o o o o
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\o/ v\ /v \o/ o__ __o/ \o/ o/ o__ __o | o__ __o
| <\/> | /v | | /v /v v\ o__/_ /v v\
/ \ / \ /> / \ / \/> /> <\ | /> <\
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| | o | | v\ o o o o o
/ \ / \ <\__ / \ / \ <\ <\__ __/> <\__ <\__ __/>
STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <
[email protected]>
version 1.6
Apr. 12, 2000
this faq is copyright 2000-2001 Joseph Christopher
I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...
By gaining access to this faq you agree to the following terms:
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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* This society does not care if you're the dumbest vegetable on earth,
if you do something wrong, someone will make you pay the price! ;)
* Makoto, hmm... What can I say about her? I have to admit the first time
I saw her I thought she was a boy and had Ryu-like skills but I guess
I was all wrong. I still learned to like her for her style though. She
can, as far as I know, never be used in a cheap way. For starters, she
doesn't have a fireball and needs a super just to counter it. She only
has one surprise move, the Hayate, and you can't even do it while getting
up. Finally, the same Hayate is her only long range move. Is she sounding
lame already? Wait till you hear this...
1. Makoto is as powerful as Ryu yet as fast as Ken (whoa!)
2. Makoto's dash travels farther than the rest
3. Makoto's normal moves are damaging yet have very high priority
4. Makoto has several fake moves that can really confuse an opponent
5. Makoto can further increase her damage through her taunt
6. Makoto's normal moves, when coupled with a forward, comes out differently
Why read this guide:
I. Legend
II. General Moves
III. Normal Moves
IV. Special Moves
V. Supers
VI. Combos
VII. Vs. Computer
VIII. Vs. Human
IX. Ending
X. Credits
XI. Revision History
XII. Final Words
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ __ ____ ___ ____ _ _ ____
(_ _) ( ) ( ___) / __)( ___)( \( )( _ \
_)(_ )(__ )__) ( (_-. )__) ) ( )(_) )
(____)() (____)(____) \___/(____)(_)\_)(____/
U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ___ ____ _ _ ____ ____ __ __
(_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( )
_)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__
(____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
dash - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
direction)
overhead - MP+MK
taunt - HP+HK
parry - tap F at the moment of impact of the opponent's attack (maybe
done in mid-air)
low parry - tap D at the moment of impact of the opponent's attack (no
longer can it be done on high attacks)
red parry - tap F at the moment of impact of the opponent's attack right
after blocking a previous one. (both the current and previous
attack must've been a combo for the red parry to be acknowledged)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ____ _ _ _____ ____ __ __ __ __
(_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( )
_)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__
(____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
1) LP - strategies with her LP are no different to most the players,
especially shotos, of the game. Just use it to chip away on your
opponents life and suddenly strike hard when he's just about done
for.
a) standing - she does a palm attack that's just as useful as any
normal or small sized player's jab in the game. Used to
confuse high-blocking opponents to continue blocking
high when you decide to sweep (D+HP) or throw
b) forward - she throws a jab that can hit low-blocking opponents.
Virtually undetectable and can be used to finish off an
opponent with almost no life left.
c) crouching - well, she just crouches and does basically the same
attack as her standing LP. This time you use it to
confuse opponents to block low when you decide to do
an overhead or LP Oroshi (the karate chop that spells
P-O-W-E-R-!)
d) jumping - useless, actually. Maybe you can use it to counter a
Shoryuken type move but, doesn't a parry followed by any
other, stronger, attack feel a lot better?
2) MP - this is her general combo starter. May it be standing, crouching,
or jumping, this move can always be linked to her Hayate. Keep
that in mind and you're off to a good start.
a) standing - her farther arm punches the opponent's face while the
other is simultaneously hitting the chest. Looks like
she'll need a lot of recovery time for this move but no,
like I said, it can be comboed into the Hayate.
b) forward - she delivers a slow yet damaging punch to the midsection
which is quite good at pushing your opponent to impatience
and make him do something stupid.
c) crouching - don't know what it's called, but let me describe it:
she has her hand open but the fingers are close as in
a karate chop position but then she doesn't chop, she
reaches out for the opponent and its the tips of her
fingers that connects. Used to keep opponents from
getting close and doing an overhead.
d) jumping - again, as useless as the LP version. Comes out almost
as slow as the jumping HP and does less damage so I'd
prefer the latter.
3) HP - close ranged yet high on damage and stun. She also has quite a
unique array of HPs
a) standing - looks like a slap in the face but actually it's just a
mean swipe, well, not just, it's MEAN and can also be
comboed to the Hayate.
b) forward - this should already be considered a special move but I'll
include it here for completeness' sake. In this move she
steps forward and does a straight punch to the chest. If
you press the HP button again before she completes the
punch she'll do a two punch combo and if you hit the HP
twice before she completes the first punch she'll punch
three times. Mix up the number of punches you do to confuse
them into blocking.
c) crouching - a punch-sweep? Surprising, but true. She's the only
one in the SF world as far as I know that does a punch
sweep, and it even comes out great! Quite low on the
range, but high on priority, damage, and stun. Quite
hard to detect too if you properly mix it up with your
standing LPs
d) jumping - very damaging yet comes out slow and has to be timed right
to connect. Best used as an anti-air rather than a jump-in
combo starter.
4) LK - nothing her LKs can do that her LPs can't do better so I won't
be including strategies on this but I'll describe them...
a) standing - the conventional knee attack seen in many other players
in the SF world
b) forward - she takes one step and kicks forward, making sure that
crouching opponent will get a taste of her foot.
c) crouching - the only move she has that can be traced back to a shoto
Basic kick to the shin.
d) jumping - even more useless than the jumping LP. Makes use of the
knee.
5) MK - this sheds some light on her kicks if by now you're thinking they're
no good. See for yourself its advantages:
a) standing - this, on my opinion, is her best normal move. Has VERY
high priority, not to mention damage and stun like the
rest of her moves. It may look like a simple high-forward
kick, but it can take the place of a Shoryuken! Just dash
back when you see a jumping opponent and do it. Even if
they parry you still got great chances of blocking or
better yet parrying their next move.
b) forward - another good anti-air, this time she first takes a step
forward, then does a high spin kick much like her standing
HK but slower yet still a better anti-air.
c) crouching - she's down alright, but still kicks high! her crouching
MK hits the opponents midsection(I think), and has a
higher priority than most normal and even some special
attacks. Use this to counter moves you have detected.
d) jumping - it's a genuine flying kick if you ask me. Just like the
flying kicks you see in the movies. In case you're still
wondering, it's a horizontal kick with the farther leg
while the nearer one is strictly folded. Good at air to
air encounters.
6) HK - only for those who are quite accustomed to using her already.
Most of her HK's are a little awkward to use and recover slowly
so you'll have to experiment if they suit you fine.
a) standing - frustrating, the word's frustrating. I can't get any
strategies from this move other than to exchange hits
with an upcoming fireball. You're in for a super if this
move is blocked or worse, parried.
b) forward - like her forward HP, should already be considered a special
move but included here for completeness' sake. It's a
standing sweep (why can't she just SWEEP like everyone
else does) that comes after a step forward. Hold the HK
button and the sweep will be cancelled, leaving you nearer
the opponent. Still don't know what to do? THROW!
c) crouching - yet another anti-air, but not a sweep and it does not
even hit crouching opponents. Comes out slow yet I repeat
is a good and damaging anti-air if timed right.
d) jumping - she does a horizontal kick that out-prioritizes any other
air attack I've seen. Best at air to air encounters but
still highly recommended for jump-in combo starters.
* In a nutshell, use her punches for opponents on the ground while her
kicks for opponents in mid-air
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ___ ____ ____ ___ ____ __ __
(_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( )
_)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__
(____) \/ () (___/(__) (____) \___)(____)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
* EX version - done by pressing two P/K instead of one in every move
- basically just increases in speed and number of hits
1) Hayate - D,DF,F+P
This move is what brought Makoto to fame. One of the first reasons
why I decided to master her, this move is a speedy yet powerful dash
punch that actuallly leaves a trail of Makoto images behind. This is
the general combo ender and a move always witnessed in any Makoto match.
You may hold the P longer to allow her to wait before striking and
while holding the P you can press K to cancel the move altogether.
2) Fukiage - F,D,DF+P
I don't know what makes her think she'll ever connect with this
move, which is a straight-up punch with her farther arm. But now I know.
It's not for opponents planning a jump-in combo, it's for opponents
who want to get behind you by propelling themselves in the air (like
Ken's EX Tatsumaki) The only good thing about this move is the fact
that you can juggle afterwards.
Ex version includes a step forward before the actual move, making
it more easy to connect and re-juggle!
3) Oroshi - D,DB,B+P
Another overhead P that does not jump. It's slower but harder to
detect so maybe you can use this but only in the first round when your
opponent ain't familiar of your style yet. It can also be used as an
anti-air but there are other, easily timed moves to replace it.
4) Karakusa - F,DF,D,DB,B+K
Useful both as a confuser and combo starter, in this move she
grabs the opponent, raises them in the air, chokes them, and finally
puts them back on the ground, a little dazed. You follow this move
up with a combo but you have to think fast because your opponent is
stun for only half a sec.
5) Tsurugi - UB/U/UF,D,DB,B+K
She does an axe kick in mid-air which, of course, is great on
stun and damage but again slow on the execution. You'll have to estimate
the time it takes for her to do it so you could land it successfully
and use as a jump-in combo. The HK version should not be used much
because it knocks your opponent flat on his back and therefore cannot
be comboed.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ __ __ ____ ____ ____ ___
( \/ ) / __)( )( )( _ \( ___)( _ \/ __)
\ / \__ \ )(__)( )___/ )__) ) /\__ \
\/ () (___/(______)(__) (____)(_)\_)(___/
1) Seichuusen Godanzuki - D,DF,F,D,DF,F+P
(comes in one long super bar)
Makoto will deliver a hard-hitting punch where girls of her age
shouldn't (you know what I mean) and follows it up with a three punch
combo to the chest, ended by a hard uppercut, this time using her
nearer arm. The opponent is sent to lala land while she mumbles something
no ear could hear. Eventually, the opponent falls back to the ground
and only then can you start moving. Can be comboed from lotsa things,
(like a Hayate, Oroshi, Tsurugi, most normals, etc.) so experiment
and discover.....
2) Abare Tosanami Kudaki - D,DF,F,D,DF,F+K
(comes in two moderately long super bars)
Much like Spiderman's "Maximum Spider" in Marvel vs. Capcom, Makoto
jumps back, charges up, and jets through the air with her foot ready
to hit the opponent's face. Extermely useful for cheap fireballers.
However, this super is not homing and the direction you will go depends
upon the K you pressed. The weaker the K, the closer to vertical. ALWAYS
follow-up this move with a Hayate, most people forget that. I know
there are more you can follow this super up with, and I'll be discussing
them in the next section.
3) Tanden Renki - D,DF,F,D,DF,F+P
(comes in one short super bar)
Makoto is red-hot, quite literally in this super. Remember me saying
Makoto is as powerful as Ryu? How bout when I said her taunt would
further increase her damage? Well, she's all that and this super just
makes her the Queen of Pain. She can't block during this super though,
so you'll have to rely on parrying, but, come to think of it, you HAVE
to rely on parrying in general if you want to use her effectively.
Oh and, before I forget, the easiest way to guarantee at least 2 hits
from this super is to grab the opponent in a Karakusa, activate the
Tanden Renki, and quickly hit them with a HP->Hayate combo. Does insane
damage, though you have to be prepared to either throw, parry, or re-
attack the opponent's retaliation =p
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ___ _____ __ __ ____ _____ ___
( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __)
\ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \
\/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/
(every UF-> any attack may be replaced by the Karakusa)
(every HP Hayate may be FOLLOWED by a Seichuusen Godanzuki)
Beginner
1) UF-> HK-> D+HP
2) UF-> HP-> D+HP
3) UF-> HK-> LK-> MK
4) UF-> HP-> LK-> MK
5) UF-> HK-> D+MP-> HP Hayate
6) UF-> HP-> D+MP-> HP Hayate
Intermediate
1) UF-> HP-> MP-> HP Hayate
2) UF-> HK-> MP-> HP Hayate
3) UF-> HP-> HP-> HP Hayate
4) UF-> HK-> HP-> HP Hayate
Expert
1) UF-> MK Axe K-> LP-> LP-> LP-> HP Hayate
Improbable yet Possible
1) Fully charged with Abare Tosanami Kudaki (19-hits)
HP Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP
Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage-> UF->
MK Axe K-> HP Hayate-> EX Fukiage-> UF-> MK Axe K-> HP Hayate-> EX Fukiage->
UF-> MK Axe K-> HP Hayate-> HP Hayate
* Fukiages and EX Fukiages must be cancelled into a super jump that yields
the MK Axe K
* Timing is VERY important for landing all the HP Hayates
* Follow-up the EX Fukiage immediately after the HP Hayates
2) One bar charged, you in corner (9-hits)
HK Karakusa-> HP-> Abare Tosanami Kudaki-> UF-> MK Axe K-> HP Hayate->
HP Hayate
* The Abare Tosanami Kudaki must be cancelled into a super jump that yields
the MK Axe K
3) Fully charged (4-hits)
HP Fukiage-> UF-> MK Axe K-> Tanden Renki-> HP Hayate-> HP Hayate
* Damage is the theme of this combo, not number of hits
* The Fukiage must be cancelled into a super jump that yields the MK Axe K
4) Fully charged (2-hits)
HP Oroshi-> Seichuusen Godanzuki
* The HP Oroshi must be cancelled to the Seichuusen Godanzuki
* well, just thought I'd let you know...
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ _ _ ___
( \/ )(_ _)(_ _) ( \/ )/ __)
\ / _)(_ _)(_ \ / \__ \
\/ (____)(____)() \/ (___/()
___ _____ __ __ ____ __ __ ____ ____ ____
/ __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \
( (__ )(_)( ) ( )___/ )(__)( )( )__) ) /
\___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_)
* a general strategy would be to step forward, do an MP followed by an
HP Hayate, and repeat the process indefinitely or replace the MP with
a D+MP
* another general strategy would be to catch your opponent with a Karakusa,
follow up with an HP-> HP Hayate combo, and repeat the process indefinitely
or replace the HP with an MP or D+MP. I actually garnered a rating of
SS+ (yup! SS+) using this strategy alone and I didn't even know there
was such a rank before I got it!
* These are NOT 100% applicable in all cases. There's always a chance,
slim as it may be, that the computer did not follow what I say below.
But it's safe to say that if you follow my guidelines, you'll always
win.
* Seichuusen Godanzuki is the most recommended super for the computer
Akuma - if you block a combo of his that ended with a Hadouken, do a
HP Fukiage cause he'll jump and try to do another dive K combo
- if he's in the corner and you do a Hayate holding the P, he'll
jump. Tap the K to cancel and do a parry to super if you will
Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
Double Dive P which you should be ready to parry and counter
- if he suddenly walks back for 3 sec, get ready to parry his charging
elbow
Chunli - she wouldn't be herself if she didn't jump at least 10 times per
match. Use your standing MK abusively
Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
to anticipate his moves. A good strategy would be to block his
attacks and retaliate
- note: don't block all day, especially if he's close cause he,
like most computer opponents, can always throw you when you least
expect it
Elena - memorize her body language and you'll see her charging kick from
a mile away
- low blocking her D+LK will make her do an overhead kick and follow
it with a sweep so counter as you see fit
- she'll super jump for you if you're too far away so prepare to
juggle.
Gill - continue parrying his fireballs until he does something else
- he rarely parries in mid-air so you know what to do
- super jump and HK Axe Kick to land behind him if he gets too close
- don't get intimidated by his meteor shower; it can be parried
- get intimidated by his ULTRA CHEAP angel of death super
- have at least one super ready to counter his resurrection super
- minimize your jumps when he is fully charged
Hugo - jab occasionally to make sure he doesn't grapple you
- when he jumps, carefully time a P sweep cause he never expects it
Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
- if she jumps forward, meet her in the air and pummel her to the
ground with a HP
Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
- if he's fully charged and you launched an LP Hayate, he'll jump
and propell himself with an EX Tatsumaki, landing behind you.
Makoto - don't risk slow moves even if you think their damage is worth
the wait. She'll surely punish you with her speedy power P
- don't HK repeatedly just to charge up your super meter. She'll
see to it that you learn your lesson
Necro - don't jump cause he has a whole lot of ways to counter
- his mid-air drill K is always followed by a sweep
- he mixes his groud and air attacks but keep an eye on his feet
and you'll know when to do a dash back to standing MK
Oro - he'll always follow a straight fireball with an upward one
- he rarely uses his uppercut now. That means you can always beat
him via jump-in combos
Q - he's crap. Don't know why he was chosen for a secret challenger. Not
much strategy is needed for him. He can be obliterated even by simple
jump-in combos
Remy - concentrate on countering his attacks and low parrying his projectile
- don't rush cause that's what he's waiting for
- if you must jump, be sure you're ready to parry a 2 hit flash kick
Ryu - if he dashes backwards, expect two Hadoukens to come your way. Jump
and select from a wide variety of combos
Sean - you're half-screen away and you do a LP Hayate, he'll always counter
with a hopping heel K which you, in turn can counter with a parry->
super
- two D+LK s will always be followed by a hopping heel k. Parry and
super
Twelve - don't lose hope if he's been countering all your jump-ins for half the
round. he won't be countering the succeeding ones and thus victory
for you
- keep an eye out for his invisibility. It's when you give all you've
got: He'll accept every last bit of it.
Urien - crouching for 3 or more seconds yields a dive knee
- walking back for sec yields a charging shoulder
- standing for 3 or more seconds yields a projectile
Yang/Yun - they may have different abilities, but the strategies the computer
has in mind when playing them are identical
- whenever they're very far from you, they'll super jump and
dive K. You'll parry and super
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ___ _ _ __ __ __ __ __ _ _
( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( )
\ / _)(_ _)(_ _)(_ \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) (
\/ (____)(____)(____)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers
* Makoto, because of her advantage in power and lack of recovery,
must be used as a counter attacker. I must admit even I have not
perfected this sort of strategy. But many battles I have won simply
by moving left and right, parrying an attack, and doing either a
HP Hayate or a super to retaliate.
1) Abare Tosanami Kudaki is the most recommended super
There is a very different strategy for playing against humans and against
computers. Computers are not easily confused, but are predictable. Humans
may hide their predictabilities, but can easily be confused. Thus this super
for the humans and the first one for the computer
2) Mix-up your D+MP, Overhead P/Oroshi, and your throw/Karakusa
If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching punch and the overhead punch
and only use the throw when my opponents' getting the hang of it.
3) Try jumping straight up as the first round starts
Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.
4) Are you experiencing an almost inhuman desire to repeatedly annoy an
opponent? Use my 6-hit Fukiage combo to satisfy your needs! I'm quite proud
of it cause I discovered it and no one (at least where I play) has ever
successfully used it even against the computer. Anyway, here's how:
(you have to be fully charged and equipped with an Abare Tosanami Kudaki)
a) Set up your opponent. Just walk back and forth, doing LP Hayates to
tease him into doing a jump-in combo
b) When finally does, counter with an EX Fukiage
c) Walk forward a little and do another EX Fukiage
d) Repeat just what you did in step c
e) By this time, perhaps you're already near a coner. Just pause, no
need to walk forward a little, and...
f) Deliver an EX Fukiage! (surprise, surprise)
g) He may drop a little behind you so dash back since another EX Fukiage
includes a step forward
h) What else to do in this step but an EX Fukiage!
wait a minute, how many was that? 5? did i say 6? then there must be one
last hit, right? Right! Just stay put and, since your super bar is empty
by now, do a NON-EX FUKIAGE!!!
* if you're going to put this combo on your faq please include me in your
credits section. thanks
5) If Ryu was used honorably, he'd be used in a similar way to Makoto.
I'd be including here a section of my Ryu faq that'd be modified a bit
to suit Makoto. Since Ryu's Shin Shoryuken is much like Makoto's
Seichuusen Godanzuki, you'll have to use that super to apply these
strategies.
Akuma - If there's anyone who'd take your Seichuusen Godanzuki as sign to
insert more quarters, it's him. The Seichuusen Godanzuki takes a LOT
of damage, and Akuma just takes a LOT more than he should as a
balancing factor for his awesome power. With Akuma as an opponent,
all you have to concentrate on is landing a Seichuusen Godanzuki that's
not part of a combo. That's quite a hard task, but parrying leads
the way to it. Just parry any jump-in and proceed with this
super.
Alex - Always keep an eye out for his spiral DDT. You can do just about
anything to counter it, but that is IF you detect it. Most of the
time you'll block, which is very, VERY bad. It IS blockable but,
why block if you can counter? Besides, a simple crouch would get
you out of his accursed reach. His non-super grapples do not require
a 360 degree rotation so don't underestimate your opponent's ability
to do it anytime he wants. He won't be doing any non-grapple moves
if you can parry and counter them all so give him that impression.
Besides, it's quite easy to parry his non-grapples, being one-hit
moves.
Chunli - She'll definitely confuse you with her wide array of high and
low hitting kicks so stay out of a close fight. She can't just
walk toward you and attack without you crouch MP to comboing her
first so she'll have to jump. Parry and counter. If she pushes
you to a corner, however, she'd be an instant offense freak so
use your HP Hayate to silence her.
Dudley - Parrying his moves will prove to be quite a challenge as its
moments of impact vary at his will. If you really find it hard
to parry, try blocking all his moves. They leave a lot for you
to feast your combos on, anyway. Be careful not to get thrown
out of a block, though. If he does that move wherein he allows
you to hit him in the face and then counters, throw him. It
won't be considered cheap unless the throw knocked him out, but
no one's so foolish as to execute that move with a low life
left.
Elena - She's also a good confuser like Chunli, and she attacks slower but,
to my surprise, is a lot more undetectable. D+MK her whenever
she's starting a confuser's game with you. Her Rhino Horn need
not be parried, just duck, dash-in, and choose a favorite combo
for her. Remember, all her moves, even her supers, leave her
open for a Seichuusen Godanzuki afterwards.
Hugo - Intimidating, but not really a problem. He's a grappler, so throwing
won't be considered cheap in this situation. Actually, it's a
worthy skill on your part if he wasn't able to throw you first.
He'll also be a counter attacker cause if he's not, all you'll
need are well-timed HPs and HKs to win. If he is, as I was saying,
you'll just have to out-wait him. When he jumps toward you, dash
back and do a HP Hayate. If he super jumps, dash forward, walk back,
and throw.
Ibuki - Don't be dismayed over a 10+hit combo that rendered you helpless
for several seconds because all her efforts would prove futile
when she does a cheap knife throw in mid-air, cause that's when
you jab the knife (yes, you can!) dash forward, and bury your
hand in her,....uh....midsection with a Seichuusen Godanzuki. Same goes
with her slide if you block it---and she's sure to use either
of the two moves I mentioned at least thrice in a round.
Ken - It's easy to land a Seichuusen Godanzuki with this guy. Just sacrifice
a relatively small amount of life by letting him hit you with a
Tatsumaki. He's so weak even four or more hits of this move won't
knock you down so repeatedly do the down to forward motion and hit
the HP afterwards to connect. If he doesn't ever use this move,
my number two and three Vs. Human strategies are enough to send
him on his way.
Makoto - Just like Elena, this newcomer will leave herself open for a
Seichuusen Godanzuki after every blocked move. You'll find it hard
to parry her speedy punch, but you won't have to. Block and
super. If she utilizes a Karakusa-to-HP-to- Hayate-and-repeat
strategy on you, the better. Time it right so you can do a Seichuusen
Godanzuki after the speedy punch is done to make her cry. She'll
also be a counter attacker like Hugo so you'll also have to out-
wait her. Always be ready to block, though, as she might surprise
you with her sudden attacks.
Necro - a lot rarer than Alex users to even have the guts to challenge
me so I'm not that sure of the properties of his moves but what
I know is this: treat him as you would treat a computer controlled
Necro. He'll knock you off the air if you jump, electrify you
if you're close, and do that multi-hitting spin attack if you
miss a move. Watch his feet when he does a confuser's strategy
so you'll know when to do an MK.
Oro - Another character whose cheapness is more frequently utilized than
not. His EX fireball is the key to his "efficiency" It hits twice,
just like any other EX projectile, but then it has some MAJOR pluses.
First, it's extremely slow, meaning he could use it to protect himself
and make sure you won't hit him without YOU getting first. This dam
projectile is also homing, which means you can't jump over it and
hope to feel safe. If he stays close, you'll just have to exchange hits
with him so attack wisely. Otherwise, you can parry it without
the fear of being thrown, swept, or stomped at.
Q - His tricks come out fast and therefore hard to detect. Don't try
to parry them, as you would only put yourself at risk of receiving
very high damage. Block his moves. Counter with a combo or better
yet a Seichuusen Godanzuki. Two of his supers require one hit connects
and since he can't combo, will be easier to evade than your Seichuusen
Godanzuki. One of his supers is a series of whacks. Easy to parry
all of them but then again, rather not take the risk. One more thing,
the fourth hit of this super is a low attack so be prepared for that
and show off YOUR super when he's done.
Remy - I just hate the Guile types. It's so dam easy to go cheap on them.
Just crouch back all day, throw projectiles like crazy, and counter
jump-ins via flash kicks. Remy's even worse. His projectile actually
has a use (as a confuser cause it may hit high or low), the EX
version is hard to parry (because it hits BOTH high and low), and
parrying the super is virtually impossible unless you jump first
(since it's compose of a multitude of EX versions). Ok, enough
of his "strengths" and on to his weaknesses. Remy needs to hold
directions before he could execute his moves so if you ever see
a standing Remy, dash-in immediately and engage in a confuser's
game. He'll probably double sweep you and that'd be his downfall.
Block one of his sweeps and parry the other. It's Seichuusen Godanzuki
time! If you happen to be facing the cheap@$$ low blocker I was
talking about, you'll have to master the art of parrying an anti-air
(in this case flash kick-like moves). Whenever you are successful
leave him a scar in the chest via Seichuusen Godanzuki.
</pre><pre id="faqspan-2">
Ryu - You'll have your hands full in this karate match, whether he'd be
using a Shinkuu Hadouken or a Shin Shoryuken. They'd probably use
their supers as surprise moves, so when you close in on a knocked
down Ryu, add blocking to the list of things you might do as he gets
up. Denjin Hadouken users need not be worried about. All you have
to do is avoid being rendered dizzy, as that would mean the end.
In any case, always meet him in mid-air with an HK, always parry
his Hadoukens, duck and combo when he does a Tatsumaki, and apply
numbers two and three of my Vs. Human strategies.
Sean - It's easy to land a Seichuusen Godanzuki with this guy. Just sacrifice
a relatively small amount of life by letting him hit you with his
(Dan's) version of a Tatsumaki. He's so weak even four or more
hits of this move won't knock you down so repeatedly do the down
to forward motion and hit the HP afterwards to connect. If he doesn't
ever use this move, my number two and three Vs. Human strategies
are enough to send him on his way.
Twelve - If he copies you, you'll just have to follow my Makoto strategies,
disregarding the "avoiding the supers" part because he won't
be able to do any of them. Choosing his dive super means your
opponent is ready for any Hadouken attack you can think of, but
since you don't HAVE a Hadouken, he'll die of frustration. Looks
like the needle super is all he has left, but you can easily
block that. Scatter his molecules with a Seichuusen Godanzuki afterwards
for a glorifying win. By the way, his specials are of no use
whatsoever.
Urien - Learn from the computer. Don't parry that Thunder thingy cause
he'll follow up with an EX projectile. Don't jump for him cause
he's got an ultra cheap D+HP that allows him to juggle you with
several powerful moves and even his shoulder ram super! You're
also not supposed to parry the mirror super and the reasons are
obvious. Out-wait him just like you would with Hugo and Makoto.
He'll generally be less patient than the other two and succumb
to his fate---KO!
Yang - Good Yang players would never finish their three hit Tourou Zan
so keep an eye out for the pause and Seichuusen Godanzuki! Master the
art of parrying a dive kick and you'll be fine. Don't ever jump,
hoping to land behind him cause he's got a nice MK that can juggle
you for a looong time. Choosing his roll super means your opponent
is ready for any Hadouken attack you can think of, but since you
don't HAVE a Hadouken, he'll die of frustration. His Raishin Mahhaken
is just too easy to evade, and his multiplicity super is not supposed
to give much damage.
Yun - Lure him into missing a Zesshou Hohou by dashing in and out for a
free Seichuusen Godanzuki in his face. Master the art of parrying a dive
kick and you'll be fine. His two combo supers are dealt with in the
same manner: just block them all and Seichuusen Godanzuki him out of his
brand new kung-fu shoes afterwards. His multiplicity super, by the
way, is not supposed to give much damage.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ____ _ _ ____ ____ _ _ ___
(_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __)
_)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-.
(____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/
* Makoto's sub-boss is Ryu and this is what they have to say:
Makoto: I've heard about you. You're Ryu right?
Your headband and that all-season karate uniform,
Yes, I can't be mistaken!
Now, accept my challenge!
Ryu : Hmm...your style is karate, and you seem skilled.
Interesting! Show me your best!!
* Makoto's ending:
A pile of KOed street fighters are seen by Makoto's side as she whispers
"I've finally done it." With her victory comes her father's Rindoukan
dojo's rise to fame. People lined the streets to try and learn the power
of her fighting style. Makoto says, "Please fall in line, I will be accepting
30 challengers today." (woah, what a show-off!) The dojo's future is now
trustfully placed in Makoto's hands.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ ____ ____ ____ ____ ____ ___
( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __)
) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \
(_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/
Jeff Maxwell for sharing his opinions on the predictabilities of different
computer opponents and...
for constantly giving me a taste of brand new kung-fu shoes
(but that's nothing compared to the taste of feet that have
walked the globe! hehe)
Red Phoenix (
[email protected]) for info on the whats and hows
of ASCII arts
Carter Ong (
[email protected]) for info on the Spiral DDT
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
Ms. AsianCuteness for inspiring me in just about everything I do!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _
( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( )
) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) (
(_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_)
_ _ ____ ___ ____ _____ ____ _ _
( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ )
) _ ( _)(_ \__ \ )( )(_)( ) / \ /
(_) (_)(____)(___/ (__) (_____)(_)\_) (__)
v1.7 - added a ton of suggestions from other players
v1.6 - again, updated strategies
v1.5 - updated strategies
v1.4 - improved ending
v1.3 - added ending and improved ASCII art
v1.2 - improved sub-boss conversation and fixed a lot 'o flaws
v1.1 - added this section and a few things I forgot
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ _ _ __ __
( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( )
) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__
(_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____)
_ _ _____ ____ ____ ___
( \/\/ )( _ )( _ \( _ \ / __)
) ( )(_)( ) / )(_) )\__ \
(__/\__)(_____)(_)\_)(____/ (___/
Please feel free to email me if there's something about Makoto I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
Makoto has a second taunt, this time I'm not sure if it will increase
her damage but to see it, first do a Hayate and immediately cancel into
the taunt code (HP+HK)
Devon Wright, fellow Makoto enthusiast, wrote:
"Against Dudley in the first fight or the second fight just use Hayates,
and if he blocks trip him, and then continue with the Hayates.
Against Gill and Urien from a safe distance away do a Hayate, they'll rarely
block. And if they do seem to be blocking, just EX it, then you'll be a
safe distance away if they do block. As well, with the Abare Tosanami
super, don't use it against Gill. I had the first part of it hit him, and
then he blocked the rest somehow.
Against Hugo just do jumping kicks, it's all you need to know how to do
against him. DON'T DO A SUPER...EVER. He'll just block and you'll be
standing right there.
Against anyone do a Fierce Oroshi while your opponent is getting up, it
rarely connects, but if it does they're back on the ground and if it doesn't
the block'll send you a little ways away. Make sure not to EX it, because
then you'll be standing there like and idiot as your opponent beats the
living crap out of you.
Abare Tosanami Kudaki Combo:
Do the super, if it isn't blocked then follow up in the air
with a Roundhouse Kick, it'll knock them back towards the ground and they'll
be standing up, of course, you land a split second before they do, so do
her triple Fierce punch thingy, and if it hits you've just taken off about
half of they're health with about eight hits. And you can build your super
up to 1 and 3/4 and do the super combo and after you've done your punching
just start it over again. I've managed to get it off twice, except that
the second Abare Tosanami killed him...so I couldn't finish off the combo,
but everybody around me was shocked and amazed...so it was all worth it.
Against the SUV the Oroshi will hit the SUV when she's on top of it. Kinda
fun to finish off that damn vehicle by putting your pinky straight into
the engine."
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
By gaining access to this faq you agree to the following terms:
___________________________________________________________________________________
===================================================================================
|| ||
|| 1) I, Joseph Christopher, the author of this faq, is not in any way ||
|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
|| emotional ones, such as experiencing humiliation upon the use or ||
|| most likely misuse of yet another technique found in this faq. ||
|| ||
|| 2) If this faq was accessed from a source other than gamefaqs.com, nine ||
|| out of ten chances are it is not in its latest update. You must ||
|| therefore read the latest version of this faq first at the said web ||
|| site before sending in any comments, suggestions, and/or corrections. ||
|| As for webmasters, web page contibutors, and all similar personnel, ||
|| posting this faq on any other website requires every last sentence, ||
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|| ||
|| 3) This faq is not to be profited from---directly, indirectly, or in ||
|| whatever other way possible. By directly I mean earning less than, ||
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|| in exchange for part of or all the contents of this faq. On the ||
|| other hand, by indirectly I mean using a part of or all the contents ||
|| of this faq as a convincing factor for the purchase of another product ||
|| thus directly or again indirectly yielding profit. ||
|| ||
|| 4) You will not use even a single phrase, sentence, or concept found ||
|| anywhere in this faq on your own work, even if you expressed it in ||
|| your own words, without at the very least giving me, Joseph Christopher, ||
|| the author of this faq, full credit for it. If you in any way ||
|| incorporated even a very minute part of the strategies found in this ||
|| faq with your own in your work, then you must at the very least give ||
|| me partial credit for it. ||
|| ||
|| 5) Ignorance of the law excuses no one, therefore if ever anything ||
|| unlawful is done to this faq and/or to me, its author, the appropriate ||
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|| ||
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