FAQ - Guide for Street Fighter Collection

Scroll down to read our guide named "FAQ" for Street Fighter Collection on PlayStation (PSX), or click the above links for more cheats.

                 %%%%%%%%%%%%%%%%%%%
              %%%%%%%%%%%%%%  &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
           %%%%%%%%%  &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
        %%%%%%%     &&&&&&&&&&&&&&&&&                        &&&&         &&&
      %%%%%%%     &&&&&&&&&&&&&&&& #########   @@@@@@ @@@@@@ &&&&        &&&
     %%%%%%%%            &&&&&&     ##     ##  @@@    @@@    &&&&       &&
     %%%%%%%%%           &&&&&&     ##      #  @@@    @@@    &&&&      &
      %%%%%%%%%%         &&&&&&     ##     ##  @@@    @@@    &&&&
        %%%%%%%%%        &&&&&&    #########   @@@@@@ @@@@@@ &&&&
          %%%%%%%%%      &&&&&&    #########   @@@@@@ @@@@@@ &&&&
            %%%%%%%%%    &&&&&&     ##  ###    @@@    @@@    &&&&
             %%%%%%%%%%  &&&&&&     ##   ###   @@@    @@@    &&&&
              %%%%%%%%%% &&&&&&     ##    ###  @@@    @@@    &&&
               %%%%%%%%  &&&&&&     ##     ### @@@@@@ @@@@@@ &&
              %%%%%%%%   &&&&&&
           %%%%%%%%%%    &&&&&&
         %%%%%%%%%%      &&&&&&
       %%%%%%%%%%
     %%%%%%%%%%                                    !!!!!!!!!!!!!!!!!!!!!!
   %%%%%%%%%%   ^^^^^^^^^^                  !!!!!!!!!!!!!!!!!!!!!!!!!!
         ^^^^^^^^^^^^^^^^^^^^^^^^^ !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
     ^^^^^^^^^^^^^                               !!!!!      $$$$$$$$$$$$$
   ^^^^^^^^^^                                    !!!!!      $$$$$$$$$$$$$$$
 ^^^^^^^^^                                       !!!!!         $$$        $$
^^^ ^^^^^                !!!!!!   )))))   )))))  !!!!!         $$$         $
    ^^^^^      ****    !!!!!!     )))))   )))))  !!!!! @@@@@@@ $$$         $
    ^^^^^     *****  !!!!!!       )))))   )))))  !!!!! @@@@    $$$        $$
    ^^^^^     ***** !!!!!         )))))   )))))  !!!!! @@@@    $$$       $$$
    ^^^^^     ***** !!!!!         )))))   )))))  !!!!! @@@@    $$$$$$$$$$$
   ^^^^^^^^^^ ***** !!!!!         )))))))))))))  !!!!! @@@@@@@ $$$$$$$$$$$
  ^^^^^^^^^^  ***** !!!!! !!!!!!! )))))))))))))  !!!!! @@@@@@@ $$$$   $$$$$
   ^^^^^^^    *****  !!!!  !!!!!! )))))   )))))  !!!!! @@@@    $$$$   $$$$$
    ^^^^^     *****  !!!!!  !!!!  )))))   )))))  !!!!! @@@@    $$$$    $$$$$
    ^^^^^     *****   !!!!!!!!!!  )))))   )))))  !!!!! @@@@    $$$$     $$$$$
    ^^^^^     *****     !!!!!!!!  )))))   )))))  !!!!! @@@@    $$$$     $$$$$
    ^^^^^      ****         !!!!  )))))   )))))  !!!!! @@@@@@@ $$$$     $$$$$
 ---^^^^^-------***---------------------------------------------------------
|   ^^^^^               C    O    L    L    E    C    T    I    O    N      |
 ----^^^^-------------------------------------------------------------------
      ^^^
       ^^
        ^


                        Street Fighter Collection FAQ
                              December 25, 1999
                          [email protected]
                                   v5.01

*****************************************************************************
----------------------------------Credits------------------------------------
*****************************************************************************

+-+ Capcom(www.capcom.com)
    For the greatest game company of all time, there hard work even with
    limitations shows their resilience on pleasing the fans. Heck they even
    answer email. Thanks a lot Capcom, you truely are the greatest.

+-+ Kao Megura
    Thanks to him for telling me about the various movelists I have missed.

+-+ Krizalid([email protected])
    Thanks to him about various codes and such like palette swaps of Sakura
    and Dark Sakura.

+-+ CJayc(www.gamefaqs.com)
    Thanks for his great effort the to BEST gaming site on the net. It is
    "the best there was, the best is, and the best there ever will be."

+-+ Dingo Jellybean([email protected])
    And to me for typing up this FAQ.

*****************************************************************************
-----------------------------------------------------------------------------
*****************************************************************************

=============================================================================
=================================Copyright===================================
=============================================================================

  This FAQ was solely intended for the public use on the www. It cannot be
  reproduced, retransmitted, or re-written in any other form except by the
  notice  of the author.  Any violation of this code will result in strict
  penalty---and high fines susceptible  by law.  If this legal document is
  portrayed  in any  commercial use,  you are therefor  stricten under the
  code of law----and will be---punished.  In full contrast,  this document 
  portrayed in the website found (www.gamefaqs.com) is to be used and only
  used by the public itself and cannot be sold.  Revisions of this FAQ are
  only to be done with notice of the author before hand and may be done so
  as long as the name of the author of the document appears in due credit.
  You may juxatpose this---document with other---documents as well without
  notice of the  author but it must not be used for sales and broadcasting
  or commercial  use.  This FAQ may not be---included in a promotional CD,
  magazine, or any other use of monetary product. This FAQ may not be used
  in a password protected area nor---in a high security area.  This FAQ is
  solely used and ONLY used for public---use only and may not be used in a
  promotional ad that sponsors any type of monetary use. This FAQ is to be
  used  "just like a book" meaning that it can be read over and over again
  by anybody who wishes to do so.  Just like a book it can be moved around
  from one person to another, but unlike a book the document can be viewed
  by more than one person at---once.  This FAQ is in no way possible to be
  plagerized,  doing so not only damages the person you had  intentionally
  forged,  but it also damages yourself in terms of self guilt or in terms
  of law,  whether the punishment be civil or  criminal law.  To put it at
  best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT
  MY PERMISSION!

  The Street Fighter names Akuma, Balrog, Blanka, Cammy, Chun-Li, Dee Jay,
  Dhalsim, E.Honda, Fei-Long, Guile,  Ken, M.Bison,  Ryu,  Sagat,  T.Hawk,
  Vega, and Zangief are copyright of Capcom (C) 1991,  1992,  1993,  1994,
  1998. The characters Adon,  Birdie,  Charlie,  Dan, Gen,  Guy,  Rolento,
  Rose, Sakura,  and Sodom are copyright of Capcom Japan 1996, 1997, 1998.

This document is (C) Dingo Jellybean; 1999

=============================================================================
=============================End of Copyright================================
=============================================================================

-- FAQ Introduction
---------------------------[Super Street Fighter 2]--------------------------

-- Changes from SNES to PSX
-- Game Engine
-- Balrog
     Background
     Movelist
     Combos
     Overall
-- Blanka
     Background
     Movelist
     Combos
     Overall
-- Cammy
     Background
     Movelist
     Combos
     Overall
-- Chun-Li
     Background
     Movelist
     Combos
     Overall
-- Dee Jay
     Background
     Movelist
     Combos
     Overall
-- Dhalsim
     Background
     Movelist
     Combos
     Overall
-- E.Honda
     Background
     Movelist
     Combos
     Overall
-- Fei-Long
     Background
     Movelist
     Combos
     Overall
-- Guile
     Background
     Movelist
     Combos
     Overall
-- Ken
     Background
     Movelist
     Combos
     Overall
-- M.Bison
     Background
     Movelist
     Combos
     Overall
-- Ryu
     Background
     Movelist
     Combos
     Overall
-- Sagat
     Background
     Movelist
     Combos
     Overall
-- T.Hawk
     Background
     Movelist
     Combos
     Overall
-- Vega
     Background
     Movelist
     Combos
     Overall
-- Zangief
     Background
     Movelist
     Combos
     Overall
-- Secrets

------------------------[Super Street Fighter 2 Turbo]-----------------------

-- Small Note
-- Game Engine
-- Akuma
     Background
     Movelist
     Combos
     Overall
-- Balrog
     Background
     Movelist
     Combos
     Overall
-- Blanka
     Background
     Movelist
     Combos
     Overall
-- Cammy
     Background
     Movelist
     Combos
     Overall
-- Chun-Li
     Background
     Movelist
     Combos
     Overall
-- Dee Jay
     Background
     Movelist
     Combos
     Overall
-- Dhalsim
     Background
     Movelist
     Combos
     Overall
-- E.Honda
     Background
     Movelist
     Combos
     Overall
-- Fei-Long
     Background
     Movelist
     Combos
     Overall
-- Guile
     Background
     Movelist
     Combos
     Overall
-- Ken
     Background
     Movelist
     Combos
     Overall
-- M.Bison
     Background
     Movelist
     Combos
     Overall
-- Ryu
     Background
     Movelist
     Combos
     Overall
-- Sagat
     Background
     Movelist
     Combos
     Overall
-- T.Hawk
     Background
     Movelist
     Combos
     Overall
-- Vega
     Background
     Movelist
     Combos
     Overall
-- Zangief
     Background
     Movelist
     Combos
     Overall
-- Secrets

------------------------[Street Fighter Alpha 2 Gold]------------------------

-- Game Engine
-- Adon
     Background
     Movelist
     Combos
     Overall
-- Akuma
     Background
     Movelist
     Combos
     Overall
-- Birdie
     Background
     Movelist
     Combos
     Overall
-- Cammy
     Background
     Movelist
     Combos
     Overall
-- Charlie
     Background
     Movelist
     Combos
     Overall
-- Chun-Li
     Background
     Movelist
     Combos
     Overall
-- Dan
     Background
     Movelist
     Combos
     Overall
-- Dhalsim
     Background
     Movelist
     Combos
     Overall
-- Evil Sakura
     Background
     Movelist
     Combos
     Overall
-- Gen
     Background
     Movelist
     Combos
     Overall
-- Fei-Long
     Background
     Movelist
     Combos
     Overall
-- Guy
     Background
     Movelist
     Combos
     Overall
-- Ken
     Background
     Movelist
     Combos
     Overall
-- M.Bison
     Background
     Movelist
     Combos
     Overall
-- Rolento
     Background
     Movelist
     Combos
     Overall
-- Rose
     Background
     Movelist
     Combos
     Overall
-- Ryu
     Background
     Movelist
     Combos
     Overall
-- Sagat
     Background
     Movelist
     Combos
     Overall
-- Sakura
     Background
     Movelist
     Combos
     Overall
-- Shin Akuma
     Background
     Movelist
     Combos
     Overall
-- Sodom
     Background
     Movelist
     Combos
     Overall
-- Zangief
     Background
     Movelist
     Combos
     Overall
-- Secrets

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

-----------------------------[FAQ Introduction]------------------------------

  Well thanks guys for respecting the copyright on my FAQ. I never saw a
  movelist for this game, so instead of doing yet another Final Fantasy 8
  FAQ, I decided to do an FAQ for this game instead. If you haven't played
  SFA2 or SSF2, I suggest you buy this wonderful collection of old Street
  Fighter games. Heck I own Super Street Fighter 2 and Street Fighter Alpha
  2 for my Super Nintendo and still bought the game! Its $30 right now, so
  go pick up the game(s) and bring back some old memories and some new ones
  if you have a Gameshark that is!

-----------------------------------------------------------------------------

-----------------[Super Street Fighter 2: The New Challengers]---------------
=============================================================================
=============================================================================

                                Any Changes?

  Well this game was certainly changed from the SNES and Genesis versions.
  First off there are only 2 modes of play in the PSX version:

  PSX version:

  Arcade Mode: The standard aracde mode, chose any one of your 16 characters
               in the game and beat the game with that character in a best
               2 out of 3 match to see that character's ending.

  Versus Mode: The standard 2-player mode, pick any character against your
               friend and duel it out in a best of 3 match.

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

  SNES/Genesis version: 

  Arcade mode: The standard aracde mode, chose any one of your 16 characters
               in the game and beat the game with that character in a best
               2 out of 3 match to see that character's ending.

  Versus Mode: The standard 2-player mode, pick any character against your
               friend and duel it out in a best of 3 match.

  Tournament Mode: The exact same mode as found in the arcade tournament in
                   1993. Pick any 8 participants(any 8 participants can be
                   selected, including 8 of the same character!) and either
                   you or a friend can participate in the tournament at
                   anytime, you can control all 8 characters or a few, if
                   you chose on 1 character, that will be your character for
                   the tournament, the other 7 characters will be randomly
                   selected by the computer and controlled by the computer.

  Group Battle Mode: A mode in which you can pick up to 8 characters against
                     a friend in a head to head match. You can have 1 against
                     8, 2 vs. 4, 5 vs. 7, or any other combination. There
                     are two other modes in this mode:

        Elimination Mode: Each you will use each character out until they
                          are defeated in a one round match. Then continue
                          onto the next character until all characters are
                          defeated.

        Match Play Mode:  This mode means that both players will use an
                          equal amount of characters against each other and
                          they are matched against each other until someone
                          wins the best out of the matches, once a character
                          loses or wins, they cannot be used again later
                          in the Group.

  Time Battle Mode: This mode is a chanllenge in which you can attempt to
                    beat the Capcom all time record of 6 seconds. In this
                    mode the speed will always be at its slowest. Also the
                    Capcom record was held by Dhalsim, pretty sensible
                    since how else are you going to get to your opponent
                    in time without teleporting? Also the difficulty is set
                    at maximum, so that time will be against you.

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

--------------------------------[Game Engine]--------------------------------

[Blocking]: hold against opposite direction of the attacker while being
            attacked.
    This simple concept allows you to take no damage from regular physical
    attacks. This is the most basic key to winning and takes little to
    master. However special attacks still do damage, just a small fractional
    portion that it normally does. However you cannot block in the air 
    though.

[Jumping]: hold the directional pad up/upright/upleft
    This yet another simple concept is one of the most basic keys to winning
    as it will be useful in getting you out of many tight situations. You
    can't take block damage forever, and jumping is one of the keys to 
    getting your combos started. Most combos don't even exist without jumping 
    attacks.

[Reversals]: Perform special attack right after you get up
    This is one of the hardest manuvers to perform in the game. However
    mastery of this manuver can prove invaluable. Think of this as a semi-
    counter to certain attacks, when you are knocked down quickly perform
    a special move like a Tiger Uppercut or a Hadouken and if the score
    at the top left or right appears, then you have performed a counter 
    quick enough. This will counter any attack(besides the Shouryuken)
    and prevent further attack from your opponent. However it all depends
    on which special attack you perform, because if you miss or the 
    opponent blocks, then you will be counter-countered.

[Throws]: F/B+SP/FP/FK/RK(close to opponent)
    Throws in this game has been drastically toned down from Street Fighter
    2 Turbo, however they still do massive damage and can tip the favors to
    any opponent. Air throws can also be done and a lot of air throws do
    more damage than ground throws, and example can be seen by Guile's air
    backbreaker. Watch for close opponents to try or accidentally throw,
    and know that you cannot combo a throw.

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

                              ------------
                              Combo Legend
                              ------------

    Once again I will use James Chen's fabulous combo system with the touch 
    up of Mig Rustia's combo system. Incase you are a little baffled with 
    some of the codings in the combos this legend is here to help.

J.    -- Stands for jumping
J.CU. -- Stands for crossing your opponent up while jumping with an attack
C.    -- Stands for crouching
FWD.  -- Stands for holding toward while perform an attack
F.    -- Stands for holding forward
DN.   -- Stands for holding down while jumping for an attack
UF.   -- Stands for jumping forward
UB.   -- Stands for jumping backwards
DF.   -- Stands for holding the controller in a down-forward position
DB.   -- Stands for a defensive crouch
B.    -- Stands for moving back
J.D.  -- Stands for jumping in with an attack that hits the opponent deep
J.SD. -- Stands for a super deep attack while jumping in
\/    -- Stands for landing after a jumping attack
/\    -- Stands for jumping after a standing attack
-->   -- Stands for cancelation of a normal move into a special attack
3P    -- Stands for holding or pressing all three punch buttons at once
3K    -- Stands for holding or pressing all three kick buttons at once
2P    -- Stands for holding or pressing any 2 punch buttons at once
2K    -- Stands for holding or pressing any 2 kick buttons at once
JP    -- Stands for Jab
SP    -- Stands for Strong
FP    -- Stands for Fierce
SK    -- Stands for Short
FK    -- Stands for Forward
RK    -- Stands for Roundhouse
(air) -- Means that move can only be done in the air
,     -- An indication of moving onto the next attack


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

Balrog(pronounced "Bar Log")
    For some reason that's how the announcer says it, for some apparent   
    reason the announcer switched the "l" and the "r" or either its 
    spelled the wrong way. Balrog was an ex-boxer that has been banned
    from the ring due to his violent nature and dirty tactics like hitting 
    below the belt and biting of someone's ear(just kidding!). He had a 
    sudden interest in joining Shadowlaw because he wanted to live a life of 
    crime and riches. Then Balrog realize how good he had felt when he had 
    one and decided to enter the World Warrior Tournament to hown his skills 
    and see how well he would last in the fights against the strongest 
    fighters in the world. Also thus if he wins he would take over Shadowlaw 
    as their new leader.


Quote: "Get up you wimp!"


------------------[Dashing Punch: B(charge for 2 sec.)F+P]-------------------

    An excellent move to use overall because it has alot of range and damage 
    potiential and is a quick counter to missed attacks like a Dragon Punch. 
    It can easily be put in combos and has very little start up or recovery 
    time and does good chipping damage. Although certain attacks can counter 
    it like a projectile or some standing jabs, he is susceptible to low 
    blows, but he is more than likely to win.


------------------[Dashing Uppercut: B(charge for 2 sec.)F+K]----------------

    Just like his Dashing Punch, it has excellent range and does alot of 
    damage. It can easily be put in combos and counter missed moves like a 
    Flash Kick. This move will hit opponents in the air and is an excellent 
    counter, but the move must be started early. Ducking opponents can 
    completely avoid damage and Balrog can fall victim to low attacks rather 
    easily.


-------------------[Shoulder Butt: D(charge for 2 sec.)U+K]------------------

    This is Balrog's prime anti-air attack move. Sometimes opponents can't 
    predict when this move will come out since it comes out instantly its 
    hard to tell when he's going to use it. Also after the first couple of 
    frames of animation he is invincible while traveling through projectiles 
    and attacks. The recovery time and start up delay is very minimal.


----------[Turn Punch: Hold 3P or 3K(Charge for 2 sec.)then release]---------

    Its a very useful move in certain situations like when Balrog is being 
    bombarded with projectiles he can counter that with his Turn Punch 
    because it will go through projectiles, but Dragon punches can counter 
    it. It will do alot of damage and can chip good damage as well.


--------[Final Punch: Hold 3P or 3K(charge for 3+ sec.) then release]--------

    Like his Turn Punch Blarog can charge for an attack, but the downside is 
    that when he charges for more than 2 seconds the invulnerability is lost. 
    The plus side is the block damage and regular damage. You can lose up to 
    60% of your opponent's life with this move and you can chip about 15% of 
    their life even if they block! Its not comboable and has a start up delay 
    and recovery time.

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

                               Other Moves:

---------------------------[Head Butt: F+SP or FP]---------------------------

    Basically its a grab move, constantly ram the buttons to get more hits 
    and more damage, you can even drain away 1/3 of your opponent's life 
    guage!

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

                                  Combos

Two-in-One's

1. S.Jab --> Dashing Punch

2. S.Strong --> Dashing Uppercut

                        Other Combos

1. J.Roundhouse \/ C.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab, C.Jab --> Dashing Uppercut or Dashing Punch
   Basically charge while you jump in, and cancel quickly.

3. J.SD.Roundhouse \/ S.Strong --> Dashing Punch

4. J.D.Fierce \/ C.Jab, C.Jab --> Jab Dashing Punch, S.Fierce
   You must hesitate for a split second after the Dashing Punch.

5. J.D.Roundhouse \/ C.Jab, C.Jab --> Dashing Uppercut, Dashing Uppercut, 
   S.Fierce
   Turn the juice loose with this Master Blaster of Disaster combo! Sorry for 
   the corny line, but its possibly the sweetest combo in the game, use the 
   short Dashing Uppercut on both accounts and hesistate for a split second 
   before pulling off the final fierce.

6. J.D.Fierce \/ S.Jab --> Dashing Punch
   Make sure you charge ahead of time for this combo to work.

                              -------
                              Tactics


    Most opponents will block most of Balrog's Dashing attacks, but you can 
    remedy this problem. Try performing a Dashing Uppercut or Dashing Punch 
    just out of your opponent's range then Head Butt them, make sure you 
    don't connect at all with this otherwise you can get countered.


-------------------------------[Ending: Balrog]------------------------------

    Here Balrog stands on top of a platform, he has finally reached his goal 
    of being number 1, and exclaims "Only in America Baby!" Here's where the 
    difference between the arcade occurs:

SNES/Genesis: Balrog sits on a couch with money around him, and he's also 
              smiling.

Arcade: Balrog sits on a couch with money around him, but this time two girls 
        are at the side of him as he holds a glass of shandy in his left 
        hand.

----------------------------------[Overall]----------------------------------

                                   77/100
    Balrog is an excellent player when used well, his combos take off
    massive damage and he can caounter basically anything with his Shoulder
    Butt. The length and range of his attacks are basically unrivaled, but
    his main weakness is those against him with a projectile. It takes
    precise timing to really catch and opponent with your Turn Punch
    and against Ryu or Ken, Balrog really can't do much about that.

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


Blanka
    Raised in the amazon jungle of Brazil, Blanka(also known as Jimmy) was 
    forced to adapt to the new world after a plane crash. He has learned many 
    attacks from the different animals of the jungle. He gained his 
    electrical ability when he encountered electric eels and the eels had 
    shocked him and sent an electrical current running through him, and thus 
    he can make himself into a giant light bulb! However he wasn't always 
    green, or even an animal, he was once human and he wishes to find his 
    mother. Blanka feels that through the World Warrior tournament he can 
    find a link to his mysterious past and also reunite himself with his 
    mother.

Quote: "Seeing you in action is a joke!"


----------------------[Electricity: Press P(rapidly)]------------------------

    This move has alot of priority. It allows Blanka to become a giant ball 
    of electricity, once opponents get neared him they will get zapped. This 
    is an excellent defender against air attacks and will beat out 
    practically any jumping attacks. However he can be swept from about 3 or 
    4 steps distance and he is vulnerable to projectiles, but the recovery 
    time is very minimal, and will chip twice if up close.


-------------------[Rolling Attack: B(charge 2 sec.)F+P]---------------------

    An excellent move to use overall because mainly it has good priority and 
    can be put in two-in-one combos. It does good damage and can counter 
    missed Dragon Punches, but Blanka is still vulnerable to jumping attacks, 
    projectiles, Dragon Punches, and a few standing attacks. The recovery 
    time in this move is quite bad as Blanka will bounce off his opponent if 
    they block. The stronger the button used the faster and more horizontal 
    range that it has.


--------------[Vertical Rolling Attack: D(charge 2 sec.)U+K]-----------------

    This move has good vertical range and will hit opponents above him, it 
    also has a bit of horizontal range in the air so Blanka can counter 
    missed Dragon Punches even if the opponent is still in the air. It 
    doesn't have as much priority as his electricity, but it has more range. 
    The stronger the button used the faster it goes.


---------------------[Beast Leap: B(charge 2 sec.)F+K]-----------------------

    Its a fairly decent attack, the only problem with this move is that your 
    opponent can easily block this after they have thrown a projectile. It 
    has a start up delay where Blanka flips back and then hurls over at his 
    opponent in an arc form going over projectiles, but just barely. You must 
    start this move early and its sorta like a guessing game if you want to 
    counter attack your opponent. The recovery time is fairly decent, but 
    Balrog and E.Honda can counter with either Sumo Headbutt or a Dashing 
    Uppercut.

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

                             Other moves:

----------------------------[Head Bite: F+FP]--------------------------------
    A basic grab move that will have Blanka bite his opponent's head, ram the 
    button for more hits.


-------------------------[Head Butt: F+SP(close)]----------------------------
    This move double hits if up close and can be canceled into a 2-in-1 combo 
    but you must cancel after the first hit, otherwise your move won't 
    connect.

--------------------------[Double Hit Knee: F+FK]----------------------------
    As you can tell from the title this move will double hit, and can also be 
    canceled into a special move, but after the first hit.


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

                                 Combos

Two-in-One's

1. S.FWD.Strong --> Rolling Attack
   You must cancel after the first hit, if the move double hits, you were too 
   slow!

2. S.Strong --> Vertical Rolling Attack
   This combo works best if you are up close to your opponent.

3. C.Forward --> Rolling Attack

                            Other Combos

1. J.D.Fierce \/ S.Jab --> Electricity

2. J.D.Fierce \/ C.Forward --> Rolling Attack
   You must charge ahead of time for this combo to work, otherwise it won't 
   come out.

3. J.D.Roundhouse \/ S.Strong, C.Fierce

4. J.D.Roundhouse \/ D.Strong, C.Roundhouse


                               -------
                               Tactics

    When you use your Rolling Attack you can always expect an opponent to 
    block since you are either in a crouching position or moving back. You 
    might not always land a Rolling Attack, but you can mess opponents up for 
    example:

                 Jab Rolling Attack, wait, Electricity

    Since you land short in front of the opponent, you can counter if they 
    decide to try and use a special move to counter attack like a Dragon 
    Punch or Flash Kick.

    Another good tactic is to fake your opponent that you are going to 
    connect with your Rolling Attack. They will block in advance in most 
    cases:

                    Jab Rolling Attack, Head Bite

    This is sorta like a confusion tactic that can easily fool your opponent, 
    the point of this move is try not to let this connect and you should stop 
    within a step or two in front of your opponent, then while you land 
    immediately press forward and fierce at the same time to catch them off 
    guard.


-----------------------------[Ending: Blanka]--------------------------------

    In the end Blanka finally finds his mother as they hug and cry, and he is   
    yet to find out about is mysterious past...

-----------------------------[Overall: Blanka]-------------------------------

79/100
    Blanka is a very quick character in this game, regardless of his beasty
    nature. He has a lot of range on his attacks and his Beast Roll and
    vertical Beast Roll attacks can make for a very quick reversal, and
    his defense is very good, thanks to his Electricity attack, standing
    roundhouse, and his vertical Beast Roll. However projectiles are
    sometimes Blanka's worst nightmare, across the screen Blanka can't
    really do anything about it and he is forced to jump into Ryu and
    Ken's rediculous Hadouken/Shouryuken pattern at times. Controlling
    Blanka is another thing, he takes time to get adapted to and mastering
    him soemtimes won't cut it against better opponents like Guile or Ryu.

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


Cammy
    Cammy now is a current member of the Delta Red special forces. She has 
    somehow lost her memory in an accident and was founded by Delta Red 
    units. They took her in and she went into training and the units were 
    amazed by her quick reflexes and she was quickly moved to the top ranks 
    in the special op forces. She now enters the World Warrior Tournament to 
    find out about her mysterious past.

Quotes: "Your missing teeth will remind you of my victory"
        "You must enjoy being beat, let me remodel your face one more time"


--------------------------[Cannon Drill: D,DF,F+K]---------------------------

    An excellent move with alot of horizontal range. It easily combos and can 
    be used to punish mistakes like missed anti-air attacks. It does good 
    block damage and does good damage. The roundhouse version will double 
    hit, blocking or not, when you are close to your opponent. Just watch for 
    the recovery time though because its pretty bad and she will get 
    countered rather easily.


---------------------------[Thrust Kick: F,D,DF+K]---------------------------

    One of the best anti-air attacks in the game, simply because of the 
    damage and range this move possesses. It has alot of horizontal range, 
    and even her short version has more range than Ken's fierce Shouryuken! 
    This move is easily put in combos and counters alot of attacks. This move 
    has high priority over any jump in attack, but you are not invulnerable 
    to projectiles like the Shatokens. The recovery time is pretty decent 
    compared to most anti-air attacks as she bounces away from a blocked 
    opponent.


------------------------[Spinning Knuckle: DB,B,F+P]-------------------------

    The motion might seem a little awkward, but you can make it easier for 
    yourself to do the motion. Simply pretend that this move only has a B,F+P 
    motion and quickly execute the move like a Sonic Boom, except that you 
    don't have to charge for it. There are two very useful tactics involving 
    this move, one its goes through projectiles at start up, and second it 
    does a ton of block damage. Even if the opponent blocks this move you 
    still won't be dissapointed by the damage done. The real downside to this 
    move is that you can't combo it because it starts out too slow and also 
    Cammy is vulnerable to practically any attack besides projectiles during 
    the duration of this move. Be careful while using this move.

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

                               Other Moves:

--------------------------[Suplex: F/B+SP or FP]-----------------------------

    A powerful move that does alot of damage, use this to counter misses and 
    to give yourself an edge in certain fights.


------------------------[Thigh Press: F/B+FK or RK]--------------------------

    A very powerful move that does alot of damage, it also has alot of throw 
    priority and good range. Use this to counter attacks missed by opponents.


--------------------[Air Body Throw: F/B+SP or FP(air)]----------------------

    An excellent move to use overall, it does alot of damage and can be used 
    to counter mistakes put out by opponents.


--------------------[Frankensteiner: F/B+FK or RK(air)]----------------------

    An immensely powerful and useful move, the priority on this move rivals 
    Chun-Li's air throw and can even take opponents out of their attacks! Use 
    this whenever possible.

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

                               Combos

Two-in-One's

1. F.Forward --> Cannon Drill

2. C.Short --> Thrust Kick

3. S.Strong --> Cannon Drill

                          Other Combos

1. J.D.Fierce \/ S.Strong --> Cannon Drill

2. J.D.Roundhouse \/ S.Strong --> Thrust Kick

3. J.D.Fierce \/ C.Short, C.Forward
   This combo is kinda risky because it doesn't knock the opponent down, but 
   the computers puts this combo on me often, so I thought I can add it in! 
   (^_^)

4. J.D.Roundhouse \/ C.Short, C.Forward --> Cannon Drill or Thrust Kick
   Well here's a little more insurance, this combo does 50% damage and can 
   easily give you a victory, but make sure to cancel quickly!

5. J.SD.Fierce \/ S.Short, S.Short, C.Short, C.Forward --> Forward Cannon 
   Drill or Forward thrust Kick
   This is possibly the biggest combo Cammy can pull off, she puts on the 
   nacho with this cheap combo and it does about 55% damage, cancel quickly 
   for best results. You may have to skip a short on smaller characters.


                              -------
                              Tactics

    Well Cammy has this annoying corner trap that I constantly put on my 
    brother:

          S.Short, S.Short --> Short Thrust Kick, S.Short, S.Short --> Short 
          Thrust Kick, etc.

    Very annoying and hard to escape, anti-air attacks(mainly the Shouryuken) 
    can counter this nacho cheese corner trap.


    Cammy's standing roundhouse can counter alot of jumping attacks, 
    including Chun-Li's annoying Stomp Kick. Make sure you are close to your 
    opponent when you execute the roundhouse, think of this move as her 
    launcher in XSF. The official strategy guide calls it the Handstand 
    Counter.


----------------------------[Ending: Cammy]----------------------------------

    Cammy defeats Bison, she goes over him and demands that he tells her 
    everything. Bison is puzzled that Cammy defeated him, he tells her if she 
    remembered him and also tells her about the accident. Cammy doesn't 
    remember, Bison told Cammy that they were both once lovers, but Cammy 
    doesn't believe it. Cammy leaves Bison to rot and she stands outside the 
    Shadowlaw headquarters in Thailand, here she wonders if any of it were 
    true. Then the elite force of Delta Red comes by, they try to cheer her 
    up and tells Cammy that she could never love a criminal like that. Cammy 
    then cheers up and they leave in a nice scene with a helicopter. (In my 
    opinion one of the best endings in the game, or any game for that matter! 
    Its definitely worth the trouble to see it.

-----------------------------[Overall: Cammy]--------------------------------

86/100
    Cammy is one the quicker characters in the game, she has excellent
    dominance with her attacks as well as her special attacks and she is an
    avid combo character. Her throws not only have priority but they have 
    range as well and she will msot likely win any close throw fights. 
    However her attacks jumping in make it almost useless because of the 
    angle and countering her missed special attacks like the Cannon Drill
    and Thrust Kick are pretty easy to do since due to the recovery delay.

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


Chun-Li
    While at a young age her father was killed by the ruthless emperor of 
    China, M.Bison. At this time he was the most feared ruler in the land and 
    her father was killed simply because he refused to give the Shadowlaw his 
    food. She has fought and trained very hard throughout her life to stop 
    this madman and has never gotten the chance to face him in combat, but 
    she believes through the World Warrior tournament she will find the one 
    who has killed her father.

Quote: "I am the strongest woman in the world!"


----------------------[Kikouken: B(charge 2 sec.)F+P]------------------------

    Its a pretty decent projectile and can be used in combos and corner 
    traps. The range of this fireball no longer goes full screen, but it 
    still has alot of range and does good damage. The speed of the projectile 
    is pretty slow and basically anybody can jump over it. It can be used to 
    chip damage and its fairly decent in fireball fights, but only against 
    slow projectiles like the Yoga Fire.


-------------------[Hyaku Retsu Kyaku: Press K(rapidly)]---------------------

    This move has alot of chipping potiential and does alot of damage, but 
    you cannot get more than two hits out of this move simply because the 
    between hits are blockable. Its a really annoying move that can fustrate 
    the heck out of opponents because it does alot of damage even if blocked 
    and can also be used in a combo.


-----------------[Spinning Bird Kick: D(charge 2 sec.)U+K]-------------------

    This move is similar to Ryu and Ken's Tatsumaki Senpuu Kyaku except its 
    not quite as useful. It can pass through projectiles, but the priority 
    isn't so great. An opponent can easily block under this move, but if it 
    connects it will do alot of damage as it can string together multiple 
    hits, but the multiple hits are blockable. This move can be used in 
    combos, but the tricky timing makes it useless, but this move can be used 
    to escape from certain situations.


----------------[Air Spinning Bird Kick: D(charge 2 sec.)U+K]----------------

    Its hard to explain exactly how to do this move, but this version is 
    higher than her standard Spinning Bird Kick and will move to the top of 
    the screen. The way I do this move is after I charge I continue to hold 
    Up then press kick instead of just letting go like her regular Spinning 
    Bird Kick. She can use this move after a wall jump or after a Stomp Kick.


-------------------------[Stomp Kick: D+FK(air)]-----------------------------

    Quite possibly the most dominating jump in attack in the game. It has so 
    much priority that it can even trade hits with a Flash Kick or a Tiger 
    Uppercut. Ryu's crouching fierce isn't even a match for this move and 
    only a few moves will out prioritize this one, mainly the Dragon Punch, 
    Chun-Li's close standing roundhouse or Cammy's close standing roundhouse. 
    The wierd thing about this move is that you can chain it for multiple 
    hits and can be used as an effective air combo! The recovery time is very 
    minimal though.


------------------------[Neck Breaker Kick: F+RK]----------------------------

    A rather odd confusion move. Chun-Li will flip over her opponent and hit 
    them on the back of the head with a kick, the confusing part is that 
    opponents often forget which way to block and ends up crossing them up, 
    but in actuallity she never hits the opponent in the back of the head, 
    this is a great way to move over projectiles as well.


----------------------------[Flip Kick: F+FK]--------------------------------

    This move is mainly used in combos and it does alot of damage if it 
    double hits. She will flip out of the opponent's way if the opponent 
    manages to block and Ken basically has the best chance to counter with 
    his fierce Dragon Punch.

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

                               Combos

Special Game Notes: Chun-Li

-- Chun-Li can bounce off the walls, simply jump towards a wall and quickly 
   hit the opposite direction.

-- Take note that she has alot of throw priority including on the ground and 
   in the air, use her throw to counter alot of mistakes.

-- She is possibly the weakest character in the game, her attacks do less 
   damage than all other street Fighter characters.


Two-in-One's

1. S.Fierce --> Kikouken

2. S.Short --> Hyaku Retsu Kyaku
   Basically rapidly press the kick button and the Hyaku Retsu Kyaku should 
   cancel on its own.

3. S.Fierce --> Spinning Bird Kick
   The only tricky part is that you pull off the standing fierce at the 
   midpoint of the move. After you charge down let your controller go at a 
   neutral position then quickly press up and kick.

4. C.Forward --> Kikouken

                               Other Combos

1. J.Fierce \/ S.Strong, C.Roundhouse
   This her basic chain combo, you should master this one first.

2. S.Strong, S.Fierce

3. C.Forward, C.Roundhouse

4. J.Fierce \/ S.Fierce --> Kikouken
   The way to perfect this combo is that you must charge ahead of time.

5. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku
   After the two fierces connect rapidly ram those buttons and the move will 
   cancel.

6. J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward
   This is her strongest combo and can easily drain half your opponent's 
   life. Only on Sagat will this hit 5 times, on Zangief, Balrog, and T.Hawk 
   this will hit 4 times, and all other characters it will hit 3 times.

7. J.DN.Forward, J.Roundhouse \/ S.Fierce --> Spinning Bird Kick
   Quite possibly the most dangerous combo in the game, she is the only 
   character in the game that can jump in with multiple attacks, remember to 
   charge in advance and cancel quickly.

                              -------
                              Tactics

    Chun-Li's air throw has amazing prioirity. She can even counter midair 
    attacks like Ryu's Tatsumaki Senpuu Kyaku even in the middle of their 
    move! But the timing is rediculous and will take alot of practice.

    Chun-Li has this annoying corner trap and it goes like this:

          Kikouken, C.Forward --> Kikouken, C.Forward --> Kikouken, etc.

    Its hard to break out of and its also hard to accomplish, alot of 
    practice is need for this to work and a Dragon Punch or a Hyper Fist can 
    break out of it.

    When an opponent tries to cross you up you can pull a Flip Kick to knock 
    them out of it or a Neck Breaker Kick.


------------------------------[Ending: Chun-Li]------------------------------

    Chun-Li has two endings. In the arcade version you will see her mourning 
    over her father's death at a tomb, while at the home version she stands 
    in her win pose over Bison. You have two choices nonetheless and you can 
    pick the choice of either being a detective or return to the life of a 
    single girl. 

Single Girl: Appears in a costume of some sort and knocks a guy senseless 
             while having the calm look on her face. The people doesn't 
             realize that she is Chun-Li, winner of the World Warrior 
             tournament, until she gives them a good thrashing of course.

Detective: This is basically the same scene as the first one except she is in 
           a detective's jacket and the quotes are different, and she still 
           knocks a few punks senseless.

-----------------------------[Overall: Chun-Li]------------------------------

81/100
    Chun-Li is very quick and has some pretty confusing manuvers. She is
    probably the only chain combo character in this game and her Hyaku Retsu
    Kyaku will do massive damage even if blocked. Her close standing 
    roundhouse is an excellent anti-air attack manuver, but however overall
    her defense sucks. She has the lowest attack strength of any character
    in a game where every other character's attack strength is the same.
    Also her confusing attacks can sometimes back fire on an opponent because
    the player might be confused as well, and never go into a projectile
    fight because her projectile doesn't even go full screen's distance and
    it takes time to charge for it as well.

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


Dee Jay
    A proud man of his heritage he has trained hard over the years of his 
    western kickboxing style. His other love is his music, he believes that 
    with a good rythmn and kickboxing style, he feels that nothing can stop 
    him from winning the World Warrior Tournament. He has alot of style in 
    his techniques and also one day wishes to become a record music label 
    artist. If he wins this tournament he will feel alot of accomplishment, 
    since being the only person to be a label artist and a street fighting 
    champion.

Quote: "Were my combos too much for you mon?"


----------------[Double Dread Kick: B(charge 2 sec.)F+K]---------------------

    A very powerful kick that will knock the opponent down. Only the short 
    version of this move will hit once. This move does good block damage and 
    also excellent damage. Sometimes the move will be blockable after the 
    first hit, to remedy this problem make sure you are deep enough to your 
    opponent's sprites. The second kick can be used as a semi-useful anti-air 
    attack, but this move must be started real early. The recovery time and 
    start up delay for this move is very minimal so use this in combos or to 
    take away a bit of life.


----------------------[Max Out: B(charge 2 sec.)F+P]-------------------------

    Just like Guile's Sonic Boom, it does good damage, can be used in combos, 
    and also the motion is Guile's! The only downside to this move is that it 
    has just as much recovery time as a Hadouken. This can be used to keep 
    people out in fireball fights, but stay away from Sagat and Ryu because 
    their projectiles are much faster. Be sure to charge for this move 
    everytime.


----------------[Hyper Fist: D(charge 2 sec.)U+P(rapidly)]-------------------

    An immensely powerful move that hits up to four times, as long as you 
    have a rapid fire controller of course! This move can be put in combos 
    and also be used as an anti-air attack. The downside is that when you use 
    it as an anti-air attack the hit is rather weak and the priority is 
    pretty low. To remedy this problem start the Hyper Fist and wait until 
    the opponent is as close to you as possible, the first few frames of 
    animation are invincible and you will do alot of damage with a single 
    hit. This can also be used to go through projectiles during start up and 
    the block damage on this move is mind boggling!

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

                               Other Moves:

---------------------[Shoulder Toss: F/B+SP or FP]---------------------------

    A good throw with a good amount of range, the priority isn't as good as 
    other throws, but its once of the better ones in the game because it'll 
    throw your opponent away from you.


---------------------[Backflip Toss: F/B+SP or FP]---------------------------

    Just like his Shoulder Toss, but the range is less, the plus side is the 
    fact that it has more priority. Use this to counter miss attacks.

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

                                 Combos

Two-in-One's

1. S.Strong --> Max Out

2. C.Forward --> Double Dread Kick

3. C.Jab --> Hyper Fist

                       Other Combos

1. J.D.Fierce \/ S.Strong --> Max Out

2. J.D.Fierce \/ S.Strong --> Forward Double Dread Kick

3. J.D.Forward \/ C.Short, S.Fierce
   If you did connect deep enough the fierce will double hit. That's means if 
   you master this combo you can be cruising to a victory, four hit style 
   that is!!!!

4. J.CU.Forward \/ C.Jab, C.Jab, S.Strong --> Hyper Fist
   Thanks to CAPCOM for this combo. Its Dee Jay's 8-hit monster and is 
   visually impressive and does about 60% damage. Make sure you throw a 
   strong at the midpoint of the Hyper Fist, and charge in advance for this 
   move. But all in all deal this, and you will be king of the street 
   fighting champs!!

   
                              -------
                              Tactics

    Dee Jay doesn't carry much tactics, nor does he need to. His jumping 
    roundhouse is a good move to knock opponents out of the air with. His 
    crouching forward is also a knockdown. Also his crouching roundhouse has 
    been known to go under projectiles!

---------------------------[Ending: Dee Jay]---------------------------------

    Dee Jay celebrates his victory with his music. Later he has become the 
    fastest selling record artist in Earth's history and fans simply adore 
    his excellent music. (Kudos to Capcom for this pretty good ending! ^_^)

--------------------------[Overall: Dee Jay]---------------------------------

85/100
    Dee Jay is quite possibly the best combo character in the game, which is
    not surprising because he promotes them in his quote. He has very good
    speed and A LOT of priority on most of his attacks and he can really
    deal damage with his combos. However his projectile, while being a very
    effective one, takes a time to charge obviously and against Sagat, Ken,
    or Ryu he probably won't do that well. His combos, while being very
    impressive, are quite hard to master meaning that those who want to be-
    come an expert with Dee Jay must take a lot of time to learn how to use
    him, but trust me the combos this guy be doing are well worth the 
    practice.

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


Dhalsim
    With famine and disease striking his homeland, he has made it his own 
    priority to seek out whoever is responsible. The goal of his has led him 
    to the World Warrior Tournament, he believes whoever is the head of this 
    tournament is the head of Shadowlaw, an evil corrupt ruler known as 
    M.Bison, through the years he has sought to purify his soul with the 
    power of Yoga and he doesn't feel he can rise to another level of 
    consiousness unless he accomplishes his goal of stopping the corrupt 
    ruler.

Quote: "I will meditate and then destroy you"


--------------------------[Yoga Fire: D,DF,F+P]------------------------------

    A pretty good projectile that can keep Dhalsim in those close fireball 
    fights. The only problem with this move is that it travels too slow and 
    opponents will be able to dodge or block the projectile rather easily. It 
    does good damage and good block damage and can be used in an effective 
    two-in-one combo. Just watch for the recovery time because opponents can 
    jump over the Yoga Fire and come in for a combo.


----------------------[Yoga Flame: B,DB,D,DF,F+P]----------------------------

    A pretty decent move that can stop jumping in attackers. It does alot of 
    damage and can also be put in combos, but opponents don't really have 
    much trouble going over this move as they can just jump over it and 
    attack Dhalsim. If the opponent is close to Dhalsim the Yoga Flame will 
    not hit, so try to avoid that.


-------[Yoga Teleport: F,D,DF or B,D,DB+3P or 3K(2P or 2K:SNES only)]-------

    On the SNES version all you need to press are just two punches or two 
    kicks. The Dragon Punch motion plus 2P makes him teleport close and 
    behind the opponent while the Dragon Punch motion plus 2K makes him 
    teleport far and behind his opponent. The reverse Dragon Punch motion 
    plus 2P makes him teleport close and infront of his opponent while the 
    reverse Dragon Punch motion plus 2K makes him teleport away and infront 
    of his opponent. There is a slight recovery time from this move however 
    and opponents can quickly counter. Use this to escape corner traps, 
    projectile fights, or to put pressure on your opponent.


---------------------[Instant Yoga Spear: D+RK(air)]-------------------------

    This move has good priority and can knock opponents out of certain 
    dashing attacks like a Psycho Crusher or Sumo Head Butt. It does a decent 
    amount of damage and has very minimal start up delay and recovery time, 
    just watch for Ryu or Ken who can counter with a Shouryuken.


--------------------[Instant Yoga Mummy: D+FP(air)]--------------------------

    While its not as dominating as his Yoga Spear this move does however, 
    have more range. It does more damage, and the recovery time is put down 
    to a bare minimum.

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

                           Other Moves:

----------------------[2-Hit Head Butt: FP(close)]---------------------------

    This move hits twice and does good damage, use this in combos.


-----------------------[Yoga Nuggie: F+SP(close)]----------------------------

    Basically its a grab attack, it doesn't have much priority or range but 
    you can ram the buttons to get more hits and more damage out of it 
    through.


------------------------[Arm Throw: F+FP(close)]-----------------------------

    A powerful throw, it does alot of damage and has good range and priority 
    over most attacks. Use this to counter missed moves and attacks.

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

                                Combos

Two-in-One's

1. C.Forward --> Yoga Fire

2. C.Firward --> Yoga Flame

                             Other Combos

1. C.Short, C.Forward --> Yoga Flame or Yoga Fire
   Basically with this combo you must cross your opponent with the slide, 
   time the slide at the last possible second and you will cross them up.

2. S.Jab, C.Jab, C.Roundhouse

3. S.Jab, S.Fierce
   Make sure you are close to your opponent so the fierce headbutt double 
   hit.

4. Jab Yoga Fire --> Teleport, C.Forward --> Yoga Flame
   Funky combo, but effective, the real timing is the teleport, use this and 
   mess with your opponent's head! Make sure you teleport behind your 
   opponent and cancel as soon as possible. Also this move must be done from 
   full screen's distance.

5. Jab Yoga Fire, S.Fierce
   Effective combo and also cheap! Make sure you are within range of your 
   fierce when you throw the projectile, and don't throw the fierce Yoga Fire 
   otherwise you'll knock them down. This is mainly a sucker combo and only 
   suckers get caught by this combo. (^_^)

                               -------
                               Tactics

    Dhalsim can really fustrate the opponent with his cheap tactics mainly 
    this one:

                     Jab Yoga Fire, S.Roundhouse, etc.

    Its very similar to the Dragon/Fireball pattern.

    Also you can do this:

                     Yoga Fire --> Teleport, Throw

    Very effective and very cheesy.


----------------------------[Ending: Dhalsim]--------------------------------

    Dhalsim goes back to his family and he teleports out of the Thailand 
    temple. 3 years have passed and he and his son are enjoying a nice meal 
    together, his son asks him what the picture is about and Dhalsim replies 
    that him in his past life.

---------------------------[Overall: Dhalsim]--------------------------------

84/100
    For those of you who have played as Dhalsim in the crossover series and
    the Alpha series, let me remind you that he is nothing like he was in
    those games. Dhalsim, believe it or not, is actually one of the more
    preferable characters in this game. He is the only character in this game
    that can teleport and with his teleportations he can be one serious
    fighter. Watch for Dhalsim to use a lot of teleporting and Yoga Fires,
    its very hard to stop this kind of pattern. However this does not mean
    that Dhalsim does not have flaws, his teleportation can be his own
    demise if the opponent can pickpocket the location in which Dhalsim can
    land on, and jumpign in with attacks is NOT Dhalsim's specialty, this is
    due to the fact that he drifts and cannot combo after jumping in from an
    attack and also with the awkwardness of the angles on his attacks.

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


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. He enters the World Warrior Tournament to teach his 
    students how discipline can show them the way.

Quote: "Can't you do better than that?"


-----------------[Hundred Hand Slap: Press P(rapidly)]-----------------------

    An excellent move to use overall because of its damage potiential and the 
    fact that it chips so much damage! This can be used as an anti-air attack 
    but its almost useless since opponents can easily jump in and counter. 
    E.Honda can move a little bit during the duration of this move and can 
    use it after his Bear Hug.


-------------------[Sumo Smash: D(charge 2 sec.)U+K]-------------------------

    Its a pretty decent attack, it longer hits on the way up like in previous 
    games making him vulnerable to jumping attacks. It does however go 
    through projectiles and knocks opponents down. The stronger the button 
    used the more range that it goes. Just watch for the recovery time on 
    this move because he can be knocked down after this move.


------------------[Sumo Head Butt: B(charge 2 sec.)F+P]----------------------

    An excellent move to use because it has alot of range and damage 
    potiential. This move can also combo and can be used to counter missed 
    attacks from screen distance! The recovery time on this move is very 
    minimal and during the first few frames of start up it will pass through 
    projectiles, but only through quick projectiles.

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

                             Other moves:

-------------------------[Sumo Splash: D+FK(air)]----------------------------

    A pretty decent move, it has good priority and attack power. The jumping 
    roundhouse is a better alternative to jump in attacks.


--------------------------[Bear Hug: F+FP(close)]----------------------------

    An excellent move to use because it has good priority and good range. Ram 
    the buttons to get more hits and more damage out of it.


-------------------------[Sumo Toss: F+SP(close)]----------------------------

    This move has good range, but not alot of priority. use this to counter 
    mistakes or missed attacks.


-------------------------[Knee Bash: F+RK(close)]----------------------------

    Like the bear hug, it has god range and good priority. Ram the buttons to 
    get more hits and more damage out of it.

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

                                 Combos

Two-in-One's

1. C.Strong --> Sumo Head Butt

                          Other combos

1. J.D.Roundhouse \/ S.Jab --> Hundred Hand Slap

2. J.D.Roundhouse \/ C.Strong --> Sumo Headbutt
   Make sure you charge ahead of time for this combo.

3. J.D.Roundhouse \/ S.Jab, C.Roundhouse

4. J.D.Fierce \/ S.Roundhouse
   Depending on how deep your hit was, the roundhouse should hit two times.

                                  -------
                                  Tactics

    Not much here. But there is a 60% damage cheesy strategy!:

                   Bear Hug --> Hundred Hand Slap

    Make sure you ram the buttons to get more hits out of the bear hug, then 
    after the opponent recovers, they will land in drop in front of you! Ram 
    the punch buttons and use Hundred Hand Slap! It doesn't matter if they 
    block because you'll be so deep into the opponent's sprites that the 
    Hundred Hand Slap will hit about 7 times!


----------------------------[Ending: E.Honda]--------------------------------

    E.Honda wins the tournament. He goes back home and teaches his students 
    about discipline while eating rice.

---------------------------[Overall: E.Honda]--------------------------------

77/100
    E.Honda is a pretty good character up close, his throw range is pretty 
    good and his special attacks are good counters against certain 
    situations. He has decent range on his attacks, but his priority is 
    somewhat average or pretty weak. The main problem with his Sumo Smash
    is that the opponent can trip him prior to landing, and he often uses
    that to jump over projectiles but Ryu is his main nemesis and Ryu will
    95% of the time catch E.Honda in that kind of trap, remember that and
    try to avoid those kind of traps.

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


Fei Long
    With the looks and talents of Bruce Lee, its no question that he is one 
    of the most skilled fighters in the world. He has been asked serveral 
    times to be in movies but has refused. He wishes to live on the legend 
    that his father once possessed(does this mean he's Bruce Lee's son?). 
    When he was young he wish was to be in show-business but his dedication 
    to Kung Fu has paved another road for him. He enters the World Warrior 
    Tournament to see if his skills are good enough to defeat the World 
    Warriors.

Quotes: "You must learn to block or my speed will always overcome you"
        "You have been trained to be a great loser, now you must learn to 
         fight"


------------[Rekka Ken: D,DF,F+P(can be done 3 times in a row)]--------------

    An excellent move overall because of its damage potiential, the best part 
    is that Fei Long can chain up to three of these in a row resulting in a 
    powerful three hit combo! Try to avoid using the last Rekka Ken because 
    it will leave him in his pose which leaves him vulnerable to attack. 
    Pester your opponent with the first and second Rekka Kens, then stop and 
    do them again! This way you won't be countered and you can chip away alot 
    of life!


-------------------------[Shien Kyaku: B,D,DB+K]-----------------------------

    Quite possibly one of the coolest looking moves in the game! This move 
    does an unbelievable amount of damage and just as much damage as Ken's 
    Shouryuken! This move is an excellent anti-air attack but like the Flash 
    Kick and Tiger Uppercut, you must use it when your opponent is deep 
    within your sprites. The Roundhouse version will double hit if up close. 
    This move does have a bit of recovery time so avoid using it too often.


----------------------------[Thrust Kick: F+RK]------------------------------

    This is more like a psych out quick then anything else. It starts out 
    slow but it double hits and Fei Long has almost no recovery time from 
    this move making it hard to counter. I've seen the computer combo this 
    move and I'm still baffled as to how they do it.

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

                               Other Moves:

-----------------------[Power Throw: F+SP/FP(close)]-------------------------

    An excellent throw mainly because it has good range and priority. Use 
    this to counter mistakes and missed attacks.


--------------------------[Hair Throw: F+FK/RK]------------------------------

    Same as above, it has alot of range and priority. Use it to counter 
    missed attacks.

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

                                Combos

Special Game Notes: Fei Long

-- Fei Long's crouching fierce is a very useful move, about 2 or 3 of them 
   will dizzy your opponent!

Two-in-One's

1. S.Jab --> Shien Kyaku

2. S.Fierce --> Shien Kyaku

                            Other Combos

1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ S.FWD.Roundhouse
   I saw the computer to do this combo and was unable to block it, but since 
   the kick has a bit of start up delay I'm not sure how they did it.

3. S.Jab --> Rekka Ken --> Rekka Ken --> Rekka Ken

4. J.D.Fierce \/ S.Fierce --> Rekka Ken --> Rekka Ken --> Rekka Ken
   Its best if you use the fierce button for the Rekka Ken's.

5. J.Fierce \/ S.Jab --> Shien Kyaku
   One of my favorite combos in the game, cancel quickly.

6. J.D.Fierce \/ S.Fierce --> Shien Kyaku
   This one is harder to pull off but it still works, hefty damage if it 
   connects though!

                                -------
                                Tactics

    Well not much tactics for Fei Long. You can try this annoying corner trap 
    though:

         Rekka Ken --> Rekka Ken, stop, Rekka Ken, stop, Rekka Ken, stop, 
         Rekka Ken

    You can make up your own patterns if you like, but avoid this tactic 
    against Shatokens because they can break out of this trap rather easily.


----------------------------[Ending: Fei Long]-------------------------------

    A director comes and and says he wants to catch that 4-hit red-dizzy 
    combo on film(sorry I don't remember him having one!). Fei Long however 
    does not want to join the movie industry. LAter he opens up his own dojo 
    and trains his style to millions of people. You see a statue 
    commemorating him and students training near his statue. Apparently the 
    style of Fei Long passes onto the people, but the game does somehow 
    mention that he died. 

---------------------------[Overall: Fei Long]-------------------------------

88/100
    Fei Long is one of the more powerful characters in this game, his
    devasting 5 hit combo does massive damage and two of them can end the
    match pretty quickly. He has excellent defense and he is a very quick
    and agile character with throw priority and range. However Fei Long is
    one of those character with just a few flaws, make sure not to do all
    three Rekka Kens in a row against a blocking opponent, he stands there
    for the longest time and is very liable for a counter attack. Watch for
    his Shien Kyaku, if he misses he is just as vulnerable as a Tiger 
    uppercut.

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


Guile
    Serving in the air force Guile is the proud soldier that fights criminals 
    wherever they lurk. He has been known for his Flash Kick and his honor 
    around the military and he seeks out corruption and gives his best effort 
    to stop it. However during his mission in the jungles of Thailand his 
    friend Charlie has died while trying to escape the the camps of 
    Shadowlaw. Guile has been sworn with vengence ever since, and the only 
    way he will find M.Bison is through the World Warrior Tournament.

Quote: "Are you bad enough to fight with me?"


---------------------[Sonic Boom: B(charge 2 sec.)F+P]-----------------------

    A prime weapon for Guile mainly because there is almost no recovery time 
    from it! Use this often and then follow up on it to mess with your 
    opponent's head! This projectiles also comes out quick and can be used in 
    combos. Make sure you are charging for this through out the match.


--------------------[Flash Kick: D(charge 2 sec.)U+K]------------------------

    An excellent anti-air attack that has alot of priority and alot of range. 
    The only problem with this move is that he can trade hits with the 
    opponent rather easily, but to remedy this problem wait until the 
    opponent's sprites are deep within yours and execute the Flash Kick for a 
    clean hit. This move can be put in combos and it comes out very quick and 
    is a good counter against missed attacks. Just make sure not to miss with 
    this move though because hte recovery time is rediculous!

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

                               Other moves:

-------------------------[Ground Throw: F+SP(close)]-------------------------

    This move has alot of priority and range, use this to counter missed 
    attacks and special moves.


---------------------------[Suplex: F+FP(close)]-----------------------------

    Like the one above counter against miss attakcs and special moves.


-----------------------[Air Throw: F+SP/FP(air)(close)]----------------------

    The priority on this move is pretty good and also the range, but its not 
    as powerful as Chun-Li's air throw.


----------------------[Back Breaker: F+FK/RK(air)(close)]--------------------

    This move lacks range and priority but its the strongest throw in the 
    game! It does just as much damage as Zangief's Spinning Pile Driver and 
    is an excellent counter against air attacks.


-----------------------------[Backfist: F+FP]--------------------------------

    An excellent move to use overall, mainly because it has alot of range, it 
    combos off of his Sonic Boom, and is liable to trade hits or completely 
    nullify fireball throwing opponents!


----------------------------[Knee Thrust: F+FK]------------------------------

    An excellent move to use because he can follow up with it after his Sonic 
    Boom, and this move has excellent range and does good damage.

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

                                 Combos

Two-in-One's

1. S.Jab --> Sonic Boom

2. C.Short --> Flash Kick

3. C.Fierce --> Sonic Boom

4. S.Fierce --> Flash Kick
   This combo will only work if you throw a fierce at the midpoint of the 
   Flash Kick motion.

5. Sonic Boom, S.Fierce
   While most two-in-one's involve the special move being the last hit, this 
   involves the special move being the first hit!


                             Other combos


1. J.D.Fierce \/ C.Forward --> Flash Kick

2. J.D.Fierce \/ C.Jab --> Sonic Boom

3. J.D.Fierce \/ C.Fierce --> Sonic Boom, S.FWD.Fierce

4. Jab Sonic Boom /\ J.D.Fierce \/ C.Fierce --> Sonic Boom
   This is mainly a sucker combo and will only work if you are about 3/4's 
   screen's distance away.

5. J.D.Forward \/ C.Strong --> Sonic Boom, C.Forward

6. C.Jab --> Sonic Boom, C.Strong --> Sonic Boom, S.FWD.Fierce
   Well Capcom and Gamepro call this the re-dizzy combo, but I'm not sure if 
   this works in SSF2.

7. Jab Sonic Boom /\ J.D.Fierce \/ C.Jab --> Sonic Boom, C.Strong --> Sonic 
   Boom
   Like number 4 you must be a certain distance away and your opponent has to 
   be dumb (^_^).

8. J.D.Fierce \/ C.Strong --> Sonic Boom, C.Forward --> Flash Kick

                                -------
                                Tactics

    Well not much for Guile, you must always charge for your Sonic Boom and 
    go after it and attack your opponent. You can even throw a Sonic Boom, 
    walk up, and throw your opponent! Charging for Guile is the key to 
    winning and always throw an attack after your Sonic Boom if your opponent 
    counters your projectile with theirs.


------------------------------[Ending: Guile]--------------------------------

    Guile asks why Bison has killed Charlie, and Guile is angered with 
    revenge. Before he can do anything his wife comes and tells Guile that if 
    he kills Bison he is no better off than he is. Guile knows she's right 
    and leaves Bison. Later they are at the comfort of his own home, but 
    Guile still wonders about Charlie.

-----------------------------[Overall: Guile]--------------------------------

90/100
    Guile is one of the most dominating characters in this game, his combo
    ability is only rivaled by Dee Jay and Ken. Guile has excellent throw
    range and priority and his defense is top notch that matches perfectly
    with his offensive skills. I find very little weakness in Guile besides
    the fact that he sounds a little dumb, however jumping in with priority
    is something Guile lacks and can be knocked out of the air easily. 
    What he holds an advantage over all projectile throwers in the game is
    his Sonic Boom, it has basically no recovery time after the move and
    you can combo after it.

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


Ken
    The long time friend of Ryu and rival. Ken trained under the same master 
    Ryu did, but Ken grew up differently than Ryu did. Ken was an obnoxiuos 
    boy during his early years and was always out having fun on his family 
    yacht. His parents wanted to change Ken's behavior so they sent him to 
    Japan to learn some discipline. It was then and there that he had met Ryu 
    who would later become his best friend. After his long training Ken went 
    back to his home and later would meet Eliza, who would then become his 
    girlfriend. Ever since he has met her his fighting skills have rapidly 
    deteriorated and since he heard that Ryu was entering the World Warrior 
    Tournament, Ken has also decide to enter the tournament as well.

Quote: "Attack me if you dare, I will crush you!"


----------------------------[Hadouken: D,DF,F+P]-----------------------------

    An excellent move overall, it comes out fast, it easily combos, and does 
    good damage. You can even counter missed attacks from a distance with 
    this move, and it also does good block damage. The speed is slower than 
    Ryu's, but Ken has the second fastest projectile in the game and can 
    easily wear down other opponents.


----------------------------[Shouryuken: F,D,DF+P]---------------------------

    An excellent anti-air attack, it does a ton of damage, probably just as 
    much as Sagat's Tiger Uppercut and also it hits multiple times. The jab 
    version hits once, the strong version is powerful and hits twice, and the 
    fierce version hits three times while lighting your opponent on fire. 
    This move combos in just as easily as Ryu's and it does alot of block 
    damage. The range is tremendous and has excellent horizontal range. Watch 
    for the recovery time on this move though, only the jab version will 
    leave you safe most of the time.


----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

    Unlike Ryu's this move can hit up to four times and the first initial hit 
    will hit ducking opponents. This move doesn't knock down like Ryu's but 
    it combos just as easily and it does good damage. The hits alone are 
    rather weak and you will need to get multiple hits to do some real 
    damage. Like Ryu he can successfully aim this in the air to avoid 
    attacks. There is very little recovery time from this move, but Ken can 
    be knocked down or thrown just as he recovers from the move.

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

                                Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

    This throw has good range and priority, use this to counter mistakes and 
    also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

    Like the throw above, it has good range and priority, its main point is 
    to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

    This move double hits, but it cannot be comboed, or comboed after. It 
    still does the same amount of damage as his regular roundhouse, so I 
    don't see much point in using this move.

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

                                 Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                        Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
   Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
   The CPU does this combo to me all the time, and I'm still baffled as to 
   how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
   This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
   cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Fierce Shouryuken
   This is Ken's mosnter 6 hit combo that will literally put your opponent
   on fire. Cancel quick enough to get all 3 hits out of the Shouryuken.

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
   This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
   Ken could easily master this in SF2T but I think it still works.

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken


                                 -------
                                 Tactics

    Do I even have to mention it? Well if you did forget here ya go.

                    Hadouken, Jab Shouryuken, etc.

    This is Ken's primo corner trap that's extremely hard to escape from.

    Also when your opponent blocks your jumping attacks do this:

             J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short, 
             C.Roundhouse --> Hadouken

    Its annoying, but its use to keep Ken out of certain tight situations.


-------------------------------[Ending: Ken]---------------------------------

    Here Ken defeats M.Bison then Eliza comes in and worries about Ken. Ken 
    and Eliza later marry each other, the end.(not a bad ending, and it fits 
    his personality as well, Kudos to you Capcom!)

------------------------------[Overall: Ken]---------------------------------

94/100
    Ken is the second best character in the game if you ask me, his sheer
    dominance and his overwhelming attacks and combos makes him quite
    possibly the most feared character in the game. He has excellent range
    on his attacks and can execute a Hadouken/Shouryuken corner trap with
    ease for an easy cheesy victory. He also can match speeds with any other
    projectile character in the game, but being all this he has very little
    flaws in his overall game. His Shouryuken leaves him more open than Ryu's
    and his throw range isn't really too good nor does it have much priority
    anyways.

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


M.Bison
    Never has the world seen such a corrupt and insane ruler. He is the 
    leader of Shadowlaw and reigns supreme among the the World Warrior 
    Tournament set up up by him. His fighting power and agility is un-matched 
    and his power is a site to be witnessed. His infamous crime organization 
    has thrown terror upon the world and that has led to a few enemies that 
    have entered the tournament mainly Guile, Chun-Li, and T.Hawk.

Quote: "Get lost, you can't compare with my powers!"


-------------------[Psycho Crusher: B(charge 2 sec.)F+P]---------------------

    An excellent move to use because it has a ton of range and it does a ton 
    of block damage, even if it is blocked it'll do almost as much damage as 
    if the opponent didn't block! Cheap! The combo possibilities are very 
    minimal and this move's prime use is agaisnt missed attacks. However 
    M.Bison can still be hit out of this by alot of jumping attacks, some 
    jabs, and projectiles. The recovery time is minimal, but you can be 
    thrown when you land from this move.


--------------------[Scissors Kick: B(charge 2 sec.)F+K]---------------------

    An excellent move to use overall mainly because it goes over low attacks 
    and does alot of damage. This move can be used as an anti-air attack but 
    only when you are deep within your opponent's sprites. The range that 
    this move has is determined by the strength of the kick button. Use this 
    in combos and to counter mistakes. The combo possibilities it had in SF2T 
    are now gone, but the recovery time is minimal and it knocks down the 
    opponent.


----------------------[Head Stomp: D(charge 2 sec.)U+K]----------------------

    Its a so-so good attack. It comes out fast, but its so easily seen that 
    its often blocked. This is mainly used to get around projectiles as Bison 
    flies towards his opponent with a stomp to the head. The recovery time is 
    minimal and this move does good damage. Just watch for jumping attacks 
    and anti-air attacks because he can be taken out of the move rather 
    easily with those attacks. After the Head Stomp M.Bison can go into his 
    flying punch.


------------------[Flying Psycho Fist: D(charge 2 sec.)U+P]------------------

    This is more of a confusion or surprise attack than anything else. It 
    will have Bison flying down and smacking the opponent on the side of the 
    head with his fist. At first it looks like he misses with his Head Stomp 
    and lands on the otherside of his opponent then he comes down with his 
    charged fist, this move cannot be blocked low since its a jumping attack. 
    The recovery time is very minimal on this move.

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

                            Other Moves:

------------------------[Flying Punch: UF/UB+SP/FP]--------------------------

    This move is mainly used after his Head Stomp. You can steer this move 
    away or towards the opponent only after the Head Stomp. You can use this 
    move alone for jump in attacks as well.


---------------------------[Body Throw: F+SP/FP]-----------------------------

    This move has alot of range and alot of priority. Its just incredible! 
    Use this to counter mistakes and missed attacks.

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

                                 Combos

Two-in-One's

1. C.Jab --> Psycho Crusher

2. C.Jab --> Scissors Kick

                               Other Combos

1. Head Stomp, Flying Punch
   Not a combo, but if both moves connect right after each other, its more 
   than guaranteed that your opponent will be dizzy!

2. J.D.Fierce \/ C.Jab --> Psycho Crusher

3. J.D.Fierce \/ C.Jab --> Scissors Kick

4. J.D.Fierce \/ C.Short, C.Jab --> Scissors Kick

5. J.D.Fierce \/ C.Strong, S.Forward

                                 -------
                                 Tactics

    Well not much here. Use your Psycho Crusher and use whatever button that 
    will land you just behind your opponent. When you land immediately throw 
    your opponent! Its cheap but effective!


-----------------------------[Ending: M.Bison]-------------------------------

    M.Bison stands and watches over a city as his corrupt power takes over 
    the Earth. Can anyone stop this madman?!!

-----------------------------[Overall: M.Bison]------------------------------

89/100
    M.Bison in this game is one of the more powerful characters in this game
    thanks ranks with the likes of Guile or Dee Jay. He has very fast speed
    and his attacks can often catch people by surprise and he has very good
    range on his attacks and also his throw range and priority is just 
    insane. However M.Bison lacks jump in priority and he is certainly not
    a combo character, he will sorta have to play a pecking game to really
    achieve some sort of victory. His most fierce opponent is either M.Bison
    or Ryu, watch for them!

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


Ryu
    Ryu is the lone warrior that seeks eternal fight. He constantly fights 
    and trains to become the true warrior and was an orphan when Gouken had 
    picked him up and taught him the styles of Shatoken. Through the years he 
    has believe that he can become the eternal champion through mastery of 
    the Hadouken. He has left a scar on Sagat, both physically and mentally, 
    and that has shown was true potiential Ryu has. He has never suffered 
    defeat before, and his long time rival and best friend Ken is always 
    there to fight either against him or by his side.

Quote: "You must defeat my Dragon Punch to stand a chance"


---------------------------[Hadouken: D,DF,F+P]------------------------------

    An excellent projectile. Not only of its range, but also of its damage 
    potiential. This move has alot of speed and will often wear down any 
    other projectile fighter that comes across his path, besides Sagat of 
    course. Use this to counter moves from a distance and also put this move 
    in combos. Watch for the recovery time though because he be easily 
    countered with jump in attacks if he fires his Hadouken up close.


--------------------------[Shouryuken: F,D,DF+P]-----------------------------

    An excellent anti-air attack because it does alot of damage and nothing 
    can put prioritize it. It will even go through projectiles with ease and 
    can be put in combos rather easily. The stronger the button used the more 
    vertical range that it has, but you should mainly stick to the jab 
    version instead. This move will double hit if blocked up close, just 
    watch if you miss because you will be easily countered. MAinly the jab 
    version has almost no recovery time and you can do the Jab Shouryuken 
    over and over again for an unstoppable victory!


----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

    This move does good damage and has excellent range, it can be put in 
    combos and also it knocks the opponent down with only one hit! Only 
    during start up is he invincible through projectiles, but ducking 
    opponents can easily avoid any damage. The recovery time on this move is 
    minimal but he can be knocked down after the move.

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

                                Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

    This throw has good range and priority, use this to counter mistakes and 
    also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

    Like the throw above, it has good range and priority, its main point is 
    to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

    This move double hits, but it cannot be comboed, or comboed after. It 
    still does the same amount of damage as his regular roundhouse, so I 
    don't see much point in using this move.

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

                                 Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                        Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
   Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
   The CPU does this combo to me all the time, and I'm still baffled as to 
   how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
   This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
   cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Shouryuken

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
   This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
   Ryu could easily master this in SF2T but I think it still works in SSF2.
   Care to prove me wrong?

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken

                                   -------
                                   Tactics

    DO I even have to mention it? Well if you did forget here ya go.

                     Hadouken, Jab Shouryuken, etc.

    This is Ryu's primo corner trap that's extremely hard to escape from.

    Also when your opponent blocks your jumping attacks do this:

              J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short,   
              C.Roundhouse --> Hadouken

    Its annoying, but its used to keep Ryu out of certain tight situations.


--------------------------------[Ending: Ryu]--------------------------------

    Sagat and M.Bison stnad in their respected places on top of a platform. 
    The crowd cheers Ryu's name but Ryu is nowhere to be found. Ryu does not 
    believes in ceremonies and he walks off with his belongings and into the 
    sunset to find yet another worthy challenger.(Cool ending, and it fits 
    his personality perfectly)

-------------------------------[Overall: Ryu]--------------------------------

97/100
    Ryu in my opinion is the best character in the game. His dominance is
    sheer flawless and his combo ability is just an absolute monster when you
    put him in the hands of an expert. He is pretty quick and has an 
    unbreakable defense and combined that with a brilliant offense, then
    you've got one excellent character. He can keep throwing Jab Shouryukens
    all day long and win the battles with ease. The only flaw I see in him
    is that if he does for a Strong or Fierce Shouryuken, he is liable for
    a counter attack, other than that he is purely the most dominating 
    character in the game.

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


Sagat
    With an ambition to seek out a worthy opponent he crushes those who 
    oppose him. He has a patch over his right eye, he recieved it when he 
    fought Dan's father. Apparently he has killed Dan's father for his 
    missing eye. The one true warrior he seeks to fight his Ryu, with Sagat's 
    first defeat at the hands of Ryu he trains hard to one day avenge his 
    defeat. Ryu was the one who left a giant scar on Sagat's chest with a 
    very bloody Dragon Punch after Sagat had thrown Ryu to the ground and had 
    let his guard down thinking he had defeated Ryu. Since the infamous 
    battle in the plains of Austrailia he has been seeking Ryu ever since and 
    by joining the World Warrior Tournament he hopes to find Ryu and even his 
    defeat.

Quote: "You are not a warrior, your a beginner!"


----------------------------[Tiger Shot: D,DF,F+P]---------------------------

    A very fast projectile with speeds that equal Ryu's Hadouken. It can 
    easily take down most jumping opponents and Sagat can wear down basically 
    any projectile besides Ryu. This can be put in combos and it does good 
    damage and good block damage. The real disadvantage is that ducking 
    opponents will easily avoid any damage.


--------------------------[Low Tiger Shot: D,DF,F+K]-------------------------

    Just like the one above except Sagat can hit ducking opponents as well 
    and can also be put in combos. It has the same speed and damage 
    potiential, but opponents like Zangief can easily jump over this! Try to 
    mix them up and psych out your opponent with these.


--------------------------[Tiger Uppercut: F,D,DF+P]-------------------------

    I just can't believe how powerful this move is! Its just as powerful as 
    Zangief's Spinning Pile Driver can can easily be put in combos. It has 
    good range and can basically take down any attack. The problem with this 
    move is that it lacks priority unlike the Shatokens. It will not go 
    through projectiles and alot of jumping attacks can easily trade hits 
    with it. To remedy this problem time this move at the last second so that 
    the very few frames of invincible animation can hit your opponent. And 
    unlike the last game Sagat will have an easier time comboing this move. 
    Just watch for the recovery time because he can be easily countered.


-------------------------[Tiger Knee: D,DF,F,UF+K]---------------------------

    The motion is a little awkward and tough to do but its one of Sagat's 
    main weapons that can easily knock opponents out from a distance. This 
    can be used as an anti-air attack but it must be started early. Sagat can 
    easily combo this move in and it comes out extremely fast and will often 
    catch opponents by surprise, the damage that it does is pretty good but 
    not as much as his Tiger Uppercut, but the roundhouse version will double 
    hit if up close. The recovery time is a bare minimal so use this whenever 
    you get the chance.

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

                              Other moves:

-------------------[Double Hit kicks: SK/FK/RK(close)]-----------------------

    Basically these kicks will double hit if up close, use them in combos or 
    cancel in two-in-one combos.


----------------------[Body Toss: F+SP or FP(close)]-------------------------

    This throw has fair range and priority. Use this to counter missed 
    attacks and so on.

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

                                  Combos

Two-in-One's

1. S.Jab --> Tiger Shot

2. C.Short --> Tiger Knee

3. S.Roundhouse --> Tiger Uppercut
   You must cancel quickly after the first hit otherwise it won't connect.


                                Other combos


1. J.D.Roundhouse \/ S.Roundhouse
   The roundhouse will only double hit on larger characters like Zangief, 
   Sagat, T.Hawk, or Balrog. Use a forward against all other characters.

2. J.D.Roundhouse \/ S.Roundhouse --> Tiger Uppercut
   You must cancel quickly otherwise it won't connect, so don't let that kick 
   double hit!

3. J.D.Roundhouse \/ C.Short --> Tiger Uppercut

4. J.D.Fierce \/ S.Jab --> Tiger Knee

5. J.D.Fierce \/ C.Short --> Tiger Shot

                                  -------
                                  Tactics

    Well first off Sagat has a fireball pattern like Ken and Ryu:

            Tiger Shot, Tiger Uppercut, Tiger Shot, Tiger Uppercut, etc.

    Its very fustrating to get out of and Ken and Ryu will have an easier 
    time breaking out of this trap.

    Like all characters in the game you can do a special move motion while 
    you are on a knocked down position, use your Tiger Uppercut to stop 
    oncoming attacks and start the motion while you are laying down.


-----------------------------[Ending: Sagat]---------------------------------

    Sagat has won the World Warrior Tournament but he did not even see Ryu in 
    the tournament. Sagat is proud of the title he has one but still not 
    satisfied and he knows that Ryu did not get lucky on his victory and he 
    still searches one day to even that defeat with Ryu. (Pretty sweet ending 
    might I add!)


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


T.Hawk
    With his homeland being taken away from his people, his people and his 
    family have moved to Mexico. Since then he has swore revenge on M.Bison, 
    the leader of the World Warrior Tournament. His people and family has 
    suffered upon Bison's acts and that is why T.Hawk has entered the World 
    Warrior Tournament, to bring back his homeland not only for his family 
    and people, but also for his pride.

Quotes: "Your scream sounds like a pathetic war cry!"
        "My totem is too great for your desperate fighting techniques!"


------------------------[Thunderstrike: F,D,DF+P]----------------------------

    An excellent move and also a powerful anti-air attack. It goes through 
    projectiles and can easily be put in combos. The only problem with this 
    move is that opponents will have an easier time jumping over the move 
    since it goes up diagonally. Its still a powerful weapon though, but just 
    watch for the recovery time. The fierce version will double hit if up 
    close.


-----------------[The Hawk: D+3P(air)(2P for SNES version)]------------------

    This move is an excellent arsenal for T.Hawk because it allows him to 
    soar over projectiles and deck the opponent. Just make sure you start 
    this move as soon as possible, otherwise the opponent will be able to 
    block after the projectile or even counter you. If blocked T.Hawk bounces 
    away from the opponent, the only thing that will counter is a projectile 
    or a low roundhouse.


-----------------[Storm Hammer: 360 Degree Motion+P(close)]------------------

    The motion for this is a little harder to do than Zangief's Spinning Pile 
    Driver but its still effective and has excellent range. It does just as 
    much damage as the Spinning Pile Driver though and unlike Zangief, it 
    won't leave him in his miss pose if he misses with the move. The range is 
    less than the Spinning Pile Driver, but it can still be used in an 
    effective two-in-one combo.


------------------------[Condor Splash: D+FP(air)]---------------------------

    An excellent move to use, mainly because of the damage and the priority 
    this move possess. It can also be used to cross the opponent up and into 
    a combo. The recovery time is almost nothing and its really hard to 
    counter this move. Use this whenever you jump in for an attack.

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

                             Other moves:

------------------------[Elbow Smasher: F/B+RK(close)]-----------------------

    The range is very limited, but since its a hold youc an ram the buttons 
    to get more hits and more damage out of this move.


--------------------------[Neck Choke: F+FP(close)]--------------------------

    Like the one above, poor range and priority, use this to counter mistakes 
    and ram those buttons to drain the enrgy out of your opponent.


------------------------[Overhead Throw: F/B+SP(close)]----------------------

    This move has good priority and range, use this to counter mistakes and 
    missed attacks.

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

                                Combos

Two-in-one's

1. J.Jab \/ Storm Hammer

2. S.Short --> Thunderstrike

3. S.Jab --> Thunderstrike

                        Other Combos

1. J.D.Roundhouse \/ C.Jab --> Thunderstrike

2. J.CU.Fierce \/ S.Short, S.Jab --> Thunderstrike

3. J.CU.Fierce \/ C.Jab, C.Jab, C.Jab --> Thunderstrike

                                 -------
                                 Tactics

    Well not much here, use your Hawk to go over projectiles and deck your 
    opponent. Take advantage and start your Storm Hammer motion early while 
    you are knocked down, and if your foe is next to you, snatch 'em!


------------------------------[Ending: T.Hawk]-------------------------------

    T.Hawk goes over M.Bison and holds him by the neck. He asks why he has 
    driven his people and family away from his home, M.Bsion replies "because 
    I can take whatever I want..." but T.Hawk tells M.Bison that he knows how 
    to take care of trash like M.Bison. Later T.Hawk returns to his homeland, 
    he finds it lifeless, but T.Hawk won't stop until he has recontructed his 
    homeland and will build it strong to keep out future predators. At the 
    same time the sun rises in his land.(Pretty sweet ending! Kudos to 
    Capcom!)

-----------------------------[Overall: T.Hawk]-------------------------------

79/100
    T.Hawk is one of the more powerful characters in this game. He has
    very good throw range and good combo ability for a big guy. However being
    said, he really has to be close to do some damage, and while his
    Hawk Dive is really a good counter against projectiles, if not done
    immediately you will be countered. You must predict when the opponent
    will throw his projectile, otherwise you can miss and be countered.

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


Vega
    Nicknamed the "Spanish Ninja" why? Because he has studied under the art 
    of Ninjitsu and he has combined it with his Bull fighting to form a nasty 
    combination of speed and agility. But being egotistical he wears a mask  
    to prevent his face from being scarred in battle. He believes he is the 
    most beautiful fighter in the world and believes that beauty is strength. 
    He enters the World Warrior Tournament so show the fighters how beauty is 
    strength.

Quote: "Beautiful fighters never lose a battle!"


----------------------[Claw Roll: B(charge 2 sec.)F+P]-----------------------

    This is a pretty decent move to use overall. It hits multiple times and 
    does alot of damage the only problem with this move is that it can be 
    blocked during the middle of this move even if the first hit had 
    connected. The fierce version will go full screen while the other 
    versions will stop after a certain distance. However Vega is also 
    vulneable to knockdowns, dragon punches, and projectiles duiring the 
    duration of this move.


------------------[Claw Dive: D(charge 2 sec.)U+K, then P]-------------------

    This is more of a confusion that anything else. It will do good damage, 
    but it is easily seen as Vega jumps off the wall and decks the opponent 
    with a claw slash. Opponents can't block it low, but opponents can knock 
    Vega out of it in the air or when he jumps after a wall.


-----------[Wall Leap: D(charge 2 sec.)U+K, then F+P or K(close)]------------

    This move is an excellent move overall. It will take the opponent for a 
    suplex ride. This move can catch opponents in the air and is quite fast. 
    But opponents can knock Vega out of it rather easily with jumping attacks 
    or uppercuts.


---------------------[Claw Thrust: D(charge 2 sec.)U+P]----------------------

    This is also a surprise move than anything else. It does rather weak 
    damage when compared to other attacks, but it comes out quick and its 
    hard to counter. But its also a dead give away when Vega bounces off the 
    wall. Its a quick attack and cannot be comboed.


------------------[Double Backflip: 3P(2P for SNES version)]-----------------

    This move is pretty useful to get Vega out of certain situations. Just 
    never use this to get out of corner traps because Vega cannot flip 
    forward and he can be hit at the end of this move. During the two flips 
    he is invincible to any attack, but he himself cannot attack either.


-------------------[Single Backflip: 3K(2K for SNES version)]----------------

    Like the one above except he only does a single backflip. Its invincible 
    to attacks but he cannot flip forward. Avoid using this in corner traps, 
    and only use it to avoid attacks.

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

                                Other Moves:

---------------------[Ground Suplex: F/B+SP/FP(close)]-----------------------

    A very high priority move, but it lacks the range other throws have. Use 
    this to counter missed attacks and mistakes.


-----------------[Midair Choke Throw: F+SP/FP(air)(close)]-------------------

    The priority on this move is pretty good and also has good range. The 
    problem with this move is that Vega jumps too high and low jumping 
    opponents are extremely hard to catch.

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

                                 Combos

Special Game notes: Vega

-- Vega can bounce off the walls, just hit the opposite direction as you jump 
   towards a wall.

-- Vega can no longer climb the fence like he did in previous games.


Two-in-One's


1. S.Jab --> Claw Roll


                              Other combos


1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab --> Claw Roll
   You must charge ahead of time for this combo to connect, it doesn't matter 
   if the opponent blocks in the middle of this combo because it drains alot 
   of life anyways!

                                 -------
                                 Tactics

    Not much tactic info on Vega. Although he is the best equipped when going 
    against fireball fighters up close. His superior speed that is unmatched 
    lets him quickly attack his opponent when they throw out a projectile, 
    even Ryu has trouble throwing the Fireball/Dragon pattern against him! 
    Also avoid backflips in corner traps, they just make things worst because 
    it will leave him vulnerable to attack at the end of it.


------------------------------[Ending: Vega]---------------------------------

    A picture of Vega has him holding a rose by the mouth. Not really much of 
    an ending here except that he has become the world's biggest narcissist!
    (very sick!)

------------------------------[Overall: Vega]--------------------------------

76/100
    Vega is EXTREMELY fast in this game. He has excellent agility and can
    bounce off of walls to confuse the opponent. He has excellent throw
    range and priority, his claw certainly gives him a lot of range. However
    he is TOO FAST for his own good, a lot of players will miss use Vega
    mainly because of his speed. He is no combo character and is a pecker
    and his special attacks like the Flying Claw Thrust can be seen a mile
    away, which sometimes makes it pointless to use.

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


Zangief
    With his usual run alongs wrestling bears for fun he realizes that his 
    country is in a poor condition and has recieved alot of criticism. He has 
    a strong sense of pride for his country and will do anything for his 
    country. That's why he has decided to enter the World Warrior Tournament 
    not only for his own pride but for his country.

Quote: "My strength is much greater than yours!"


--------------[Spinning Clothesline: 3P(2P for SNES version)]----------------

    This move is an excellent anti-air attack and will literally snuff out 
    any attack your opponent tries to come in with. It does alot of damage, 
    it comes out quick, and has little to no recovery time. This move also 
    cruises over projectiles during start up and can be easily put in combos. 
    Watch for his feet though because he can be easily knocked down.


----------------[Spinning Lariat: 3K(2K ofr SNES version)]-------------------

    This move is similar to the one above, but this move cannot go through 
    projectiles. It does do good damage, comes out fast and also its a good 
    and quick counter attack. Also its not so reliable to countering jump in 
    attacks, the good side to this move is that Zangief is invincible to low 
    attacks during start up.


-------------[Spinning Pile Driver: 360 Degree Motion+P(close)]--------------

    Well despite the fact that it is a 360 degree motion, if you've got 
    either a PSX pad or an SNES pad it seems like the only take 215 degree 
    motions because its just so easy to do! Basically if you can perfect the 
    motion roll around the pad and press punch randomly and hopefull it will 
    come out. The priority of this move has been lost and so has its range, 
    but it still has good range and one of the most powerful moves in the 
    game. Make sure you use this when you are close to your opponent 
    otherwise Zangief will go into his miss pose and it will leave him 
    vulnerable to attacks.


--------------[Siberian Bear Crusher: 360 Degree Motion+K(far)]--------------

    The motion is incredibly easy to do if you have either a PSX or SNES pad. 
    It doesn't matter what kick button you use because they all have the same 
    range and damage potiential. This move does quite a bit of damage and has 
    excellent priority over move attacks and is easily put in combos. The one 
    key thing about this move is that its been known to stop combos, even 
    right in the middle of them! Use this to counter miss attacks.


----------------[Siberian Suplex: 360 Degree Motion+K(close)]----------------

    Again if you have a PSX or SNES pad this move is very easy to do. Its 
    basically a double slam suplex that does just as much damage as his 
    Spinning Pile Driver. This can also be put in combos and it has high 
    priority and good range. Use this to counter missed attacks.


---------------------[Diving Knee Drop: D+SK/FK(air)]------------------------

    This move is an excellent arsenal to Zangief's offensive game because it 
    leaves him deep enough so that he can easily combo his opponent with any 
    of his special grabs. It will do good damage and it has decent priority, 
    use this whenever you can.


-----------------------[Siberian Splash: D+FP(air)]--------------------------

    This move has insane priority and it does alot of damage. Use this move 
    to jump in and and cross up your opponent and combo them.

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

                                 Combos

Special game Notes: Zangief

-- Zangief has 8 different grabs and throws, it all depends on how close you 
   are to your opponent and what kicks and punches you use.

-- Zangief is quite possibly the most dangerous combo character in the game, 
   not only can he easily combo his throws with ease, but he can end matches 
   very quickly with 2 or 3 combos.


Two-in-One's

1. S.Jab --> Spinning Pile Driver
   This combo works easily and it does alot of damage.

2. C.Short --> Spinning Lariat or Clothesline

3. S.Forward --> Siberian Bear Crusher

4. S.Short --> Siberian Suplex
   Make sure you are close to your opponent for this move to connect.


                      Other combos


1. J.DN.Fierce \/ C.Short --> Spinning Clothesline/Lariat

2. J.DN.Short \/ Siberian Suplex
   Even if the opponent blocks you'll catch them everytime! This move is very 
   cheap, but master it and you'll master competition!

3. J.DN.Short \/ Spinning Pile Driver
   Like the one above, even if your opponent blocks, you'll catch 'em!

4. J.D.Fierce \/ S.Strong, C.Roundhouse

5. J.DN.CU.Fierce \/ S.Strong, S.Short, C.Roundhouse

6. J.DN.CU.Fierce \/ S.Strong, S.Short --> Siberian Bear Crusher

7. J.DN.D.Fierce \/ C.Jab, C.Jab, S.Jab --> Siberian Bear Crusher

8. J.DN.Short \/ S.Short, S.Short --> Siberian Bear Crusher

9. J.DN.CU.Fierce \/ C.Jab, C.Jab, C.Jab, C.Jab, C.Roundhouse

                                -------
                                Tactics

    There aren't much tactics for Zangief. Avoid jumping over projectiles 
    because he has a hard time going over them and he will be hit by Jab 
    projectiles most of the time. Also combo in your grabs whenever possible 
    and use your Spinning Clothesline to go through opponents projectiles.

------------------------------[Ending: Zangief]------------------------------

    Zangief and the Prime Minster of Russia dances to victory as Zangief
    wins the tournament. Sweet ending!

------------------------------[Overall: Zangief]-----------------------------

88/100
    Zangief in this game is truely a monster, his ability to combo in his
    throws with ease are just amazing. You can't escape them even if blocked
    and Zangief is quite possibly the most dominating character in the game.
    He has massive throw range and good priority on his air throw, the real
    serious flaw is that he can't jump over Jab projectiles from Ryu, Ken,
    Dhalsim, or Guile too well. He will either have to block, attempt to
    jump over them, or use a Spinning Clothesline to go through them, 
    in which the last two options are very hard to do.

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

                              Miscellaneous

    Well there really isn't much codes in this game besides a few of them.


---------------------------------------------------------------
Select more than two of the same character in Group Battle Mode
---------------------------------------------------------------

--  Go to Group Battle Mode
--  At the message where it tells you to select a number of characters enter 
    the code:
--  L, R, L, R, L, R, R, L on your second controller

    It's exactly what the code says. Normally in group battle mode you can 
    only pick 2 Guile's or 2 of anybody and no more than that. With this code 
    the 1P or 2P side can have up to 8 Ryu's!!


-------------------------------------------------------------------
Change key configurations before battle and CPU controlled opponent
-------------------------------------------------------------------

--  Enter any mode
--  Before the vs screen comes up hold select
--  Basically hold select after you've selected your handicap in other modes

    With this code, just incase you didn't get a chance to alter your 
    configurations you can change them right before battle, also youc an set 
    the second player side to CPU. Meaning that a CPU controlled fighter will 
    fight you even if you are in versus mode!


--------------------------------------------
View Character Profiles without interruption
--------------------------------------------

--  Wait after Ryu throws his Hadouken at intro screen
--  You should see character profiles popping up
--  Hold down L+R
--  Character profiles can be viewed without interruption

    Basically you must hold down the L+R buttons. If you let go that means 
    the demo will ensue.


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

---------[Super Street Fighter 2 Turbo: The Ultimate Championship]-----------

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

------------------------[Miscellaneous Game Notes]---------------------------

    About the endings in this game, the endings in this game are basically
    all the same as in Super Street Fighter 2,  the only addition to these
    endings  are the additional  portraits found in the endings,  like the
    picture of Ryu fighting or Chun--Li trying on a dress.  The artwork on
    these portraits are really nice if you ask me and they looked detailed
    and they are worth it for beating the game with the character.  Saving
    the portraits would really be cool though.

-------------------------------[Game Engine]---------------------------------

[Blocking]: hold against opposite direction of the attacker while being
            attacked.
    This simple concept allows you to take no damage from regular physical
    attacks. This is the most basic key to winning and takes little to
    master. However special attacks still do damage, just a small fractional
    portion that it normally does. However you cannot block in the air 
    though.

[Jumping]: hold the directional pad up/upright/upleft
    This yet another simple concept is one of the most basic keys to winning
    as it will be useful in getting you out of many tight situations. You
    can't take block damage forever, and jumping is one of the keys to 
    getting your combos started. Most combos don't even exist without jumping 
    attacks.

[Reversals]: Perform special attack right after you get up
    This is one of the hardest manuvers to perform in the game. However
    mastery of this manuver can prove invaluable. Think of this as a semi-
    counter to certain attacks, when you are knocked down quickly perform
    a special move like a Tiger Uppercut or a Hadouken and if the score
    at the top left or right appears, then you have performed a counter 
    quick enough. This will counter any attack(besides the Shouryuken)
    and prevent further attack from your opponent. However it all depends
    on which special attack you perform, because if you miss or the 
    opponent blocks, then you will be counter-countered.

[Throws]: F/B+SP/FP/FK/RK(close to opponent)
    Throws in this game has been drastically toned down from Street Fighter
    2 Turbo, however they still do massive damage and can tip the favors to
    any opponent. Air throws can also be done and a lot of air throws do
    more damage than ground throws, and example can be seen by Guile's air
    backbreaker. Watch for close opponents to try or accidentally throw,
    and know that you cannot combo a throw.

[Super Comboes]: Perform special motion plus punch or kick
    The Super Combos in this game are hear to bring back any character from
    the brink of defeat. The combo meter can be seen at the bottom left or
    bottom right of the screen, once your super meter is full it will say
    SUPER in flashing letters, then you are ready to perform a super. However
    supers like Vega's Rolling Crystal Flash or Zangief's Final Atomic
    Buster, even if you perform the motion you will not waste a level of 
    super. You must connect with the super to reset the bar, however every
    round the super bar refreshes so you will have to gain up that super
    bar all over again. You can fill up the super meter only by successfully
    connecting with an attack to your opponent(blocking or not blocking it
    doesn't matter) or by performing a special attack like a Gou Hadouken or
    Hyaku Retsu Kyaku, and it doesn't matter if your special attack connects
    or not.

[Juggling]: Balance your opponent with series of attacks
    This is also called the Volleyball Effect or VE for short. This is
    probably what you can call the early forms of air combos. Your opponent
    cannot escape from it, but juggles are hard to connect against an
    opponent because both you and the opponent must be in the air for the
    juggle combo to work. Ryu's jumping Strong is a good example of a
    juggle.

[Throw Parry or Grab Escape]: Do a throw motion(F/B+SP/FP/FK/RK) after throw
    This will lessen the damage from throws, basically cut the overall
    damage down in half, although there is no message that tells you that
    you have performed the parry or escape successfully, you can tell if
    the character you are using lands on his or her feet after being thrown
    because you would land on your back if you did not perform the parry or
    escape successfully. For the grab escape you can basically ram the 
    buttons and rock the joystick or the directional pad around, but this is
    a more effective and quicker way of doing it.

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

                              ------------
                              Combo Legend
                              ------------

    Once again I will use James Chen's fabulous combo system with the touch 
    up of Mig Rustia's combo system. Incase you are a little baffled with 
    some of the codings in the combos this legend is here to help.

J.    -- Stands for jumping
J.CU. -- Stands for crossing your opponent up while jumping with an attack
C.    -- Stands for crouching
FWD.  -- Stands for holding toward while perform an attack
F.    -- Stands for holding forward
DN.   -- Stands for holding down while jumping for an attack
UF.   -- Stands for jumping forward
UB.   -- Stands for jumping backwards
DF.   -- Stands for holding the controller in a down-forward position
DB.   -- Stands for a defensive crouch
B.    -- Stands for moving back
J.D.  -- Stands for jumping in with an attack that hits the opponent deep
J.SD. -- Stands for a super deep attack while jumping in
\/    -- Stands for landing after a jumping attack
/\    -- Stands for jumping after a standing attack
-->   -- Stands for cancelation of a normal move into a special attack
3P    -- Stands for holding or pressing all three punch buttons at once
3K    -- Stands for holding or pressing all three kick buttons at once
2P    -- Stands for holding or pressing any 2 punch buttons at once
2K    -- Stands for holding or pressing any 2 kick buttons at once
JP    -- Stands for Jab
SP    -- Stands for Strong
FP    -- Stands for Fierce
SK    -- Stands for Short
FK    -- Stands for Forward
RK    -- Stands for Roundhouse
(air) -- Means that move can only be done in the air
,     -- An indication of moving onto the next attack


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

Akuma
    Akuma is the demon warrior that is feared among the World Warrior
    tournament. He thrives off fights against opponents and those who are
    strong enough can the very least survive his attacks. His powerful Shun
    Goku Satsu is reason enough not to mess with this bad boy(sorry, I just
    had to say it). He only seeks the most worthy opponents, he does not
    care for the weaker foes, if a weaker foe attempts to challenge him,
    he ignores them. He seeks after the one named M.Bison, the holder of
    the World Warrior Tournament, but knowing Akuma, M.Bison is just small
    potatoes compared to Akuma. Can anyone stop this evil being?

Quote: '.............................'

-------------------------[Gou Hadouken: D,DF,F+P]----------------------------

    This move looks EXACTLY like Ryu's Hadouken, its just given a different
    name. This move comes out just as fast as Ryu's, travels just as fast
    and is just as comboable. However opponents will be able to easily
    jump over this projectile and attack Akuma from above, just watch for
    opponents to do that. It does good block damage also, just don't over
    use it agaisnt quick opponents like Ken or Vega.

-----------------[Shakunetsu Gou Hadouken: B,DB,D,DF,F+P]--------------------

    This is similar to Ryu's Shakunetsu Hadouken, but it hits multiple times
    and does a good amount of damage. This will knock the opponent down if
    up close and stun them from far screen's distance. This projectile will
    hit up to three times, but it can be dispersed by any regular old
    projectile. It does however, combo in as easily as his Gou Hadouken
    and it does a little more damage than his Gou Hadouken, not much more
    or significantly more but noticeably more.

------------------[Zankuu Hadouken: D,DF,F+P(in the air)]--------------------

    This move is one of the cheapest moves in the game. It has excellent
    horizontal range and its a great keep away tool against annoying
    opponents like Vega. This move does good block damage and is the only
    projectile that can be thrown in the game, so why is it so cheap? Well
    mainly because scrub Akuma uses will use this often and just take out
    all the fun in playing against him. Its just so hard to escape from
    this move, mainly because it has excellent range and when you try to
    jump over it, you can't because you can't air block in this game and
    you will usually get hit by it. The only other person that has the best
    chance of escaping it is Akuma, and to do that you use the...

--------------[Ashura Senkuu: F,D,DF+3P or 3K/B, D,DB+3P or 3K]--------------

    ...Ashura Senkuu. This move is his teleport and it will glide him across
    the screen with a trail of mirror images left behind him. This is a great
    move to use to get you out of corner traps and there is almost no 
    recovery after using this, which is excellent and you can probably even
    combo after it! Use this often to get yourself out of tight situations
    and such. The kicks go half screen and the punches go full screen's
    distance.

--------------------[Tatsumaki Zankuu Kyaku: D,DB,B+K]-----------------------

    This move is sorta like Ryu's Tatsumaki Senpuu Kyaku and Ken's Tatsumaki
    Senpuu Kyaku combined. It does multiple hits and each hit deals out
    a lot of damage. This will even juggle the opponent in the air as well
    and does good block damage. However the opponent can easily duck from
    this move and counter with an uppercut like Ryu or Guile. Use this in
    a combo, and only in a combo, its too easy to avoid and very easy to
    counter against.

------------------------[Gou Shouryuken: F,D,DF+P]---------------------------

    This move is the only anti-air attack that will go through projectiles,
    so sorry Ryu and Ken, you don't get this priveledge anymore. So you can
    use Akuma in this game like Ryu or Ken from Super Street Fighter 2 Turbo.
    Don't be surprised if you find a lot of people using this, as it will
    combo very easily and is the best anti-air attack in the game. No if's
    and's and but's about it.

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

                               Other Moves

-------------------------[Shoulder Grab: F/B+SP/FP]--------------------------

    This throw has good range, while the priority is lacking you can catch
    the opponent from a little under foot sweeping distance!

-------------------------[Forward Roll: F/B+FK/RK]---------------------------

    This is his other grab or throw(whatever you want to call it) and it
    has more priority than range, so its up to you to decide when to use
    the throw.

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

                                Combos

Two-in-one's

1. S.Jab --> Gou Hadouken

2. S.Short --> Gou Shoruyuken

3. C.Fierce --> Tatsumaki Zankuu Kyaku

                              Other Combos

1. J.D.Fierce \/ C.Forward --> Gou Hadouken

2. J.CU.Roundhouse \/ C.Short, S.Short --> Gou Shouryuken

3. J.Fierce \/ S.Jab --> Tatsumaki Senpuu Kyaku

4. (from very far screen's distance)Jab Gou Hadouken, Ashura Senkuu, 
   C.Short --> Any special attack
   This awkward combo is similar to Dhalsim's teleport combo, you must do
   the motion for the Ashura Senkuu after the projectile has been thrown out
   and everything should be fine from there.

5. J.CU.Roundhouse \/ C.Short, C.Short, C.Short, S.Short --> Gou Shouryuken


                             -------
                             Tactics

    Well, I hate to say this over and over again, but I will, the Dragon/
    Hadouken pattern is one of the most effective patterns in the game and
    will easily take down your opponent. You can keep doing this pattern:

               Jab Gou Hadouken, Jab Gou Shouryuken, etc.

    Also his Gou Shouryuken will go through projectiles with ease, so you
    may want to keep that in mind incase an opponent close to you tries to
    use his projectile against you as you are knocked down.

-----------------------------[Endings: Akuma]--------------------------------

    Akuma stands in one of his win poses and the credits go by as the 
    portraits of each character go by, the funny part is that the portraits
    are the portraits of the characters being beaten!

-----------------------------[Overall: Akuma]--------------------------------

94/100
    Well Dee Jay is the best character in the game, but Akuma takes that spot
    since he is the better character, and he has no super combo. Akuma in
    this game is pretty awkward in terms of voice, it may seem wierd after
    seeing him in games like Marvel Super Heroes vs. Street Fighter or Street
    Fighter Alpha 2 Gold, but if you haven't played the game, it probably
    won't sound so awkward. When he does his Tatsumaki Zankuu Kyaku, he
    sounds like Zangief doing either his Spinning Clothesline or his
    Spinning Lariat, and when he loses he sounds exactly like Ryu, who does
    the voice for Akuma anyways? Oh well, back to the main argument. His
    Gou Shouryuken is unmatched by no other anti air attack in the game, 
    mainly because its just so comboable and it comes out quickly and has
    superior priority over all air borne attacks and it goes through
    projectiles during the entire frame of animation of the Gou Shouyuken.
    There are little flaws in Akuma, the real pesky thing about Akuma is
    the fact that someone might constantly overuse the Zankuu Hadouken,
    and while the Zankuu Hadouken does weak damage, it is very hard to
    escape from.

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

Balrog(pronounced "Bar Log")
    For some reason that's how the announcer says it, for some apparent   
    reason the announcer switched the "l" and the "r" or either its 
    spelled the wrong way. Balrog was an ex-boxer that has been banned
    from the ring due to his violent nature and dirty tactics like hitting 
    below the belt and biting of someone's ear(just kidding!). He had a 
    sudden interest in joining Shadowlaw because he wanted to live a life of 
    crime and riches. Then Balrog realize how good he had felt when he had 
    one and decided to enter the World Warrior Tournament to hown his skills 
    and see how well he would last in the fights against the strongest 
    fighters in the world. Also thus if he wins he would take over Shadowlaw 
    as their new leader.


Quote: "Get up you wimp!"

-------------[Ground Dashing Straight: B(charge for 2 sec.)DF+P]-------------

    This move is very similar to Balrog's Dashing Punch except for the
    fact that it goes under the opponent's projectile. It does excellent
    damage and can also be comboed with ease like the rest of his punches.
    The only real problem with using this move is that when you miss you
    will be left open for a counter attack by the opponent, so try to use
    it only when the opponent is either throwing the projectile or they have
    missed a special attack like a Somersault Kick or a Tiger Uppercut.


--------------[Ground Dashing Upper: B(charge for 2 sec.)DF+K]---------------

    This move is similar to the first one, except this one can be used as
    a semi-anti air attack, its an Uppercut going down and will go under
    projectiles if timed right. This will easily combo and if the opponent
    in the air is low enough, you can knock them out of the air. The recovery
    time on this move is not too good, but your attack pushes the opponent so
    far away anyways.

------------------[Dashing Punch: B(charge for 2 sec.)F+P]-------------------

    An excellent move to use overall because it has alot of range and damage 
    potiential and is a quick counter to missed attacks like a Dragon Punch. 
    It can easily be put in combos and has very little start up or recovery 
    time and does good chipping damage. Although certain attacks can counter 
    it like a projectile or some standing jabs, he is susceptible to low 
    blows, but he is more than likely to win.


------------------[Dashing Uppercut: B(charge for 2 sec.)F+K]----------------

    Just like his Dashing Punch, it has excellent range and does alot of 
    damage. It can easily be put in combos and counter missed moves like a 
    Flash Kick. This move will hit opponents in the air and is an excellent 
    counter, but the move must be started early. Ducking opponents can 
    completely avoid damage and Balrog can fall victim to low attacks rather 
    easily.


-------------------[Shoulder Butt: D(charge for 2 sec.)U+K]------------------

    This is Balrog's prime anti-air attack move. Sometimes opponents can't 
    predict when this move will come out since it comes out instantly its 
    hard to tell when he's going to use it. Also after the first couple of 
    frames of animation he is invincible while traveling through projectiles 
    and attacks. The recovery time and start up delay is very minimal.


----------[Turn Punch: Hold 3P or 3K(Charge for 2 sec.)then release]---------

    Its a very useful move in certain situations like when Balrog is being 
    bombarded with projectiles he can counter that with his Turn Punch 
    because it will go through projectiles, but Dragon punches can counter 
    it. It will do alot of damage and can chip good damage as well.


--------[Final Punch: Hold 3P or 3K(charge for 3+ sec.) then release]--------

    Like his Turn Punch Blarog can charge for an attack, but the downside is 
    that when he charges for more than 2 seconds the invulnerability is lost. 
    The plus side is the block damage and regular damage. You can lose up to 
    60% of your opponent's life with this move and you can chip about 15% of 
    their life even if they block! Its not comboable and has a start up delay 
    and recovery time.

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

                               Other Moves:

---------------------------[Head Butt: F+SP or FP]---------------------------

    Basically its a grab move, constantly ram the buttons to get more hits 
    and more damage, you can even drain away 1/3 of your opponent's life 
    guage!

---------[Super Combo: Crazy Buffalo: B(charge for 2 sec.)F,B,F+P]-----------

    This super does an incredible amount of damage, possibly more than
    the Final Atomic Buster! This move has incredible range and possibly just
    as much as the Shinkuu Hadouken, what Balrog will do is 5 consecutive
    Dashing Straights for a monster 5 hit combo. It doesn't act too well
    against airborne opponents though, as Ryu or Sagat can jump over it and
    attack Balrog from above. It does excellent block damage and comes out
    very fast and can be easily comboed. The recovery time of this move
    isn't really too bad and Balrog will go through projectiles during the
    start up of the super combo.

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

                                  Combos

Two-in-One's

1. S.Jab --> Dashing Punch

2. S.Strong --> Dashing Uppercut

                        Other Combos

1. J.Roundhouse \/ C.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab, C.Jab --> Dashing Uppercut or Dashing Punch
   Basically charge while you jump in, and cancel quickly.

3. J.SD.Roundhouse \/ S.Strong --> Dashing Punch

4. J.D.Fierce \/ C.Jab, C.Jab --> Jab Dashing Punch, S.Fierce
   You must hesitate for a split second after the Dashing Punch.

5. J.D.Roundhouse \/ C.Jab, C.Jab --> Dashing Uppercut, Dashing Uppercut, 
   S.Fierce
   Turn the juice loose with this Master Blaster of Disaster combo! Sorry for 
   the corny line, but its possibly the sweetest combo in the game, use the 
   short Dashing Uppercut on both accounts and hesistate for a split second 
   before pulling off the final fierce.

6. J.D.Fierce \/ S.Jab --> Dashing Punch
   Make sure you charge ahead of time for this combo to work.

7. J.D.Fierce \/ S.Strong --> Crazy Buffalo

8. S.Jab --> Crazy Buffalo
   This combo will juggle, if you knock the opponent out of the air with
   your standing jab and cancel into the Crazy Buffalo immediately then you
   can juggle your opponent for 6 hits doing awesome damage!

                              -------
                              Tactics


    Most opponents will block most of Balrog's Dashing attacks, but you can 
    remedy this problem. Try performing a Dashing Uppercut or Dashing Punch 
    just out of your opponent's range then Head Butt them, make sure you 
    don't connect at all with this otherwise you can get countered.


-------------------------------[Ending: Balrog]------------------------------

    Here Balrog stands on top of a platform, he has finally reached his goal 
    of being number 1, and exclaims "Only in America Baby!" Here's where the 
    difference between the arcade occurs:

SNES/Genesis: Balrog sits on a couch with money around him, and he's also 
              smiling.

Arcade: Balrog sits on a couch with money around him, but this time two girls 
        are at the side of him as he holds a glass of shandy in his left 
        hand.

PSX: See arcade version.

----------------------------------[Overall]----------------------------------

81/100
    Balrog is a better character in this game, his punches are just as 
    lethal and with the addition of two new punches, it makes him even better
    against the Shatokens. His new dashing punches will go under projectiles
    if timed correctly and is an excellent way to counter Ryu and Ken, in
    which the last game(Super Street Fighter 2) he had a lot of trouble with
    against the two. His new super looks wicked and does incredible and
    unthinkable damage, as well as block damage, and can be very easily
    comboed. He might still have a little trouble against projectilers
    but at least he has new weapons to defend against them. However he is
    a bit slow on his attacks so you may want to watch for that.

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


Blanka
    Raised in the amazon jungle of Brazil, Blanka(also known as Jimmy) was 
    forced to adapt to the new world after a plane crash. He has learned many 
    attacks from the different animals of the jungle. He gained his 
    electrical ability when he encountered electric eels and the eels had 
    shocked him and sent an electrical current running through him, and thus 
    he can make himself into a giant light bulb! However he wasn't always 
    green, or even an animal, he was once human and he wishes to find his 
    mother. Blanka feels that through the World Warrior tournament he can 
    find a link to his mysterious past and also reunite himself with his 
    mother.

Quote: "Seeing you in action is a joke!"


----------------------[Electricity: Press P(rapidly)]------------------------

    This move has alot of priority. It allows Blanka to become a giant ball 
    of electricity, once opponents get neared him they will get zapped. This 
    is an excellent defender against air attacks and will beat out 
    practically any jumping attacks. However he can be swept from about 3 or 
    4 steps distance and he is vulnerable to projectiles, but the recovery 
    time is very minimal, and will chip twice if up close.


-------------------[Rolling Attack: B(charge 2 sec.)F+P]---------------------

    An excellent move to use overall because mainly it has good priority and 
    can be put in two-in-one combos. It does good damage and can counter 
    missed Dragon Punches, but Blanka is still vulnerable to jumping attacks, 
    projectiles, Dragon Punches, and a few standing attacks. The recovery 
    time in this move is quite bad as Blanka will bounce off his opponent if 
    they block. The stronger the button used the faster and more horizontal 
    range that it has.


--------------[Vertical Rolling Attack: D(charge 2 sec.)U+K]-----------------

    This move has good vertical range and will hit opponents above him, it 
    also has a bit of horizontal range in the air so Blanka can counter 
    missed Dragon Punches even if the opponent is still in the air. It 
    doesn't have as much priority as his electricity, but it has more range. 
    The stronger the button used the faster it goes.


---------------------[Beast Leap: B(charge 2 sec.)F+K]-----------------------

    Its a fairly decent attack, the only problem with this move is that your 
    opponent can easily block this after they have thrown a projectile. It 
    has a start up delay where Blanka flips back and then hurls over at his 
    opponent in an arc form going over projectiles, but just barely. You must 
    start this move early and its sorta like a guessing game if you want to 
    counter attack your opponent. The recovery time is fairly decent, but 
    Balrog and E.Honda can counter with either Sumo Headbutt or a Dashing 
    Uppercut.

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

                             Other moves:

----------------------------[Head Bite: F+FP]--------------------------------

    A basic grab move that will have Blanka bite his opponent's head, ram the 
    button for more hits.


-------------------------[Head Butt: F+SP(close)]----------------------------

    This move double hits if up close and can be canceled into a 2-in-1 combo 
    but you must cancel after the first hit, otherwise your move won't 
    connect.


--------------------------[Double Hit Knee: F+FK]----------------------------

    As you can tell from the title this move will double hit, and can also be 
    canceled into a special move, but after the first hit.


--------------------------[Amazon River Dash: DF+SP]-------------------------

    This move is basically a counter against projectilers, this move is
    similar to Dhalsim's slide and will go under projectiles, but since this
    doesn't go too far the timing of the move will have to be pretty precise,
    otherwise you will be eating the projectile instead of avoiding it.


---[Super Combo: Ground Sweep Rolling Attack: B(charge for 2 sec.)F,B,F+P]---

    This move isn't very comboable at all, however it goes full screen's 
    distance in under a second and it a great counter against missed attacks
    from far distances. It has a start up delay though, and sometimes its
    a dead giveaway for the opponent, use it as a counter mainly. It does
    excellent damage and good block damage as well, the recovery time on 
    this move is very minimal so its pretty safe to use. Also I must warn
    you that its prettye asy for the opponent to jump over this move, so
    use it when you definitely know when its going to connect.

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

                                 Combos

Two-in-One's

1. S.FWD.Strong --> Rolling Attack
   You must cancel after the first hit, if the move double hits, you were too 
   slow!

2. S.Strong --> Vertical Rolling Attack
   This combo works best if you are up close to your opponent.

3. C.Forward --> Rolling Attack

                            Other Combos

1. J.D.Fierce \/ S.Jab --> Electricity

2. J.D.Fierce \/ C.Forward --> Rolling Attack
   You must charge ahead of time for this combo to work, otherwise it won't 
   come out.

3. J.D.Roundhouse \/ S.Strong, C.Fierce

4. J.D.Roundhouse \/ D.Strong, C.Roundhouse


                               -------
                               Tactics

    When you use your Rolling Attack you can always expect an opponent to 
    block since you are either in a crouching position or moving back. You 
    might not always land a Rolling Attack, but you can mess opponents up for 
    example:

                 Jab Rolling Attack, wait, Electricity

    Since you land short in front of the opponent, you can counter if they 
    decide to try and use a special move to counter attack like a Dragon 
    Punch or Flash Kick.

    Another good tactic is to fake your opponent that you are going to 
    connect with your Rolling Attack. They will block in advance in most 
    cases:

                    Jab Rolling Attack, Head Bite

    This is sorta like a confusion tactic that can easily fool your opponent, 
    the point of this move is try not to let this connect and you should stop 
    within a step or two in front of your opponent, then while you land 
    immediately press forward and fierce at the same time to catch them off 
    guard.


-----------------------------[Ending: Blanka]--------------------------------

    In the end Blanka finally finds his mother as they hug and cry, and he is   
    yet to find out about is mysterious past...

-----------------------------[Overall: Blanka]-------------------------------

79/100
    Well in this game nothing has changed at all for Blanka besides the fact
    that he has a new super and a few new moves, he is basically the same.
    Blanka is a very quick character in this game, regardless of his beasty
    nature. He has a lot of range on his attacks and his Beast Roll and
    vertical Beast Roll attacks can make for a very quick reversal, and
    his defense is very good, thanks to his Electricity attack, standing
    roundhouse, and his vertical Beast Roll. However projectiles are
    sometimes Blanka's worst nightmare, across the screen Blanka can't
    really do anything about it and he is forced to jump into Ryu and
    Ken's rediculous Hadouken/Shouryuken pattern at times. Controlling
    Blanka is another thing, he takes time to get adapted to and mastering
    him soemtimes won't cut it against better opponents like Guile or Ryu.

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


Cammy
    Cammy now is a current member of the Delta Red special forces. She has 
    somehow lost her memory in an accident and was founded by Delta Red 
    units. They took her in and she went into training and the units were 
    amazed by her quick reflexes and she was quickly moved to the top ranks 
    in the special op forces. She now enters the World Warrior Tournament to 
    find out about her mysterious past.

Quotes: "Your missing teeth will remind you of my victory"
        "You must enjoy being beat, let me remodel your face one more time"


--------------------------[Cannon Drill: D,DF,F+K]---------------------------

    An excellent move with alot of horizontal range. It easily combos and can 
    be used to punish mistakes like missed anti-air attacks. It does good 
    block damage and does good damage. The roundhouse version will double 
    hit, blocking or not, when you are close to your opponent. Just watch for 
    the recovery time though because its pretty bad and she will get 
    countered rather easily.


---------------------------[Thrust Kick: F,D,DF+K]---------------------------

    One of the best anti-air attacks in the game, simply because of the 
    damage and range this move possesses. It has alot of horizontal range, 
    and even her short version has more range than Ken's fierce Shouryuken! 
    This move is easily put in combos and counters alot of attacks. This move 
    has high priority over any jump in attack, but you are not invulnerable 
    to projectiles like the Shatokens. The recovery time is pretty decent 
    compared to most anti-air attacks as she bounces away from a blocked 
    opponent.


---------------------[Spinning Knuckle: B,DB,D,DF,F+P]-----------------------

    I'm glad Capcom finally changed the motion of this move, in the previous 
    game the motion was pretty awkward and players had trouble executing it, 
    but the half circle motion should make everybody a better player now 
    that the motion for the Spinning Knuckle isn't too difficult. There are 
    two very useful tactics involving this move, one its goes through 
    projectiles at start up, and second it does a ton of block damage. Even 
    if the opponent blocks this move you still won't be dissapointed by the 
    damage done. The real downside to this move is that you can't combo it 
    because it starts out too slow and also Cammy is vulnerable to 
    practically any attack besides projectiles during the duration of this 
    move. Be careful while using this move.

-------------------[Hooligan Combination: DB,D,DF,F,UF+K]--------------------

    The motion for this move is very hard to do and practice makes perfect.
    There are tow things that you can do while executing this move, you
    can perform a Frankensteiner when you are near the opponent or you can
    press kick at the end of it to perform a slide kick. The slide kick does
    a lot of damage, just not as much damage as the Frankensteiner, and also
    you may want to avoid using this, mainly because Cammy can be knocked
    out of it pretty easily. Watch for counters if she misses though.

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

                               Other Moves:

--------------------------[Suplex: F/B+SP or FP]-----------------------------

    A powerful move that does alot of damage, use this to counter misses and 
    to give yourself an edge in certain fights.


------------------------[Thigh Press: F/B+FK or RK]--------------------------

    A very powerful move that does alot of damage, it also has alot of throw 
    priority and good range. Use this to counter attacks missed by opponents.


--------------------[Air Body Throw: F/B+SP or FP(air)]----------------------

    An excellent move to use overall, it does alot of damage and can be used 
    to counter mistakes put out by opponents.


--------------------[Frankensteiner: F/B+FK or RK(air)]----------------------

    An immensely powerful and useful move, the priority on this move rivals 
    Chun-Li's air throw and can even take opponents out of their attacks! Use 
    this whenever possible.

-------------[Super Combo: Spin Dive Smasher: D,DF,F,D,DF,F+K]---------------

    Cammy's new super in this game provides little room for her opponent when
    it comes to combo ability. This move is very easily comboed and it can
    do some serious damage if it connects, basically what Cammy will do is a
    roundhouse Cannon Drill into a Roundhouse multi hit Cannon Spike. It 
    works great as a chipper and it also can cover a lot of horizontal 
    ground as well. However since Cammy ends the super in a Roundhouse
    Cannon Spike, she will fall unable to block and be liable for a counter
    attack when she lands, you may want to watch for that while you are
    using it.

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

                               Combos

Two-in-One's

1. F.Forward --> Cannon Drill

2. C.Short --> Thrust Kick

3. S.Strong --> Cannon Drill

                          Other Combos

1. J.D.Fierce \/ S.Strong --> Cannon Drill

2. J.D.Roundhouse \/ S.Strong --> Thrust Kick

3. J.D.Fierce \/ C.Short, C.Forward
   This combo is kinda risky because it doesn't knock the opponent down, but 
   the computers puts this combo on me often, so I thought I can add it in! 
   (^_^)

4. J.D.Roundhouse \/ C.Short, C.Forward --> Cannon Drill or Thrust Kick
   Well here's a little more insurance, this combo does 50% damage and can 
   easily give you a victory, but make sure to cancel quickly!

5. J.SD.Fierce \/ S.Short, S.Short, C.Short, C.Forward --> Forward Cannon 
   Drill or Forward thrust Kick
   This is possibly the biggest combo Cammy can pull off, she puts on the 
   nacho with this cheap combo and it does about 55% damage, cancel quickly 
   for best results. You may have to skip a short on smaller characters.

6. J.D.Fierce \/ S.Short, C.Forward --> Spin Dive Smasher

                              -------
                              Tactics

    Well Cammy has this annoying corner trap that I constantly put on my 
    brother:

          S.Short, S.Short --> Short Thrust Kick, S.Short, S.Short --> Short 
          Thrust Kick, etc.

    Very annoying and hard to escape, anti-air attacks(mainly the Shouryuken) 
    can counter this nacho cheese corner trap.


    Cammy's standing roundhouse can counter alot of jumping attacks, 
    including Chun-Li's annoying Stomp Kick. Make sure you are close to your 
    opponent when you execute the roundhouse, think of this move as her 
    launcher in XSF. The official strategy guide calls it the Handstand 
    Counter.


----------------------------[Ending: Cammy]----------------------------------

    Cammy defeats Bison, she goes over him and demands that he tells her 
    everything. Bison is puzzled that Cammy defeated him, he tells her if she 
    remembered him and also tells her about the accident. Cammy doesn't 
    remember, Bison told Cammy that they were both once lovers, but Cammy 
    doesn't believe it. Cammy leaves Bison to rot and she stands outside the 
    Shadowlaw headquarters in Thailand, here she wonders if any of it were 
    true. Then the elite force of Delta Red comes by, they try to cheer her 
    up and tells Cammy that she could never love a criminal like that. Cammy 
    then cheers up and they leave in a nice scene with a helicopter. (In my 
    opinion one of the best endings in the game, or any game for that matter! 
    Its definitely worth the trouble to see it.

-----------------------------[Overall: Cammy]--------------------------------

86/100
    Well not much has changed from the last game for Cammy, she has all
    her special moves and regular attacks intact, not to mention a new super
    and also a new special attack, which is a bit odd and takes practice.
    Cammy is one the quicker characters in the game, she has excellent
    dominance with her attacks as well as her special attacks and she is an
    avid combo character. Her throws not only have priority but they have 
    range as well and she will msot likely win any close throw fights. 
    However her attacks jumping in make it almost useless because of the 
    angle and countering her missed special attacks like the Cannon Drill
    and Thrust Kick are pretty easy to do since due to the recovery delay.

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


Chun-Li
    While at a young age her father was killed by the ruthless emperor of 
    China, M.Bison. At this time he was the most feared ruler in the land and 
    her father was killed simply because he refused to give the Shadowlaw his 
    food. She has fought and trained very hard throughout her life to stop 
    this madman and has never gotten the chance to face him in combat, but 
    she believes through the World Warrior tournament she will find the one 
    who has killed her father.

Quote: "I am the strongest woman in the world!"


----------------------[Kikouken: B(charge 2 sec.)F+P]------------------------

    Its a pretty decent projectile and can be used in combos and corner 
    traps. The range of this fireball no longer goes full screen, but it 
    still has alot of range and does good damage. The speed of the projectile 
    is pretty slow and basically anybody can jump over it. It can be used to 
    chip damage and its fairly decent in fireball fights, but only against 
    slow projectiles like the Yoga Fire.


-------------------[Hyaku Retsu Kyaku: Press K(rapidly)]---------------------

    This move has alot of chipping potiential and does alot of damage, but 
    you cannot get more than two hits out of this move simply because the 
    between hits are blockable. Its a really annoying move that can fustrate 
    the heck out of opponents because it does alot of damage even if blocked 
    and can also be used in a combo.


-----------------[Spinning Bird Kick: B(charge 2 sec.)F+K]-------------------

    This move is similar to Ryu and Ken's Tatsumaki Senpuu Kyaku except its 
    not quite as useful. It can pass through projectiles, but the priority 
    isn't so great. An opponent can easily block under this move, but if it 
    connects it will do alot of damage as it can string together multiple 
    hits, but the multiple hits are blockable. This move can be used in 
    combos, but the tricky timing makes it useless, but this move can be used 
    to escape from certain situations.


--------------------[Tenshou Kyaku: D(charge 2 sec.)U+K]---------------------

    This is Chun-Li's new anti-air attack move in this game, while her
    close standing roundhouse was a very good defender against airborne
    opponents, it however was sometimes hard to time and Chun-Li would get
    attacked because she would miss with it. Now she can counter the 
    opponent's airborne attack with her anti-air attack move. Its comboable
    and it will juggle the opponent in the air, but if she misses with the
    move she will be liable for a counter attack coming down from the move.

-------------------------[Stomp Kick: D+FK(air)]-----------------------------

    Quite possibly the most dominating jump in attack in the game. It has so 
    much priority that it can even trade hits with a Flash Kick or a Tiger 
    Uppercut. Ryu's crouching fierce isn't even a match for this move and 
    only a few moves will out prioritize this one, mainly the Dragon Punch, 
    Chun-Li's close standing roundhouse or Cammy's close standing roundhouse. 
    The wierd thing about this move is that you can chain it for multiple 
    hits and can be used as an effective air combo! The recovery time is very 
    minimal though.


------------------------[Neck Breaker Kick: F+RK]----------------------------

    A rather odd confusion move. Chun-Li will flip over her opponent and hit 
    them on the back of the head with a kick, the confusing part is that 
    opponents often forget which way to block and ends up crossing them up, 
    but in actuallity she never hits the opponent in the back of the head, 
    this is a great way to move over projectiles as well.


----------------------------[Flip Kick: F+FK]--------------------------------

    This move is mainly used in combos and it does alot of damage if it 
    double hits. She will flip out of the opponent's way if the opponent 
    manages to block and Ken basically has the best chance to counter with 
    his fierce Dragon Punch.

----------[Super Combo: Senretsu Kyaku: B(charge for 2 sec.)F,B,F+K]---------

    One of the better supers in the game, this super combo will do massive
    damage if it connects as Chun-Li does a standing roundhouse into a
    standing forward into a horizontal moving Hyaku Retsu Kyaku that tallies
    up to a maximum of 6 hits. This super combo is not only comboable, but
    it goes through projectiles at start up as well and does decent block
    damage, it doesn't do too much like the Carnival Hook Kick or the 
    Shouryuu Reppa, but it still does decent block damage to say the most.
    The super has basically no recovery time from this move, so feel free to
    use it at will, just be warned that opponents can very easily jump over
    this super combo.

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

                               Combos

Special Game Notes: Chun-Li

-- Chun-Li can bounce off the walls, simply jump towards a wall and quickly 
   hit the opposite direction.

-- Take note that she has alot of throw priority including on the ground and 
   in the air, use her throw to counter alot of mistakes.

-- She is possibly the weakest character in the game, her attacks do less 
   damage than all other street Fighter characters.


Two-in-One's

1. S.Fierce --> Kikouken

2. S.Short --> Hyaku Retsu Kyaku
   Basically rapidly press the kick button and the Hyaku Retsu Kyaku should 
   cancel on its own.

3. S.Fierce --> Spinning Bird Kick
   The only tricky part is that you pull off the standing fierce at the 
   midpoint of the move. After you charge down let your controller go at a 
   neutral position then quickly press up and kick.

4. C.Forward --> Kikouken

                               Other Combos

1. J.Fierce \/ S.Strong, C.Roundhouse
   This her basic chain combo, you should master this one first.

2. S.Strong, S.Fierce

3. C.Forward, C.Roundhouse

4. J.Fierce \/ S.Fierce --> Kikouken
   The way to perfect this combo is that you must charge ahead of time.

5. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku
   After the two fierces connect rapidly ram those buttons and the move will 
   cancel.

6. J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward
   This is her strongest combo and can easily drain half your opponent's 
   life. Only on Sagat will this hit 5 times, on Zangief, Balrog, and T.Hawk 
   this will hit 4 times, and all other characters it will hit 3 times.

7. J.DN.Forward, J.Roundhouse \/ S.Fierce --> Spinning Bird Kick
   Quite possibly the most dangerous combo in the game, she is the only 
   character in the game that can jump in with multiple attacks, remember to 
   charge in advance and cancel quickly.

8. J.D.Fierce \/ C.Forward --> Tenshou Kyaku

                              -------
                              Tactics

    Chun-Li's air throw has amazing prioirity. She can even counter midair 
    attacks like Ryu's Tatsumaki Senpuu Kyaku even in the middle of their 
    move! But the timing is rediculous and will take alot of practice.

    Chun-Li has this annoying corner trap and it goes like this:

          Kikouken, C.Forward --> Kikouken, C.Forward --> Kikouken, etc.

    Its hard to break out of and its also hard to accomplish, alot of 
    practice is need for this to work and a Dragon Punch or a Hyper Fist can 
    break out of it.

    When an opponent tries to cross you up you can pull a Flip Kick to knock 
    them out of it or a Neck Breaker Kick.


------------------------------[Ending: Chun-Li]------------------------------

    Chun-Li has two endings. In the arcade version you will see her mourning 
    over her father's death at a tomb, while at the home version she stands 
    in her win pose over Bison. You have two choices nonetheless and you can 
    pick the choice of either being a detective or return to the life of a 
    single girl. 

Single Girl: Appears in a costume of some sort and knocks a guy senseless 
             while having the calm look on her face. The people doesn't 
             realize that she is Chun-Li, winner of the World Warrior 
             tournament, until she gives them a good thrashing of course.

Detective: This is basically the same scene as the first one except she is in 
           a detective's jacket and the quotes are different, and she still 
           knocks a few punks senseless.

-----------------------------[Overall: Chun-Li]------------------------------

83/100
    Chun-Li in this game is a better improvement over the last game, while
    she really can't do a super high Spinning Bird Kick anymore, she still
    has excellent throw range and priority on her throws and her new super,
    the Senretsu Kyaku, it very useful, it does good block damage and can
    travel through projectiles and to the other side of the screen in a split
    second. However she really doesn't have too much priority on her attacks
    while jumping in and when it comes to exchanging hits, she will be on
    the bad end. This is because her attacks are the weakest in the game out
    of everybody elses.

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


Dee Jay
    A proud man of his heritage he has trained hard over the years of his 
    western kickboxing style. His other love is his music, he believes that 
    with a good rythmn and kickboxing style, he feels that nothing can stop 
    him from winning the World Warrior Tournament. He has alot of style in 
    his techniques and also one day wishes to become a record music label 
    artist. If he wins this tournament he will feel alot of accomplishment, 
    since being the only person to be a label artist and a street fighting 
    champion.

Quote: "Were my combos too much for you mon?"


----------------[Double Dread Kick: B(charge 2 sec.)F+K]---------------------

    A very powerful kick that will knock the opponent down. Only the short 
    version of this move will hit once. This move does good block damage and 
    also excellent damage. Sometimes the move will be blockable after the 
    first hit, to remedy this problem make sure you are deep enough to your 
    opponent's sprites. The second kick can be used as a semi-useful anti-air 
    attack, but this move must be started real early. The recovery time and 
    start up delay for this move is very minimal so use this in combos or to 
    take away a bit of life.


----------------------[Max Out: B(charge 2 sec.)F+P]-------------------------

    Just like Guile's Sonic Boom, it does good damage, can be used in combos, 
    and also the motion is Guile's! The only downside to this move is that it 
    has just as much recovery time as a Hadouken. This can be used to keep 
    people out in fireball fights, but stay away from Sagat and Ryu because 
    their projectiles are much faster. Be sure to charge for this move 
    everytime.


----------------[Hyper Fist: D(charge 2 sec.)U+P(rapidly)]-------------------

    An immensely powerful move that hits up to four times, as long as you 
    have a rapid fire controller of course! This move can be put in combos 
    and also be used as an anti-air attack. The downside is that when you use 
    it as an anti-air attack the hit is rather weak and the priority is 
    pretty low. To remedy this problem start the Hyper Fist and wait until 
    the opponent is as close to you as possible, the first few frames of 
    animation are invincible and you will do alot of damage with a single 
    hit. This can also be used to go through projectiles during start up and 
    the block damage on this move is mind boggling!

------------------[Maximum Jacknife: D(charge for 2 sec.)U+K]----------------

    In the last game Dee Jay's defense, while pretty good, had trouble 
    countering that nasty jumping fierce of both Ken and Ryu. Now Dee Jay
    can quickly turn the tides in his favor with his new anti-air attack.
    It hits up to three times and will juggle the opponent in the air,
    however if Dee Jay so happens to miss with this move he is very liable
    for a counter attack because the recovery time on this move isn't too
    good.

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

                               Other Moves:

---------------------[Shoulder Toss: F/B+SP or FP]---------------------------

    A good throw with a good amount of range, the priority isn't as good as 
    other throws, but its once of the better ones in the game because it'll 
    throw your opponent away from you.


---------------------[Backflip Toss: F/B+SP or FP]---------------------------

    Just like his Shoulder Toss, but the range is less, the plus side is the 
    fact that it has more priority. Use this to counter miss attacks.

-------[Super Combo: Carnival Hook Kick: B(charge for 2 sec.)F,B,F+K]--------

    This super does massive damage if it connects and does a little more
    damage than two Double Dread Kicks, it combos in greatly and it does
    good overall block damage. The start up delay isn't too bad and is a
    nice way to counter the opponent's attacks, not to mention cheesing an
    opponent to death. The recovery time is minimal and you really won't
    have to worry about counters, but you should watch for Guile or M.Bison
    to try and throw you after you have missed with the move.

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

                                 Combos

Two-in-One's

1. S.Strong --> Max Out

2. C.Forward --> Double Dread Kick

3. C.Jab --> Hyper Fist

                       Other Combos

1. J.D.Fierce \/ S.Strong --> Max Out

2. J.D.Fierce \/ S.Strong --> Forward Double Dread Kick

3. J.D.Forward \/ C.Short, S.Fierce
   If you did connect deep enough the fierce will double hit. That's means if 
   you master this combo you can be cruising to a victory, four hit style 
   that is!!!!

4. J.CU.Forward \/ C.Jab, C.Jab, S.Strong --> Hyper Fist
   Thanks to CAPCOM for this combo. Its Dee Jay's 8-hit monster and is 
   visually impressive and does about 60% damage. Make sure you throw a 
   strong at the midpoint of the Hyper Fist, and charge in advance for this 
   move. But all in all deal this, and you will be king of the street 
   fighting champs!!

5. J.CU.Forward \/ C.Jab, S.Strong --> Carnival Hook Kick
   
                              -------
                              Tactics

    Dee Jay doesn't carry much tactics, nor does he need to. His jumping 
    roundhouse is a good move to knock opponents out of the air with. His 
    crouching forward is also a knockdown. Also his crouching roundhouse has 
    been known to go under projectiles!

---------------------------[Ending: Dee Jay]---------------------------------

    Dee Jay celebrates his victory with his music. Later he has become the 
    fastest selling record artist in Earth's history and fans simply adore 
    his excellent music. (Kudos to Capcom for this pretty good ending! ^_^)

--------------------------[Overall: Dee Jay]---------------------------------

91/100
    Dee Jay is everything from the last game and more, not only does his
    throw range have more range than the last game, but now he is an avid
    defense character as well with his new Maximum Jacknife. He is still
    an excellent combo character, heck he is now the best combo character in
    the game as well as the best character overall. There really aren't too
    many flaws with him, besides the fact that his priority on his throws
    are pretty weak and his attacks jumping in aren't that great.

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


Dhalsim
    With famine and disease striking his homeland, he has made it his own 
    priority to seek out whoever is responsible. The goal of his has led him 
    to the World Warrior Tournament, he believes whoever is the head of this 
    tournament is the head of Shadowlaw, an evil corrupt ruler known as 
    M.Bison, through the years he has sought to purify his soul with the 
    power of Yoga and he doesn't feel he can rise to another level of 
    consiousness unless he accomplishes his goal of stopping the corrupt 
    ruler.

Quote: "I will meditate and then destroy you"


--------------------------[Yoga Fire: D,DF,F+P]------------------------------

    A pretty good projectile that can keep Dhalsim in those close fireball 
    fights. The only problem with this move is that it travels too slow and 
    opponents will be able to dodge or block the projectile rather easily. It 
    does good damage and good block damage and can be used in an effective 
    two-in-one combo. Just watch for the recovery time because opponents can 
    jump over the Yoga Fire and come in for a combo.


----------------------[Yoga Flame: B,DB,D,DF,F+P]----------------------------

    A pretty decent move that can stop jumping in attackers. It does alot of 
    damage and can also be put in combos, but opponents don't really have 
    much trouble going over this move as they can just jump over it and 
    attack Dhalsim. If the opponent is close to Dhalsim the Yoga Flame will 
    not hit, so try to avoid that.


-------------------------[Yoga Blast: B,DB,D,DF,F+K]-------------------------

    This move is a good move against jumping opponents, due to the fact that
    it has great range and it comes out pretty fast. The only problem with
    this move is that the range sucks when it comes to horizontal range,
    and opponents can duck under it and counter. Avoid using this unless the
    opponent is close to you and jumping because Dhalsim will rarely connect
    with this move.

------------------[Yoga Teleport: F,D,DF or B,D,DB+3P or 3K]-----------------

    The Dragon Punch motion plus 3P makes him teleport close and 
    behind the opponent while the Dragon Punch motion plus 3K makes him 
    teleport far and behind his opponent. The reverse Dragon Punch motion 
    plus 3P makes him teleport close and infront of his opponent while the 
    reverse Dragon Punch motion plus 3K makes him teleport away and infront 
    of his opponent. There is a slight recovery time from this move however 
    and opponents can quickly counter. Use this to escape corner traps, 
    projectile fights, or to put pressure on your opponent.


----------------------[Instant Yoga Spear: D+RK(air)]------------------------

    This move has good priority and can knock opponents out of certain 
    dashing attacks like a Psycho Crusher or Sumo Head Butt. It does a decent 
    amount of damage and has very minimal start up delay and recovery time, 
    just watch for Ryu or Ken who can counter with a Shouryuken.


--------------------[Instant Yoga Mummy: D+FP(air)]--------------------------

    While its not as dominating as his Yoga Spear this move does however, 
    have more range. It does more damage, and the recovery time is put down 
    to a bare minimum.

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

                           Other Moves:

----------------------[2-Hit Head Butt: FP(close)]---------------------------

    This move hits twice and does good damage, use this in combos.


-----------------------[Yoga Nuggie: F+SP(close)]----------------------------

    Basically its a grab attack, it doesn't have much priority or range but 
    you can ram the buttons to get more hits and more damage out of it 
    through.


------------------------[Arm Throw: F+FP(close)]-----------------------------

    A powerful throw, it does alot of damage and has good range and priority 
    over most attacks. Use this to counter missed moves and attacks.

------------------[Yoga Inferno: B,DB,D,DF,F,B,DB,D,DF,F+P]------------------

    This super right here does incredible damage, it hits multiple times
    and is basically the super version of his Yoga Flame, it covers a lot
    of ground, but you really can't combo it. If an opponent is far away
    from you and you miss, a character like Ryu can quickly throw a Shinkuu
    Hadouken to counter attack, watch for that. The recovery time on this
    move isn't too good, but it isn't bad either, just watch for opponents
    who jump over this move, Ryu, Ken, and Chun-Li has the best overall
    chance to jump over this super combo and attack Dhalsim at the same time.

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

                                Combos

Two-in-One's

1. C.Forward --> Yoga Fire

2. C.Firward --> Yoga Flame

                             Other Combos

1. C.Short, C.Forward --> Yoga Flame or Yoga Fire
   Basically with this combo you must cross your opponent with the slide, 
   time the slide at the last possible second and you will cross them up.

2. S.Jab, C.Jab, C.Roundhouse

3. S.Jab, S.Fierce
   Make sure you are close to your opponent so the fierce headbutt double 
   hit.

4. Jab Yoga Fire --> Teleport, C.Forward --> Yoga Flame
   Funky combo, but effective, the real timing is the teleport, use this and 
   mess with your opponent's head! Make sure you teleport behind your 
   opponent and cancel as soon as possible. Also this move must be done from 
   full screen's distance.

5. Jab Yoga Fire, S.Fierce
   Effective combo and also cheap! Make sure you are within range of your 
   fierce when you throw the projectile, and don't throw the fierce Yoga Fire 
   otherwise you'll knock them down. This is mainly a sucker combo and only 
   suckers get caught by this combo. (^_^)

                               -------
                               Tactics

    Dhalsim can really fustrate the opponent with his cheap tactics mainly 
    this one:

                     Jab Yoga Fire, S.Roundhouse, etc.

    Its very similar to the Dragon/Fireball pattern.

    Also you can do this:

                     Yoga Fire --> Teleport, Throw

    Very effective and very cheesy.


----------------------------[Ending: Dhalsim]--------------------------------

    Dhalsim goes back to his family and he teleports out of the Thailand 
    temple. 3 years have passed and he and his son are enjoying a nice meal 
    together, his son asks him what the picture is about and Dhalsim replies 
    that him in his past life.

---------------------------[Overall: Dhalsim]--------------------------------

84/100
    Basically in this game, Dhalsim isn't much different from Super Street
    Fighter 2, he gained a Yoga Blast to counter jumping in attacks, but he
    had to pay for it at the expense of his throw priority, his throw
    priority completely sucks now, and even if he tries to reverse throw
    the opponent will most likely have already have thrown him! Be careful!
    For those of you who have played as Dhalsim in the crossover series and
    the Alpha series, let me remind you that he is nothing like he was in
    those games. Dhalsim, believe it or not, is actually one of the more
    preferable characters in this game. He is the only character in this game
    that can teleport and with his teleportations he can be one serious
    fighter. Watch for Dhalsim to use a lot of teleporting and Yoga Fires,
    its very hard to stop this kind of pattern. However this does not mean
    that Dhalsim does not have flaws, his teleportation can be his own
    demise if the opponent can pickpocket the location in which Dhalsim can
    land on, and jumpign in with attacks is NOT Dhalsim's specialty, this is
    due to the fact that he drifts and cannot combo after jumping in from an
    attack and also with the awkwardness of the angles on his attacks.

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


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. He enters the World Warrior Tournament to teach his 
    students how discipline can show them the way.

Quote: "Can't you do better than that?"


-----------------[Hundred Hand Slap: Press P(rapidly)]-----------------------

    An excellent move to use overall because of its damage potiential and the 
    fact that it chips so much damage! This can be used as an anti-air attack 
    but its almost useless since opponents can easily jump in and counter. 
    E.Honda can move a little bit during the duration of this move and can 
    use it after his Bear Hug.


-------------------[Sumo Smash: D(charge 2 sec.)U+K]-------------------------

    Its a pretty decent attack, it longer hits on the way up like in previous 
    games making him vulnerable to jumping attacks. It does however go 
    through projectiles and knocks opponents down. The stronger the button 
    used the more range that it goes. Just watch for the recovery time on 
    this move because he can be knocked down after this move.


------------------[Sumo Head Butt: B(charge 2 sec.)F+P]----------------------

    An excellent move to use because it has alot of range and damage 
    potiential. This move can also combo and can be used to counter missed 
    attacks from screen distance! The recovery time on this move is very 
    minimal and during the first few frames of start up it will pass through 
    projectiles, but only through quick projectiles.

-------------------[Ouicho Nage: 360 degree motion +P]-----------------------

    This move is just funny like heck! E.Honda will grab his opponent and 
    then slam them down in front of him and then jump up and sit on them with
    authority! Its pretty funny and it does massive damage, just as much 
    damage as the Spinning Pile Driver or the Stormhammer. However the range
    on this move completely sucks, as you will need to be very close to your
    opponent if you wish for this to connect.

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

                             Other moves:

-------------------------[Sumo Splash: D+FK(air)]----------------------------

    A pretty decent move, it has good priority and attack power. The jumping 
    roundhouse is a better alternative to jump in attacks.


--------------------------[Bear Hug: F+FP(close)]----------------------------

    An excellent move to use because it has good priority and good range. Ram 
    the buttons to get more hits and more damage out of it.


-------------------------[Sumo Toss: F+SP(close)]----------------------------

    This move has good range, but not alot of priority. use this to counter 
    mistakes or missed attacks.


-------------------------[Knee Bash: F+RK(close)]----------------------------

    Like the bear hug, it has god range and good priority. Ram the buttons to 
    get more hits and more damage out of it.

----------------------[Knee Kick: F+RK(semi-close)]--------------------------

    Well this move right here will require you to be close to your opponent,
    but out of his throw range. He has good throw range so sometimes when
    you try to go for the Knee Kick, you will go for the Bear Hug. I don't
    see a lot of uses for this move though, other than the fact that it does
    more damage than his normal roundhouse.

-----------[Super Combo: Onimusou: B(charge for 2 sec.)F,B,F+P]--------------

    The Onimusou does quite a bit of damage and is also quite fast, the
    only problem with this move is that it is easily jumped over. This is
    basically a double Sumo Headbutt, it hits multiple times and does
    excellent block damage. You can also combo this in, but I've only seen
    the CPU do it, I have trouble comboing it in though. This can be used
    to counter certain attacks, mainly attacks that were missed like a low
    Roundhouse or a Somersault Kick.

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

                                 Combos

Two-in-One's

1. C.Strong --> Sumo Head Butt

                          Other combos

1. J.D.Roundhouse \/ S.Jab --> Hundred Hand Slap

2. J.D.Roundhouse \/ C.Strong --> Sumo Headbutt
   Make sure you charge ahead of time for this combo.

3. J.D.Roundhouse \/ S.Jab, C.Roundhouse

4. J.D.Fierce \/ S.Roundhouse
   Depending on how deep your hit was, the roundhouse should hit two times.

                                  -------
                                  Tactics

    Not much here. But there is a 60% damage cheesy strategy!:

                   Bear Hug --> Hundred Hand Slap

    Make sure you ram the buttons to get more hits out of the bear hug, then 
    after the opponent recovers, they will land in drop in front of you! Ram 
    the punch buttons and use Hundred Hand Slap! It doesn't matter if they 
    block because you'll be so deep into the opponent's sprites that the 
    Hundred Hand Slap will hit about 7 times!


----------------------------[Ending: E.Honda]--------------------------------

    E.Honda wins the tournament. He goes back home and teaches his students 
    about discipline while eating rice.

---------------------------[Overall: E.Honda]--------------------------------

76/100
    E.Honda hasn't changed much from this game since the last game, the only
    real noticable difference is the fact that he has gained a new super, but
    lost some priority on his attacks. He still has good throw range, just
    not a lot of priority, that can hurt him when he tries to throw an
    opponent who is trying to throw him. Also as being a big target, he is
    liable for some attacks jumping in and he has basically no way to
    defend them because his defensive skills suck. It will take a lot to win
    with E.Honda though, so practice will be needed.

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


Fei Long
    With the looks and talents of Bruce Lee, its no question that he is one 
    of the most skilled fighters in the world. He has been asked serveral 
    times to be in movies but has refused. He wishes to live on the legend 
    that his father once possessed(does this mean he's Bruce Lee's son?). 
    When he was young he wish was to be in show-business but his dedication 
    to Kung Fu has paved another road for him. He enters the World Warrior 
    Tournament to see if his skills are good enough to defeat the World 
    Warriors.

Quotes: "You must learn to block or my speed will always overcome you"
        "You have been trained to be a great loser, now you must learn to 
         fight"


------------[Rekka Ken: D,DF,F+P(can be done 3 times in a row)]--------------

    An excellent move overall because of its damage potiential, the best part 
    is that Fei Long can chain up to three of these in a row resulting in a 
    powerful three hit combo! Try to avoid using the last Rekka Ken because 
    it will leave him in his pose which leaves him vulnerable to attack. 
    Pester your opponent with the first and second Rekka Kens, then stop and 
    do them again! This way you won't be countered and you can chip away alot 
    of life!


-------------------------[Shien Kyaku: B,D,DB+K]-----------------------------

    Quite possibly one of the coolest looking moves in the game! This move 
    does an unbelievable amount of damage and just as much damage as Ken's 
    Shouryuken! This move is an excellent anti-air attack but like the Flash 
    Kick and Tiger Uppercut, you must use it when your opponent is deep 
    within your sprites. The Roundhouse version will double hit if up close. 
    This move does have a bit of recovery time so avoid using it too often.


---------------------------[Roundhouse Hop: F+RK]----------------------------

    This is more like a psych out quick then anything else. It starts out 
    slow but it double hits and Fei Long has almost no recovery time from 
    this move making it hard to counter. I've seen the computer combo this 
    move and I'm still baffled as to how they do it.

---------------------------[Forward Hop: F/B+FK]-----------------------------

    This move is basically Fei Long's anti crouch counter as it will hit any
    low blocking opponent, regardless if they are blocking. It has very
    little start up time, but it cannot be comboed.

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

                               Other Moves:

-----------------------[Power Throw: F+SP/FP(close)]-------------------------

    An excellent throw mainly because it has good range and priority. Use 
    this to counter mistakes and missed attacks.


--------------------------[Hair Throw: F+FK/RK]------------------------------

    Same as above, it has alot of range and priority. Use it to counter 
    missed attacks.

---------------[Super Combo: Rekka ShinKen: D,DF,F,D,DF,F+P]-----------------

    This super does a lot of damage and can hit up to 6 times. Its just as
    comboable as it was in the last game, and it does excellent block damage
    as well. This super has good range and will go through projectiles at
    start up like the Shouryuu Reppa or Double Somersault Kick. The only
    problem with this move is that it is easily jumped over and the fact that
    if Fei Long misses, he will be stuck in his pose and be liable for a
    counter attack, so you may want to watch out for that.

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

                                Combos

Special Game Notes: Fei Long

-- Fei Long's crouching fierce is a very useful move, about 2 or 3 of them 
   will dizzy your opponent!

Two-in-One's

1. S.Jab --> Shien Kyaku

2. S.Fierce --> Shien Kyaku

                            Other Combos

1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ S.FWD.Roundhouse
   I saw the computer to do this combo and was unable to block it, but since 
   the kick has a bit of start up delay I'm not sure how they did it.

3. S.Jab --> Rekka Ken --> Rekka Ken --> Rekka Ken

4. J.D.Fierce \/ S.Fierce --> Rekka Ken --> Rekka Ken --> Rekka Ken
   Its best if you use the fierce button for the Rekka Ken's.

5. J.Fierce \/ S.Jab --> Shien Kyaku
   One of my favorite combos in the game, cancel quickly.

6. J.D.Fierce \/ S.Fierce --> Shien Kyaku
   This one is harder to pull off but it still works, hefty damage if it 
   connects though!

7. J.D.Fierce \/ S.Fierce --> Rekka ShinKen

                                -------
                                Tactics

    Well not much tactics for Fei Long. You can try this annoying corner trap 
    though:

         Rekka Ken --> Rekka Ken, stop, Rekka Ken, stop, Rekka Ken, stop, 
         Rekka Ken

    You can make up your own patterns if you like, but avoid this tactic 
    against Shatokens because they can break out of this trap rather easily.


----------------------------[Ending: Fei Long]-------------------------------

    A director comes and and says he wants to catch that 4-hit red-dizzy 
    combo on film(sorry I don't remember him having one!). Fei Long however 
    does not want to join the movie industry. LAter he opens up his own dojo 
    and trains his style to millions of people. You see a statue 
    commemorating him and students training near his statue. Apparently the 
    style of Fei Long passes onto the people, but the game does somehow 
    mention that he died. 

---------------------------[Overall: Fei Long]-------------------------------

86/100
    Fei Long is just sheer fun to play, he has excellent combo ability and
    can really dizzy the opponent quick with his attacks. He is very quick
    and has both great throwing priority and great throwing range. He has
    good range on his attacks, but people often tend to overuse the Rekka
    Ken too much, and when Fei Long misses with the last hit, he is
    vulnerable to a counter attack. His new Rekku Kyaku doesn't serve much
    new purposes and while jumping in for offense, his attacks aren't
    really dominating and someone can easily knock him out of the air.

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


Guile
    Serving in the air force Guile is the proud soldier that fights criminals 
    wherever they lurk. He has been known for his Flash Kick and his honor 
    around the military and he seeks out corruption and gives his best effort 
    to stop it. However during his mission in the jungles of Thailand his 
    friend Charlie has died while trying to escape the the camps of 
    Shadowlaw. Guile has been sworn with vengence ever since, and the only 
    way he will find M.Bison is through the World Warrior Tournament.

Quote: "Are you bad enough to fight with me?"


---------------------[Sonic Boom: B(charge 2 sec.)F+P]-----------------------

    A prime weapon for Guile mainly because there is almost no recovery time 
    from it! Use this often and then follow up on it to mess with your 
    opponent's head! This projectiles also comes out quick and can be used in 
    combos. Make sure you are charging for this through out the match.


--------------------[Flash Kick: D(charge 2 sec.)U+K]------------------------

    An excellent anti-air attack that has alot of priority and alot of range. 
    The only problem with this move is that he can trade hits with the 
    opponent rather easily, but to remedy this problem wait until the 
    opponent's sprites are deep within yours and execute the Flash Kick for a 
    clean hit. This move can be put in combos and it comes out very quick and 
    is a good counter against missed attacks. Just make sure not to miss with 
    this move though because hte recovery time is rediculous!

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

                               Other moves:

-------------------------[Ground Throw: F+SP(close)]-------------------------

    This move has alot of priority and range, use this to counter missed 
    attacks and special moves.


---------------------------[Suplex: F+FP(close)]-----------------------------

    Like the one above counter against miss attakcs and special moves.


-----------------------[Air Throw: F+SP/FP(air)(close)]----------------------

    The priority on this move is pretty good and also the range, but its not 
    as powerful as Chun-Li's air throw.


----------------------[Back Breaker: F+FK/RK(air)(close)]--------------------

    This move lacks range and priority but its the strongest throw in the 
    game! It does just as much damage as Zangief's Spinning Pile Driver and 
    is an excellent counter against air attacks.


-----------------------------[Backfist: F+FP]--------------------------------

    An excellent move to use overall, mainly because it has alot of range, it 
    combos off of his Sonic Boom, and is liable to trade hits or completely 
    nullify fireball throwing opponents!

------------------------[Reverse Spin Kick: F/B+FK]--------------------------

    This move is a very excellent tool to use in Guile's arsenal if you know
    how to use it. Guile will jump into the air and go over low attacks
    and it the opponent at the same time. There is basically no recovery 
    time from this move at all.

--------------------------[Knee Berserker: F+RK]-----------------------------

    An excellent move to use because he can follow up with it after his Sonic 
    Boom, and this move has excellent range and does good damage.

------[Super Combo: Double Somersault Kick: DB(charge 2 sec.)UF,DB,UF+K]-----

    This super combo is excellent for basically all purposes. Even if you
    use it as an anti-air attack the two kicks will juggle the opponent and
    you still retain full damage out of it. The recovery from this time is
    less than that of his regular Somersault Kick. Did I mention that this
    super combo does a lot of block damage? Well it does and it can be
    easily put into a combo. There are only two flaws with this super combo,
    one is that the motion is just frickin hard for some people except me,
    and two there is still ample time for the opponent to counter if Guile
    does indeed miss with his Double Somersault Kick.

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

                                 Combos

Two-in-One's

1. S.Jab --> Sonic Boom

2. C.Short --> Somersault Kick

3. C.Fierce --> Sonic Boom

4. S.Fierce --> Somersault Kick
   This combo will only work if you throw a fierce at the midpoint of the 
   Flash Kick motion.

5. Sonic Boom, S.Fierce
   While most two-in-one's involve the special move being the last hit, this 
   involves the special move being the first hit!


                             Other combos


1. J.D.Fierce \/ C.Forward --> Somersault Kick

2. J.D.Fierce \/ C.Jab --> Sonic Boom

3. J.D.Fierce \/ C.Fierce --> Sonic Boom, S.FWD.Fierce

4. Jab Sonic Boom /\ J.D.Fierce \/ C.Fierce --> Sonic Boom
   This is mainly a sucker combo and will only work if you are about 3/4's 
   screen's distance away.

5. J.D.Forward \/ C.Strong --> Sonic Boom, C.Forward

6. C.Jab --> Sonic Boom, C.Strong --> Sonic Boom, S.FWD.Fierce
   Well Capcom and Gamepro call this the re-dizzy combo, but I'm not sure if 
   this works in SSF2.

7. Jab Sonic Boom /\ J.D.Fierce \/ C.Jab --> Sonic Boom, C.Strong --> Sonic 
   Boom
   Like number 4 you must be a certain distance away and your opponent has to 
   be dumb (^_^).

8. J.D.Fierce \/ C.Strong --> Sonic Boom, C.Forward --> Somersault Kick

9. J.D.Fierce \/ C.Fierce --> Sonic Boom, C.Forward --> Double Somersault
   Kick
   This combo is rather tricky, the first part is pretty easy, charge for the
   Sonic Boom and then QUICKLY charge for the Somersault kick at the same
   time you hit the low forward. If you have charged in time and you have
   done the motion correctly, then your combo will come out.

                                -------
                                Tactics

    Well not much for Guile, you must always charge for your Sonic Boom and 
    go after it and attack your opponent. You can even throw a Sonic Boom, 
    walk up, and throw your opponent! Charging for Guile is the key to 
    winning and always throw an attack after your Sonic Boom if your opponent 
    counters your projectile with theirs.


------------------------------[Ending: Guile]--------------------------------

    Guile asks why Bison has killed Charlie, and Guile is angered with 
    revenge. Before he can do anything his wife comes and tells Guile that if 
    he kills Bison he is no better off than he is. Guile knows she's right 
    and leaves Bison. Later they are at the comfort of his own home, but 
    Guile still wonders about Charlie.

-----------------------------[Overall: Guile]--------------------------------

90/100
    Guile hasn't gained or lost effectiveness in this game, he can still
    follow up after his jab Sonic Boom with ease and he can also do some
    rather wicked combos. However, his re-dizzy combo is NOT in this game
    anymore, but his defense and offense are still the same, being 
    excellent and dominating. His throw range has also remained intact as
    well along with his throwing priority and he has excellent priority
    on his air throws also.

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


Ken
    The long time friend of Ryu and rival. Ken trained under the same master 
    Ryu did, but Ken grew up differently than Ryu did. Ken was an obnoxiuos 
    boy during his early years and was always out having fun on his family 
    yacht. His parents wanted to change Ken's behavior so they sent him to 
    Japan to learn some discipline. It was then and there that he had met Ryu 
    who would later become his best friend. After his long training Ken went 
    back to his home and later would meet Eliza, who would then become his 
    girlfriend. Ever since he has met her his fighting skills have rapidly 
    deteriorated and since he heard that Ryu was entering the World Warrior 
    Tournament, Ken has also decide to enter the tournament as well.

Quote: "Attack me if you dare, I will crush you!"


----------------------------[Hadouken: D,DF,F+P]-----------------------------

    An excellent move overall, it comes out fast, it easily combos, and does 
    good damage. You can even counter missed attacks from a distance with 
    this move, and it also does good block damage. The speed is slower than 
    Ryu's, but Ken has the second fastest projectile in the game and can 
    easily wear down other opponents.


----------------------------[Shouryuken: F,D,DF+P]---------------------------

    An excellent anti-air attack, it does a ton of damage, probably just as 
    much as Sagat's Tiger Uppercut and also it hits multiple times. The jab 
    version hits once, the strong version is powerful and hits twice, and the 
    fierce version hits three times while lighting your opponent on fire. 
    This move combos in just as easily as Ryu's and it does alot of block 
    damage. The range is tremendous and has excellent horizontal range. Watch 
    for the recovery time on this move though, only the jab version will 
    leave you safe most of the time.


----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

    Unlike Ryu's this move can hit up to four times and the first initial hit 
    will hit ducking opponents. This move doesn't knock down like Ryu's but 
    it combos just as easily and it does good damage. The hits alone are 
    rather weak and you will need to get multiple hits to do some real 
    damage. Like Ryu he can successfully aim this in the air to avoid 
    attacks. There is very little recovery time from this move, but Ken can 
    be knocked down or thrown just as he recovers from the move.


---------------------[Soto Mawashi Keri: B,DB,D,DF,F+K]----------------------

    This move is a bit odd, its like his S.Fwd.Roundhouse found in Street
    Fighter Alpha 3, it does excellent damage and it can be a real nasty
    counter as well. The only problem with this move is that I can't seem
    to do a good job of comboing the move in. It may be me though, but
    some people claim they can combo it in off a crouching fierce. Also if
    you want a heel kick(Inazuma Kakato Wari) then you have to press K during
    the duration of this move.

-----------------------[Nata Otoshi Geri: F,D,DF+K]--------------------------

    This kick is a bit odd, I personally never use this kick. It has good
    priority and does a lot of damage if you get this to connect. The delay
    time is also minimal.

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

                                Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

    This throw has good range and priority, use this to counter mistakes and 
    also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

    Like the throw above, it has good range and priority, its main point is 
    to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

    This move double hits, but it cannot be comboed, or comboed after. It 
    still does the same amount of damage as his regular roundhouse, so I 
    don't see much point in using this move.

---------------[Super Combo: Shouryuu Reppa: D,DF,F,D,DF,F+P]----------------

    The Shouryuu Reppa is one of the most quickest moves in the game, not
    only is it so easily comboable, but it does massive damage and block 
    damage as Ken first does a Jab Shouryuken into a flaming Fierce 
    Shouryuken. Even if blocked this super combo does excellent block
    damage, but since he ends the super with his fierce flaming Dragon punch,
    you must watch for counters when you land. So try to do this super
    against an opponent who misses with an attack like the Spinning Pile
    Driver or a Tiger Uppercut.

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

                                 Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                        Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
   Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
   The CPU does this combo to me all the time, and I'm still baffled as to 
   how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
   This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
   cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Fierce Shouryuken
   This is Ken's mosnter 6 hit combo that will literally put your opponent
   on fire. Cancel quick enough to get all 3 hits out of the Shouryuken.

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
   This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
   Ken could easily master this in SF2T but I think it still works.

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken

10. J.CU.Roundhouse \/ S.Fierce --> Shouryuu Reppa

                                 -------
                                 Tactics

    Do I even have to mention it? Well if you did forget here ya go.

                    Hadouken, Jab Shouryuken, etc.

    This is Ken's primo corner trap that's extremely hard to escape from.

    Also when your opponent blocks your jumping attacks do this:

             J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short, 
             C.Roundhouse --> Hadouken

    Its annoying, but its use to keep Ken out of certain tight situations.
    Keep in mind that like Ryu, Ken no longer has the invincibility of his
    Shouryuken, so don't try to counter attack opponents with it.

-------------------------------[Ending: Ken]---------------------------------

    Here Ken defeats M.Bison then Eliza comes in and worries about Ken. Ken 
    and Eliza later marry each other, the end.(not a bad ending, and it fits 
    his personality as well, Kudos to you Capcom!)

------------------------------[Overall: Ken]---------------------------------

87/100
    While toned down from the last game, Ken is still one of the more better
    characters in this game. His Shouryuken, like Ryu has been toned down
    since the last game, mainly due to the fact that Ken and Ryu were in fact
    too dominating in the last game. His Shouryuken no longer goes through
    projectiles in this game, but that doesn't mean that he is not an 
    effective character in this game. He still has the second best combo
    ability in this game with Dee Jay being ahead of him, but just watch
    for Ken though, he tends to get dizzy easier than Ryu does.

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


M.Bison
    Never has the world seen such a corrupt and insane ruler. He is the 
    leader of Shadowlaw and reigns supreme among the the World Warrior 
    Tournament set up up by him. His fighting power and agility is un-matched 
    and his power is a site to be witnessed. His infamous crime organization 
    has thrown terror upon the world and that has led to a few enemies that 
    have entered the tournament mainly Guile, Chun-Li, and T.Hawk.

Quote: "Get lost, you can't compare with my powers!"


-------------------[Psycho Crusher: B(charge 2 sec.)F+P]---------------------

    An excellent move to use because it has a ton of range and it does a ton 
    of block damage, even if it is blocked it'll do almost as much damage as 
    if the opponent didn't block! Cheap! The combo possibilities are very 
    minimal and this move's prime use is agaisnt missed attacks. However 
    M.Bison can still be hit out of this by alot of jumping attacks, some 
    jabs, and projectiles. The recovery time is minimal, but you can be 
    thrown when you land from this move.


--------------------[Scissors Kick: B(charge 2 sec.)F+K]---------------------

    An excellent move to use overall mainly because it goes over low attacks 
    and does alot of damage. This move can be used as an anti-air attack but 
    only when you are deep within your opponent's sprites. The range that 
    this move has is determined by the strength of the kick button. Use this 
    in combos and to counter mistakes. The combo possibilities it had in SF2T 
    are now gone, but the recovery time is minimal and it knocks down the 
    opponent.


----------------------[Head Stomp: D(charge 2 sec.)U+K]----------------------

    Its a so-so good attack. It comes out fast, but its so easily seen that 
    its often blocked. This is mainly used to get around projectiles as Bison 
    flies towards his opponent with a stomp to the head. The recovery time is 
    minimal and this move does good damage. Just watch for jumping attacks 
    and anti-air attacks because he can be taken out of the move rather 
    easily with those attacks. After the Head Stomp M.Bison can go into his 
    flying punch.


------------------[Flying Psycho Fist: D(charge 2 sec.)U+P]------------------

    This is more of a confusion or surprise attack than anything else. It 
    will have Bison flying down and smacking the opponent on the side of the 
    head with his fist. At first it looks like he misses with his Head Stomp 
    and lands on the otherside of his opponent then he comes down with his 
    charged fist, this move cannot be blocked low since its a jumping attack. 
    The recovery time is very minimal on this move.

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

                            Other Moves:

------------------------[Flying Punch: UF/UB+SP/FP]--------------------------

    This move is mainly used after his Head Stomp. You can steer this move 
    away or towards the opponent only after the Head Stomp. You can use this 
    move alone for jump in attacks as well.


---------------------------[Body Throw: F+SP/FP]-----------------------------

    This move has alot of range and alot of priority. Its just incredible! 
    Use this to counter mistakes and missed attacks.


------[Super Combo: Knee Press Knightmare: B(charge for 2 sec.)F,B,F+K]------

    The devastating super that fits M.Bison's modus operandi perfectly, not
    to mention the name of the super! This super does massive damage and
    it can be easily comboed if you charge it right and release it upon
    impact of his standing strong. First M.Bison does a Roundhouse Scissors
    Kick and then followed by another super roundhouse Scissors Kick! It
    does massive block damage and can really bring the tide over to Bison's
    favor, however at the last footsweep at the end of the super will leave
    M.Bison open to a counter attack.

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

                                 Combos

Two-in-One's

1. C.Jab --> Psycho Crusher

2. C.Jab --> Scissors Kick

                               Other Combos

1. Head Stomp, Flying Punch
   Not a combo, but if both moves connect right after each other, its more 
   than guaranteed that your opponent will be dizzy!

2. J.D.Fierce \/ C.Jab --> Psycho Crusher

3. J.D.Fierce \/ C.Jab --> Scissors Kick

4. J.D.Fierce \/ C.Short, C.Jab --> Scissors Kick

5. J.D.Fierce \/ C.Strong, S.Forward

6. J.D.Fierce \/ S.Strong --> Knee Press Nightmare


                                 -------
                                 Tactics

    Well not much here. Use your Psycho Crusher and use whatever button that 
    will land you just behind your opponent. When you land immediately throw 
    your opponent! Its cheap but effective!


-----------------------------[Ending: M.Bison]-------------------------------

    M.Bison stands and watches over a city as his corrupt power takes over 
    the Earth. Can anyone stop this madman?!!

-----------------------------[Overall: M.Bison]------------------------------

87/100
    If you ask me basically M.Bison has not changed much from the last game,
    he is just as dominating as before and with his new super it just makes
    M.Bison in this game is one of the more powerful characters in this game
    thanks ranks with the likes of Guile or Dee Jay. He has very fast speed
    and his attacks can often catch people by surprise and he has very good
    range on his attacks and also his throw range and priority is just 
    insane. However M.Bison lacks jump in priority and he is certainly not
    a combo character, he will sorta have to play a pecking game to really
    achieve some sort of victory. His most fierce opponent is either M.Bison
    or Ryu, watch for them! Also there is one fault in his game plan, his
    Flying Psycho Fist is more predictable now and it doesn't really
    confuse the opponent as much.

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


Ryu
    Ryu is the lone warrior that seeks eternal fight. He constantly fights 
    and trains to become the true warrior and was an orphan when Gouken had 
    picked him up and taught him the styles of Shatoken. Through the years he 
    has believe that he can become the eternal champion through mastery of 
    the Hadouken. He has left a scar on Sagat, both physically and mentally, 
    and that has shown was true potiential Ryu has. He has never suffered 
    defeat before, and his long time rival and best friend Ken is always 
    there to fight either against him or by his side.

Quote: "You must defeat my Dragon Punch to stand a chance"


---------------------------[Hadouken: D,DF,F+P]------------------------------

    The king of all projectiles, the only difference in this game from the
    last game is that it comes out quicker, but the overall projectile
    speed is slower. However it still combos pretty easily and it doesn't
    leave Ryu as open as it did in the last game because he can bust out
    with a Shouryuken against a jumping opponent instead of having to wait
    for the Hadouken motion to finish like it did in Super Street Fighter 2.

--------------------------[Shouryuken: F,D,DF+P]-----------------------------

    Becareful about the Shouryuken in this game guys, it does the same
    amount of damage and is just as easily comboable like the last game and
    will double hit if it is blocked but the only problem with the Shouryuken
    in this game is that it no longer goes through projectiles! It still
    does go through projectiles but it must be done very early at the start
    up point. If you however are playing in Super mode for Ryu, it will go
    through projectiles though like it did in Super Street Fighter 2. Just
    watch for counters if you miss with the Strong or Fierce versions 
    because you will be liable for a counter attack.

----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

    This move does good damage and has excellent range, it can be put in 
    combos and also it knocks the opponent down with only one hit! Only 
    during start up is he invincible through projectiles, but ducking 
    opponents can easily avoid any damage. The recovery time on this move is 
    minimal but he can be knocked down after the move.

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

                                Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

    This throw has good range and priority, use this to counter mistakes and 
    also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

    Like the throw above, it has good range and priority, its main point is 
    to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

    This move double hits, but it cannot be comboed, or comboed after. It 
    still does the same amount of damage as his regular roundhouse, so I 
    don't see much point in using this move.

----------------------------[Fierce Dash: F+FP]------------------------------

    This move is rather odd, but its very quick and I think it hits the 
    opponent as they are blocking low, so I'm not sure if this is an anti
    crouch counter, but from the look of things it is questionable. However
    this move is still one of Ryu's best moves believe it or not because
    it comes out a lot quicker than his normal fierce punch.

-------------------------[Overhead Counter: F+SP]----------------------------

    This is Ryu's anti crouch counter as it cannot be blocked low. So to 
    those old school turtlers, you will have to find a new way to hide in 
    your shell. Watch the start up delay though, it sucks and Ryu can be
    swept if the opponent can predict it early enough, and watch for the
    recovery time if Ryu misses because he will be liable for a counter 
    attack.

--------------[Super Combo: Shinkuu Hadouken: D,DF,F,D,DF,F+P]---------------

    Like his regular Hadouken but much more powerful, this does about 50%
    damage! No lie and can really bring about the tide in Ryu's favor if he
    ever needs it. This super combo hits up to 5 times and does good block
    damage, but not equal to the amount of 5 blocked Hadoukens though. This
    move is just as comboable and is a bit faster than his regular
    projectile. However opponents can easily jump over this, besides Zangief,
    and can come in for an attack in the animation that Ryu does his Shinkuu
    Hadouken. You must watch out for that because you will have wasted a 
    super combo!

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

                                 Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                        Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
   Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
   The CPU does this combo to me all the time, and I'm still baffled as to 
   how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
   This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
   cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Shouryuken

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
   This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
   Ryu could easily master this in SF2T but I think it still works in SSF2.
   Care to prove me wrong?

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken

10. J.CU.Roundhouse \/ C.Forward, C.Strong --> Shinkuu Hadouken

11. C.Fierce /\ J.Strong(juggle)
    This is a three hit combo that does good damage, the jumping strong will
    double hit, but you must use the crouching fierce to knock the opponent
    into the air while the opponent is in the air.

                                   -------
                                   Tactics

    DO I even have to mention it? Well if you did forget here ya go.

                     Hadouken, Jab Shouryuken, etc.

    This is Ryu's primo corner trap that's extremely hard to escape from.

    Also when your opponent blocks your jumping attacks do this:

              J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short,   
              C.Roundhouse --> Hadouken

    Its annoying, but its used to keep Ryu out of certain tight situations.
    Also note that the SHOURYUKEN IS NO LONGER INVINCIBLE! Yep that's right
    folks, and avoiding those projectiles will be harder and more difficult
    than ever.

--------------------------------[Ending: Ryu]--------------------------------

    Sagat and M.Bison stnad in their respected places on top of a platform. 
    The crowd cheers Ryu's name but Ryu is nowhere to be found. Ryu does not 
    believes in ceremonies and he walks off with his belongings and into the 
    sunset to find yet another worthy challenger.(Cool ending, and it fits 
    his personality perfectly)

-------------------------------[Overall: Ryu]--------------------------------

90/100
    Ryu in this game is still one of the better characters in this game,
    however with his Shouryuken being not as invincible as it was in Super
    Street Fighter 2 really makes him at a disadvantage point. He can
    however still do a lot of nifty combos and his priority both jumping
    in for offense and his defensive skills are top notch and only rivaled
    by Guile and Ken. He is still an excellent character to use in this game,
    but he has lost the best spot to Dee Jay! See Dee Jay for more details!
    But anyways, Ryu has gained throwing range from the last game but he has
    lost throw priority and he also has excellent juggle abilities as well.

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


Sagat
    With an ambition to seek out a worthy opponent he crushes those who 
    oppose him. He has a patch over his right eye, he recieved it when he 
    fought Dan's father. Apparently he has killed Dan's father for his 
    missing eye. The one true warrior he seeks to fight his Ryu, with Sagat's 
    first defeat at the hands of Ryu he trains hard to one day avenge his 
    defeat. Ryu was the one who left a giant scar on Sagat's chest with a 
    very bloody Dragon Punch after Sagat had thrown Ryu to the ground and had 
    let his guard down thinking he had defeated Ryu. Since the infamous 
    battle in the plains of Austrailia he has been seeking Ryu ever since and 
    by joining the World Warrior Tournament he hopes to find Ryu and even his 
    defeat.

Quote: "You are not a warrior, your a beginner!"


----------------------------[Tiger Shot: D,DF,F+P]---------------------------

    A very fast projectile with speeds that equal Ryu's Hadouken. It can 
    easily take down most jumping opponents and Sagat can wear down basically 
    any projectile besides Ryu. This can be put in combos and it does good 
    damage and good block damage. The real disadvantage is that ducking 
    opponents will easily avoid any damage.


--------------------------[Low Tiger Shot: D,DF,F+K]-------------------------

    Just like the one above except Sagat can hit ducking opponents as well 
    and can also be put in combos. It has the same speed and damage 
    potiential, but opponents like Zangief can easily jump over this! Try to 
    mix them up and psych out your opponent with these.


--------------------------[Tiger Uppercut: F,D,DF+P]-------------------------

    The Tiger Uppercut has changed in this game, it still does massive 
    damage but now it does at most 7 hits! It hits multiple times now and it
    just looks so frickin cool to watch when Sagat connects with it! I am
    just literally amazed, but its still as comboable as ever and it works
    as a great anti-air attack and will juggle the opponent since it hits
    multiple times. However if it is blocked it only hits two times and
    that being bad if blocked because Sagat has more recovery time now than
    ever! Yep that's right, you want the multi hit uppercut you will have
    to pay for it, watch for serious counters and two-in-ones if you miss
    with this attack.

-------------------------[Tiger Knee: D,DF,F,UF+K]---------------------------

    The motion is a little awkward and tough to do but its one of Sagat's 
    main weapons that can easily knock opponents out from a distance. This 
    can be used as an anti-air attack but it must be started early. Sagat can 
    easily combo this move in and it comes out extremely fast and will often 
    catch opponents by surprise, the damage that it does is pretty good but 
    not as much as his Tiger Uppercut, but the roundhouse version will double 
    hit if up close. The recovery time is a bare minimal so use this whenever 
    you get the chance.

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

                              Other moves:

-------------------[Double Hit kicks: SK/FK/RK(close)]-----------------------

    Basically these kicks will double hit if up close, use them in combos or 
    cancel in two-in-one combos.


----------------------[Body Toss: F+SP or FP(close)]-------------------------

    This throw has fair range and priority. Use this to counter missed 
    attacks and so on.

---------------[Super Combo: Tiger Genocide: D,DF,F,D,DF,F+K]----------------

    This move is just simply devastating. It does massive damage and its just
    so comboable! First Sagat does a forward multi-hit Tiger Knee followed by
    a Fierce Tiger Uppercut! Even if blocked this move does massive block 
    damage and it can really turn the tides over to Sagat! However you must
    be careful when you are using this super combo because Sagat does a
    Tiger Uppercut at the end of it and that means that leaves room for a
    counter. Just watch for your opponent to miss with an attack because
    this will go through projectiles at start up!

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

                                  Combos

Two-in-One's

1. S.Jab --> Tiger Shot

2. C.Short --> Tiger Knee

3. S.Roundhouse --> Tiger Uppercut
   You must cancel quickly after the first hit otherwise it won't connect.


                                Other combos


1. J.D.Roundhouse \/ S.Roundhouse
   The roundhouse will only double hit on larger characters like Zangief, 
   Sagat, T.Hawk, or Balrog. Use a forward against all other characters.

2. J.D.Roundhouse \/ S.Roundhouse --> Tiger Uppercut
   You must cancel quickly otherwise it won't connect, so don't let that kick 
   double hit!

3. J.D.Roundhouse \/ C.Short --> Tiger Uppercut

4. J.D.Fierce \/ S.Jab --> Tiger Knee

5. J.D.Fierce \/ C.Short --> Tiger Shot

6. J.D.Roundhouse \/ S.Roundhouse(one-hit) --> Tiger Uppercut


                                  -------
                                  Tactics

    Well first off Sagat has a fireball pattern like Ken and Ryu:

            Tiger Shot, Tiger Uppercut, Tiger Shot, Tiger Uppercut, etc.

    Its very fustrating to get out of and Ken and Ryu will have an easier 
    time breaking out of this trap.

    Like all characters in the game you can do a special move motion while 
    you are on a knocked down position, use your Tiger Uppercut to stop 
    oncoming attacks and start the motion while you are laying down.


-----------------------------[Ending: Sagat]---------------------------------

    Sagat has won the World Warrior Tournament but he did not even see Ryu in 
    the tournament. Sagat is proud of the title he has one but still not 
    satisfied and he knows that Ryu did not get lucky on his victory and he 
    still searches one day to even that defeat with Ryu. (Pretty sweet ending 
    might I add!)


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


T.Hawk
    With his homeland being taken away from his people, his people and his 
    family have moved to Mexico. Since then he has swore revenge on M.Bison, 
    the leader of the World Warrior Tournament. His people and family has 
    suffered upon Bison's acts and that is why T.Hawk has entered the World 
    Warrior Tournament, to bring back his homeland not only for his family 
    and people, but also for his pride.

Quotes: "Your scream sounds like a pathetic war cry!"
        "My totem is too great for your desperate fighting techniques!"


------------------------[Thunderstrike: F,D,DF+P]----------------------------

    An excellent move and also a powerful anti-air attack. It goes through 
    projectiles and can easily be put in combos. The only problem with this 
    move is that opponents will have an easier time jumping over the move 
    since it goes up diagonally. Its still a powerful weapon though, but just 
    watch for the recovery time. The fierce version will double hit if up 
    close.


-----------------[The Hawk: D+3P(air)(2P for SNES version)]------------------

    This move is an excellent arsenal for T.Hawk because it allows him to 
    soar over projectiles and deck the opponent. Just make sure you start 
    this move as soon as possible, otherwise the opponent will be able to 
    block after the projectile or even counter you. If blocked T.Hawk bounces 
    away from the opponent, the only thing that will counter is a projectile 
    or a low roundhouse.


-----------------[Storm Hammer: 360 Degree Motion+P(close)]------------------

    The motion for this is a little harder to do than Zangief's Spinning Pile 
    Driver but its still effective and has excellent range. It does just as 
    much damage as the Spinning Pile Driver though and unlike Zangief, it 
    won't leave him in his miss pose if he misses with the move. The range is 
    less than the Spinning Pile Driver, but it can still be used in an 
    effective two-in-one combo.


------------------------[Condor Splash: D+FP(air)]---------------------------

    An excellent move to use, mainly because of the damage and the priority 
    this move possess. It can also be used to cross the opponent up and into 
    a combo. The recovery time is almost nothing and its really hard to 
    counter this move. Use this whenever you jump in for an attack.

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

                             Other moves:

------------------------[Elbow Smasher: F/B+RK(close)]-----------------------

    The range is very limited, but since its a hold youc an ram the buttons 
    to get more hits and more damage out of this move.


--------------------------[Neck Choke: F+FP(close)]--------------------------

    Like the one above, poor range and priority, use this to counter mistakes 
    and ram those buttons to drain the enrgy out of your opponent.


------------------------[Overhead Throw: F/B+SP(close)]----------------------

    This move has good priority and range, use this to counter mistakes and 
    missed attacks.

---------------[Super Combo: Double Typhoon: 360 motionx2+P]-----------------

    This move is just like Zangief's Final Atomic Buster, while it has a lot
    of damage potiential, the range on this move is a bit weaker than that of
    the Final Atomic Buster, and you will have a hard time connecting with
    it against your opponent. If you do manage to connect with the super
    T.Hawk will first do a Fierce Stormhammer followed by a Jab Stormhammer!
    Like Zangief's Final Atomic Buster you will not lose your super if you
    miss with it, you will only lose your super if you connect with it. Also
    I might want to add that is super is comboable!

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

                                Combos

Two-in-one's

1. J.Jab \/ Storm Hammer

2. S.Short --> Thunderstrike

3. S.Jab --> Thunderstrike

                        Other Combos

1. J.D.Roundhouse \/ C.Jab --> Thunderstrike

2. J.CU.Fierce \/ S.Short, S.Jab --> Thunderstrike

3. J.CU.Fierce \/ C.Jab, C.Jab, C.Jab --> Thunderstrike

4. J.CU.Fierce \/ S.Jab --> Double Typhoon


                                 -------
                                 Tactics

    Well not much here, use your Hawk to go over projectiles and deck your 
    opponent. Take advantage and start your Storm Hammer motion early while 
    you are knocked down, and if your foe is next to you, snatch 'em!


------------------------------[Ending: T.Hawk]-------------------------------

    T.Hawk goes over M.Bison and holds him by the neck. He asks why he has 
    driven his people and family away from his home, M.Bsion replies "because 
    I can take whatever I want..." but T.Hawk tells M.Bison that he knows how 
    to take care of trash like M.Bison. Later T.Hawk returns to his homeland, 
    he finds it lifeless, but T.Hawk won't stop until he has recontructed his 
    homeland and will build it strong to keep out future predators. At the 
    same time the sun rises in his land.(Pretty sweet ending! Kudos to 
    Capcom!)

-----------------------------[Overall: T.Hawk]-------------------------------

79/100
    T.Hawk is one of the more powerful characters in this game. He has
    very good throw range and good combo ability for a big guy. However being
    said, he really has to be close to do some damage, and while his
    Hawk Dive is really a good counter against projectiles, if not done
    immediately you will be countered. You must predict when the opponent
    will throw his projectile, otherwise you can miss and be countered.

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


Vega
    Nicknamed the "Spanish Ninja" why? Because he has studied under the art 
    of Ninjitsu and he has combined it with his Bull fighting to form a nasty 
    combination of speed and agility. But being egotistical he wears a mask  
    to prevent his face from being scarred in battle. He believes he is the 
    most beautiful fighter in the world and believes that beauty is strength. 
    He enters the World Warrior Tournament so show the fighters how beauty is 
    strength.

Quote: "Beautiful fighters never lose a battle!"


----------------------[Claw Roll: B(charge 2 sec.)F+P]-----------------------

    This is a pretty decent move to use overall. It hits multiple times and 
    does alot of damage the only problem with this move is that it can be 
    blocked during the middle of this move even if the first hit had 
    connected. The fierce version will go full screen while the other 
    versions will stop after a certain distance. However Vega is also 
    vulneable to knockdowns, dragon punches, and projectiles duiring the 
    duration of this move.


------------------[Claw Dive: D(charge 2 sec.)U+K, then P]-------------------

    This is more of a confusion that anything else. It will do good damage, 
    but it is easily seen as Vega jumps off the wall and decks the opponent 
    with a claw slash. Opponents can't block it low, but opponents can knock 
    Vega out of it in the air or when he jumps after a wall.


-----------[Wall Leap: D(charge 2 sec.)U+K, then F+P or K(close)]------------

    This move is an excellent move overall. It will take the opponent for a 
    suplex ride. This move can catch opponents in the air and is quite fast. 
    But opponents can knock Vega out of it rather easily with jumping attacks 
    or uppercuts.


---------------------[Claw Thrust: D(charge 2 sec.)U+P]----------------------

    This is also a surprise move than anything else. It does rather weak 
    damage when compared to other attacks, but it comes out quick and its 
    hard to counter. But its also a dead give away when Vega bounces off the 
    wall. Its a quick attack and cannot be comboed.


---------------------------[Double Backflip: 3P]-----------------------------

    This move is pretty useful to get Vega out of certain situations. Just 
    never use this to get out of corner traps because Vega cannot flip 
    forward and he can be hit at the end of this move. During the two flips 
    he is invincible to any attack, but he himself cannot attack either.


--------------------------[Single Backflip: 3K]------------------------------

    Like the one above except he only does a single backflip. Its invincible 
    to attacks but he cannot flip forward. Avoid using this in corner traps, 
    and only use it to avoid attacks.

---------------------[Red Scarlet: D(charge 2 sec.)U+K]----------------------

    This is Vega's new anti-air attack, and its a great counter against air
    borne opponents, in the last game Vega could do very little to counter
    airborne opponents, all he could do was use his semi-powerful roundhouse
    kick or do either a single backflip or a double backflip. I haven't
    really found a way to combo this move in though, but there is small
    recovery time in this move, but you can still be countered if you
    miss.

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

                                Other Moves:

---------------------[Ground Suplex: F/B+SP/FP(close)]-----------------------

    A very high priority move, but it lacks the range other throws have. Use 
    this to counter missed attacks and mistakes.


-----------------[Midair Choke Throw: F+SP/FP(air)(close)]-------------------

    The priority on this move is pretty good and also has good range. The 
    problem with this move is that Vega jumps too high and low jumping 
    opponents are extremely hard to catch.


--------[Super Combo: Rolling Claw Dive: DB(charge 2 sec.)DF,DB,UF+K]--------

    This move is one of the most wicked motions to do in Capccom history.
    However mastery of this motion is very good since this super will do a 
    a lot of damage, you can do a Rolling Barcelona Attack in the air by
    pressing P near your opponent, or you can go for the Rolling Izuna Drop
    by pressing F/B+SP/FP/FK/RK near your opponent. The Rolling Barcelona
    Attack does massive damage and also does a lot of block damage and its
    basically a win win situation. Vega barely has any recovery time from
    the super so its safe to pull off, the Rolling Izuna Drop does just as
    much damage as Zangief's Final Atomic Buster, the only real part of the
    super is trying to connect with it because it lacks range, if you miss
    with the move you will do the Rolling Barcelona Attack instead. But if
    you do manage to connect with the Rolling Izuna Drop Vega proceeds in
    multiple Backdrops towards your opponent that is both visually
    impressive damage wise and eye candy wise. However Vega's super can be
    completely wasted because he is vulnerable to basically any attacks
    while in the air, including throws, and if the opponent manages to
    connect you will have wasted a super. Be careful while using it!

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

                                 Combos

Special Game notes: Vega

-- Vega can bounce off the walls, just hit the opposite direction as you jump 
   towards a wall.

-- Vega can no longer climb the fence like he did in previous games.


Two-in-One's


1. S.Jab --> Claw Roll


                              Other combos


1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab --> Claw Roll
   You must charge ahead of time for this combo to connect, it doesn't matter 
   if the opponent blocks in the middle of this combo because it drains alot 
   of life anyways!

                                 -------
                                 Tactics

    Not much tactic info on Vega. Although he is the best equipped when going 
    against fireball fighters up close. His superior speed that is unmatched 
    lets him quickly attack his opponent when they throw out a projectile, 
    even Ryu has trouble throwing the Fireball/Dragon pattern against him! 
    Also avoid backflips in corner traps, they just make things worst because 
    it will leave him vulnerable to attack at the end of it.


------------------------------[Ending: Vega]---------------------------------

    A picture of Vega has him holding a rose by the mouth. Not really much of 
    an ending here except that he has become the world's biggest narcissist!
    (very sick!)

------------------------------[Overall: Vega]--------------------------------

76/100
    Vega is EXTREMELY fast in this game. He has excellent agility and can
    bounce off of walls to confuse the opponent. He has excellent throw
    range and priority, his claw certainly gives him a lot of range. However
    he is TOO FAST for his own good, a lot of players will miss use Vega
    mainly because of his speed. He is no combo character and is a pecker
    and his special attacks like the Flying Claw Thrust can be seen a mile
    away, which sometimes makes it pointless to use.

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


Zangief
    With his usual run alongs wrestling bears for fun he realizes that his 
    country is in a poor condition and has recieved alot of criticism. He has 
    a strong sense of pride for his country and will do anything for his 
    country. That's why he has decided to enter the World Warrior Tournament 
    not only for his own pride but for his country.

Quote: "My strength is much greater than yours!"


------------------------[Spinning Clothesline: 3P]---------------------------

    Prior to this game the Sinning Clothesline would sail through 
    projectiles pretty easily, however while it still sails through 
    projectiles the timing of the move is really hard to execute if you want
    to go through projectiles, but this move does a lot of damage and can
    be easily comboed.


--------------------------[Banishing Fist: F,DF,D+P]-------------------------

    This move does have an awkward motion to it, but it can realy help
    Zangief against projectilers. This is because in the last game Zangief
    had trouble jumping over jab projectiles, this move can be comboed also
    and it does quite a bit of damage. Use it wisely as youc an leave 
    yourself open if you attempt to catch an opponent with it but miss.

----------------------------[Spinning Lariat: 3K]----------------------------

    This move is similar to the one above, but this move cannot go through 
    projectiles. It does do good damage, comes out fast and also its a good 
    and quick counter attack. Also its not so reliable to countering jump in 
    attacks, the good side to this move is that Zangief is invincible to low 
    attacks during start up, so an opponent that is about to sweep you isn't 
    going to happen.


-------------[Spinning Pile Driver: 360 Degree Motion+P(close)]--------------

    The range on this move has significantly increased in this game, it has
    more range than it appears and its just as comboable as ever. The only
    real problem with this move is that when Zangief attempts to go for this
    move and misses, he is liable for a counter attack, just like his 
    Siberian Bear Crusher. However this is one of the most powerful reversals
    in the game and can really set the tone against your opponent. What I
    like to do is to tick my opponent with two jabs into the Spinning Pile
    Driver, yes it has that much range. Its cheap and cheesy yes, but it
    can really give you the edge against certain opponents, especially Ryu.

--------------[Siberian Bear Crusher: 360 Degree Motion+K(far)]--------------

    This move is a pain to do with the PSX pad, but its not as bad as the
    arcade joystick. What you really want to do with this move is to use it
    as a far counter, incase an opponent lands far out of your normal reach.
    The range has gone down a bit since the last game, but in a combo its 
    just as effective. Try avoiding using this against far opponents with
    projectiles like Ryu, however using this close against projectiles
    means that Zangief will more than likely win.


----------------[Siberian Suplex: 360 Degree Motion+K(close)]----------------

    Well this move can be a pain to do in the arcades but if you get right
    down to the bare of it, it can be done rather easily. All it takes is
    practice. This move will combo in very nicely with the rest of his
    attacks and is a serious counter against missed attacks like a Shoryuken
    or a Cannon Drill.


---------------------[Diving Knee Drop: D+SK/FK(air)]------------------------

    This move is an excellent arsenal to Zangief's offensive game because it 
    leaves him deep enough so that he can easily combo his opponent with any 
    of his special grabs. It will do good damage and it has decent priority, 
    use this whenever you can.


-----------------------[Siberian Splash: D+FP(air)]--------------------------

    This move has insane priority and it does alot of damage. Use this move 
    to jump in and and cross up your opponent and combo them.

----------[Super Combo: Final Atomic Buster: 360 Degree Motionx2+P]----------

    This is the super that will send chills down your opponent's spine! This
    move does massive damage as Zangief will do a Siberian Suplex into a
    Spinning Pile Driver! Each one of those grabs do enough damage on its
    own, but to combine them into one giant Final Atomic Buster really
    makes Zangief more feared in the game than he already is. The only
    real serious downside to this move is that the range is lacking, it has
    just about as much range as his Spinning Pile Driver, however the good
    side is that you will not waste your super meter if you attempt to use
    it from a far screen distance because your super meter will only go
    down if you connect with it.

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

                                 Combos

Special game Notes: Zangief

-- Zangief has 8 different grabs and throws, it all depends on how close you 
   are to your opponent and what kicks and punches you use.

-- Zangief is quite possibly the most dangerous combo character in the game, 
   not only can he easily combo his throws with ease, but he can end matches 
   very quickly with 2 or 3 combos.


Two-in-One's

1. S.Jab --> Spinning Pile Driver
   This combo works easily and it does alot of damage.

2. C.Short --> Spinning Lariat or Clothesline

3. S.Forward --> Siberian Bear Crusher

4. S.Short --> Siberian Suplex
   Make sure you are close to your opponent for this move to connect.


                      Other combos


1. J.DN.Fierce \/ C.Short --> Spinning Clothesline/Lariat

2. J.DN.Short \/ Siberian Suplex
   Even if the opponent blocks you'll catch them everytime! This move is very 
   cheap, but master it and you'll master competition!

3. J.DN.Short \/ Spinning Pile Driver
   Like the one above, even if your opponent blocks, you'll catch 'em!

4. J.D.Fierce \/ S.Strong, C.Roundhouse

5. J.DN.CU.Fierce \/ S.Strong, S.Short, C.Roundhouse

6. J.DN.CU.Fierce \/ S.Strong, S.Short --> Siberian Bear Crusher

7. J.DN.D.Fierce \/ C.Jab, C.Jab, S.Jab --> Siberian Bear Crusher

8. J.DN.Short \/ S.Short, S.Short --> Siberian Bear Crusher

9. J.DN.CU.Fierce \/ C.Jab, C.Jab, C.Jab, C.Jab, C.Roundhouse

10. J.DN.D.Forward \/ C.Strong --> Banishing Flat

                                -------
                                Tactics

    In this game there are more tactics for Zangief to try and pick apart
    his opponent. He can use his Banishing Flat to absorb and attack his
    opponent's projectile. While his throw range has been shortened a bit in
    this game, he can still combo his throws with ease. Against Ryu what
    you really want to do is use your Banishing Flat often, Ryu can do little
    to counter this besides a Shouryuken. Basically block close attacks and
    while you are blocking do the motion for the special grabs and quickly
    grab your opponent, even if they try to go for an attack. His grabs are
    that fast to grab people right out of attacks.

------------------------------[Ending: Zangief]------------------------------

    Zangief and the Prime Minster of Russia dances to victory as Zangief
    wins the tournament. Sweet ending!

------------------------------[Overall: Zangief]-----------------------------

84/100
    Zangief will be able to still combo in his throws like he did from the
    last game. However his Final Atomic Buster is hard like heck to connect.
    If you rely too much on his Final Atomic Buster to pull you through a 
    victory, then you are looking at the wrong way. Zangief has some priority
    while jumping in, especially with his Body Splash or his Knee Drop and
    can really set him up for some great combos. Watch for his throw range
    in this game though, it has gone down since the last game and he really
    won't win much throwing fights unless he reverse throws against an 
    opponent who is trying to throw him.

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

                             Miscellaneous

-------------------
Play as Akuma/Gouki
-------------------

-+- Go to either Arcade mode or Versus Mode

-+- Move Cursor over to Ryu

-+- Hit L1 and R1 SIMULTANEOUSLY

-+- Your character portrait will be replaced by a black and blank box

-+- You are now playing as Akuma!


-----------------------
Play Against Shin Akuma
-----------------------

-+- Select Arcade Mode

-+- Select any character that you wish

-+- Score at least 5 perfects, 8 super finishes, and not lose a match

-+- When you reach M.Bison's stage, the announcer will not yell 'Fight!'
    but instead Shin Akuma will teleport from behind and step up in front
    of M.Bison and perform the Shun Goku Satsu

-+- Hopefully you will be able to beat him as M.Bison's body will remain
    on the floor through the match.

NOTE: I want to point out that this is the way I fight Shin Akuma. While
      my theory might be out of line,  but I think they are about right.
      I'm not sure if it should happen on random though,  but Shin Akuma
      is very tough.  This is Shin Akuma and not Akuma, and please don't
      email me about a Gameshark code on how to play as him because I do
      not have the code nor do I know what the code is to playing as him
      either. Also watch for Shin Akuma to do his Shun Goku Satsu during
      the match,  it will take you down rather quickly and it is blazing
      fast.  He has a double air Zankuu Hadouken, my strategy to beating
      him is to try and throw him often, he might tech hit from the grab
      but you can inflict easy damage this way.

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

-----------------------[Street Fighter Alpha 2 Gold]-------------------------

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

-------------------------------[Game Engine]---------------------------------

[Blocking]: hold against opposite direction of the attacker while being
            attacked.
    This simple concept allows you to take no damage from regular physical
    attacks. This is the most basic key to winning and takes little to
    master. However special attacks still do damage, just a small fractional
    portion that it normally does. In Street Fighter Alpha 2 however, you
    can block attacks in the air like projectiles or Shouryukens, you can't
    however block super combos and regular attacks.

[Jumping]: hold the directional pad up/upright/upleft
    This yet another simple concept is one of the most basic keys to winning
    as it will be useful in getting you out of many tight situations. You
    can't take block damage forever, and jumping is one of the keys to 
    getting your combos started. Most combos don't even exist without jumping 
    attacks.

[Reversals]: Perform special attack right after you get up
    This is one of the hardest manuvers to perform in the game. However
    mastery of this manuver can prove invaluable. Think of this as a semi-
    counter to certain attacks, when you are knocked down quickly perform
    a special move like a Tiger Uppercut or a Hadouken and if the score
    at the top left or right appears, then you have performed a counter 
    quick enough. This will counter any attack(besides the Shouryuken)
    and prevent further attack from your opponent. However it all depends
    on which special attack you perform, because if you miss or the 
    opponent blocks, then you will be counter-countered.

[Throws]: F/B+SP/FP/FK/RK(close to opponent)
    Throws in this game has been drastically toned down from Street Fighter
    2 Turbo, however they still do massive damage and can tip the favors to
    any opponent. Air throws can also be done and a lot of air throws do
    more damage than ground throws, and example can be seen by Guile's air
    backbreaker. Watch for close opponents to try or accidentally throw,
    and know that you cannot combo a throw.

[Super Combos]: Perform special motion plus (?)punch or (?)kick
    In this game all super combos have various different variable levels
    of the same super. The strength in each super is determined by how many
    punches or kicks you press after you have performed the super. For 
    example a level 1 super requires you to press one kick button or one
    punch button, however a level 1 super doesn't do very much damage at
    all. However if you press all three punch buttons at the same time
    after you do the motion for the super, the attack power on the super
    will be significantly higher. However, three level 1 supers do more
    damage than a level 3 super as does two level 1 supers and one level 2
    super does more damage than a level 3 super. Even if you have one level
    of super and you hit all three attack buttons, you still will come out
    with a level 1 type super. Some supers may alter depending on the level
    used lke Rose's Aura Assault, or some may stay basically the same like
    Ryu's Shinkuu Hadouken or Sagat's Tiger Cannon. You can build up your
    super meter by several ways, use your strong punch, fierce punch,
    forward kick, or roundhouse kick either against the opponent or away
    from the opponent, it does not matter since you will still gain levels
    of super. However using a jab and short away from the opponent will
    not gain you any super meter at all, attacking the opponent and having
    it successfully connect will gain you some super meter meter faster
    than while not attacking the opponent. Doing a special attack will
    gain you some super meter as will throws. 

[Juggling]: Balance your opponent with series of attacks
    This is also called the Volleyball Effect or VE for short. This is
    probably what you can call the early forms of air combos. Your opponent
    cannot escape from it, but juggles are hard to connect against an
    opponent because both you and the opponent must be in the air for the
    juggle combo to work. Ryu's jumping Strong is a good example of a
    juggle.

[Tech Hits]: Do a throw motion(F/B+SP/FP/FK/RK) after throw
    Tech Hits in this game are exactly like in throw parrys or grab escapes
    from Super Street Fighter 2 Turbo. This time a message will pop up to
    tell you that you have performed the move successfully. Immediately after
    being either thrown or grabbed, perform the throw motion and you will
    have performed a tech hit. The same goes for a grab, however if you are
    caught in the middle of a grab and did not perform the throw motion
    successfully, ram the buttons and rock the directional pad to try and
    escape any more further damage done by the grab. However Tech Hits in
    this game do not work too well as they are basically useless, you will
    only lessen the game by about 10% at most, but if your a point junkie
    than go ahead.

[Alpha Counters]: B,DB,D+K or P while blocking an attack
    Depending on which button you press, your character will perform a 
    different counter attack. Each character in the game has two different
    types of counter attacks, sometimes you may trade hits with your counter
    attack or you may out prioritize your opponent's attack or the opponent's
    attack may out prioritize you, you will need to find which one is best
    for you. If you press a certain button after the complete Alpha Counter
    motion, you will perform a regular attack depending on which button you
    have pressed, the regular attacks however will do a lot of damage if they
    are used in a counter. Don't always use your Alpha Counters though,
    the Alpha Counters will consume up one level of super for each character.

[Safety Roll]: B,DB,D+P after being knocked down(like a Shouryuken or throw)
    If you don't want an opponent to persuit you and continue his or her
    attacks as you get up, you can perform a Safety Roll as you will roll
    away from your opponent and avoid a further persuit attack. However you
    must watch where you may land, sometimes an opponent can easily
    predict where you will land.

[Custom Combo]: 2K+P/K+2P(level 1 minimum)
    The Custom Combos in this game will allow you to create your own
    barrage of rapid fire assaults towards your opponent. You will need at
    least one level of super to initiate the Custom Combo, once you
    start the Custom Combo you can be knocked out of it by a hit or a
    throw of any kind and your character will automatically move forward
    very quickly. In this mode you can cancel your attacks one after
    another, chaining multiple fierce punches or projectiles and you are
    given infinite juggles as well. Just be warned that you cannot block
    and if an opponent jumps over you, then you cannot block.

[Auto Guard/Manual]: Choose either one after selecting character
    In Auto Guard mode you will be able to block attacks automatically 
    without having to think about blocking. This is mainly here for 
    beginners at the game. There are very bad disadvantages to using the
    Auto Guard mode though, when you block a regular attack you will take
    block damage, and when you block a special attack or a super combo you
    will take twice as much block damage from your opponent. The only time
    the Auto Guard will not work is when you are in your animation of
    attacking. Also note that in Auto Mode you will only recieve one level
    of super and you would fill it up as normally as you would a regular
    super meter. However your super meter will fill up three times faster
    and performing a super only requires the simple button pressing of
    the same strengthed punch and kick(Jab and Short, Strong and Forward,
    Fierce and Roundhouse). Depending on which two buttons you press will
    determine which super you will use, like if you were to press Jab
    and Short for Zangief, Zangief will perform is level 1 Final Atomic
    Buster, if Zangief does a Strong and Forward he will perform an
    aerial Russian Slam, howevr for the fierce and roundhouse buttons
    Zangief will perform his Final Atomic Buster, mainly because he
    only has two different super combos. For characters that have 4 or
    more supers, a certain super will not be available through the
    simplified super motions, like a Shun Goku Satsu or the Legendary
    Taunt. You can start Custom Combos as well, but you will only be
    given a very limited amount of time because it is just a level 1
    super. Also note that you cannot be defeated by a regular attack
    while blocking in Auto Guard Mode, even though regular attacks cause
    block damage and in the air you can block super combos. The Manual
    command allows you full control of your character, you will have all
    access to three levels of super meter and you will not sustain block
    damage from regular attacks or obtain twice as much block damage from
    special attacks and super combos, but you will have to remember how
    and when to block.

[Taunt]:Select
    Taunts in this game are just made too tease people in battle, you
    can only taunt once per round and some characters have different
    taunts if you hold the directional pad while hitting select. Be
    warned that taunting leaves you open, and while some taunts may hit
    the damage will always be minute, and if you win with it you will get
    one of those special symbols at under your life bar.

[Projectile Strength]
    Projectile strength in this game is determined by how close you are
    to your opponent, your projectiles will do very little damage if you
    are far away from your opponent, but if you are close you can get
    maximum damage out, this includes projectile supers like the Sonic
    Break or Tiger Cannon as well.

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

                              ------------
                              Combo Legend
                              ------------

    Once again I will use James Chen's fabulous combo system with the touch 
    up of Mig Rustia's combo system. Incase you are a little baffled with 
    some of the codings in the combos this legend is here to help.

J.    -- Stands for jumping
J.CU. -- Stands for crossing your opponent up while jumping with an attack
C.    -- Stands for crouching
FWD.  -- Stands for holding toward while perform an attack
F.    -- Stands for holding forward
DN.   -- Stands for holding down while jumping for an attack
UF.   -- Stands for jumping forward
UB.   -- Stands for jumping backwards
DF.   -- Stands for holding the controller in a down-forward position
DB.   -- Stands for a defensive crouch
B.    -- Stands for moving back
J.D.  -- Stands for jumping in with an attack that hits the opponent deep
\/    -- Stands for landing after a jumping attack
/\    -- Stands for jumping after a standing attack
-->   -- Stands for cancelation of a normal move into a special attack
3P    -- Stands for holding or pressing all three punch buttons at once
3K    -- Stands for holding or pressing all three kick buttons at once
2P    -- Stands for holding or pressing any 2 punch buttons at once
2K    -- Stands for holding or pressing any 2 kick buttons at once
JP    -- Stands for Jab
SP    -- Stands for Strong
FP    -- Stands for Fierce
SK    -- Stands for Short
FK    -- Stands for Forward
RK    -- Stands for Roundhouse
(air) -- Means that move can only be done in the air
,     -- An indication of moving onto the next attack
?(P)  -- An indication telling you can press any number of punches
?(K)  -- An indication telling you can press any number of kicks

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

Adon
    Adon is one of the great masters of the different styles of Muai Thai,
    his quick reflexes and his agility is a keen sense that he possesses.
    Adon however feels that Sagat was a disgrace to not only his own country
    where the people hailed Sagat, but also to the art in which Sagat studied
    under. With the painful and unforgettable loss to Ryu, Adon wishes to
    challenge Sagat to prove who really is the master of Muai Thai, and while
    being sometimes rather ignorant and egoist, Sagat will have his hands 
    full when he meets Adon.

-------------------------[Rising Jaguar: F,D,DF+K]---------------------------

    This is an excellent anti-air attack move that does excellent damage and
    is a great anti-air attack defender. This move will hit twice and juggle
    the opponent in the air and also can be comboed in rather easily. Its
    a quick move and has a lot of priority, however if Adon misses he will
    be in for a counter attack as he lands because the recovery time isn't
    too good. Just watch for it and mainly use the short version the most 
    often.

-----------------------[Jaguar Tooth: F,DF,D,DB,B+K]-------------------------

    This is one of Adon's best moves believe it or not, it connects the
    majority of the time mainly because its just so lightning quick. It has
    a bit of a start up delay and cannot be comboed, but once Adon bounces
    off the wall, the opponent will mainly try to attack you or out
    prioritize you, but will fail miserably. The kick button used will
    determine the location of which Adon will land with his kick, this is
    a great way to fool your opponent and also to go over projectiles. There
    is very little disadvantages to using this because Adon has no recovery
    dealy time from this move at all, and it has a lot of priority and an
    opponent who tries to counter attack with a Shouryuken will either be
    too late on using it or too early on using it.

--------------------------[Jaguar Kick: D,DF,F+K]----------------------------

    This move is a bit awkward, the short version will go far horizontally
    but low vertically, the roundhouse version will go short horizontally but
    high vertically, and the forward version is basically a combination of
    the two other versions. Consider this as a surprise attack, it cannot
    be comboed however, but the recovery time is basically non-existant.
    You can use this to go over projectiles against an opponent, but this
    move is often blocked and the priority on this move is fairly decent
    but a few uppercuts can counter this move rather easily.

----------------------------[Jaguar Elbow: F+SP]-----------------------------

    This is Adon's anti-crouch counter, this will damage any low opponent
    regardless if they are blocking or not, but watch for it though. This
    move has start up delay and will leave Adon open to an attack for a
    short while, if Adon does not touch the opponent with this move, then
    he is also liable for a counter attack, just be careful when using it.
    I tend to use this move when the opponent is knocked down and I time it
    so that when the opponent gets up they will either have to block the
    move, get it by it, or counter it and the opponent will rarely counter
    against the attack, if of course you did time the Jaguar Elbow correctly.

---------------------------[Jutting Kick: DF+FK]-----------------------------

    This kick is a bit odd, useful at times to avoid high attacks, but its
    not at all very fast as his other special attack moves.

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

                             Super Combos

--------[Super Combo #1: Jaguar Variable Assault: D,DF,F,D,DF,F+(?)P]--------

    This move is a bit odd, however one thing is that it can combo rather
    easily and it does a good amount of damage. However you may want to save
    your levels on level 1 though because it just lacks a lot of horizontal
    range. On Level 2 Adon will finish it off with a quick Rising Jaguar,
    on level 3 Adon can do one of three things. If you do a level 3 Jaguar
    Variable Assault, Adon will do the complete combo that ends in a quick
    Jaguar Tooth tallying a total of 6 hits, if you press K Adon will do a
    quick combo followed by a double hit Rising Jaguar that totals up to 
    seven hits, and if you press punch after doing the motion for a level
    3 Jaguar Variable Assault, Adon will end the combo in somehwat of a
    E.Honda Hundred Hand Slap type of fashion, but depending on how fast
    you ram the buttons will determine how much more hits you will get, I
    got 22 hits one time doing that.

-----------[Super Combos #2: Jaguar Revolver: D,DF,F,D,DF,F+(?)K]------------

    This move is one of the more awkward supers in the game, it does a lot
    of damage, but it cannot be comboed. This is due to the fact that there
    is start up delay while using this move, it won't combo and sometimes,
    heck most of the times Adon will go over his opponent using this move
    and only when the opponent is in the corner will Adon have a chance of
    connecting towards the opponent. The recovery time on this move is very
    minimal and it will do a lot of block damage as well, just make sure 
    your opponent is in the corner for this to connect.

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

                               Combos

1. S.Strong --> Rising Jaguar

2. J.Forward \/ S.Jab --> Rising Jaguar

3. J.Fierce \/ S.Jab, S.Short --> Rising Jaguar


                               -------
                               Tactics

    Well what you can do with Adon a lot is use the Jaguar Tooth often, it
    confuses the opponent at times and does a lot of damage. You can try
    to mix and match the Jaguar tooth patterns occasionally as well, because
    that will confuse a human opponent often. Try to avoid jumping in
    because the priority on the attacks are not too good.

------------------------------[Ending: Adon]---------------------------------

    Adon has defeated Sagat and holds a small tournament to challenge worthy
    opponents. However one of Adon's opponents was serverely beaten by the 
    one with moves similar to Ryu and with red hair, Adon knows who this
    challenger is, and Akuma only challenges the worthiest.

------------------------------[Overall: Adon]--------------------------------

80/100
    Adon is a quick and resilient character with agile speed and good 
    priority against airborne opponents. Watch for Adon to use his Jaguar
    tooth often, its a great way to not only confuse the opponent but a great
    tactic against projectiles throwers as well like Ryu or Sagat. However
    Adon really does suck when it comes to jumping in with attacks, the 
    awkwardness of his jumping attacks and the angles that they come in
    makes it basically completely useless and Adon is more than likely to get
    knocked out of the air. His supers however are effective, but watch when
    using his Jaguar Revolver, you will tend to miss with the attack
    sometimes.

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

Akuma
    Akuma is known as the demon warrior, he lives off the evil intent and
    decimates his opponents with a single stroke of the Shun Goku Satsu.
    The Shun Goku Satsu was released in the hands of Akuma when his master
    Goutetsu would not teach him the fatal art of the Shatoken. Ignoring
    the warnings brought by his sensai, Akuma sealed his fate and performed
    the Shun Goku Satsu on his master Goutetsu after a long and hard fought
    battle by both Akuma and Goutetsu. Akuma believed Goutetsu to be a fool
    for not teaching him the fatal arts as Akuma used Goutetsu as a guinea
    pig. However Akuma's brother Gouken would not let Akuma go away, he
    searched for Akuma, but Akuma found him as he would know Gouken would
    come after him. The two had fought a fierce battle, but it was Akuma
    who remained victorious and performed the Shun Goku Satsu, however
    Gouken's body, unlike Goutetsu's body, was never found and Gouken has
    left sight of Akuma without a trace, not even Akuma knows where to
    find Gouken. Then enter Ryu, the student of Goutetsu who seeks to find
    Akuma and to challenge him, not only to beat him for the sake of
    Goutetsu but to become the true warrior that Ryu wishes to become.
    However, Akuma is still a very powerful warrior and has not been 
    defeated, but then again he has never met of an old assassin named Gen,
    he has only heard of him.

-------------------------[Gou Hadouken: D,DF,F+P]----------------------------

    The prime weapon of Akuma, it does a good amount of damage and is very
    easily comboed. You can use this move to play keep away towards an
    opponent and also as a way to get some block damage off on your opponent.
    The start up delay is basically minimal and there is very little
    recovery time and countering it without the use of an Alpha Counter is
    almost impossible. However watch for opponents who will tend to jump
    over this, as it is pretty easy to jump over and an opponent can come
    in for a combo.

------------------[Shakunetsu Gou Hadouken: B,DB,D,DF,F+P]-------------------

    This move is similar to his Gou Hadouken, except the only difference
    with this move than his Gou Hadouken is that it hits multiple times and
    it does excellent damage, but not much more so than the Gou Hadouken.
    This will hit up to three times and do three pixels of block damage and
    will light the opponent on fire with this move. This has a bit of a
    start up delay, more so than his Gou Hadouken and will make him an
    open target ofr airborne attacks, you can still combo this, just only
    off of his fierce punch or roundhouse kick. Be careful when you are
    using this because the recovery time is worst than the Gou Hadouken.

---------------------[Zankuu Hadouken: D,DF,F+P(air)]------------------------

    This move was very cheap in the last game, however the range on this
    move has been toned down since Street Fighter Alpha. It goes at more of
    an acute angle now and basically what that means is that the Zankuu
    Hadouken has less horizontal range. You can combo after it if you can
    connect correctly with it and you can play keep away with it, but its
    much easier to avoid this time than in Super Street Fighter 2 Turbo and
    Street Fighter Alpha, making it almost useless.

-------------------------[Gou Shouryuken F,D,DF+P]---------------------------

    The Gou Shouryuken is one of the best anti-air attacks in the game.
    However, since the ability to go through projectiles is basically
    gone, you will have to watch for that. It does great damage when put in
    a combo and it also does well against airborne opponents, and it is
    also very comboable and comes out very quickly. Try not to miss with
    this move though because you will be countered on your way down, and
    even a blocking opponent in the air can land before you and counter
    attack your mistake.

--------------------[Tatsumaki Zankuu Kyaku: D,DB,B+K]-----------------------

    This is Akuma's best weapon to use on the ground and also it can give
    him a boost while jumping across the screen. While the move can be easily
    ducked under by most players, it still is a pretty safe move to use 
    because of the lack of recovery time on the move. It comboes in very
    nicely and does good damage. However a ducking opponent can counter with
    a crouching fierce like Charlie or Ken, so you may want to watch for
    that.

-------------[Ashura Senkuu: F,D,DF+3P or 3K/B,D,DB+3P or 3K]----------------

     This is Akuma's teleport and it will have Akuma sailing across the
     screen as sweet a@@ shadow images sail behind him. This is mainly used
     as a tactic to either escape corner traps or to confuse the opponent
     and attack. However don't go crazy over the teleports because the 
     opponent will be able to easily counter if they can predict where you
     will land. The forward motions will make Akuma go forward, the back
     motions will make Akuma go backwards, the punches will go full screen's
     distance while the kicks will go only half a screen's distance.

----------------------[Tenma Kujin Kyaku: F,DF+FK(air)]----------------------

     This move is a very quick and high priority jump in attack, however
     the problem with this move is that its so hard to do in the air and you
     may even mess up with it and that will give room for your opponent to
     counter attack you before you can recover from your mistake. It does
     good damage and comes down pretty fast, however the only way you will
     be able to do it is to jump forward.

----------------------------[Senpuu Kyaku: F+FK]-----------------------------

     This is just a simple hop kick, its a shorted version of his regular
     demon hurricane. Its quick and has basically no recovery time, and it
     also goes over low attacks.

----------------------[Overhead Collarbone Chop: F+SP]-----------------------

    This is basically Akuma's anit crouch counter. While you cannot combo
    this move in, it works great against low blocking opponents because you
    cannot block this low and it must be blocked high. However the start up 
    delay on this move can be easily seen and Akuma can get countered before
    he even connects with it, if Akuma does not connect with this against
    a blocking or non blocking opponent, he will be left momentarily to
    an attack.

--------------------------[Forward Roll: D,DB,B+P]---------------------------

    This roll is pretty much useless, it will go through projectiles if you
    can time it near the beginning of the move, but it goes very slow and
    the opponent can trip Akuma up while Akuma is in the middle of this.
    You can get behind your opponent with this roll, but it really sets up
    Akuma for a counter attack. Be careful when you are using the Forward
    Roll.

-------------------[Hyakki Gou Shou: D,DF,F,UF+P, then P]--------------------
    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(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]--------------------

    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(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.

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

                              Super Combos

------[Super Combo #1: Messatsu Gou Hado: B,DB,D,DF,F,B,DB,D,DF,F+(?)P]------

    This super combo will have Akuma doing his start up pose for his
    Shakunetsu Gou Haoduken and then release the Messatsu Gou Hado. However
    this move is a bit faster than the Shakunetsu Gou Hadouken, but the
    start up delay will really keep you down. Watch for your opponent to 
    jump over this move, its hard to connect at most times. The level 1
    version will hit 5 times, the level 2 version will hit about 6 times
    and a level 3 version will hit 8 times.

---------[Super Combo #2: Messatsu Gou Shouryuu: D,DF,F,D,DF,F+(?)P]---------

    Like Ken's Shouryuu Reppa, it is very comboable and comes out very
    quickly and can juggle your opponent. It is invincible to all attacks
    duirng start up, so if you and Ken or another Akuma use this against
    each other, you will pass right through each other. This does good
    block damage as well as normal damage. However avoid using this too
    often because Akuma will be left open to a counter attack as he lands
    from the super. A level 1 version will hit four times, a level 2
    version will hit 6 times, and a level three version will have Akuma
    do three waves of Gou Shouryukens and hit 7 times.

-----------[Super Combo #3: Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P]------------

    The Tenma Gou Zankuu is a great way to keep your opponent at bay, it
    has a little more range than his regular Zankuu Hadouken, but it can 
    do a lot of block damage as well as normal damage. However unlike the
    other two of his super combos, the opponent can air block this super.
    After Akuma performs this super he will jump out of his animation and
    land, during the duration of this an opponent like Ken or Zangief can
    grab Akuma out of the air with either the Shinryuken or the Aerial
    Russian Slam. Don't use it too often unless you are positive it will
    connect.

------------[Super Combo #4: Shun Goku Satsu: JP, JP, F, SK, FP]-------------

    This is the move everybody fears, the dread Shun Goku Satsu. This move
    is unblockable and does a heck of a lot of damage, it does probably
    just as much damage as the Final Atomic Buster if not more. However
    you cannot combo this in and during the middle of this move Akuma can
    be knocked out of this rather easily, even a jab can bring him out of
    it or a throw. Its best used on a dizzy opponent, don't use this on a
    downed opponent unless its the computer because its very easy to escape
    from this move.

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

                              Combos

1. C.Short --> Gou Hadouken

2. J.Fierce \/ C.Fierce --> Tatsumaki Senpuu Kyaku

3. C.Fierce --> Messatsu Gou Shouryuu
   This will work either if the opponent is on the ground or in the air,
   the fierce will knock your opponent back into the air and make sure you
   quickly cancel to balance your opponent.

4. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shouryuken
   One of the rare juggle combos in the game, its pretty hard to do though.

5. J.Fierce \/ C.Forward --> Tatsumkai Zankuu Kyaku, Messatsu Gou Shouryuu
   Like the one above, except you can replace it with a super instead of the
   Gou Shouryuken.

6. Zankuu Hadouken \/ C.Forward --> Gou Hadouken
   You must be right atop your opponent for this combo to work, otherwise
   the opponent can block the rest of your combos after getting hit by the
   Znakuu Hadouken.


                                -------
                                Tactics

    Well for Akuma there are a lot of different tactics that he can use. For
    one you can have Akuma continuously build up a level of super for his
    Tenma Gou Zankuu, once a level is charged up you can fire away at the 
    opponent, this will deal out good block damage to the opponent and you
    can continuously do this and keep your opponent away, just make sure that
    your opponent who is playing against you is not bigger than you. Also
    Akuma's crafy Ashura Senkuu is a great way to avoid resurgant attacks
    from your opponent and is also a nice way to set up your opponent as
    well.

-----------------------------[Ending: Akuma]---------------------------------

    Akuma defeats Gen and looks at the moon, the moon flashes pcitures of
    who he thinks were worthy opponents like Gen, Ryu, and M.Bison. He thinks
    to himself and perhaps the world was not as weak as he thought anymore.
    Then perhaps Akuma may be the next to die, then he laughs to himself.

-----------------------------[Overall: Akuma]--------------------------------

87/100
    Akuma is a very quick and swift character with amazing combo ability, the
    Ashura Senkuu is a great addition to Akuma's arsenal, it allows him to
    escape any type of attack with ease or to give him the jump on his
    opponent. His supers are very effective and they cover a lot of range in
    a short amount of time. Turtling opponents will find it difficult to
    block all the time against Akuma, mainly because of the overhead 
    collarbone slice chop and his Shun Goku Satsu. However using Akuma's
    teleport too often can lead to his demise, if an opponent can 
    successfully predict when and where the opponent will land, they can 
    easily counter attack, and watch for Akuma to miss with his special
    attacks like his Gou Haoduken or Tatsumaki Zankuu Kyaku, every single one
    of his special attacks can be avoided and countered rather easily.

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

Birdie
    The street punk of England is one of the bad boys from his native
    country that likes to cause trouble. In an attempt to join Shadowlaw
    he will fight the leader in hopes that he can join his army, Birdie was
    raised from the streets of England in a profound manner, he does not have
    any know relatives and his background is often too unclear and always
    a bit vague. However, while his exterior and his personality might hide
    his intelligence, he is probabaly one of the better thinking street
    fighters out there believe it or not.

---------------------[Bull Head: B(charge for 2 sec.)F+P]--------------------

    This is a very good move to use, its invincible during start up delay
    and will go through projectiles if it is timed correctly. However while
    this move reaches across the screen pretty fast, the opponent can often
    see it and block the move in time. You can combo this in after the first
    hit of his crouching fierce though, but other than that you can use it
    as a counter attack against missed attacks or just to punish your
    opponent who misses with a special attack like a Shouryuken or a 
    Somersault Kick.

-------------------[Choke Chain: 360 degree motion+P(close)]-----------------

    This move is a very lethal move if it connects, you cannot tech hit
    special grabs obviously, but once connected you will have already done
    as much damage as some level 1 supers. Birdie will grab the opponent with
    his chain and slam them over and over again twice for incredible damage,
    while its not as strong as Zangief's Spinning Pile Driver, it still does
    a lot of damage. Just make sure that you are in throw range though, 
    because obviously you cannot throw from a distance. And don't use this
    out of nowhere because Birdie will go into his miss pose and we left
    open to a counter attack.

-----------------[Bullhorn: Hold either 2P or 2K and release]----------------

    This move is basically the same as the Bull Head except Birdie will turn
    red once he executes the move. Birdie can do two of these consecutively
    if he charges both the kicks and punches at the same time, however if
    you release both the punches and the kicks at the same time, Birdie will
    only do one Bullhorn, release the punch or the kick first and after it
    release the kick or punch charge and Birdie will pull off two consecutive
    Bullhorns. Watch for this move though, it will do a lot of damage but
    the problem with this is that Birdie can be sweep before he reaches the
    opponent. Watch for that and use it mainly as a counter attack and you
    can also treat this liek you would the Final Punch, charge long enough
    to get enough damage out of it.

-----------------------[Birdie Splash: D+FP(in air)]-------------------------

    Well this move is like Zangief's Siberian Splash, it has excellent
    priority and it does good damage and will beat out basically anything.
    Just watch for the opponent to counter with a special anti-air attack
    like a Shouryuken or Somersault Kick.

----------------------------[Bull Drop: F+RK]--------------------------------

    This basically is a smaller version of his Bull Horn, it does good damage
    and its a good counter towards attacks. However the recover and start up 
    delay really sucks, so watch out.

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

                              Super Combos

-----------[Super Combo #1: Bull Revenger: D,DF,F,D,DF+(?)P or K]------------

    Well this super combo is a bit odd, what Birdie will do is jump at you
    and attempt to catch you, however it is sometimes hard to catch the
    opponent, if Biride does catch you he will do his Choke Chain, once,
    one in a half, or two times. However Birdie cannot catch the opponent
    in the air and he can be knocked out of it rather easily. This does a lot
    of damage if it manages to connect though. A level 1 version will do a
    regular Choke Chain, a level 2 will do a regular Choke Chain and an
    extra slam and a level 3 will do a double Choke Chain. The punches will
    go about half a screen's distance while the kicks will go full screen's
    distance.

----------[Super Combo #2: The Birdie: B(charge for 2 sec.)F,B,F+P]----------

    This super will do good damage as it can be comboed and will do good
    block damage. However, the problem with this move is that an opponent
    will usually see it coming. Use this to counter an opponent's missed
    attack like a Shouryuken or some similar manuver. This will also juggle
    the opponent and it has massive range. A level 1 version will have
    Birdie do three Bull Heads, a level 2 version will have Birdie do three
    Bull Heads, but each one of the Bull Heads will double hit, and a level
    3 version will have Birdie do 3 Bull Heads, this will get the opponent
    dizzy, then Birdie will taunt and do two more Bull Heads.

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

                                  Combos

1. C.Fierce --> Bull Head

2. J.CU.DN.Fierce \/ Choke Chain or Bandit Chain
   The point of this combo is to have your opponent crossed up, don't do the
   motion for the move immediately as you land, wait a tiny split second
   and compelte the motion and capture your opponent. 

3. J.DN.Fierce \/ C.Fierce --> Bull Head, Bullhorn
   This combo will take some practice, what you want to do is charge for
   the Bullhorn after you hit your crouching fierce, then release.

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

                                 -------
                                 Tactics

    There isn't really much tactics for Birdie, what you can do is keep
    charging for the Bullhorn and release it when the opponent misses with
    the attack. However I want to note that Birdie's throw range is fairly
    decent, while not anywhere near the caliber of Zangief's throw range
    it can still grab opponents from afar. 

------------------------------[Ending: Birdie]-------------------------------

    The ending for Birdie is not what most people expected, Birdie defeats
    M.Bison and convinces M.Bison that he is worthy to join his army of
    Shadowlaw, M.Bison wants Birdie to join his army now, but Birdie knows
    that M.Bison was just going to use him all along, he leaves M.Bison to
    suffer his defeat.

------------------------------[Overall: Birdie]------------------------------

72/100
    Birdie has good throw range and excellent priority on his attacks. His
    supers are effective at most times and he has good combo ability. However
    Birdie's recovery time from a lot of his moves suck, a smart, heck the
    opponent doesn't even have to be smart, opponent will always counter 
    Birdie's missed Bullhead or Bullhorn with a super or a quick attack.
    His defense utterly is down the drain, he really can't do much against
    jumping airborne attackers. 

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

Cammy
    Cammy, the mysterious English girl that has cat like reflexes, however
    her memory was erased in a car accident. Since then she has only regained
    a few memeories from her past, M.Bison has found her and used as a sort
    of biological weapon. She is keen on her fighting skills and has trained
    under Shadowlaw, but as each day passes by a portion of her memory
    returns to her. But her personality is stiff, being stone cold(no pun
    intended) in her heart she could care less about her opponent, but what
    if one day all her memories were to return? What would happen to M.Bison?

-------------------------[Spiral Arrow: 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.


------------------------[Spin Kunckle: F,DF,D,DB,B+P]------------------------

    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.


-----------------[Hooligan Combination: BD,D,DF,F,UF+P]---------------------

    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 Combos

----------[Super Combo #1:Spin Drive Smasher: D,DF,F,D,DF,F+(?)K]------------

    The Spin Dive Smasher is one of the more effective super combos in the
    game. It does a lot of damage, and it is highly comboable, the super
    has good range, but the second portion of the super can be air blocked.
    This move does good block damage, but if Cammy misses with the super
    she will be liable to a counter attack as she falls down from the super
    combo. This will go through projectiles during start up as well, but
    avoid using this from out of nowhere, as it can be easily countered.

------[Super Combo #2: Psycho Streak: B(charge for 2 sec.)F,B,F+(?)P]--------

    This super is a bit odd, what Cammy will do is taunt, but at the same
    time that she taunts M.Bison will come out and do his Psycho Crusher.
    This super will do good damage, but its a bit weaker than his regular
    Psycho Crusher. It does excellent block damage and will absorb
    projectiles, but sometimes an opponent can jump over the Psycho Crusher
    by M.Bison. However if the opponent is close to Cammy, the Psycho 
    Crusher will go through the opponent.

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

                                 -------
                                 Tactics

    There isn't very much tactics for Cammy, however she will win a lot of
    throwing games in a close match. Playing defense is probably the best
    measure for winning with Cammy. Playing as Cammy is sorta like a waiting
    game against better opponents like Ryu, however she can go totally
    offensive against weaker opponents like Zangief or Sodom. What you can
    do is jump up and meet the opponent and air throw them, Cammy has the
    most air throw priority in the game. 

------------------------------[Endings: Cammy]-------------------------------

    None were given to Cammy because you cannot use her in Arcade Mode!

------------------------------[Overall: Cammy]-------------------------------

85/100
    Cammy in this game is very dominating when it comes to playing defense.
    She is quick and agile and can counter attacks with ease rather quickly
    and she is an avid combo character. However, her attacks jumping in are
    pretty awkward at times, while not all of them, her jumping attacks are
    not too dominating.  Against stronger opponents like Ryu or Ken, she is
    often at times out matched because of their projectiles and anti air
    attacks, and the revovery time on half of her special moves and super
    combos literally suck.

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

Charlie
    From the jungles near Thailand, Charlie and Guile were sent after 
    M.Bison to bring him in for questioning about illegal drug operations
    and illegal smuggling of weapons of mass destruction. It is Charlie's
    goal that all coruption must end in the navy, army, and for the security
    of the people. Charlie and Guile has been trying to find a way to bring
    in M.Bison or stop him for his crimes and also to take down Shadowlaw,
    but when Charlie meets M.Bison, something is bound to occur.

--------------------[Sonic Boom: B(charge for 2 sec.)F+P]--------------------

    This is one of Charlie's prime moves and very similar to Guile's Sonic
    Boom from previous games. It comes out quick and does good damage and
    can be easily comboed or used to chip away at an opponent's lifebar.
    However, Charlie does not even recover from the Sonic Boom near as fast
    as Guile did, but he recovers from his projectile motion faster than
    any other character in the game. Watch for opponents who will jump over
    and attack Charlie from above though.

-----------------[Somersault Kick: D(charge for 2 sec.)U+K]------------------

    This is Charlie's main anti air attack as it will do good damage and it
    has excellent priority over basically any airborne attack besides Akuma's
    Tenma Gou Zankuu. This is very easily comboed and the Short version of
    it cannot be air blocked, much like the weakest version of all special
    anti-air attacks cannot be blocked. However the recovery time on this
    move basically sucks and avoid using it out of nowhere as it is pretty
    easy to counter.

-----------------------------[Backfist: F+FP]--------------------------------

    While Charlie cannot use the Backfist after a Sonic Boom like Guile can
    its still a very good move to use because of the speed at which this
    move comes out and the priority that this move provides. There is almost
    no start up delay to using this move and also there is basically no
    recovery delay either.

-----------------------------[Top Kick: F+FK]--------------------------------

    This move is basically an anti-crouch counter. It does good damage and
    will often catch opponents by surprise and it can really annoy your
    opponent when you use this move because often a human opponent can get
    fooled by it, thinking its just a regular attack. This move will also
    hop over low attacks as well and it starts out quick and has basically
    almost no recovery time making it a pretty safe move to use.

----------------------------[Sobat Kick: F+RK]-------------------------------

    This move is the move you should use after you have thrown a Sonic Boom.
    It comes out quick and it does a lot of damage, it has the most 
    horizontal range of any of his regular attacks and has excellent priority
    with basically no recovery time.

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

[Super Combo #1: Sonic Break: B(charge for 2 sec.)F,B,F+(?)P, then P rapidly]

    For this super to get the full effect you will need to press the punch
    button afterwords rapidly. You will need to press the button pretty
    fast though because if you press the punch button to slow the rest of
    the Sonic Booms will not come out. It does good damage, but the level 1
    version won't do very much damage as all. It comes out quick and has
    good combo ability, but each Sonic Boom can be rendered useless by a
    projectile. A level 1 version will have Charlie throw out a maximum of
    two Sonic Booms, a level 2 version will have Charlie throw out a
    maximum of three Sonic Booms and a level 3 version will have Charlie
    throw out a maximum of 4 Sonic Booms. However even if you do a level
    3 super, but not press punch afterwards, you will only get one Sonic
    Boom to come out. Each Sonic Boom from this super can be nullified by
    a regular projectile, and against a Shinkuu Hadouken, a level 2 Shinkuu
    Hadouken can nullify completely a level 3 Sonic Break while a level 3
    Shinkuu Hadouken will nullify a level 3 Sonic Break and still go through
    and hit Charlie, basically the amount of hits the super does will
    determine if the super will go through the Sonic Booms or not. Don't use
    the Sonic Break against an airborne opponent though, the rest of the
    Sonic Booms will not juggle the opponent after the first Sonic Boom
    connects.

-------[Super Combo #2: Cross Fire Blitz: B(charge for 2 sec.)F,B,F+K]-------

    This super is very effective in combos and also as a counter attack. This
    has good priority and will do excellent damage as well as block damage.
    The Cross Fire Blitz however doesn't have too much horizontal range if
    you want to catch an opponent from afar, so most likely and opponent will
    be able to block in time. However this will juggle an airborne opponent
    but the only problem with it is that it won't juggle the opponent with
    all the hits and some of the hits will fail to connect, thus weakening
    the super. The recovery time on this isn't too bad though and opponents
    will have a tough time counter the move if Charlie misses with it.

---[Super Combo #3: Somersault Justice: DB(charge for 2 sec.)UF,DB,UF+(?)K]--

    This super will do quite a bit of damage no matter what level you use it
    at. Its Charlie's strongest super(why wouldn't it be? The motion is hard
    to pull off anyways, but at least Capcom gave us a nice incentive for
    pulling it off) and it is very comboable and does an insane amount of
    block damage. This super will juggle the opponent as well and serves as
    a great air defender against airborne opponents. Just watch out when
    using it because it has horrible recovery time and it allows an opponent
    ample time to counter attack.

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

                                 Combos

1. C.Fierce --> Sonic Boom

2. C.Forward --> Somersault Kick

3. Sonic Boom, Sobat Kick

4. J.Fierce \/ C.Jab --> Somersault Justice/Cross Fire Blitz

5. C.Fierce --> Somersault Justice
   Basically in this combo knock the opponent out of the air with your
   uppercut and quickly cancel into the super, it will juggle the opponent
   if you are quick enough.

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

                                 -------
                                 Tactics

    There isn't too much tactics for Charlie however, but what you always
    must do to win is charge. It doesn't matter what move you are charging
    for, just as long as you are charging your on your way to victory.
    Charging is very essential for Charlie to win, just like Guile in the
    previous Street Fighter games as well as Street Fighter Alpha 3.

-----------------------------[Endings: Charlie]------------------------------

    Charlie finally finds and defeats M.Bison. He wants M.Bison to spill his
    guts about the smuggling operations of Shadowlaw and tells M.Bison that
    there is a chopper coming in at about 5 minutes. However, the chopper
    arrives and shoots Charlie in the back as Charlie falls into the 
    giant waterfall in Venezuela, however his dog tag remains behind with
    blood stains on it. One of M.Bison's soldiers wishes to check to see if
    Charlie is dead or not, but M.Bison tells of the soldier that no one
    could have survived that shooting or that fall. And even if Charlie
    did survive he wouldn't be back, would he?

-----------------------------[Overall: Charlie]------------------------------

88/100
    Charlie in this game is one of the best characters in the game. He has
    excellent defensive skills and also one of the best anti-air attacks in
    the game. His supers are very effective and he is one of the best combo
    characters in the game and he has excellent reach and range on his 
    attacks both jumping in on an opponent and on defense. The problem with
    Charlie is that he must constant charge to be effective, a Charlie that
    does not charge will usually result in a defeat, and comboing in the
    charge motion supers can be a pain for some people.

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

Chun-Li
    Chun-Li was only a little girl when shehad witnessed the death of her own
    father. However she did not know who killed her father and since then
    been enraged and seeks out revenge. To do this she must train hard to
    avenge her father's death, through the years she sought out the one
    who killed her father but has never found out who. She then joins 
    Interpol, a secret spy organization sought out to stop and end all
    corruption provided by Shadowlaw. She believes that with conclusive
    evidence, that the head leader of the Shadowlaw corporation is the killer
    of her father.


-------------------------[Kikouken: B,DB,D,DF,F+P]---------------------------

    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.


------------------Spinning Bird Kick: D(charge 2 sec.)U+K--------------------

NOTE: You must be in Super Street Fighter 2 mode to do this!
    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.


----------------------------[Senenshu: F,DF,D,DB,B+K]------------------------

    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 
    move can really do a lot of block damage and its a good counter against
    missed attacks. However, after the first few hits against a blocking
    opponent, she will get pushed away rather quickly, but the recovery time
    on this move is only as long as you rapidly push the kick button.


---------------------------[Stomp Kick: D+FK(air)]---------------------------

    This move is a good jump in attack because it comes out quick and it has
    a lot of priority while jumping in. You cna't combo off of htis move 
    because even if you do connect agaisnt a blocking or non-blocking
    opponent, you will bounce away from them. If this connects agaisnt an
    opponent, it will automatically knock them down.


--------------------------[Neckbraker 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.

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

                              Supers Combos

---------------[Super Combo #1: Kikoushou: D,DF,F,D,DF,F+(?)P]---------------

    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, this super will juggle the opponent for a couple
    its and serves as a great anti-air attack and the recovery time is very
    quick, I don't see much disadvantages in using this unless you miss with
    it.


---------[Super Combo #2: Senretsu Kyaku: B(charge 2 sec.)F,B,F+(?)K]--------

    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 be easily put into combos and used as a counter
    against missed attacks.


-----[Super Combo #3: Hazan Tenshou Kyaku: DB(charge 2 sec.)F,B,UF+(?)K]-----

    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 and 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.

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

                              Combos

1. S.Fierce --> Kikousho

2. J.Fierce \/ S.Fierce --> Kikoushou

3. J.Fierce \/ C.Forward --> Hyaku Restu Kyaku/Senretsu Kyaku/Hazan Tenshou
   Kyaku

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

                                  -------
                                  Tactics

    Well for Chun-Li, what I usually do is get into a throwing game, since
    her throw range and priority both on the ground and in the air are
    excellent. Her defense is good as well with her special attack, super
    combo and her standing roundhouse keeps opponents out of the air.
    Avoid jumping in on people with anti-air attacks like Ryu or Charlie
    since her stomp kick won't be enough to overpower them.

------------------------------[Endings: Chun-Li]-----------------------------

NOTE: Chun-Li's ending can be altered, but just a tiny bit. If you beat the
      game in her Alpha uniform the first picture of the ending has her in
      her Alpha uniform, while you beat her in her Street Fighter 2 uniform
      the first picture of the ending will have her in her Street Fighter 2
      uniform.

    Chun-Li defeats M.Bison, however he escapes away and M.Bison tells
    Chun-Li that he was the one who killed her father. She finally learns
    the truth, but the next scene has her back at Interpol headquarters. She
    looks out the window and tells to herself and her father that this is the
    last time she will cry, next time she will settle the score.

-----------------------------[Overall: Chun-Li]------------------------------

85/100
    Chun-Li is a very quick character in this game, and she has excellent 
    combo abilities. Her supers are very effective and she has excellent
    defensive skills. However she doesn't have much priority on her jumping
    attacks and going into an offensive rythmn can be a pain against better
    characters like Ryu. Also make note that she can bounce off walls as
    well.

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

Dan
    Dan is the ever going enthusiast of starting his own fighting style. He
    has studied under the Shatoken style for many years, but however he has
    used that form of art to create his so called strongest style. But this
    was not what had inspired Dan,  his father was his inspiration for this
    Saikyou style,  but it was all ended when Sagat had met Dan's father in
    battle. A fierce battle was waged between Sagat and Dan's father, it 
    was Dan's father that gave the missing eye to Sagat, but it was Dan's
    father that had paid with the price of his own life. Now Dan is out for
    revenge of his father, and his honor.


----------------------------[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.


---------------------------[Dankuu Kyaku: 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. 


-------------------------------[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 Combos

----------[Super Combo #1: Shinkuu Gadouken: D,DF,F,D,DF,F+(?)P]-------------

    Well even though his Gadouken has no range whatsoever, on a level 3 this 
    super can go up to 3/4 screens distance! Depending on which level you use 
    will determine the range of this super I guess. 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.


------------[Super Combo #2: Kouryuu Rekka: D,DF,F,D,DF,F+(?)K]--------------

    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.Short. Level 3 can deal a ton of damage 
    and it has pretty good range. But if he misses he will be asking for it.


-----------[Super Combo #3: Hisshou Biraiken: D,DB,B,D,DB,B+(?)K]------------

    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.


---------[Super Combo #4: Chouhatsu Densetsu: D,DF,F,D,DF,F+Select]----------

    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.

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

                                 Combos

1. C.Fierce --> Gadouken

2. S.forward --> Kouryuken

3. J.Roundhouse \/ C.Fierce --> Any Super
   Well just don't use Super Combo #4!

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

                                 -------
                                 Tactics

    Well for Dan he must fight close, this is due to the fact that Dan has
    not taught himself well enough for a longer ranged projectile. In fact
    fighting close is one of Dan's specialties,  his throw range is superb
    actually and he can reverse throw with the best of them. Keep close to
    your opponent and block attacks up close, then counter.

-------------------------------[Endings: Dan]--------------------------------

    Dan yells out 'Yahoo I did it!' in Japanese(I think) and is proud that he
    has avenged his father's death, he then starts his own small dojo to 
    train people in his strongest sytle. Yahoo!

--------------------------------[Overall: Dan]-------------------------------

74/100
    Well what can you expect? This is Dan remember? He doesn't have much 
    range on his projectile, scratch that, the range on his roundhouse kick
    has more range than his Gadouken! But on the plus side Dan has excellent
    priority on his attacks and he can easily win over an offensive opponent
    with his defensive skills. His Kouryuken is a nasty counter on jumping
    attacks, and Dan has incredible throw range as well. However Dan's
    weakness is his egoism, players have a tendancy to taunt with Dan quite
    often, and that leads to his downfall rather quickly.

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

Dark Sakura

NOTE: Dark Sakura's background and moves are basically the same, however
      when I use her, she has no Shun Goku Satsu! Or at least I can't execute
      it! Does anybody know the true button sequences for Dark Sakura's
      Shun Goku Satsu?
    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.


---------------------------[Shououken: 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]----------------------

    This move is a bit odd, personally I don't even know what this is
    suppose to do, it has huge start up delay and you can't even combo
    it in, even if it does connect it does pitiful damage as it will only
    hit once. But then again I guess it fits her funky Shatoken like style.


------------------------[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

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

    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. This move has a 
    bit of a start up delay though, but it will still combo, however it gets
    very weak the farther it goes, make sure you use it up close, it also 
    does good block damage as well.



-------------[Super Combo #2 Haru Ichiban: D,DB,B,D,DB,B+(?)K]---------------

    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 excellent 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.


------------[Super Combo #3: Midare Zakura: D,DF,F,D,DF,F+(?)K]--------------

   This is one of Sakura's most effective supers in the game, it does a lot
   of damage and will go through projectiles at start up. This move also
   does a lot of block damage and has quite a bit of range, even if you
   catch the opponent out of the air it will still juggle them, but only
   the tip of each Shououken will connect, thus weakening the super 
   serverely. Watch for the recover time on this move, its sucks and when
   she falls back to the ground she is liable to a counter attack.

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

                                   Combos

1. S.Short --> Hadouken

2. S.Strong --> Shunpuu Kyaku

3. J.Roundhouse \/ S.Strong --> Shunpuu Kyaku

4. J.Fierce \/ S.Short, S.Jab --> Midare Zakura

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

                                   -------
                                   Tactics

    Well for Sakura playing offensively is key for her victory, she has
    excellent potiential offensive skills and has good throw range as well
    as decent throw priority. Just avoid playing defensively with her, she
    really cna't do much against jumping opponents as her Shououken is a
    bit awkward to use and her crouching fierce comes out too slowly.

--------------------------[Endings: Dark Sakura]-----------------------------

NOTE: Dark Sakura's ending is exactly the same as Sakura's ending.
    Sakura finally defeats Ryu, she asks Ryu if he would become her teacher
    but Ryu knows himself that he cannot train her because he has not fully
    trained himself. Just as he is about to leave, Sakura wants to get a
    picture of him, she does and the next day when she goes to school her
    friend asks of Ryu, Sakura shows her the friend the picture, but then
    suddenly the school bell rings and they must hurry before they are late
    to class!(also the funky Sakura theme plays at this time)

--------------------------[Overall: Dark Sakura]-----------------------------

83/100
    Dark Sakura is an excellent combo character and also an excellent custom
    combo character, she is one of the better characters in the game as her
    offensive skills are basically top notch. However her defensive skills
    aren't too good and smart opponents can take advantage of this and she
    is a bit slow for a character her size and missing with attacks and 
    recovering quickly are simply not her specialty because the majority of 
    her attacks can be over powered by other jumping attacks from the
    opponent.

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

Dhalsim
    Dhalsim's country is grief stricken with unger, disease, and famine. He
    knows that the leader of Shadowloo is behind this and he will not stop
    until he finds and punishes the culprit. It is his belief that a reaction
    follows an action, and Dhalsim wants to prove that his just actions will
    provide a right reaction in which he wants his family and his people to
    live in greater prosperity.


----------------------------[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]-------------------------

    The use of this puzzles me, while its a semi-good counter against jump
    in attackers, he has the Yoga Blast anyways, but this does a bit more
    damage than his Yoga Fire and it covers more of his frontal area. Don't
    use it too often though because a jumping opponent like Ryu can easily
    attack Dhalsim from above.


-------------------------[Yoga Blast: F,DF,D,DB,B+K]-------------------------

    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 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. The priority on this move isn't too great however,
    but the recovery time is better though.


-------------[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 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 Combos

-------------[Super Combo #1: Yoga Inferno: D,DF,F,D,DF,F+(?)P]--------------

    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!


-------------[Super Combo #2: Yoga Strike: D,DF,F,D,DF,F+(?)K]---------------

    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.

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

                                Combos

1. What? Dhalsim combos? Can't think of any!

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

                                 -------
                                 Tactics

    Well not much for Dhalsim, what you want to do a lot is keep throwing
    projectiles and teleporting behind your opponent or teleporting in front
    of them to fool them. Don't jump too often because Dhalsim lands like he
    has a parachute or something because of how he drifts to the ground, this 
    gives the opponent more chances and opportunities to counter attack or
    just knock Dhalsim out from the air.

------------------------------[Endings: Dhalsim]-----------------------------

    Dhalsim has finally defeated M.Bison, all those figures in the back are
    the world warriors he has defeated. He meditates in front of a tree,
    there are other villages near by him and cheering for Dhalsim has he has
    brought them medecine and food back into their country. Dhalsim believes
    that he has created bad karma(hinudism, this is in which a person will
    live out another life as another person without memoryof previous
    existence), but his wife says no, and Dhalsim hopes she's right.

-----------------------------[Overall: Dhalsim]------------------------------

75/100
    Dhalsim can have some pretty crafty manuvers and abilities. His teleport
    allows him to get out of tight situations and also get the jump on
    opponents, and also he has good ground throw range. His lengthy arm 
    attacks and kick attacks allows him to attack without even doing motions
    or moving, however these limbs can be hit and he does not have good
    defense or offensive capabilities, and also his throw priority isn't
    too good, you have to watch for that.

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

Evil Ryu
    Left by the evil presense of Akuma on the day that Ryu had fought Akuma
    on his small island off the coast of Japan. He was not sure of what Akuma
    had meant about him reaching his untapped potiential. Ryu made his way
    back to the island of Japan, he trained hard and fought hard against
    opponents who would challenge him, yet at the same time he was still
    trying to figure out what Akuma had meant on what he had said. It was
    not really all that easy to figure out, Ryu did not even understand.
    With this fustration of not knowing what Akuma had said and realizing
    that his master Goutetsu had died in the works of Akuma, Ryu could not
    bottle his emotions any longer. He started to act a bit strange and when
    his friend Ken decided to stop by for another round of a fight, Ryu
    had refused. Something told Ken that Ryu was not right, regardless he did
    not really care much and thought that Ryu was probably going over
    something tough and needed to be alone. However Akuma's patience would 
    not hold Akuma back any longer, he seeked Ken and challenged him into
    a fight. Sensing on how Ken was egoistic, he thought Akuma was mere small
    potatoes. That would prove his downfall, but while Ken gave a good fight
    for Akuma, it was clear that Ken could not defeat him. Akuma mysteriously
    did not perform the Shun Goku Satsu on Ken, after hearing about this Ryu
    had become enraged. So enraged he swore revenge for Ken, but that was not
    the enraged that I was talking about. He began to study under the dark
    side of the Shatoken karate, knowing that there is both good and evil
    in every art, Ryu knows that he himself cannot contain his powers 
    forever. After being heavily influenced by the dark side, Ryu had learned
    the Shun Goku Satsu, an art in which if performed on another individual
    would spell eternal doom for the user. No one has ever come back alive
    after performing the art, well that is if you don't count Akuma. Evil
    Ryu sets off in hopes of finding Akuma, but in fact it maybe Akuma that
    is in hopes of finding Ryu.

-----------------------------[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. This move does
    serious damage and the jab version cannot be air blocked,


----------------------[Tatsumaki Senku Kyaku: D,DB,B+K]----------------------

    Evil 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]---------------------------------

    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.




-------------------[Shakunetsu Hadouken: D,DF,F+P(up close)]-----------------

    This projectile is Ryu's old Shakunetsu Hadouken from Super Street
    Fighter 2, however it requires the same motion as his regular Hadouken
    but you must be close to your opponent, and your opponent will light
    on fire if you connect with it. It has the same uses, and you do extra
    damage with it.


------------------------[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 Combos

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

    The super projectile move created by Evil Ryu in Super Street Fighter 2 
    Turbo. It does good damage and will combo in rather easily and does 
    excellent block damage. It will juggle the opponent for the first few 
    hits, but after that the rest of the Shinkuu Hadouken is wasted. Like all 
    projectiles in the game(including super versions of them) the closer you
    are to the opponent the more damage that you will do. The recovery time
    on this move is not too bad and its certainly longer than his regular
    Hadouken.

-----[Super Combo # 2: Shinkuu Tatsumaki Senpu Kyaku: D,DB,B,D,DB,B+(?)K]----

    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 does insane block damage and also
    a lot of regular damage, its comboable and can juggle an opponent. 
    However when it juggles the opponent, it only does a few hits and that's
    it, the rest of your super is completely wasted! Also if Ryu does not
    connect with this, not even towards a blocking opponent, then he can
    be seriously countered, possibly by a projectile super like a Messatsu
    Gou Hado.

---------[Super Combo #3: Messatsu Gou Shouryuu: D,DF,F,D,DF,F+(?)K]---------

    This is basically an evil version of the Shouryuu Reppa, it comboes real
    easily and does a lot of damage. It goes through projectiles from the
    starting frames of animation and it does good block damage. However,
    Evil Ryu can get countered as he comes down from the super if he misses.

------------[Super Combo #4: Shun Goku Satsu: JP, JP, F, SK, FP]-------------

    Well Evil Ryu's version of the Shun Goku Satsuis exactly like Akuma's
    Shun Goku Satsu. It doesn't have the range or the speed of Shin Akuma's
    Shun Goku Satsu but it still does the same damage and is also 
    unblockable. You can't combo this in either, and your opponent must be
    semi-dumb to be caught in this. What I mean by that is often you can
    catch turtlers, however if your opponent misses with an attack that is
    the time to pull it off and catch opponents on their way down from a 
    super or special attack like a Somersault Kick Tiger Genocide. Just
    watch how you use it though because three levels of super are very hard
    to earn in this game and Evil Ryu can be easily knocked out of this move.

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

                                Combos

1. C.Fierce --> Hadouken

2. J.Fierce \/ C.Forward --> Tatsumaki Senpuu Kyaku

3. J.Roundhouse \/ C.Strong --> Shinkuu Tatsumaki Senpuu Kyaku
   Cancel quickly for this combo, it won't work if you are late canceling.

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

                                -------
                                Tactics

    Well there are plenty of different tactics for Evil Ryu. What you mainly
    want to do for Ryu is jump in towards your opponent and combo them.
    You can keep the fireball pressure against your opponent as well, but
    be warned that the Hadouken/Dragon pattern it not even a fraction as
    effective as it was in the old Street Fighter games. Evil Ryu's throw 
    range has been weakened as well, so you may want to watch for that.
    What you can do is teleport often, it can confuse the opponent, but only
    use it if it does not confuse you because the tables can turn.

---------------------------[Endings: Evil Ryu]-------------------------------

NOTE: Evil Ryu's ending is exactly the same as Ryu's. If you want the real
      ending you will have to buy Street Fighter Alpha 3 and see for 
      yourself!
    Ryu defeats Akuma, but it was a weakened Akuma. Akuma's island sinks and
    tells Ryu to find his full inner strength, and when he does they shall
    meet again(he is referring to Evil Ryu, the ending can be found in
    Street Fighter Alpha 3). The island sinks and all that is left is the
    feeling of Akuma's evil presense, in which Ryu can sense. He drifts alone
    in the water as the ending fades off...

---------------------------[Overall: Evil Ryu]-------------------------------

98/100
    Evil Ryu is just one of the best characters in the game, his ability to 
    combo is just amazing and his overall defensive and offensive skills are 
    without equal. He has good throw range and priority on the ground and in
    the air, and he has excellent priority and range on his regular attacks.
    I find very little disadvantages in him, excpet for the fact that his
    Hadouken is very slow compared to the previous SF games and the fact
    that he has more recovery time on his Shinkuu Hadouken than in the last
    game. However with the help of the Shun Goku Satsu and his Ashura Senkuu
    makes him an improvement over Ryu as it will allow him to catch turtling
    opponents and also allow him to get out of tight situations and also
    allow him to get the jump on his opponent.

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

Gen
    Gen is the age old street fighter, however his age is always decieving
    amongst his opponents. Only those of the truest warriors can sense the
    strength inside him, he is not only quick for his age, he is a deadly
    fighter and is also known as an assassin. His fighting ability is 
    unmatched and often an opponent has to suffer the consequences for 
    underestimation. He seeks the one named Akuma, the one who possesses the
    power of the Shun Goku Satsu, and it is Gen's only wish to die in battle
    against a worthy opponent.


------------------------[Preying Mantis Style: 3P]---------------------------

    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 move will do good block damage, but often Gen gets pushed away from
    it while using it against an opponent, the recovery time is only as bad
    as you hold onto the punch buttons, so you may want to be careful about
    that.


------------------[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. However, I am still puzzled as to how the CPU gets 7 hits out
    of this move.

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

                            Supers Combos

--------[Super Combo #1: Zan'ei(Touch of Death): D,DF,F,D,DF,F+(?)P]---------

    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. 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.


-----------[Super Combo #2: 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 move will do one pixel
    of block damage if it connects though.    

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

-----------------------------[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]---------------------

    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 Air Kick: RK, RK(air)]------------------------

    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 Combos

---------------[Super Combo #3: Jyakouha: D,DF,F,D,DF,F+(?)K]----------------

    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.


--------------[Super Combo #4: Kouga: D,DB,B,D,DB,B+(?)K(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.

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

                                Combos

                           Snake Combination

1. S.Jab --> Hyaku Renkou

2. J.Roundhouse \/ C.Forward --> Zanei

3. J.Roundhouse \/ S.Jab, S.Short, S.Forward, S.Roundhouse

4. J.Roundhouse \/ S.Jab, S.Short --> Geki-ro

                           Mantis Combination

1. J.Roundhouse, J.Roundhouse \/ S.Roundhouse
   The standing roundhouse should double hit into a mean and nasty four hit
   combo!

2. J.Roundhouse \/ C.Short --> Jyakouha
   The crouching short will knock the opponent into the air and is the 
   perfect set up for the Jyakouha.

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

                                  -------
                                  Tactics

    Well for Gen, what you want to do a lot is switch styles often, this
    really confuses the opponent as well, and it can be an advantage for Gen.
    Make sure you know how to use both styles well, because you don't want to
    turn the tides over to your opponent if you do not know the style well.
    Don't throw often though because Gen's throw range and priority is 
    pitiful.

------------------------------[Endings: Gen]---------------------------------

    Gen defeats Akuma, however Akuma wants Gen to finish him off, Gen does
    not and Akuma lies back unconsious. Gen looks out to the sea and his wish
    of dying against a worthy opponent is lost, he is ill, but he does not
    want to die in any other way besides battle against a worthy opponent.

------------------------------[Overall: Gen]---------------------------------

87/100
    Gen is one heck of a character, his two unique styles of fighting 
    actually makes him a two-in-one character! His priority on his attacks
    are excellent including the range and he has some rather effective supers
    as well. The problem with Gen is that his throw range and priority is
    very poor and also due to the fact that it's just too easy to switch
    styles can make the player really confused.

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

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.


----------------------------[Hayagake: 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.


---------------------[Hayagake 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.


------------------[Hayagake: Kage Sukui: 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.


--------------------[Hayagake: Kubikari: 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 Senpuu Kyaku: 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 Izuna Drop: 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.


---------------------------[Hozanto: 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.


----------------------------[Flip 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.

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

                             Super Combos

-----------[Super Combo #1: Bushin Hassou Ken: D,DF,F,D,DF,F+(?)P]-----------

    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.


----------[Super Combo #2: Bushin Gou Rai Kyaku: D,DF,F,D,DF,F+(?)K]---------

    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.


-------[Super Combo #3: Bushin Musourenka: F,DF,D,DB,B,F,DF,D,DB,B+P]--------

    This is one of the sweetest looking supers in the game, while not nearly
    as flashy as the one found in Street Fighter Alpha 3, this super combo
    does a lot of damage and will have Guy do a 10 hit combo on the opponent
    in pitch black, however you can see the hit marks on the screen while
    this super connects. The range on this super however is ever lacking
    and you will need to be in throw range, and have three levels of super
    to connect with it though.

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

                                 Combos

1. S.Strong --> Bushin Senpuu Kyaku

2. J.Roundhouse \/ C.Forward --> Bushin Senpuu Kyaku
   Basically with this combo you must cancel after the first hit of the
   low forward, otherwise your Bushin Senpuu Kyaku will not connect.

3. S.Short, S.Jab, S.Strong, S.Fierce --> Anything
   This is one of the sweestest combos in the game, it allows Guy to chain
   in a lot of his special attacks, while not all of his special attacks,
   you can still do a lot with this combo.

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

                               -------
                               Tactics

    Well for Guy, what I usually do is go on offense, this is key to winning
    battles because Guy is a purely offensive character. He has some very
    effective supers in the game, no scratch that he has the MOST effective
    supers in the game. Catching an opponent with his Bushin Hassoken is a
    snap, but don't overuse it. Use a lot of throws as well because of Guy's
    throw range.

------------------------------[Endings: Guy]---------------------------------

    Guy has finally realized his inner power, an abstract feeling that cannot
    be described by diction or realized by human emotion, it is the inner
    secret in which Guy has found for himself. Master Zekuu comes along and
    tells Guy that he has remained in full potiential of his power and tells
    Guy that Bushin is only a name, and that a fighting style is something
    created. They fight each other, not because they hate each other
    (obviously they do not hate each other) but because they fight worthy
    opponents. May the best man win...

------------------------------[Overall: Guy]--------------------------------

84/100
    Guy is just an amazing combo character, he is tied with Gen as being one
    of the best combo characters in the game. He his very quick and has good
    throw range on the ground and has super effective super combos. His
    ability to connect with the Bushin Hassoken is just phenominal and he
    can also bounce off walls as well. However defense is his weakpoint and
    he will have to come close to the opponent to be an effective player,
    and some of his attacks have weak priority and leaves him in a bad
    position, be careful when using him!

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

Ken
    Ken is the most profested street fighter of his kind.  As a small child
    Ken was an obnoxious little boy and would often get into small quarrels
    with other kids his age and would often disobeyhis parents. His parents
    then decided to send him over to Japan where Ken would learn discipline
    and self respect for not only himself,  but also for respect for others
    as well.  It was then that Ken had spent nearly 15 years training under
    the guidance of Goutetsu and that he was becoming a bright fighter, but
    Goutetsu never thought of Ken of becoming  the grace warrior that he is
    today. With his mastery of the Hiryufist, he put a dumbfounded reaction
    on master Goutetsu and Ryu. And may I add it was also the same place as
    Ryu and Ken became best friends and training partners.


---------------------------[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. The
    recovery time is worst than Ryu's Shouryuken though, and the fierce
    version of the Shouryuken will light the opponent on fire and this is
    quite deadly when you put it in combos.


---------------------[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.


-------------------------[Ground Roll: D,DB,B+P]-----------------------------

    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 Combos

--------------------[Shoryuu Reppa: D,DF,F,D,DF,F+(?)P]----------------------

    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]-----------------------

    The Shinryuken in this game does a lot of damage, it comes out just as
    quick as the Shinryuken and it does a lot of block damage as well. This
    can be used as an anti-air attack, but not all the hits will connect
    since this will juggle the opponent, this super combo also has more
    range than it looks, and it will vacuum in the opponent. Just don't
    miss with the Shinryuken though because it has very bad recovery time
    and Ken is liable to a counter attack as he falls down.

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

                               Super Combos

1. C.Short --> Hadouken

2. C.Fierce --> Shoryuken

3. J.Fierce \/ S.Strong --> Hadouken

4. S.FWD.Forward, C.Forward --> Shinryuken
   Yep, that's right he can combo in his anti-crouch counter, cancel quickly
   for the best effect.

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

                                -------
                                Tactics

    Well for Ken playing either offense or defense is good, Ken is strong at
    both points in the game. Often Ken will win out most battles with his
    speed, and his projectile is a nice wayofkeeping his opponent at bay.
    Block and use counters agaisnt another Ken because the CPU Ken has a
    tendancy to use a jab Shoryuken, a Strong Shouryuken, and then a Fierce
    Shoruyuken in that consecutive order.

-------------------------------[Endings: Ken]--------------------------------

    Ken finds that Ryu was not of himself as of late and thinks it might have
    been that fight with Sagat that had messed him up. Ken doesn't think Ryu
    was up to his fighting spirit and gives something to Ryu to remember him
    by so that the next time they fight, it will be on equal grounds with
    both Ken and Ryu fighting up to their standards.

-------------------------------[Overall: Ken]--------------------------------

88/100
    Ken is just simply an amazing combo character, his ability to chain hit
    after hit is truely amazing. His priority is overwhelming and his offense
    and defense is top notch. The range on his attacks are good and his throw
    range is excellent. However his special attacks and all of his super 
    combos leave him open to attack when he misses, and his air throw range
    and priority both suck.

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


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 Shot: B(charge 2 sec.)F+P]-----------------------

    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.


-----------------[Double Knee Press: 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 Press: 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.


----------------[Somersault Skull Diver: 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]-------------------

    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. On the plus side of this move, its nowhere near as noticeable
    as Akuma's or Evil Ryu's, its pretty much unpredicatable as to where 
    M.Bison would land, the punch makes him go across the screen while the 
    kicks can make M.Bison land in the middle of the screen.

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

                               Supers Combos


---------[Super combo #1: Psycho Crusher: B(charge 2 sec.)F,B,F+(?)P]--------

    Well throw away his old Psycho Crusher and give him a spanking brand
    new super. This super does a lot of damage and will do good block damage
    as well. However unlike Cammy's Psycho Streak, M.Bison WILL NOT absorb
    projectiles from this move because I have tried. Use this as a counter
    against missed supers or missed special attacks and so on, at the early
    frames of animation this will out prioritize anything your opponent tries
    to throw at you.


-----[Super Combo #2: Knee Press Nightmare: B(charge 2 sec.)F,B,F+(?)K]------

    This super is still a very effective super, it does a lot of block damage
    and it can combo in easily as well as do good normal damage. The problem
    with this move is that it doesn't do as much damage as you would like it 
    to, and his level 3 version will leave him open to attack.

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

                                   Combos

1. C.Fierce --> Psycho Shot

2. J.Roundhouse \/ C.Forward --> Psycho Crusher/Double Knee Press

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

                                 -------
                                 Tactics

    Well for M.Bison what I meanly try to do is do a lot of teleportations 
    around the place to confuse my opponent. Use your Somersault Skull Diver
    and related moves to fool around with your opponent's mind. You may want
    to throw often as well because M.Bison has excellent throw range and
    priority.

-----------------------------[Endings: M.Bison]------------------------------

    M.Bison finally defeats Ryu and takes him back to Shadowloo headquarters
    where Ryu is restrained in some sort of electric chair. However M.Bison
    plans to feul Ryu's untapped energies to will it into M.Bison's own
    energy so that be may become all powerful, but something won't give.
    The machine that holds Ryu is not as strong as Ryu's will, Ryu continues
    to resist. The powers that M.Bison wants to give to Ryu are not working,
    Ryu's Shatoken and Akuma sides are battling each other within, if the
    two sides do not balance each other Ryu can die, and the machine is only
    feuling it. Can Ryu survive?

-----------------------------[Overall: M.Bison]------------------------------

80/100
    Well Bison in this game is well known for his massive throw range and
    priority, he has excellent priority on his attacks as well. His supers
    are rather effective and they can connect against an opponent 80% of the
    time. However when it comes to defense, M.Bison is just a total loser
    and his combo ability sucks as well, not to mention the fact that 90% of
    the players that use M.Bison teleport by accident and even if they do
    they don't even know where M.Bison lands, so practice is the key with
    M.Bison.

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

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 Circle: D,DF,F+P(then repeat x3)]-------------------
    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.

-----------------------[Stinger: 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.


-----------------[Mekong 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. 


----------------------[Mekong 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.


---------------------[Mekong 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/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 Combos

--------------[Super Combo #1: Minesweeper: D,DB,B,D,DB,B+(?)P]--------------

    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+(?)K]-------------------

    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.

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

                                  Combos

1. J.Roundhouse \/ S.Strong --> Patriot Circle

2. Heck, I'll be darned if I know anymore combos for Rolento.

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

                                  -------
                                  Tactics

    Well for Rolento, what you really want to do is play a strategy game,
    which is pretty coincidental because Rolento is no combo character but
    he relies solely on strategy to get him through. Have Rolento use a
    series of Mekong Delta manuvers against the opponent, super jump a lot
    and fool around with your opponent. Just make sure that you are not
    fooled by Rolento's attacks yourself, otherwise you will becomed fooled
    yourself and thus loosing the match.

-----------------------------[Endings: Rolento]------------------------------

    Rolento rises above from a flag behind him, he realizes that all of the
    politics and government is not suitable for him and he will need to
    build a powerful army. The scene heads back to Metro City and Haggar
    gets notice that someone is terrorizing the city, its none of than
    Rolento. The television is turned on and Rolento's rampage is ever 
    rampant. (note that this ending is pretty funny, mainly at the end of
    the ending!)

-----------------------------[Overall: Rolento]------------------------------

78/100
    Rolento has excellent range on his attacks, the wodden stick that he
    carries around is an excellent way to attack opponents from afar and
    a lot of times his attacks do multiple hits because he spins the wooden
    stick around. He has pretty effective supers and can play mind games with
    your opponent, however he sucks at defense and his overall combo ability
    is dwarfed by that of Zangief's. While his Patriot Circle does insane
    block damage, it will leave him open if he misses with the attack.

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

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.


----------------------------[Arc Stance: F+RK]-------------------------------

    Well this move is a little odd, and I'm not sure what purpose it has 
    here. This is Rose's kick from SFA2 that has her arc forward a little 
    giving it good range as she hits the opponent with one foot and balancing 
    on the other. This is also a very quick attack and it liable to trade 
    hits with fireballs.

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

                             Supers Combos

---------------------[Aura Soul Spark:D,DB,B,D,DB,B+(?)P]--------------------

    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 Soul Throw:D,DF,F,D,DF,F+(?)P]--------------------

    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.


---------------------[Soul Illusion: D,DF,F,D,DF,F+(?)K]---------------------

    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.

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

                              Combos

1. S.Fierce --> Soul Spark
   Make sure you are close to your opponent when the fierce comes out,
   otherwise you will not be able to cancel in time.

2. J.D.Fierce \/ S.Fierce --> Soul Illusion --> Aura Soul Throw(level 2/3)
   This is one of the sweetest combos to ever grace videogaming! It doesn't
   really take long to master but it looks cool as heck!

3. Soul Illusion /\ J.Fierce \/ S.Fierce --> Aura Soul Throw(level 2/3)
   Well this combo is similar to that one above except for the fact that
   you can score more hits this way.

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

                               -------
                               Tactics

    Well for Rose, playing keep away isn't exactly the best way to win with
    Rose. You can still play keep away though, but your best bet is to
    combo your your opponent, your jumping fierce will provide all the
    priority that you need. Use your Soul Illusion at times, you can get a 
    lot of damage out with this. Counter your opponent's attacks with your
    own supers or special attacks. Go totally offensive against your
    opponents who tend to play a throwing game because Rose's throw range
    and priority is superior to that of most opponents, besides Sodom and
    Zangief.

------------------------------[Endings: Rose]--------------------------------

    Rose finally defeats M.Bison, she takes a relaxing shower in her own
    house and is relieved that the threat of M.Bison is finally over. The
    next scene takes place in her sorta 'crystal ball' type of room as she
    looks at her tarrot cards, however she realizes that one of the cards
    spells misfortune as the threat of M.Bison is not over. She is motionless
    with fear as the ending fades off...

------------------------------[Overall: Rose]--------------------------------

86/100
    Rose is an excellent character to use, she has excellent combo ability
    and very good range on her throws that are unrivaled(with the exception
    of Sodom and Zangief of course). Her attacks have a lot of range and
    her supers are literally super effective, but while she has her Soul
    Throw to counter airborne opponents, an airborne opponent who is 
    attacking is likely to counter her attacks rather easily. You may want
    to watch for that. And also avoid missing with her supers, she doesn't
    reover to well from them depending on which level of super you use.

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

Ryu
    He is known as one of the proudest and most hard trained street fighter
    in all the years he has started fighting. Under the guidance of Goutetsu
    he was taken in as a small boy, an orphan for that matter, and he was
    trained by Goutetsu. Ryu believes that through mastery of the fireball
    (Hadouken, or 'Great Surge Fist') is key to becoming the true warrior he
    dearly wants to perfect. With great sacronage and knowledge of the
    Shatoken arts, Ryu can become one of the greatest fighters ever, but he
    knows himself that he is not even close at his full potiential, a
    potiential so powerful that even M.Bison himself wants. Ryu's main
    opponents include Sagat, Ken, and Akuma. All three of these warriors
    are what Ryu is today, Sagat represents the honor, Akuma represents
    the dark side found in Ryu, and Ken represents Ryu's will and enthusiasm
    to fight. Mix these three in and you've got a serious fighter, it was
    a few years ago that Ryu had met Sagat in the fields of Austrailia.
    A fierce battle was raging between Sagat and Ryu, both are seriously
    injured from the fight but both keep going, Sagat dodges a Tatsumaki
    Senpuu Kyaku and body slams Ryu down to the grown hard, as Sagat thinks
    he has Ryu pinned he slowly goes for the finish thinking he has won the
    fight already, however his egoism proves Sagat's defeat as when Sagat
    goes over to finish Ryu, Ryu emerges from the floor in which he was
    taken down and gives Sagat a powerful Shouryuken that echoes through the
    fields of Austrailia as the thunder remains silent as compared to the
    fight between Sagat and Ryu. A Shouryuken so powerful that hit rips
    through Sagat's chest, leaving a physical scar, but not even nearly as
    great as the mental scar left in Sagat. Ryu always seeks a new challenge
    and when the time comes, there will be one warrior that is strong enough
    to stand up to Ryu's true potiential.

-----------------------------[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. This move does
    serious damage and the jab version cannot be air blocked,


----------------------[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]---------------------------------

    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.




-------------------[Shakunetsu Hadouken: D,DF,F+P(up close)]-----------------

    This projectile is Ryu's old Shakunetsu Hadouken from Super Street
    Fighter 2, however it requires the same motion as his regular Hadouken
    but you must be close to your opponent, and your opponent will light
    on fire if you connect with it. It has the same uses, and you do extra
    damage with it.


------------------------[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 Combos

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

    The super projectile move created by Ryu in Super street Fighter 2 Turbo.
    It does good damage and will combo in rather easily and does excellent
    block damage. It will juggle the opponent for the first few hits, but
    after that the rest of the Shinkuu Hadouken is wasted. Like all 
    projectiles in the game(including super versions of them) the closer you
    are to the opponent the more damage that you will do. The recovery time
    on this move is not too bad and its certainly longer than his regular
    Hadouken.

-----[Super Combo # 2: Shinkuu Tatsumaki Senpu Kyaku: D,DB,B,D,DB,B+(?)K]----

    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 does insane block damage and also
    a lot of regular damage, its comboable and can juggle an opponent. 
    However when it juggles the opponent, it only does a few hits and that's
    it, the rest of your super is completely wasted! Also if Ryu does not
    connect with this, not even towards a blocking opponent, then he can
    be seriously countered, possibly by a projectile super like a Messatsu
    Gou Hado.

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

                                Combos

1. C.Fierce --> Hadouken

2. J.Fierce \/ C.Forward --> Tatsumaki Senpuu Kyaku

3. J.Roundhouse \/ C.Strong --> Shinkuu Tatsumaki Senpuu Kyaku
   Cancel quickly for this combo, it won't work if you are late canceling.

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

                                -------
                                Tactics

    Well there are plenty of different tactics for Ryu. What you mainly
    want to do for Ryu is jump in towards your opponent and combo them.
    You can keep the fireball pressure against your opponent as well, but
    be warned that the Hadouken/Dragon pattern it not even a fraction as
    effective as it was in the old Street Fighter games. Ryu's throw range
    has been weakened as well, so you may want to watch for that.

------------------------------[Endings: Ryu]---------------------------------

    Ryu defeats Akuma, but it was a weakened Akuma. Akuma's island sinks and
    tells Ryu to find his full inner strength, and when he does they shall
    meet again(he is referring to Evil Ryu, the ending can be found in
    Street Fighter Alpha 3). The island sinks and all that is left is the
    feeling of Akuma's evil presense, in which Ryu can sense. He drifts alone
    in the water as the ending fades off...

------------------------------[Overall: Ryu]---------------------------------

97/100
    Ryu is just one of the best characters in the game, his ability to combo
    is just amazing and his overall defensive and offensive skills are 
    without equal. He has good throw range and priority on the ground and in
    the air, and he has excellent priority and range on his regular attacks.
    I find very little disadvantages in him, excpet for the fact that his
    Hadouken is very slow compared to the previous SF games and the fact
    that he has more recovery time on his Shinkuu Hadouken than in the last
    game.

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

Sagat
    Scarred by the fierce battle with Ryu emotionally, he feels as though
    he had let Ryu go off. But he himself knows that Ryu is a much more
    powerful warrior than the Ryu he fought in the fields of Austrailia
    a few years ago. The giant scar on his chest is nothing compared to the
    emotional scar left in his mind, he wants yet another challenge to fight
    Ryu again and this time he trains harder than ever, hopefully he has
    trained enough to fight Ryu again.


---------------------------[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 Tiger Shot: D,DF,F+K]--------------------------

    ...Low tiger Shot. This projectile goes at the same speed as his regular
    Tiger Shot. It still does the same amount of damage and block damage, but
    the use for this move is that it can hit low opponents who are blocking
    low, the only problem with this move is, is that opponents can easily
    jump over this and counter from above, mix and match to confuse against
    the opponent.


------------------------------[Tiger Blow: F,D,DF+P]-------------------------

    This move is just one of the coolest anti-air attacks in the game, it 
    does a lot of damage and it hits multiple times dealing good block damage
    as well. The Jab does only 3 hits, the strong 5 hits, and the fierce 
    version does 7 hits total. This serves as a good anti-air attack, but
    its not as dominating as the Shoryuken or Gou Shouryuken, don't miss with
    the Tiger Blow either because Sagat can be counter attacked when he 
    lands.


------------------------------[Tiger Knee: F,D,DF+K]-------------------------

    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.


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

                              Supers Combos

-------------[Super Combo #1: Tiger Cannon: D,DF,F,D,DF,F+(?)P]--------------

    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.
    Also this will juggle the opponent for a few hits, but never the full
    monty, so save it for combos on the ground.


------------[Super Combo #2: Tiger Genocide: D,DF,F,D,DF,F+(?)K]-------------

    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.


--------------[Super Combo #3: Tiger Raid: D,DB,B,D,DB,B+(?)K]---------------

    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! Watch when using this, never use this against an airborne opponent
    because you will only get one hit out of it, and the rest of your super
    combo is wasted!

----------------[Super Combo #4: Angry Rage: D,DF,F+Select]------------------

    With this super, your Tiger Blow becomes much more powerful. However
    if you miss with it once, you will have to start is up again.

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

                                Combos

1. S.Strong --> Tiger Blow

2. J.Fierce \/ C.Forward --> Tiger Shot/Low Tiger Shot/Tiger Cannon

3. J.Roundhouse \/ S.Roundhouse --> Tiger Raid/Tiger Genocide
   Basically calcel after the first hit, I've only gotten this combo to work
   on Zangief, Sodom, and another Sagat though.

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

                                -------
                                Tactics

    Well for Sagat the best possible strategy that I use a lot since Super
    Street Fighter 2 Turbo is confusing your opponent with Low and High Tiger
    shots, mix andmatch its all good, but this is key tokeeping your opponent
    at bay. Sagat's defense is pretty good, so what you may want to do is
    block and counter.

------------------------------[Endings: Sagat]-------------------------------

    Sagat finally defeats Ryu, however he feels as though his skills are not
    up to par with his standards. He knows that Ryu just gave him the victory
    he stares around then he wishes to leave M.Bison's airship so that he
    may become stronger. He bursts out of a waterfall with a Tiger Blow and
    yet he still trains in fustration. Sagat is a powerful warrior, hopefully
    one day he can become a true champion!

------------------------------[Overall: Sagat]-------------------------------

82/100
    Sagat is one of the more powerful characters in the game, his combo
    ability is superb and he has a lot of range on his attacks and very
    effective supers. He has superiorly fast projectile speed along with
    good throw range, however his projectiles can be dodged rather easily
    and a lot of his kicks up close tends to miss a smaller opponent, thus
    making things more difficult. Sagat is not very agile in the air though
    and his throw range is pretty much down the drain in the air.

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

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.


---------------------------[Shououken: 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. 


-----------------------[Sakura Otoshi: F,D,DF+K then P]----------------------

    This move is a bit odd, personally I don't even know what this is
    suppose to do, it has huge start up delay and you can't even combo
    it in, even if it does connect it does pitiful damage as it will only
    hit once. But then again I guess it fits her funky Shatoken like style.


------------------------[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

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

    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. This move has a 
    bit of a start up delay though, but it will still combo, however it gets
    very weak the farther it goes, make sure you use it up close, it also 
    does good block damage as well.



-------------[Super Combo #2 Haru Ichiban: D,DB,B,D,DB,B+(?)K]---------------

    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 excellent 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.


------------[Super Combo #3: Midare Zakura: D,DF,F,D,DF,F+(?)K]--------------

   This is one of Sakura's most effective supers in the game, it does a lot
   of damage and will go through projectiles at start up. This move also
   does a lot of block damage and has quite a bit of range, even if you
   catch the opponent out of the air it will still juggle them, but only
   the tip of each Shououken will connect, thus weakening the super 
   serverely. Watch for the recover time on this move, its sucks and when
   she falls back to the ground she is liable to a counter attack.

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

                                   Combos

1. S.Short --> Hadouken

2. S.Strong --> Shunpuu Kyaku

3. J.Roundhouse \/ S.Strong --> Shunpuu Kyaku

4. J.Fierce \/ S.Short, S.Jab --> Midare Zakura

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

                                   -------
                                   Tactics

    Well for Sakura playing offensively is key for her victory, she has
    excellent potiential offensive skills and has good throw range as well
    as decent throw priority. Just avoid playing defensively with her, she
    really cna't do much against jumping opponents as her Shououken is a
    bit awkward to use and her crouching fierce comes out too slowly.

-----------------------------[Endings: Sakura]-------------------------------

    Sakura finally defeats Ryu, she asks Ryu if he would become her teacher
    but Ryu knows himself that he cannot train her because he has not fully
    trained himself. Just as he is about to leave, Sakura wants to get a
    picture of him, she does and the next day when she goes to school her
    friend asks of Ryu, Sakura shows her the friend the picture, but then
    suddenly the school bell rings and they must hurry before they are late
    to class!(also the funky Sakura theme plays at this time)

-----------------------------[Overall: Sakura]-------------------------------

83/100
    Sakura is an excellent combo character and also an excellent custom
    combo character, she is one of the better characters in the game as her
    offensive skills are basically top notch. However her defensive skills
    aren't too good and smart opponents can take advantage of this and she
    is a bit slow for a character her size and missing with attacks and 
    recovering quickly are simply not her specialty because the majority of 
    her attacks can be over powered by other jumping attacks from the
    opponent.

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

Shin Akuma

NOTE: Unless Shin Akuma's story is comepltely different from Akuma's story,
      Shin Akuma's background is basically the same as Akuma's background
      because they are basically both the same character.

    Akuma is known as the demon warrior, he lives off the evil intent and
    decimates his opponents with a single stroke of the Shun Goku Satsu.
    The Shun Goku Satsu was released in the hands of Akuma when his master
    Goutetsu would not teach him the fatal art of the Shatoken. Ignoring
    the warnings brought by his sensai, Akuma sealed his fate and performed
    the Shun Goku Satsu on his master Goutetsu after a long and hard fought
    battle by both Akuma and Goutetsu. Akuma believed Goutetsu to be a fool
    for not teaching him the fatal arts as Akuma used Goutetsu as a guinea
    pig. However Akuma's brother Gouken would not let Akuma go away, he
    searched for Akuma, but Akuma found him as he would know Gouken would
    come after him. The two had fought a fierce battle, but it was Akuma
    who remained victorious and performed the Shun Goku Satsu, however
    Gouken's body, unlike Goutetsu's body, was never found and Gouken has
    left sight of Akuma without a trace, not even Akuma knows where to
    find Gouken. Then enter Ryu, the student of Goutetsu who seeks to find
    Akuma and to challenge him, not only to beat him for the sake of
    Goutetsu but to become the true warrior that Ryu wishes to become.
    However, Akuma is still a very powerful warrior and has not been 
    defeated, but then again he has never met of an old assassin named Gen,
    he has only heard of him.

-------------------------[Gou Hadouken: D,DF,F+P]----------------------------

    The prime weapon of Akuma, it does a good amount of damage and is very
    easily comboed. You can use this move to play keep away towards an
    opponent and also as a way to get some block damage off on your opponent.
    The start up delay is basically minimal and there is very little
    recovery time and countering it without the use of an Alpha Counter is
    almost impossible. However watch for opponents who will tend to jump
    over this, as it is pretty easy to jump over and an opponent can come
    in for a combo.

------------------[Shakunetsu Gou Hadouken: B,DB,D,DF,F+P]-------------------

    This move is similar to his Gou Hadouken, except the only difference
    with this move than his Gou Hadouken is that it hits multiple times and
    it does excellent damage, but not much more so than the Gou Hadouken.
    This will hit up to three times and do three pixels of block damage and
    will light the opponent on fire with this move. This has a bit of a
    start up delay, more so than his Gou Hadouken and will make him an
    open target ofr airborne attacks, you can still combo this, just only
    off of his fierce punch or roundhouse kick. Be careful when you are
    using this because the recovery time is worst than the Gou Hadouken.

---------------------[Zankuu Hadouken: D,DF,F+P(air)]------------------------

    Shin Akuma's Zankuu Hadouken is the best projectile in the game, why?
    Because its two projectiles for the price of one as you will only need
    to do one motion for two projectiles to come out. This move will keep
    opponents at bay, no matter where you are from the screen, its a very
    cheap tactic as well and very hard to escape from. The horizontal range
    on this move is rediculous and only Akuma or Evil Ryu or another Shin
    Akuma has the best chance of avoiding this by the help of the Ashura
    Senkuu.

-------------------------[Gou Shouryuken F,D,DF+P]---------------------------

    The Gou Shouryuken is one of the best anti-air attacks in the game.
    However, since the ability to go through projectiles is basically
    gone, you will have to watch for that. It does great damage when put in
    a combo and it also does well against airborne opponents, and it is
    also very comboable and comes out very quickly. Try not to miss with
    this move though because you will be countered on your way down, and
    even a blocking opponent in the air can land before you and counter
    attack your mistake.

--------------------[Tatsumaki Zankuu Kyaku: D,DB,B+K]-----------------------

    This is Akuma's best weapon to use on the ground and also it can give
    him a boost while jumping across the screen. While the move can be easily
    ducked under by most players, it still is a pretty safe move to use 
    because of the lack of recovery time on the move. It comboes in very
    nicely and does good damage. However a ducking opponent can counter with
    a crouching fierce like Charlie or Ken, so you may want to watch for
    that.

-------------[Ashura Senkuu: F,D,DF+3P or 3K/B,D,DB+3P or 3K]----------------

     This is Akuma's teleport and it will have Akuma sailing across the
     screen as sweet a@@ shadow images sail behind him. This is mainly used
     as a tactic to either escape corner traps or to confuse the opponent
     and attack. However don't go crazy over the teleports because the 
     opponent will be able to easily counter if they can predict where you
     will land. The forward motions will make Akuma go forward, the back
     motions will make Akuma go backwards, the punches will go full screen's
     distance while the kicks will go only half a screen's distance.

----------------------[Tenma Kujin Kyaku: F,DF+FK(air)]----------------------

     This move is a very quick and high priority jump in attack, however
     the problem with this move is that its so hard to do in the air and you
     may even mess up with it and that will give room for your opponent to
     counter attack you before you can recover from your mistake. It does
     good damage and comes down pretty fast, however the only way you will
     be able to do it is to jump forward.

----------------------[Overhead Collarbone Chop: F+SP]-----------------------

    This is basically Akuma's anit crouch counter. While you cannot combo
    this move in, it works great against low blocking opponents because you
    cannot block this low and it must be blocked high. However the start up 
    delay on this move can be easily seen and Akuma can get countered before
    he even connects with it, if Akuma does not connect with this against
    a blocking or non blocking opponent, he will be left momentarily to
    an attack.

--------------------------[Forward Roll: D,DB,B+P]---------------------------

    This roll is pretty much useless, it will go through projectiles if you
    can time it near the beginning of the move, but it goes very slow and
    the opponent can trip Akuma up while Akuma is in the middle of this.
    You can get behind your opponent with this roll, but it really sets up
    Akuma for a counter attack. Be careful when you are using the Forward
    Roll.

-------------------[Hyakki Gou Shou: D,DF,F,UF+P, then P]--------------------
    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(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]--------------------

    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(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.

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

                              Super Combos

------[Super Combo #1: Messatsu Gou Hado: B,DB,D,DF,F,B,DB,D,DF,F+(?)P]------

    This super combo will have Akuma doing his start up pose for his
    Shakunetsu Gou Haoduken and then release the Messatsu Gou Hado. However
    this move is a bit faster than the Shakunetsu Gou Hadouken, but the
    start up delay will really keep you down. Watch for your opponent to 
    jump over this move, its hard to connect at most times. The level 1
    version will hit 5 times, the level 2 version will hit about 6 times
    and a level 3 version will hit 8 times.

---------[Super Combo #2: Messatsu Gou Shouryuu: D,DF,F,D,DF,F+(?)P]---------

    Like Ken's Shouryuu Reppa, it is very comboable and comes out very
    quickly and can juggle your opponent. It is invincible to all attacks
    duirng start up, so if you and Ken or another Akuma use this against
    each other, you will pass right through each other. This does good
    block damage as well as normal damage. However avoid using this too
    often because Akuma will be left open to a counter attack as he lands
    from the super. A level 1 version will hit four times, a level 2
    version will hit 6 times, and a level three version will have Akuma
    do three waves of Gou Shouryukens and hit 7 times.

-----------[Super Combo #3: Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P]------------

    The Tenma Gou Zankuu is a great way to keep your opponent at bay, it
    has a little more range than his regular Zankuu Hadouken, but it can 
    do a lot of block damage as well as normal damage. However unlike the
    other two of his super combos, the opponent can air block this super.
    After Akuma performs this super he will jump out of his animation and
    land, during the duration of this an opponent like Ken or Zangief can
    grab Akuma out of the air with either the Shinryuken or the Aerial
    Russian Slam. Don't use it too often unless you are positive it will
    connect.

------------[Super Combo #4: Shun Goku Satsu: JP, JP, F, SK, FP]-------------

    Like Akuma's Shun Goku Satsu, except that this move goes twice as fast
    and twice as far, basically if you calculate that proportionately its
    four times better than Akuma's Shun Goku Satsu! This will still do the
    same amount of damage as Akuma's Shun Goku Satsu, but if you think its
    like Shin Akuma's Shun Goku Satsu in Street Fighter Alpha 3, your wrong.
    In Street Fighter Alpha 3 Shin Akuma's Shun Goku Satsu would catch an
    opponent who is about to get up from a knockdown, making it virtually
    in-escapable, but in this game an opponent can successfully jump away
    from it if Shin Akuma knocks you down.

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

                              Combos

1. C.Short --> Gou Hadouken

2. J.Fierce \/ C.Fierce --> Tatsumaki Senpuu Kyaku

3. C.Fierce --> Messatsu Gou Shouryuu
   This will work either if the opponent is on the ground or in the air,
   the fierce will knock your opponent back into the air and make sure you
   quickly cancel to balance your opponent.

4. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shouryuken
   One of the rare juggle combos in the game, its pretty hard to do though.

5. J.Fierce \/ C.Forward --> Tatsumkai Zankuu Kyaku, Messatsu Gou Shouryuu
   Like the one above, except you can replace it with a super instead of the
   Gou Shouryuken.

6. Zankuu Hadouken \/ C.Forward --> Gou Hadouken
   You must be right atop your opponent for this combo to work, otherwise
   the opponent can block the rest of your combos after getting hit by the
   Znakuu Hadouken.


                                -------
                                Tactics

    For Shin Akuma there are a lot of different tactics that he can use. For
    one you can have Shin Akuma continuously build up a level of super for 
    his Tenma Gou Zankuu, once a level is charged up you can fire away at the 
    opponent, this will deal out good block damage to the opponent and you
    can continuously do this and keep your opponent away, just make sure that
    your opponent who is playing against you is not bigger than you. Also
    Shin Akuma's crafy Ashura Senkuu is a great way to avoid resurgant 
    attacks from your opponent and is also a nice way to set up your opponent 
    as well.

---------------------------[Ending: Shin Akuma]------------------------------

NOTE: The ending for Shin Akuma is exactly the same as Akuma's.
    Akuma defeats Gen and looks at the moon, the moon flashes pcitures of
    who he thinks were worthy opponents like Gen, Ryu, and M.Bison. He thinks
    to himself and perhaps the world was not as weak as he thought anymore.
    Then perhaps Akuma may be the next to die, then he laughs to himself.

---------------------------[Overall: Shin Akuma]-----------------------------

90/100
    Shin Akuma is an improvement from Akuma in every way possible, he is
    super quick and has the extremely fast Shun Goku Satsu that is the 
    perfect counter attack to catch missed special attacks and supers from
    a far. His Ashura Senkuu is lighting quick as well, but while it is still
    just as fast as Akuma's, it can get Shin Akuma out of corner traps rather
    quickly and can also be used to cross up the opponent. Shin Akuma is 
    quite possibly the best combo character in the game, he has the best
    juggle combo abilities(well he is basically Akuma anyways) in the game
    and I see very little flaws in him. Did I mention he throws out a double
    Zankuu Hadouken? Its excellent for keeping your opponent at bay area,
    but his throw priority sucks and his supers and special attacks makes him
    open to attack for sometimes as well.

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

Sodom
    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. Sodom has trained hard so that one day he can defeat Guy, his first
    and only defeat, he wishes to start his own crime rig, but he knows that
    in order to be a successful crime rig leader, he must be a worthy fighter
    and to be a worthy fighter you must defeat a worthy opponent. If and when
    he does start his own crime rig, he does not want to actaully make a 
    crime rig, sorta like a semi-crime rig as he had learned from the 
    mistakes

------------------------[Jigoku Scrape: 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. They 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(close)]-----------------

    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 Burning: 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!


--[Tengu Walking(get up): D,DF,F+K(immediately after rise from 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

------------[Super Combo #1: Meido no Miyage: D,DF,F,D,DF,F+(?)P]------------

    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 em' 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.


----------[Super Combo # 2: Ten Chuu Satsu: 720 Degree Motion+(?)P]----------

    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.

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

                                  Combos

1. C.Fierce --> Jikogu Scrape

2. C.Fierce --> Meido no Miyage

3. J.Roundhouse \/ C.Fierce --> Meido no Miyage

4. J.Short \/ Butsumetsu Buster
   The point of this combo is to land and hesistate for a split second and
   then pull off your Butsumetsu Buster, your opponent will be in stun
   animation after the short connects, but afterwords pull off the motion
   and you will grab your opponent.

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

                                  -------
                                  Tactics

    For Sodom there aren't many tactics, however Sodom has incredible throw
    range and priority on his Butsumetsu Buster, probably twice as much range
    as the Final Atomic Buster! It does massive damage and is a nice way to
    go against turtling opponents. His Sai also gives him massive range as
    well, he can reach opponents from afar, the recovery time on his attacks
    are pretty quick believe it or not, so pecking at your opponent is a
    nice way to give the advantage over to your side.

------------------------------[Endings: Sodom]-------------------------------

    Sodom defeats Guy, however Sodom does not wish to return to his crime
    rig just yet. He goes to Japan, even though he is American, to find some
    sumo wrestlers and he believes that sumo wrestlers are the best fighters
    in the world and can really help his crime rig. He fights some of the
    sumo wrestlers himself to see if they are worthy, he defeats them rather
    easily, but he then faces an old familiar face known to us but not
    known to him, E.Honda.

------------------------------[Overall: Sodom]------------------------------

84/100
    Sodom has the most range on his attacks out of any character besides
    Dhalsim. His Sai's give him excellent priority and reach against his
    opponent, he also has good recovery time on his attacks as well, and
    while he may seem like a big character, he moves as quick as Ken and
    recovers from his attacks like Dan very quickly. His Meido no Miyage
    is a very effective super and it does excellent damage and it really
    can shift the sides to Sodom. However one thing Sodom lacks a lot is
    defense. Jumping in on him is an assured victory for the opponent as
    will throwing out projectiles constantly at Sodom.

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

Zangief
    Zangief is one of Russia's most proud men. He is a superior wrestler and
    no one can ever match his power in the ring, when he is not wrestling he
    likes to get into fist fights just for fun or wrestle bears just for fun
    as Zangief is pretty resistant to injury. However, sensing that that 
    there are people who insult his country, Zangief must set the record
    straight and pile drive those who would insult him and his country.

-------------------------[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.


-------------[Flying Power Bomb: 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.


----------------[Atomic 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]---------------------------

    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.


-------------------[Diving Knee Press: 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 should take about 2-4 to dizzy an opponent which is not bad.


---------------------------[Stomach Crunch: F+FP]----------------------------

    Well this is his stomach crunch that can be used on the ground. A rather 
    good alternative than the air version.


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

                                Supers Combos

----------[Super Combo #1: Aerial Russian Slam: D,DF,F,D,DF,F+(?)K]----------

    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]----------------

    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.

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

                                 Combos

1. J.DN.Forward \/ Flying Power Bomb

2. J.CU.DN.Fierce \/ Final Atomic Buster
   Basically hesistate after the hit connects and then pull it off.

3. J.DN.Fierce \/ C.Forward --> Spinning Lariat/Spinning Clotheline

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

                                  -------
                                  Tactics

    Well for Zangief what you really want to do is get your opponent in the
    air. Once their in the air you can pull off your Aerial Russian Slam.
    Always block when up close to an opponent, and as you block your
    opponent's attack you can do the motion for anyone of your special
    grabs and grab the opponent, either when they fall down, miss with an
    attack or grab them out of an attack with Zangief's throw range.

------------------------------[Endings: Zangief]-----------------------------

    Zangief poses as the background goes into super combo fashion, Zangief
    tells the president of Russia that his country is not so weak. The
    president tells Zangief that his success his 'my' I mean 'our' success.
    The president knows that their budget is low, but they will continue to
    support Zangief and celebrate with a bottle of Vodka.

------------------------------[Overall: Zangief]-----------------------------

80/100
    Zangief has tremendous throw range in this game, his throw range is
    un-equaled(with the exception of Sodom) and he has excellent priority
    on his jumping attacks, mainly the fierce and roundhouse. His supers
    do massive damage and staying close to him is just dangerous. However
    Zangief is not like he ever was in Super Street Fighter 2, his opponents
    can mow more easily avoid his throws and none of his throws are actually
    comboable, you just need to use them at the fight time. He must get close
    to his opponent to be an effective player and his defense is sometimes
    mostly average.

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

                           Miscellaneous Secrets

------------------------
Fight Against Shin Akuma
------------------------

    --> Get 5 super combo or custom combo finishes
    --> Get 3 perfects
    --> On the last round, you will face Shin Akuma before your Final
        Boss

NOTE: Prior to the 7th stage you can get 4 super combo or custom combo
      finishes and 2 perfects to fight your middle boss. You can fight your
      middle boss and Shin Akuma in one setting.

---------------------
Playing As Shin Akuma
---------------------

    --> Go to either mode of Arcade, Akuma, Survival, or Versus Mode
    --> Highlight Akuma and press select until his outfit turns purple
    --> Hit any other button and you will now play as Shin Akuma

-------------------
Playing as Evil Ryu
-------------------

    --> Go to either mode of Arcade, Akuma, Survival, or Versus Mode
    --> Highlight Ryu and press select twice and you should see Ryu darken
    --> Press any other button and you will now play as Evil Ryu

----------------
Playing as Cammy
----------------

    --> Beat the game with M.Bison on any difficulty level
    --> Enter your initials in as CAM
    --> Go to Versus mode and hit select over M.Bison twice 
    --> Cammy's picture should appear
    --> Press any button and you are now playing as Cammy

------------------------------
Playing as old Street Fighters
------------------------------

    --> Pick any mode
    --> Highlight character
    --> Hold Start(or select depending on which platform you have) and
        press any button.

NOTE: Chun-Li has her original SF outfit in SFA2G, you will have to press
      start or select twice to get her original style. And note that you
      do not recieve Alpha benefits, only old school Street Fighter 
      benefits.

----------------------
Playing as Dark Sakura
----------------------

    --> Go to either mode of Arcade, Akuma, Survival, or Versus Mode
    --> Go to Sakura and hit select until you see a skin tone change in her
    --> Press any button and you ar now playing as Dark Sakura

Umm, I'm not sure what Capcom was suppose to do with this. I think Capcom
probably didn't finish SFA2G entirely because she is EXACTLY the same as
Sakura except with a skin color variation.

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

*****************************************************************************
----------------------------------Credits------------------------------------
*****************************************************************************

+-+ Capcom(www.capcom.com)
    For the greatest game company of all time, there hard work even with
    limitations shows their resilience on pleasing the fans. Heck they even
    answer email. Thanks a lot Capcom, you truely are the greatest.

+-+ CJayc(www.gamefaqs.com)
    Thanks for his great effort the to BEST gaming site on the net. It is
    "the best there was, the best is, and the best there ever will be."

+-+ Dingo Jellybean([email protected])
    And to me for typing up this FAQ.

*****************************************************************************
-----------------------------------------------------------------------------
*****************************************************************************

Time of Completion: 28 hours, 13 minutes, 04 seconds

Dingo Jellybean (C) 1999-2000

Top 25 Hottest Video Game Girls of All Time
Grand Theft Auto V Top 10 Best Cheats
Grand Theft Auto V Full Vehicle List

Show CheatCodes.com some Love!