Japan.

CHARLIE - fights Bison
*Pre Match
  Charlie : So you finally show your face!  I'm taking you in, Bison!
  Bison : What do you want with me?
  Charlie : You'll have a long time to figure it out.
  Bison : A pity you'll die so young.

*Post Match
  Charlie calls the base with his radio.  Charlie is telling the base to 
  hurry up with the backup when he notices something.  Bison is crawling 
  behind his back, the screen flashes white, and then fades black as the 
  music climaxes.  The last scene is of Bison walking past throwing 
  Charlie's dog tags over his shoulder.  He then says "His army is my army.  
  Bison rules all.  Did he truly believe I would let him live?  He was a 
  fool!"  We see Bison's jet in the background, it is clear that Charlie
  was betrayed, but by who?

CHUN LI - fights Bison
*Pre Match
  Bison : Well, this is a pleasant surprise.
  Chun Li : Stuff it, Bison!  You're under arrest for drug trafficking!  You
            and Shadaloo are finished!
  Bison : I have no time to waste on you!

*Post Match
  Chun Li tells Bison to give up.  Bison admires her fury, and tells her to
  join him or die.  She says "No thanks to both."  Bison then says "You're 
  as stupid as your father..."  He then leaps forward, beating up Chun Li 
  and says "So I'll kill you like I did him!"  Chun Li, as though in a 
  dream, cries "Father!!!", and the screen fades black.  She then wakes up 
  in a bed in hospital.  A couple of government agents tell her Bison got 
  away, Thaliand, maybe.  Chun Li's true motive is revealed : to destory 
  Bison and avenge her father's death.

  Following this, for some odd reason, she has a different music to everyone
  else during the credits.  It sounds like a remix of her original SF2
  background music, much more piano based, and slower.

GUY - fights Bison
*Pre Match
  Bison : A new enemy?  Why have you come here?
  Guy : There is great evil within you.  I will not let you succeed.
  Bison : You are a fool and soon you will be gone!

*Post Match
  Guy remarks that he has achieved his inner strength.  He pities Bison who
  could have been so much greater.  After Guy jumps away, Bison gets up with
  an evil smile on his face and says that Guy will pay for this insult.

BIRDIE - fights Bison
*Pre Match
  Birdie : So you're the famous M.Bison.  Think there's a place for me in
           Shadaloo?
  Bison : I have no need of weaklings.
  Birdie : And maybe if I beat you?
  Bison : Perhaps...

*Post Match
  Notorious thug turned killer.  It says Birdie has earned his place under
  Bison, and he is seen picking up a little guy telling him he'd better
  watch out for the Birdie.  The game leaves the question "Is Birdie
  thinking of killing Bison and taking over Shadaloo?"

ADON - fights Sagat
*Pre Match
  Adon : You have taught me well, master.  Now I have surpassed you!
  Sagat : You are a mere shadow of my skill.  It's time you learnt your
          place!

*Post Match
  Adon stands victoriously, declaring he'll crush any other that oppose him.
  Bison turns up, observing that Adon could be a valuable asset.  "Join me
  in taking over the world.  Join me or die."  Adon then responds "I care
  not for you or your drugs.  Now out of my way, drug lord!"  "No one speaks
  to me in such a tone!"  "Bison, if you fight me, you die!"

SODOM - fights Guy
*Pre Match
  Sodom : You ruined my life!  Time to pay the price!
  Guy : You again?
  Sodom : I'll make you suffer!  You'll never interfere with me again!
  Guy : Didn't I beat you enough the first time?

*Post Match
  Sodom begins to reassemble the Mad Gears, the gang from Final Fight.  He
  says with renewed strength, the gang will take over the world.  He then
  opens up a scroll to show the gang's new name, written in 4 Kanji.  In
  Japanese, they are read as :

        Ma      (Demonic)
        DoGi    (Morality, Moral Principle)
        A       (Group)

  This altogether means "Cult of Demonic Principles".  Of course, if it's
  all read in one breath, it sounds like "Mad Gear" in an Asian accent.  It
  then says "That's so stupid!"

ROSE - fights Bison
*Pre Match
  Rose : You have abused your powers for too long.
  Bison : I knew you'd come sooner or later.
  Rose : You do not deserve those gifts.  The day of reckoning is here!
  Bison : Stop making speeches and fight!

*Post Match
  Rose begins to drain Bison of his Psycho Power.  It is said that the one
  thing that can defeat Bison's Psycho Power is Rose's Soul Power.  After
  this, Bison lies unconscious, and Rose is left exhausted and near death.
  She lies there, falls, and says she's done what she was sent to do.  She
  hears a heartbeat, as Bison's heart begins to emit smoke.  "Was it Bison?"

SAGAT - fights Ryu
*Pre Match
  Sagat : You scarred me and sealed your fate.  Now the scales will be
          balanced.  You took my honor and now I'll destroy you!"
  Ryu : You just don't get it, do you?
  Sagat : Shut up!  I won't lose this time!

*Post Match
  Sagat begins by declaring "Revenge is a dish best served cold."  He then
  notices that Ryu is looking at him with pity.  Sagat feels empty.  He must
  know if Ryu fought with all his strength or if he held back in honor.
  Before he can give this more thought, Bison turns up in his jet.  He tells
  Sagat to give up this foolish vendetta which he's already won.  He says
  that if he now wishes to be truly feared, he must master Psycho Power.
  Vega and Balrog make an appearance alongside Bison.

BISON - fights Rose
*Pre Match
  Rose : Bison...  You have misused your powers for too long.  It will no
         longer be tolerated.
  Bison : They sent you to deal with me, didn't they?  Now you'll learn
          what real power is!

*Post Match
  Bison stands over Rose's dead body, saying that Soul Power is nothing
  compared to his strength.  Is there no one to stop Bison from taking over
  the world?

AKUMA - fights Bison
*Pre Match
  Bison : Rarely have I seen such power!  Why do you hesitate?
  Akuma : Is it possible for you to defeat me?  No!  I will always triumph!

*Post Match
  Akuma's portrait scrolls past with 3 others in the background.  One is
  Bison, the other two could possibly be Master Gouken and Grandmaster
  Goutetsu.  "If evil has a name it is Akuma.  Many have faced this warrior.
  All have failed.  Powerless against his great skill, even Bison fears the
  mighty Akuma."  "There is no one who can defeat me.  My quest is at an
  end.  Yet I am ... empty ..."  "For some, it's the path, not the goal."

DAN - fights Sagat
*Pre Match
  Dan : At last we meet, Sagat!
  Sagat : Do I know you?
  Dan : Years ago you killed my father.  Now it's your turn!
  Sagat : Ah ... him.  He cost me an eye.  Now I will have revenge on his
          son!

*Post Match
  Dan happily rolls around doing his forearm taunt thing.  Bison turns up
  and claims that he could be a remarkable asset ("Such confidence!").  Dan
  asks who the heck he is.  Bison tells him to come with him, so he can make
  him the greatest fighter in the world.  Dan replies that he's a little
  late, because he's already there.  Bison declares he'll have his revenge.

--= 5.5 Code to Fight CPU Akuma or Dan =--

**AKUMA

ARCADE

Quick Way :
  Press and hold START to begin a game.  Whilst still holding START, move
  the cursor to your favourite character, and press Strong + Forward at the
  same time.  You will see the message "Here comes a new challenger", and
  Akuma will glide in with a teleport, do the Raging Demon SC on your
  opponent, and then he fights you.

Hard Way :
  Your goal is to get to the last fight without losing a round.  You must
  also get 10 SC finishes before the last fight also.  If you get these 10
  SC finishes, and haven't lost a round by the time you get up to the last
  fight, Akuma will enter as he would in the quick way and you'll fight
  him.

SATURN

Quick Way :
  Move the cursor to your favourite character.  Press and hold L and R.
  Then, press and hold B.  Hold onto B during the "Now Loading ..." screen,
  and just hold it until you see Akuma teleport in.

Hard Way :
  I have done this before after losing a couple of rounds, so you DON'T have
  to get to the last fight without losing a round.  You still have to get
  10 SC finishes however.  I think you have to get an extra SC finish for
  every round you lose, eg. if you lose 2 rounds, you have to get 12 SC
  finishes.  I'm not entirely sure on how this works, because I usually get
  up to the last fight with 12 to 14 just in case.  Also, if you are 1P, you
  must select the punch colour, if you are 2P, you must select the kick
  colour.

        Regardless of how you get to Akuma, the CPU Akuma is always set at
  the same difficulty (always extremely hard).  If you did it the hard way,
  you won't have your chat with your final opponent.  Instead, the energy
  bars and timer will already be at the top of the screen, and Akuma will
  teleport in, Raging Demon the opponent, sending them falling out of the
  screen, turn to face you, and will say "I am power made flesh!  Feel how
  weak you truly are!".  When (if) you finally beat Akuma (completely), the 
  screen will flash in the SC starburst, regardless of whether or not you 
  finished with a SC.  You will then stand there for a while in a white
  screen, with Akuma still laying on the ground.  After the bonus points
  thing has gone away, your character will fly around (or more accurately,
  the sprite gets flown around) as the screen fades to white.  More detail
  on what happens next in section 5.7.  By the way, regardless of how you
  get to Akuma, it will always play Akuma's background music, regardless of
  what stage you're on.  Also, after beating Akuma, it's the end of the 
  game, so the quick way will result in a short game.  Finally, you canNOT
  get up to Akuma with Akuma.
  
        The CPU Akuma is very tough.  He has also done some cheating against
  me as well.  He got me with a S.Forward, C.Roundhouse combo for 3 hits,
  and I have not been able to do this.  Also, (now this is real cheating),
  he done a Raging Demon SC which went across the whole stage at an
  incredible speed, ala Shin Gouki / CyberAkuma.  It might have just been a
  bug, but, hey, it happened.  I know how to consistently beat him with Ken
  or Ryu.  Just jump at him with well timed JN.Roundhouse kicks.  Akuma will
  usually try a S.Roundhouse, and it will get beaten.  Upon landing, block,
  because he'll do a reversal Dragon Punch or reversal SC.  Then trip, and
  repeat lots more times (where's that 30% damage handicap when you need 
  it?).  If he has 3 Levels, do a Dragon Punch upon landing after beating
  his S.Roundhouse.  Chances are, he'll try a reversal Raging Demon SC or
  a reversal Level 3 Messatsu Gouhadou SC.

**DAN

ARCADE / SATURN

  Get to the fifth fight without continuing.  End each match with the same
  winning quote (see section 2.15).  It will appear "Here comes a new
  challenger", and you will fight Dan.  After the match, the game will
  continue in it's normal fashion.

  I have also gotten to Dan another way, thrice in all the times I have
  played SFA.  When I got up to the last fight, for some reason, it just
  came up "Here comes a new challenger", and I fought Dan.  I'm not sure,
  it might have just been a bug.  It happened again, on the second last
  fight.  I'm not sure what I've done to get this to happen, it might just
  be random or a bug in the program.

--= 5.6 Ryu & Ken Vs. Bison Code =--

        Yep, two against one.  This code is great fun to play, especially if
you own the console versions, since you can just sit there playing it all
day without paying for 2 credits every time.  The code is :

ARCADE
  1. Both players press START to get into the game and hold it.
  2. Both players tap Up, Up on the joysticks.
  3. Both players release START.
  4. Both players tap Up, Up on the joysticks.
  5. 1P presses Jab, 2P presses Fierce

SATURN
  1. Start ARCADE MODE on either player, and press START to join in on the
     other controller.
  2. Both players press and hold L and R.
  3. Both players tap Up, Up.
  4. Both players release L and R.
  5. Both players tap Up, Up.
  6. 1P presses X, 2P presses Z.

        You don't have to be in exact synchonisation, as long as you keep
the general order I have listed.

        If you have done it correctly, you will be on Akuma's stage.  The
Vs. screen will appear, then disappear.  The computer will suddenly flash
"Here comes a new challenger", Ken will jump over to Ryu's side (1P side), 
Bison will hover down, and offer Ryu and Ken a chance to join Shadaloo (or 
die).  Ryu and Ken refuse thinking Bison's a complete joke, and then the 
match begins.

*Ryu and Ken can't hurt each other.
*Ryu and Ken both share the same Super Meter and health bar.
*Bison has a MASSIVE damage handicap in his favour.
*If you both corner Bison and keep hitting him in a combo, neither of you 
 will be pushed back as you normally would.

        The general idea is to corner Bison or double side him and combo him
insanely.  There are various redizzy combos in this mode.  If both of you
corner him and just hit him repeatedly with C.Shorts, usually about 15 hits
will redizzy.  If both of you do a SC at almost exactly the same time, both
of you can use the Super Meter.  For example, if you have the Super Meter
charged at 3 Levels, and you both do a Level 3 SC at almost exactly the same 
time, you will both do a Level 3 SC!  6 Levels for the price of 3!  However,
usually this is a complete fluke and I've only seen it a couple of times.
Apparently, you can get to 63 hit combos by double siding him.  Me and my
friend got up to 42 hits, but we screwed up the general rhythm and Bison
Teleported out of the combo.

--= 5.7 Special Endings =--

        There are various possibilities to this, some of which I haven't
fully tested, because to be honest, I really don't ever use AutoBlock.
On console versions, due to the availability of different difficulty levels,
things will vary also, which I haven't tested because I never play anything
below full difficulty.
        Regardless of how you finish it, you'll see your character's ending.
During the credits, your final opponent always comes up first, and then
everyone else in a specific order.  Following this, a yellow starburst will
appear (like in a SC finish), your character appears, does a winning pose,
the portrait turns up, with a message.  Below are the possibilities I have
tested, and what you get to see (besides your own character's ending) :

* Used continue(s)
  Nothing more.
* No continue, lost round(s)
  Credits, on starburst screen, it says at the top "Congratulations!  You
  are ****** master!", where ****** is your character's name.  At the 
  bottom, it says "Your skill has not gone unnoticed."
* No lost rounds
  Credits, on starburst screen, it says at the top "Congratulations!  You
  are a grand master!".  At the bottom, it says "Someone new has entered the
  fight!"
* Lost round(s), beat CPU Dan
  Credits, on starburst screen, it says at the top "Congratulations!  You
  are ****** master!", where ****** is your character's name.  At the
  bottom, it says "The struggle never ends!  Train for new challenges!"
* No lost rounds, beat CPU Dan
  Credits, on starburst screen, its says at the top "Congratulations!  You
  are a grand master!".  At the bottom, it says "The struggle never ends!
  Train for new challenges!"

**If you beat CPU Akuma ...
  Credits, instead of starburst screen, it's a blue screen with white lines
  gliding past horizontally.  This is the background during the intro where
  Ryu and Ken are on a split screen, and they throw their fireballs.  You
  get this instead of the starburst if you beat the CPU Akuma.  Also, if you
  beat the CPU Akuma, you don't get to see your character's ending.  This
  blue screen will appear BEFORE the credits.  You can put your initials in
  after the credits.
* Lost round(s), beat CPU Akuma
  It says at the top "Congratulations!  You are ****** master!".  At the 
  bottom, it says "Someone new has entered the fight!"
* No lost rounds, beat CPU Akuma
  It says at the top "Congratulations!  You are a grand master!".  At the
  bottom, it says "Someone new has entered the fight!"
* Lost round(s), beat CPU Dan and CPU Akuma
  It says at the top "Congratulations!  You are ****** master!".  At the
  bottom, it says "The struggle never ends!  Train for new challenges!"
* No lost rounds, beat CPU Dan and CPU Akuma
  It says at the top "Congratulations!  You are a grand master!".  At the
  bottom, it says "The struggle never ends!  Train for new challenges!"

You can find more possible combinations using AutoBlock, and on the console
versions, by playing different difficulty levels.  Not that this is 
particularly exciting or anything.  One final note : on the console 
versions, there is a save game feature called "Master's Ranking".  This
records the top 5 performances in Arcade Mode.  The factors considered, in
order of highest priority to lowest priority, are difficulty, win rate,
max combo, and mode (speed, AutoBlock).  If you beat the CPU Akuma, you will 
get a small gold star next to the difficulty, like so : LV 8*.  You can't
achieve this doing it the quick way, it must be done the long way.


=============================================================================

                           *** 6) GLOSSARY ***

=============================================================================

        
        Well, I'm not really a person into technicalities, so this is
basically copied directly from the last FAQ (v2.0), with a few additions.


aerial attack - Any attack thrown in the air, like a flying kick.

block stun - The short time period after a player blocks an attack, during 
  which he cannot (normally) counterattack.

buffer - Executing the joystick motions of a special move during a period 
  where buttons don't register, like an animation pause or while your 
  character is getting up from a knockdown.  It is timed such that when the 
  pause is over, the player can immediately press the button to complete the 
  special move.  (Note that a player can also buffer during the "chi" 
  animation that occurs when his opponent executes a SC.)

Bushinryu - A certain form of Ninjutsu.  'Bushin' stands for the Japanese 
  god of war, and 'ryu' in this context means "The way of ..."

cancel - When a player throws an attack, normally the player must wait while 
  the first attack completes its animation before he can throw another 
  attack.  Cancelling allows the player to throw another attack right after 
  the first one hits, thus "cancelling" the rest of the animation.

chain combo - A type of combo that is performed by cancelling a normal 
  ground attack with another normal ground attack.

cheap - (1) An ambiguous term describing a tactic that allegedly takes
            very little skill to perform. 
        (2) The mother of all excuses.  (thanks for the definition, Allen!)
        (3) General negative reaction to throws and ticks.

chi - (pronounced 'key') In ancient Chinese medicine and mythology, the chi 
  is the life force that flows through every living being.  In SFA, it's the 
  energy that is used in special attack.  For example, Ryu and Ken's 
  fireball is an extension of their chi, which is channelled through their 
  hands into a wave that flies toward the opponent.  (if you think that the
  fireball being a wave is pretty stupid, remember that a wave is anything
  that transfers energy without transfering matter)

combo - A series of attacks where, if the first one hits, the rest of the 
  attacks also hit.

corner trap - Tactic where a player keeps an opponent pinned in the corner 
  by throwing continual attacks, like projectiles or poking attacks.  If the 
  opponent tries to jump out of the corner and towards the player, the 
  player will execute an anti-air move and put the opponent back in the 
  corner.  Note that a fireball trap could also be a corner trap.

counter semi combo - A sequence of moves which players can use when it
  becomes apparent that the opponent will try to counter their semi combos.
  These are designed to catch opponents when they are expecting a semi
  combo, and ideally, when mixed with semi combos, form a good offense.  A
  lot of the idea based on counter semi combos are on guess work and
  predicting how your opponent will react when a semi combo lead is 
  repeated.
  
fireball trap - Tactic where a Ryu, Ken, Akuma, or Sagat player throws 
  projectiles all the time, causing the opponent to either stand and block 
  the projectiles, or jump in and take a Dragon Punch or other anti-air 
  move.

honour - Ambiguous term that usually implies either pulling off amazing
  techniques, or following proper "arcade etiquette".  See cheap.

interrupt - Identical to cancel.

janitor - Someone who sweeps a lot.

jitte - Metal baton with one prong sticking out from the side.  They were 
  widely used by Japanese police in the past.  Jitte are especially useful 
  for catching weapons, like swords and nunchaku, and can be used as an 
  excellent defensive extension of the arm.

juggling - Hitting an opponent multiple times in the air before he hits the 
  ground.  An example would be Guy's Rising Spin Kick or Akuma's Dragon 
  Punch.

jump-in attack - The aerial attack that the player throws as the opponent is 
  getting up from a knockdown.  The timing is such that the opponent usually 
  must block as he is getting up or get hit.

kanji - In Japanese writing, some characters are borrowed from Chinese.  
  These are called kanji.

link - One normal move followed by another, where the animation is not
  cancelled but the moves come out fast enough for it to connect in a single
  combo.

meaty attack - Similar to a jump-in attack, except that the player throws a
  ground attack instead of an aerial attack.

Muay Thai - Very offensive-minded martial art, it stresses developing your 
  knees, shins, and insteps of your feet to deliver powerful kicks over and 
  over again.

neck kick - A type of jump-in attack which is positioned to hit the "back of 
  the opponent's neck".  Because of its positioning, the opponent must 
  reverse his block direction, i.e. block by holding the joystick TOWARDS 
  the opponent.

Ninjutsu - More of a lifestyle than a style of fighting, ninjutsu is the art 
  of stealth and invisibility.  Also known as Shinobi.

old schoolers - Term given to those who choose Ryu or Ken and play them 
  using the old fireball trap techniques of previous SF2 games.

overhead hit - A ground attack that can hit crouching defenders and must be 
  blocked standing up, like Ken's Axe Kick.  There is always a slight delay 
  before the overhead attack hits.

reversal - In Capcom's terminology, a reversal is a special move performed 
  right after a block stun or right after getting up.  Thus, a wake-up 
  Dragon Punch is a type of reversal.  Also, blocking a projectile, then 
  immediately throwing one of your own is also considered a 'reversal'.
  The timing in which you can do a reversal is said to be 1/60 of a second.

sai - Metal weapon that looks like a jitte, except that it has two prongs 
  sticking out from the sides.  The main shaft can either be blunt like a 
  jitte, or point sharp.  It is believed that the sai was especially popular 
  with women who used the weapon to extend their reach.

semi combo - a sequence of moves that are designed to catch defending 
  opponents off guard.  Semi combos ALWAYS have a gap somewhere during which
  they can be hit out of.

Sheng Long - Chinese for "dragon punch". (It is unknown whether Gouken is 
  "officially" known as Sheng Long.  Hopefully not.)

Shotokan - Type of Japanese empty-handed fighting style.  I believe it
  originates from Okinawa.  The Karate Kid movies resemble Shotokan karate.

spaz - Opposite of a turtle, this is a player who unleashes an uncontrolled 
  barrage of attacks without letting up (like many Wolverine rookies in
  assorted Marvel games).

tech - Capcom's term for throw softening.
  
tick - Tactic where a player throws either a jump or ground attack as a 
  set-up, making his opponent block.  Then while the opponent is still 
  blocking, the player moves in for a throw. (The term 'tick' comes from 
  sound that the game makes when the opponent blocks the set-up attack.  
  When it was first seen in SF2, the sounds went something like 
  "Tick, HUH! ... Tick, HUH! ...")

trip guard - the ability to block sweeps and other attacks upon landing 
  after a jump.

turtle - A player who is overly defensive and waits for his opponent to come 
  in.  Players usually become turtles if they have a substantial lead in a 
  round.

wake-up Dragon Punch - Dragon Punch which is performed as the player is 
  getting up from a knockdown (thus, this is a type of reversal).  Ideally, 
  it can hit an opponent who is coming in with a jump-in attack.

Wushu - Chinese fighting style, also referred to as Kung Fu (although Kung 
  Fu is more generic.)


=============================================================================

                        *** 7) CREDITS AND THANKS ***

=============================================================================


Dan Wells gives a big "Thank you!" to:

Tom Cannon............ for mucho info and the basis for this FAQ.
=P (Mr. Cheung)....... for info on the characters during beta testing.
Shinkuu Hadouken...... for the Akuma/Bison code.
alt.games.sf2......... for all of the discussion about SFA over the
                       past month and plenty of info.

Allen Kim credits :

Rich Joseph........... His X-Men:CotA FAQ had the Japanese names for
                       Akuma's moves.
Norimitsu Kaiho....... His mini-FAQ had plenty of info on Akuma.
Derek Liu (Lanzer).... The Japanese translation of Sodom's ending,
                       plus other general info.
Brian Chan............ General info.
Allen J. Klein........ Mucho general info.
Kenichiro Tanaka...... PLENTY of help with Japanese translations and
                       the glossary.
Patrick Beja.......... WWW site, Japanese translations and other info.
(everyone else, too... I hope all of you who gave me SFA tidbits don't
  many to mention)     mind staying anonymous!

I wish to deeply thank : 

Tom Cannon, Dan Wells.. For starting up the SFA FAQ.
Allen Kim.............. For a LOT of help, plus various other bits of help
                        with games other than SFA.
James Chen............. For coming up with the idea of that silly Rose combo
                        which just goes on forever and ever, and for
                        writing combo guides on MSH and X-Men Vs. SF with
                        combos that actually work, unlike certain other
                        FAQs that I won't mention here.
Patrick Beja/Gamest.... For the comboable moves list.
All my friends......... For playing me in SFA for about a year!  And also,
                        my other friends who were kind enough to get me
                        things off the net back when I didn't have net 
                        access.
Gamest................. For lots of weird combos.

I think I'll just stick in some character ranking types here and hope no one
notices and complains.
TOP TIER : Akuma, Guy, Rose, Ken, Sodom
MIDDLE TIER : Ryu, Chun Li, Birdie
BOTTOM TIER : Dan, Sagat, Adon, Charlie, Bison

Things that look cool in SFA :
1. When Charlie blocks Ken's Strong Dragon Punch or Level 1 Shoryureppa SC,
and then jumps forward, catches Ken out of mid air with an air slam.
Likewise with Guy, but it just doesn't look as good.
2. Guy's ridiculously long combos.
3. Dan's Desperation SC.
4. Ken's beckoning taunt.
5. Ken's air throw when just jumping straight up and doing it.  It looks
really strange as you kind of just grab and start rolling on the spot, going
up and down, then throw them behind.

FINALLY, I'm done.  I have nothing more to say.  If you've managed to read
the whole thing, your eyes must be pretty sore right now if you read it off
the computer screen in one go, or if you printed it, that's a pretty thick
wad of paper.  If you have questions, comments, suggestions, etc., send them
to :

        young@all.com.au

If you've read the whole thing, good for you.  You're probably completely
bored to death of SFA now, but you should know everything that there is to 
be known about SFA by now.  I apologise if this took some time to download
or load up if you saved it on a floppy disk.

Thanks for reading,
Min Sub Kim
young@all.com.au

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