Street Fighter EX 2 Plus

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Strategy Guide

STREET FIGHTER EX 2 Plus Movelist v 2.0
By ANGELGRIMM (angelgrimm@yahoo.com)

Warning 

The following faq, guide movelist or whatever you choose to call it (crap 
included), as a whole or any of its parts, is owned by me and is intended for 
non profitable purposes only. It is not meant to be reproduced by any other 
means aside from those who follow the above statement. In any case, please 
contact me before posting this anywhere else (this work was made for GAMEFAQS 
mainly, but I'm open to suggestions). Please give credit to those who deserve 
it and don't try to rip off my work. (If the law can't get you I hope you'll 
have nightmares and guilty thoughts for the rest of your miserable life.)


The Street Fighter series and all of its characters are intellectual property 
of Capcom of Japan and Capcom of America. Street Fighter EX series is 
property of Arika and Capcom. 



Contents

Introduction / What's New
How to play
Character move list
-Ryu
-Ken Masters
-Sagat
-M. Bison (Vega)
-Vega (Balrog)
-Guile
-Chun Li
-Zangief
-Dhalsim
-Skullomania
-Darun Mister
-Pullum Purna
-Sharon
-Nanase
-Hokuto
-Blanka
-D. Dark
-C. Jack
New Characters
-Vulcano Rosso
-Area
Time Release Characters
-Garuda
-Shadowgeist
-Kairi
Bonus Games
Color Guide
Final Word
Credits

Introduction / What's New
Ok. This the first revision to the original Movelist. So far, I have a few 
additions:

- Nanase's level 3 super, thanks to a lot of people, it seems everybody but I 
knew how to do it.

- I've got the names for most of the moves now thanks to Rylan Hilman, who 
also seems to know pretty much about the game. 

- A few additional pointer on the game and several corrections.

Now, let's get down to business...
---------------------------------------------------------------
How to play

KEY

JP Jab Punch
SP Strong Punch
FP Fierce Punch
SK Short Kick
FK Forward Kick
RK Roundhouse Kick
P any Punch
K any Kick
PPP press all three punches
KKK press all three kicks

u Up
d Down
f Forward
b Back
uf Up/Forward
ub Up/Back
df Down/Forward
db Down/Back
ff tap forward twice
bb tap backwards twice

QCF Quarter circle forward (d,df,f)
QCB Quarter circle back (d,db,b)
HCF Half circle forward (b,db,d,df,f)
HCB Half circle back (f,df,d,db,b)
b>f Back, hold for a short time, then forward
d>u Down, hold for a short time, then up
360 spin joystick once in a full circular motion

Pressing punch and kick of the same strength will result in a guard break.
Pressing SP and SK will result in EXCEL (SFEX2, they're like the SF Alpha 
custom combos, more or less).

COLORS
There are three possible colors for each character selectable by pressing 
JP/SK, SP/FK or FP/RK. Presumably, the first one will be the original color. 

---------------------------------------------------------------
Character move list
---------------------------------------------------------------
RYU

HADOU KEN               QCF P
Fire HADOU KEN          QCB P	(hits twice)
SHO RYU KEN             f,d,df P
TATSUMAKI SENPU KYAKU   QCB Kx4

Overhead Punch          f SP
Overhead Kick           f FK
Forward Punch           f FP

SHINKU HADOKEN          QCF x2 P
SHINKU TATSUMAKI SENPU KYAKU  QCB x2 K

*SHIN SHO RYU KEN       QCF x2 KKK

Your standard shotokaner. His air SP hits twice as does his f FP. His SHINKU 
TATSUMAKI SENPU KYAKU connects after the TATSUMAKI SENPU KYAKU for a combo 
(preferably, you should end it with SK as to rise a little bit the kick). 
---------------------------------------------------------------

KEN

HADOU KEN               QCF P
SHO RYU KEN	            f,d,df P
TATSUMAKI SENPU KYAKU   QCB K

Roll                    QCB P

SHO RYU REPPA           QCF x2 P
SHIN RYU KEN            QCF x2 K
SHIPU JINRAI KYAKU      QCB X2 K

* ALL OF THE ABOVE      QCB x2 KKK

Your standard American shotokaner. His TATSUMAKI SENPU KYAKU can be done in 
the air. The Roll can be short or long, depending on the punch used. His 
SHIPU JINRAI KYAKU can be cancelled after the fourth kick (QCB K). If you're 
quick you can jump and press FP then QCB K for a combo or link it with the 
SHIN RYU KEN. His level three special does the first part of the SHIPU JINRAI 
KYAKU, then a three uppercut SHO RYU REPPA and ends with a really long SHIN 
RYU KEN, so keep pressing the buttons (up to 33-34 hits total).
---------------------------------------------------------------


SAGAT 

TIGER CANNON (high)     QCF P
GROUND TIGER CANNON (low) QCF K
TIGER UPPERCUT          f,d,df P
TIGER KNEE              f,d,df K 
????                    b,d,db JP

TIGER GENOCIDE          QCB x2 P
SUPER TIGER SHOT (high) QCF x2 P
SUPER TIGER SHOT (low)  QCF x2 K 
TIGER RAID              QCB x2 K

*TIGER STORM            QCF x2 PPP

His FP TIGER UPPERCUT hits up to 7 times. Crouching characters go under the 
high TIGER SHOT. His TIGER KNEE comboes from either SK or FK, either standing 
or crouching. You can also combo his TIGER UPPERCUT from those. SUPER TIGER 
SHOT hits only one time with a regular damage, but sends the character on the 
receiving end all over to the other side of the screen. His TIGER RAID is a 
nice setup for the TIGER GENOCIDE after the third kick. His level 3 Special 
is a couple punches, one knee strike and then SAGAT starts charging up a 
multihit TIGER CANNON, so keep pressing those punches for damage. On the 
downside, if his special is blocked, he can easily be grabbed or hit after 
the knee strike. Rylan Hilman says you can get more hits on this by inputting 
QCF+P in time with each hit.
The ???? (f,d,df JP) is a weird move I just got by accident. SAGAT lifts his 
knee and takes a spin. What does it mean? What is it good for? I don't know 
(however, if you do, please share).
---------------------------------------------------------------

M. BISON (Vega)
 
PSYCHO CRUSHER          b>f P
HEAD STOMP              d>u K 
DOUBLE KNEE PRESS       b>f K

KNEE PRESS NIGHTMARE    b>f x2 K
PSYCHO CANNON           b>f x2 P	

*PSYCHO BREAK SMASHER   b>f x2 PPP

If you time it right, after downing a character with the PSYCHO CRUSHER, you 
can repeat it and change his guard so that it hits him again and again and 
again... you, cheap. After the K hold, you can slide (d RK) and it will hit 
the character or quickly use excel and slide over and over an over... you, 
cheap. The Level 3 PSYCHO BREAK SMASHER is just like Shin Bison's Special 
from SF Alpha 3 and pack a good deal of damage if connected. The PSYCHO 
CANNON can be held for charging. This can be used as an anti air attack. 
After the HEAD STOMP, hold either left or right and press P and Bison will 
flip over to that side and air punch. Overall, this guy is pretty plain with 
a few cheap shots and ideal for block damage. 
---------------------------------------------------------------

VEGA (Balrog)

ROLLING CRYSTAL FLASH    b>f P
FLYING BARCELON ATTACK   d>u K, press P
SKY HIGH CLAW            d>u P
IZUNA DROP               d>u K, press P close to opponent

Backflip                 KKK
Attaching claw           b,d,db PPP

GRAND CRYSTAL FLASH      b>f x2 P
SKY HIGH ILLUSION        db,df,d,u P
SCARLET TERROR           b>f x2 K then QCF P
SUPER SKY HIGH CLAW      db,df,d,u K, press P

* SUPER SKY HIGH CLAW    db,df,d,u K, press P close to opponent

You can se uf or ub instead of u as to select the wall from which VEGA will 
jump. The backflip evades fireballs. You can attach the claw after losing it.
---------------------------------------------------------------

GUILE

SONIC BOOM	            b>f P
FLASH KICK	            d>u K

Stab kick               f RK
Spinning back fist      f FP
Rolling Savate          f FK

DOUBLE SOMERSAULT KICK  db,df,d,u K
OPENING GAMBIT          b>f x2 P

SONIC BOOM TYPHOON      b>f x2 PPP

The Rolling Savate is an overhead. His spinning back fist is pretty useless, 
unlike the one in the original SF series, which could be used to counter 
fireballers. The level 3 special is a tornado-like multihit big, big, sonic 
boom that causes lots of damage when connected. It's good against air 
attackers too as it sucks them in instead of bouncing them like other 
multihitters. Still, what happened to the mega sonic boom from SF EX 2?
---------------------------------------------------------------

CHUN LI

HYAKURETSU KYAKU)       K,K,K,K... (you know the drill)
(Hundred Burst Kick)
SPINNING BIRD KICK      QCF K
HIEN-SHUU               QCB K
GOMEN NE                JP,JP,f,SK,FP

Double palm punch	      f FP
Air stomp               d FK in air

KIKOU SHOU              QCF x2 P
HOUYOKU SEN             QCF X2 K
HAZAN TENSHOUKYAKU      QCB X2 K
(Supreme Mountain Ascending Kick)

* KIKOU SHOU GOKU       QCF X2 PPP
(Extreme Kikou Shou)

The HIEN-SHUU goes over fireballs. The GOMEN NE (which I think is an apology 
or something like that) is a useless punch with the only alleviating feature 
of being cute. Her d RK dodges fireballs. 
---------------------------------------------------------------

ZANGIEF

SCREW PILEDRIVER	      360 P close
DOUBLE LARIAT           PPP
QUICK DOUBLE LARIAT     KKK
RUSSIAN SUPLEX          360 K  
BEAR HUG                press P close after 360 K
ATOMIC SUPLEX           360 K close

Body press              d FP in air

FINAL ATOMIC BUSTER     360 x2 P close  
SUPER STOMPING          QCF x2 K
AERIAL RUSSIAN SLAM     QCB x2 K

*COSMIC FINAL ATOMIC BUSTER    360 x2 PPP close

Both clotheslines dodge fireballs. You can combo a DOUBLE LARIAT or a regular 
punch/kick after the BEAR HUG. The SUPER STOMPING can be canceled (QCB K). 
The AERIAL RUSSIAN SLAM is an anti-air throw and, supposedly, can be comboed 
after, either with a regular hit or with the SUPER STOMPING. Rylan Hilman 
says (and it seems its becoming a tradition): "both his lariats do dodge 
fireballs, but the punch one dodges high ones (read, most ones), while the 
kick one dodges Sagat's Ground Tiger Shots only. Ground Tiger Shots hit his 
Punch lariat, and all other fireballs hit his Kick one. The Kick lariat also 
has some invulnerability to sweeps, etc. So, in short, the Double Lariat has 
priority/invulnerability high, while the Quick version has 
priority/invulnerability low."
---------------------------------------------------------------

DHALSIM 

YOGA FIRE               QCF P		
YOGA FLAME              QCB P        
YOGA BLAST              QCB K
YOGA CATCH              QCF K press K      
YOGA TELEPORT           f,d,df PPP 

Head drill              d P in air
Drill kick              d K in air       
Slide                   df K
 
YOGA DRILL KICK         QCF x2 K in air           
YOGA LEGEND             QCB x2 K       

*YOGA INFERNO           QCF x2 PPP

Dhalsim's normal punches or kicks can become far-reaching if you hold forward 
then press the button. You can control the direction of the SUPER DRILL KICK 
with the joystick. The YOGA INFERNO is now a level 3 special where Dhalsim 
floats in the air. You can control his movement, including up and down. There 
seem to be some doubts about this, but even if you can't move freely, you can 
control it to a degree, kind of like the YOGA DRILL KICK. 
---------------------------------------------------------------

SKULLOMANIA

SKULLOCRASH	            QCF P
SKULLOSLIDE	            QCF K
SKULLOHEAD              f,d,df P
SKULLODIVE              press P after SKULLOHEAD
FLYING TKATCHOV         b,d,db K

Backflip                bb
Dash                    ff
Taunt                   360 P
Uppercut                f SP
Heel kick               f FK

SUPER SKULLOCRASH       QCF x2 P
SUPER SKULLOSLIDE       QCF x2 K
SKULLODREAM             JP,JP,f,SK,FP
SUPER SKULLOENERGY      QCB x2 K
FIREBALL                QCB x2 P

*SUPER ENERGY FIELD     QCB KKK

The JP SKULLOHEAD can combo with the SKULLODIVE on a standing opponent. The 
Dash can hit if connected. The Backflip dodges fireballs. The Uppercut and 
Heel kick are overheads. The FIREBALL is a new 1 level special that throws a 
gleaming sphere into the air and falls after a short period (depending on the 
button used). The Taunt has changed its animation. 
---------------------------------------------------------------

DARUN MISTER

REVERSAL                b,d,db P
GANGES DDT              f,d,df K
BRAHMA BOMB             360 P close
INDORA HASHI            360 K close
DOUBLE LARIAT           QCF P

Block	                  PPP

SUPER DYNAMITE BOMB     QCF x2 P close
SUPER INDORA HASHI      QCB x2 K

* G.O.D.               360 x2 PPP

The REVERSAL catches anything airborne that sticks to it. The GANGES DDT only 
hits standing opponents. The JP DOUBLE LARIAT only hits once. Any LARIAT can 
stop fireballs. The Block is a new move where DARUN can stop fireballs with 
his chest. The REVERSAL connects after the SUPER INDORA HASHI if you can time 
it. DARUN's 360 holds have quite a range. You can perform a low kick and JP 
LARIAT and the hold will suck the other guy, even if they're blocked (cheap, 
cheap, cheap). The level 3 special is quite innovative. After connecting, you 
can perform several holds by spinning the joystick and pressing either P or 
K. On the downside, the opponent can escape by pressing the same button you 
used (P or K). The commands appear on the screen, but after 4 or 5 I'm not 
sure), you only get question marks. I recommend slowly choosing each hold 
instead of mashing the buttons (as your opponent probably will) to minimize 
risk of losing the hold by timing it right. On a previous version I stated 
that this could be endless. At last, I was able to perform it to completion, 
and I counted three or four more holds after the question marks appeared 
(some of them overlap, so I'm not sure). I assume it was the end, because the 
screen became normal again and the opponent was lying on the ground. He 
didn't escape and DARUN didn't seem to miss the throw. Still, if connected, 
the damage is very good. 
---------------------------------------------------------------

PULLUM PURNA

DRILL PURUSU            QCF K
PULLUM KICK             f,d,df K
TERREL KICK             QCB K

Double jump	            in air QCB P
Overhead hop            f SP

BURAEKU RAAMU           QCB x2 K	
RESUARU KAANA           QCF x2 K
KIND WIND               QCF x2 P in air

* GRADOUSU BALL         QCF x2 PPP

PULLUM's double jump is now QCB P in the air, JP forward, SP upward and FP 
backward. The Overhead hop can be blocked. The DRILL PURUSU can be done in 
the air. Her Level 3 special has to be one of the corniest specials ever in 
the SF history (think of NAGARE in Rival Schools 2), cornier than BLANKA's 
special in SF Alfa 3 where he dropped the fruit. She throws a glowing sphere 
at the opponent and, if it hits, both start dancing while the other guy gets 
damaged. I mean, dancing? Come on! What's next? SEAN playing video games or 
DAN mooning them?
---------------------------------------------------------------

SHARON

GALE HAMMER PUNCH       QCF P, P
HAMMER PUCH, KICK       QBF P, b K
HALFMOON KICK           QCB K
BAMYUU DASHING FONII    f,d,df K

Double punch            f SP
Double kick             f FK
Overhead punch          f FP
Slide                   df RK

SHADOLOO COMBINATION    QCB x2 P
SHARON SPECIAL          QCF x2 K
LOAD                    QCF x2 P
HELLFIRE                QCF x2 P after GUN
HALFMOON KICK RUSH      QCF x2 K

* ASSAULT RIFLE         QCF x2 PPP

The LOAD special only gets the gun and one bullet. After that, doing it again 
shoots the bullet. Not great damage. The level 3 special has two animations. 
If you do it from afar, it only shoots once and gets regular damage, but from 
a safe distance. If you do it close, the camera closes on SHARON as she 
shoots repeatedly with a rifle and then switches to the opponent as he gets 
shot. Damage is improved in this version. Raylan Hilman says "Sharon's 
Assault Rifle only does the close-up camera version if the opponent is at a 
certain distance and not blocking. Too close, or too far, and all you get is 
the single-bullet version." I personally believe it's unblockable  up close, 
but it may need further testing.
---------------------------------------------------------------

NANASE

SANRENKON                     QCF P,P,P
TENSHOUKON                    f,d,df P
GESSHOU BOTAN                 b,d,db P
KASUMI OROSHI                 QCB K,K,K

Overhead elbow                f SP

YAYOI TOUKON GI               QCF x2 P
IZAYOI REKKON                 QCB x2 P

* MACHIYOI TENSHOU GEKI       JP,JP,f,SK,FP
	
If you press JP on any of her command moves, the cane will be short; SP will 
result on a medium size and FP will mean a long one will be used. You can 
alternate sizes in the SANRENKON. For her Guard Breaker, the longer you hold 
the buttons, the longer the cane will be. Her KASUMI OROSHI is an overhead 
forward hop, where SK will mean she sticks her cane forward, FK downward and 
RK backward. You can alternate kicks in the same attack. Her IZAYOI REKKON 
attack can be done in the air. She is a really quick grabber. The CPU almost 
always overrides my moves with a throw (even throws), so you may overuse it. 
Seems everybody knew how to do NANASE's level 3 special but me. Anyway, 
according to W. Leung: "she extends the cane to knock the opponent off their
feet.  After that she pole vaults up and extends her staff to somewhere near 
the atmosphere.  She retracts the staff and starts her descent with one fist 
extended to impact on the opponent that is just getting up. It's blockable, 
3/4 screen range, 40% damage.  Not really worth it even if you got the 20 
seconds of unlimited supers from the second bonus round."
Rylan Hilman: " You can interrupt Nanase's Sanrenkon after the first or 
second moves with either up + any punch(she'll do her Tenshoukon), or QCB + 
K(she'll do her Kasumi Oroshi, and you can still hit kick up to two more 
times as usual). I've heard you can do QCF + P, P, up + P, and then do her 
level 3 while they're falling. Pretty much all supers juggle in this game, so 
as long as it can come out in time, it should work."
---------------------------------------------------------------

HOKUTO

CHUU GEKIHOU            QCF P,P
ELBOW, KICK RUSH        QCF P,b K
GOKYAKU KOU             b,d,db P
SHINKUU GEKI            QCB P	
SHINKYAKU GEKI          QCB K	

Overhead elbow           f SP
Low kick                 f FK
	
KIRENEKI                QCF x2 P
KYAKUHOUGI              QCB x2 K
RENBU                   JP,JP,f,SK,FP
RENSHAUGEKI	            QCB x2 P

* SHIRASE GATANA        QCB x2 PPP

The SHINKYAKU GEKI first dashes backwards and then attacks. You can cancel 
them but I can't tell you exactly how. If you cancel them, she only dashes 
backwards and spins. Her reversal is good against airborne attacks and 
standing ones, not against sweeps. You can hold the P button in her KIRENEKI 
for extra damage. Her level 3 special is quick and does good damage. She 
pulls out a long bladed stick (I'm guessing it's a naginata) and strikes. 
It's so quick that it may beat a RK sweep or be used as a counter. 
Again from Rylan Hilman: "Hokuto's Shirase Gatana only works if the opponent 
is on the ground, it will completely whiff any jumpers. On the other hand, it 
IS more or less instant. Do it on reaction to ANY movement your opponent does 
while on the ground. (read: Shotoscrub fireballs-from-across-the-screen seal 
their doom...)-- Hokuto's Shinkuu Geki and Shinkyaku Geki are cancellable 
("Furi) by doing either QCB + punch or kick, or just plain punch or kick, 
again before she starts forward again.)"
---------------------------------------------------------------

BLANKA

ROLLING ATTACK          b>f P
BACKSTEP ROLLING        b>f K
VERTICAL ROLLING           d>u K
ELECTRICITY             P,P,P,P...

Dash                    f or b KKK
Sweep                   df P

GRAND SHAVE ROLLING     b>f x2 P
BEAST HURRICANE         QCF x2 P in the air
JUNGLE BEAT             b>f x2 K

* SUPER ELECTRIC SANDER QCF x2 KKK

The BEAST HURRICANE comboes after the regular ROLLING ATTACK. The BACKSTEP 
ROLLING can go over fireballs. The ELECTRICITY has very good priority. The 
SUPER ELECTRIC SANDER does good damage against airborne opponents and is 
great against the satellite. 
---------------------------------------------------------------

DOCTRINE DARK

KILL WIRE               f,d,df P
DARK WIRE               QCF P
SPARK WIRE              P after DARK WIRE
DARK HOLD               b after DARK WIRE
EXPLOSIVE               QCF K	

Overhead blade          f SP
Spinning sidekick       f FK

EX-PROMINENCE           QCB x2 K
KILL TRAMPLE            QCF x2 P
DARK SHACKLE            QCF x2 K	

* DEATH TRAP            QCB x2 PP close

EX-PROMINENCE works nice after the KILL WIRE. I don't play this character 
very much, but advise to play from a distance. He seems better this way. 
---------------------------------------------------------------

CRACKER JACK

DASHING STRAIGHT        b>f P
DASHING UPPERCUT        b>f K
FEINT DACH              QCB P
BATTING HERO            QCF P
SOCCER KICK	            QCF K
FINAL PUNCH             hold KKK

Sidekick                f FK
Overhead punch          f FP

CRAZY JACK              b>f x2 P
GRAND SALM CRASHER      QCB x2 K	
RAGING BUFFALO          b>f x2 K
HOMERUN HERO            QCB x2 P

* HOMERUN KING          QCF x2 KKK

BATTING HERO and SOCCER KICK can deflect fireballs but you have to time them. 
TIME PUNCH depends on how long you hold the KKK. Upon release, a number will 
be heard with concordant damage. The Sidekick comboes with BATTING HERO. You 
can combo this after HOMERUN HERO. During CRAZY JACK you can press K or P to 
alternate between straight and upper. 
---------------------------------------------------------------
New Characters
---------------------------------------------------------------

VULCANO ROSSO

VOLCANUS                QCB P
VESUVIUS NO something   QCF P,P,K
DASH                    QCF K
REVERSAL                QCB K

Overhead hop            PPP

FLASHING GEYSER         QCB x2 P
ARCHERY LAND            QCB x2 K
STEPPING COMBO          QCF x2 P

* SHIKEI                QCF x2 KKK (close)

His VOLCANUS is too slow to combo. FP version hits several times and you can 
combo a kick or a punch with it. His DASH is really quick but is not 
invincible (can be hit or grabbed during it). His reversal varies depending 
on the kick used: SK is high, FK is medium and RK is low. He can also reverse 
fireballs and special, although he may not connect the hits. His low REVERSAL 
does pretty good damage and is very useful against those d FK pokers or close 
sweep overusers. He also charges the super's bar while reversing, even if no 
hit. The animation changes from d P to d K and the damage is bigger against 
low attacks than the other two. His overhead hop is a short jump that can be 
forward or backward and can kick (overhead). He can go over fireballs. His 
jumping FK and RK are double hitters, so press twice the button.  His level 3 
super, whatever it's called, has very good priority and is unblockable (like 
a hold). It does good damage and has great animation. 
His STEPPING COMBO attack ends with three stomps in the head (therefore MY 
name for it) and is very useful. 
---------------------------------------------------------------

AREA

UPLOAD                  PPP
GROUND ROCKET GUN       d PPP
TERMINATOR              b,d,db P
HUMMING RUSH            QCF P
JACKSON KICK            QCF K
ALTERNATIVE CATCH       HCB K

Upward kick             f RK
Step punch              f FP

GREAT CANCER            QCF x2 P
FIVE-STAR RAID          QCF x2 K

* FINAL CANCER          QCF x2 PPP

Her ROCKET gun and GROUND ROCKET GUN keep moving forward until you release 
the buttons or are hit. She loses her gun for a while, until it comes back. 
Her OVERHEAD GRAB only sweeps sides with the opponent. You can hold the 
CHARGING SPARK by holding the button. It can be done in the air. Her level 3 
special does a pretty good deal of damage (and block damage if blocked), but 
she permanently loses her gun (and the first four moves listed) for the rest 
of the fight. 
I have seen people do a kick in the middle of the ALTERNATIVE CATCH (right at 
the top), but I haven't tried this myself. 
---------------------------------------------------------------
Time Release Characters
---------------------------------------------------------------

GARUDA

BUU                     f,d,df PPP
DIVING ATTACK           b,d,db P
DEVIL SLASH             f,d,df P
ROLLING SLASH           QCF K
SPIKE ATTACK            QCF P
RISING SPIKE            f,d,df K

Double punch            f FP
Triple Kick             f RK

SPINNING DEVIL           QCB x2 P
RISING DEVIL            QCF x2 P
FIRE DEVIL              QCB x2 K

* RAISEN SHO (Hayate's super moves) QCB x2 KKK

BUU is a forward teleport move. ROLLING SLASH ends with GARUDA lying. 
SPINNING DEVIL can be done in the air. Level 3 special is kind of tricky. If 
you just sit down and watch the REISEN SHO you'll be disappointed to learn 
that it only does damage as a level 1 special. The REISEN SHO is just the 
beginning. After QCB x2 KKK, you can do QCF x2 K and GARUDA will perform 
HAYATE's rising move. Then, when you're in the air, you can do QCB x2 P and 
he will finish with a spinning move. You must do the motions before the 
flashing red lights are over. 
---------------------------------------------------------------

SHADOWGEIST

DIVING KICK             QCF K in air
SOMERSAULT KICK         QCB K in air
SHADOW ATTACK           QCF P
SHADOW GEYSER           QCF K
FLYING STOMP            b,d,db K

Backflip                bb
Uppercut                f SP
Heel kick               f FK
Taunt                   360 P

SHADOW ENERGY           QCB x2 K
FINAL DREAM             JP,JP,f,SK,FP 
FLYING KICKS            QCF x2 K
SUPER SHADOW WAVE     QCF x2 P

* SHADOW PUNCH          QCB x2 PPP

You can connect his SOMERSAULT KICK after a normal airborne attack for a 
combo. His SHADOW GEYSER hits airborne opponents. The uppercut and Hell kick 
are overheads. Flying KICKS only hit standing opponents: they crouch, you 
lose. It can be done in the air. His level 3 special is a one hit blockable 
punch that can be comboed. This one has one of my favorite animations. 
---------------------------------------------------------------

KAIRI

DEMON PUNCH             f,d,df P
WHIRLING KICK           QCB K x4
GODLY FORCE             QCF P
TELEPORT                f,d,df PPP

Dragon kick              d FK or RK in the air

COYOTE MURDER           QCB x2 P
DEMON GOD FORCE         QCF x2 P in the air
DIVING DRAGON KICK      QCF x2 K in the air
	
* GODLY PALM FORCE      QCF x2 PPP
* EVIL DANCE            JP,JP,f,SK,FP

What in Heaven's name happened to this guy? His GODLY FORCE is now a 
miserable mimic of a fireball. Instead of going all the way, it only appears 
unmovable on screen (think of Orochi Shermie's electrical kiss). The JP gets 
it just in front of KAIRI, and the FP appears about half the screen away. 
That's it. They are to quick to be of any use aside from combos. His teleport 
move only works forward, I think. However, the diving Dragon kick has 
somewhat improved. FK version is the same, but the d RK now bounces after 
hitting. If you're too far away, you bounce back, but if you are almost over 
the other guy, it bounces over the other guy. You can do the same kick over 
and over or any other move, including specials. You can land with a punch and 
then combo from there. It's pretty useful. His DEMON GOD force special has 
also suffered from the revision. It's a concordant super version of the 
regular GODLY FORCE, as a static air fireball. It's now a lot harder to combo 
both air specials after the COYOTE MURDER, as the fireball doesn't push the 
other guy down for you to dive in. His level 3 GODLY PALM FORCE is a 
substitute for his old multi fireball special. KAIRI shoots forward a wide 
beam of energy that does good damage on an unblocking opponent. However, 
block damage is not much and what's worse is you lose around half your energy 
bar for this one (however, it won't kill you if you have less). After the 
super, KAIRI falls down and lies (like GARUDA after his QCF K ROLLING SLASH). 
Also, I haven't been able to do it twice in a fight. But not everything is 
bad. He also has his level 3 EVIL DANCE (the INSTANT HELL MURDER version) and 
the new outfits are very good. 
---------------------------------------------------------------

Bonus Games

For the Excel Bonus Game, Rylan Hilman says you should do a few excel hits 
and then grab. If you succeed, you'll be granted free Excel for the next 
round (no bar cost). 

In the satellite Bonus Game, I found that the best you can do is just jump 
straight up and RK. You should be careful you aren't hitting the wings (solar 
panels or whatever), because you can trash them but it doesn't count against 
the satellite's life bar. If you succeed, you'll be granted a full charged 
bar (the red one) for 20 seconds against Garuda, and after that you get to 
keep the bar(and spend it normally). That is 20 seconds of level 3 specials 
plus a full bar. It's better than the Excel thing. 
Although I recommend the jumping RK (excel does less damage), some characters 
have special moves that do fair damage (and besides, it's kind of boring just 
jumping with RK all the time).

RYU 
Air SHINKU TATSUMAKI SENPU KYAKU, just do it a little bit off the center and 
it should hit the main body.

KEN
Sin Ryu Ken right on the center of the screen. Still, you're better off just 
jumping and kicking. 

SAGAT
Stick with the u RK

BISON
PSYCHO CANNON and hold, just be careful to hit the main body.

VEGA 
GRAND CRYSTAL Flash, but I prefer the kicks.

Guile
u RK, u RK...

CHUN LI
KIKOU SHOU or HAZAN TENSHOUKYAKU.

ZANGIEF
U RK or QUICK LARIAT.

DHALSIM
YOGA INFERNO does huge damage if done correctly.

SKULLOMANIA
Don't waste your time, u RK, u RK...

DARUN
Same as above

PULLUM

Air BURAEKU RAAMU. 

SHARON
Jumping kicks.

NANASE
IZAYOI REKKON, but its not great, really. 

HOKUTO
KIRENEKI and hold.

BLANKA 
The SUPER ELECTRIC SANDER does great damage against the satellite. The best 
super for this chore so far. 

DOCTRINE DARK
EX-PROMINENCE, but don't expect the satellite do explode from this one. 
Damage is fine I guess. 

CRACKER JACK
You could do the GRAND SLAM CRASHER, but I'd rather stick to the u RK. 

VULCANO ROSSO
His QCB x2 P does good damage if done right. Also his jumping RK and FK are 
double hitters, so this guy does ok. 

AREA
HUMMING RUSH or GREAT CANCER. Not much damage anyway. 

GARUDA
Use JP DEVIL SLASH or RISING DEVIL. The air SPINNING DEVIL doesn't hit that 
much. Also, you could try his level 3 super and cancel the first part soon, 
the damage lies on the other two. 

SHADOWGEIST
u RK

KAIRI
The DEMON GOD FORCE and DIVING DRAGON KICK don't do great damage. I have 
tried the GODLY PALM FORCE, but I keep getting hit by the meteors. 

Final Word

So far I haven't seen any more characters and I really don't think there are 
any. Maybe we should wait for SFEX 3 (hey, they could bring back Retsu!!).

So that's all. Please feel free to help, I'll credit you for it. ------------
---------------------------------------------------
CREDITS

Thanks to all of the following people who mailed me about NANASE's level 3 
super (in chronological order):

- Arturo Martinez  
- W.Leung" 
- AsNGoUkii@aol.com 
- troy lane"   
- ji soo yoon 
- weixing king"  
- Ed !"   

Also, thanks to Rylan Hilman    for the names of the moves 
and a lot of pointers on the game. Perhaps the next revision should have your 
name on it. Lots of thanks. Too bad you live up north, those Arcades are too 
far away. 

Thanks to Fernando for the translation (or whatever that was).

Thanks to Gabino for some of the moves and a few names.

Thanks to the guys at the LEVEL ONE Arcade for letting me stay late for 
practice and "research" (I take my work seriously).

---------------------------------------------------------------
Unpublished work Copyright 1999 Angel Grimm (angelgrimm@yahoo.com)


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