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