Street Fighter III Advanced Combo Faq

By: ZVI BAR-KOCHBA
October 10th, 1997
[email protected]



The last combo FAQ I made was posted on this ng about six months ago.
Since then I have seen many combos (at the Midwest tournament, discovered
by myself, and from my friend from Hong Kong) which have never been
mentioned on agsf2.  This faq is dedicated to these such combos,  as well
as any other ones of great use and/or power.


I beleive most of you are familiar with most move abbreviations, game
meters, and the like, so i wont bother explaining them here.  Rather I
will go straight into the combo bible.



IBUKI


Standard jump ins are usually done with forward or fierce.  Fierce must be
pressed earlier than normal in order to combo,  but it is mor damaging and
builds greater stun. I always jump in with forward so thats what i will
put in all my combos.

combos

1)jumping forward, standing fierce-2in1 into a raida (3hits)
*note...and combo involving the close standing fierce (elbow variation)
can be done using the other fierce as well, only you don't break it after
the first hit.  The double hitting combo fierce does greater damage, but
is slow and wont combo off a jump in.

2)jumping forward, standing fierce-2in1 into a short kezekiri(reverse dp
 with kick), jab kunai after kezekiri (5 hit)
*note...knife super may be used at the end of this combo as well.  It gets
about 20-25 hits with the knife super

3)jumping forward, standing jab, standing strong(2 hit variation),
crouching roundhouse, standing roundhouse (6 hits)

4)jumping forward, standing short, standing forward, hien/raida/tsumuji
*note...any of the three can be used as well as either the yoroi-doushi or
hashin-sho.

5)universal overhead, standing jab, standing strong (3 hit)

Impressive Super combo:

6)jumping forward, standing short, standing forward, hien 2in1 into
yoroi-doushi (raida variation) (5 hit 55-65% damage)

The Hashin-sho works here as well,  and after that super you can go into
the infinite..


RYU


Standard jumpins include fierce, roundhouse, forward and strong.
Roundhouse does the most damage but pushes you a greater distance from the
combo, making many combos mor difficult...especially longer ones into a
shin shoryuken.  Fierce and forward are best, but do less damage then
roundhouse...less stun as well.  Strong works well on people who like to
parry jump-ins,  but you have to hit strong early if you plan to combo,
so it is often telegraphed.  All combos are possible off any of these four
but I will use fierce in this FAQ.

1)jumping fierce, crouching forward or standing fierce or crouching
 fierce, hadoken or hurricaine kick or Geri kick
*note...and of the three supers may be done after this hadoken as well as
any other hadoken in virtually all of Ryu's combos.

2)jumping fierce, standing fierce, standing roundhouse

Consistant air juggle:
3)crouching fierce air defense 2in1 into Shinkuuhadoken

most damaging combo:
get opponent into the corner....

4)jumping roundhouse, crouching fierce, ShinShoryuken, jumping strong,
 forward hurricaine kick when you land.
*note...there are orther variations of what you can do after a super DP,
but this does the most damage as well as the most stun.  Also,  if it is
possible to catch the opponent with a short hurricaine kick then one could
go into the infinite (short hurricaine juggle into a standing short 2in1
into another short hurricaine kick...repeat until dead)


NECRO


I don't do jump in combos with necro...usually after a Spear kick i go
into a universal overhead and then a jab tornado hook...it is a good
pressure game and i suggest others use it as well.  Usually after the
overhead the opponent will try and hit you,  but the hook comes out fast
for 2 hits...it also puts em into the corner from a good distance away.

combos

1)standing short, standing strong, strong hook

2)standing short, standing strong, snake fang

3)standing short, standing strong, EM blast, EM storm

4)Juggle combo..infinite
 if you hit with only the second hit of the jab hook,  you can juggle
 with additional jab hooks after that...i assume this is an infinite...I
 myself have gotten eight consecutive juggle hits and have seen 11 done
 before..each of these times it seemed as though it could have gone on
 forever.

The really impressive high damage high stun combo.

5)either do a fierce hook or standing short, standing strong, strong hook.
 if you get the opponent into the corner with this,  do an EM blast 2in1
 into an Electric Snake super, followed by a second EM blast
*note...this combo does about 45%+ damage and fills about 80%+ of the stun
meter.


DUDLEY


Most jump-ins are done with roundhouse, but I dont jump in with dudley, so
i will just start them on the ground as was the case for necro.
All of these combos do a huge amount of damage, and a pump that stun meter
as well.

combos

1)standing short, standing forward, standing strong, standing fierce

2)standing strong, standing forward, standing fierce

3)standing forward, standing roundhouse, standing fierce

4)universal overhead, standing strong, standing forward, corkscrew super

5)roundhouse overhead, standing forward, corkscrew super

6)crouching roundhouse, forward ducking upper or forward ducking upper
 2in1 into the rocket uppercut super.

The really really big combo..

some hits in this one are dependant on the character that you are playing
against, how close the opponent is to the corner,  and if they get dizzy
while you are hitting them...after it is written a smaller version that
can work on all characters.

with opponent in corner
7)crouching roundhouse, forward ducking upper, forward ducking upper,
 jumping fierce, rocket uppercut super (wont get all hits), jumping
 fierce, rocker uppercut super (wont get all hits), jab machine gun (last
 hit only), jab machine gun(last hit only), if dizzy do three universal
 overheads.

and here is the smaller, more universal, version.

with opponent in corner
8)crouching roundhouse, foward ducking upper, jumping fierce, rocket
 uppercut (wont get all hits), jumping fierce, jet uppercut 2in1 into a
 rocket uppercut (gets all hits).

even the small version of the combo takes about 15 seconds to
complete...such long combos are very demoralizing to your competition.


SEAN


I have only seen two good Sean players, and both of them used a very
similar strategy....Both of them made Sean look far superior to Ryu/Ken,
and did so by taking advantage of 3 things:

1)Hado Burst juggles
2)Sean's tremendous dash
3)A superior universal overhead to Ryu/Ken
4)Perhaps the best crossover in the game (jumping forward)

here are the combos they would use..there arent too many, but they are all
powerful and pump up the stun meter like crazy

combos

1)jumping roundhouse, standing roundhouse (knee animation), roundhouse
 tornado kick (about 85% of your opponents stun meter will be filled)

2)jumping forward crossover, standing roundhous(knee animation), sean
 tackle

3)jumping roudhouse opponent out of the air, juggle with a hado burst
*note...hado burst will also juggle the opponent if you take them out of
the air with a crouching fierce, standing strong or standing jab.

4)jumping forward crossover, standing fierce, dragon smash 2in1 into hado
 burst (seans most impressive looking combo)


ALEX


With Alex you really only have 2 jumping options...strong and roundhouse.
You also dont have a large selection of combos....Alex is more made to
tick into his power bombs and hyper bomb (if chosen).  I will mention some
of his better tics here as well.

combos

1)jumping roundhouse, standing forward (knee animation), jab flash chop

2)jumping roundhouse, headbutt (back and fierce)

3)jumping roundhouse (very deep), Shoulder raise (down and fierce)

4)fierce flash chop, hyper bomb or power bomb or choke hold (back and
 fierce when opponent is turned around)

Alex's very cool looking and very damaging combo

5)fierce clash chop 2in1 into jab stun gun headbutt, fierce flash chop,
 close stanging forward 2in1 into a jab flash chop.
*note...this combo will do about 75-85% damage...and if you do a choke
hold after the second flash chop instead of the forward into a jab flash
chop,  then you can try and dash in and sneak off a power bomb...if you
get it they are dead for sure.

ticks

pretty much what they did with Alex versus the last few grapple characters
in the SF saga is that they gave him no good tick, but you can not crouch
out of his grabs as was sometimes the case with birdie and zangief in the
alpha series (remember all those whiffs right over the head of someone?)

well in this game,  the only thing that Alex has which in any way
resembles a tick is his close standing jab (it has different animation
than his normal jab...his arm is bent as though he is flexing). after that
you can power/hyper bomb pretty quickly and effectively.  The 2 easiest
ways to get this jab tick are to:

1)do a very deep jumping strong
2)a universal overhead

Other than this tick,  the most effective grab strategy is to dash in and
bomb them when they block.


ORO


Oro has a good jump in with fierce,  but most good Oro's that I have seen
stick to ground attacks so,  so the combos I use here will do the same.

combos

1)crouching short, semi throw

2)standing forward, semi throw

3)universal overhead, standing forward, semi throw

4)universal overhead, standing strong (launch), juggle with fierce or
 roundhouse (or jump and juggle with fierce.

Oro has 2 combos that can do 100%

the first is the more known Tengu Stone combo:

5)strong launch 2in1 into tengu stone, juggle with early jumping
 roundhouse until teh opponent is dead or the super runs out.
*note...this combo does not work as well on the certain versions of SF3
there is a CD and a card version for the arcade machine,  and this combo,
I hear, only works on the CD version.

the second 100% is done with the Yagyou-Dama super:

with opponent in the corner...
6)strong launch, crouching fierce juggle 2in1 into a dama ball, jumping
 roundhouse, when the super drops the opponent relaunch with strong,
 crouching fierce juggle 2in1 into a second dama ball, jumping
 roundhouse, launch with strong, juggle with ...ehh you get the idea by
 now.
*note the opponent will dizzy during the second round of the combo,  so
you can let then drop, then jump in and start again...don't do that if you
don't have to though.  keep going and save the stun just incase you screw
up later on...that way whenever you make a mistake you have the guy dizzy
in the corner.  To do 100% takes 4-5 balls, but the 1-2 thart you can't
have will charge up while you are doing the combo!


YUN/YANG

well,  you have 2 options on the jumpin with these guys...you can do a
Raigeki Shu wit the appropriate button (the kung lao) or you can jump in
with the jab short chain....the RS works well,  but variety is necessary
due to the ease with which it can be parried.  Also,  RS right infront of
the opponent occationally and do the flip grab or the universal overhead,
but use both with caution, as they can make you eat a super if it is too
expected.

combos

some of these cam be changed a little...remove or add a hit as you please.

1)standing jab, standing strong, standing fierce, kobo hushi (palm)

2)RS, crouching forward or short, zeshohohou (rushing punch)

3)standing strong, standing fierce, palm 2in1 into any of the super arts.

if you are using the genei-jin super then you want to get them into the
corner with rushing punches..use fierce if they are far from the corner
and jab if they are close to it.  If you learn to juggle them for the
entire time of the super and add a jew air juggles after the super is over
then the genei-jin can do more damage than either of the other supers when
tacked onto the end of the palm combo.  the limitation here is that the
Tenshin Senkyutai super has far more applications while the genei-jin has
very limited chances for use with great success.

one such chance to use it for absurd damage is after a forward launch.
I have seen someone do about 45-50% damage using the forward launch as air
defense and then going into the genei-jin on them in the corner.  Also,
if you learn to juggle well with the hits after the super is over you can
very easily set yourself up for addidional damage in a second combo when
they fall...if you get it so they will land on their feet variete between
the flip grab, RS into another combo,  or useing the RS to crossover if
you can do so with relative consistancy.


ELENA


Most jump ins should be done with strong and roundhouse.  if you do a
mallet smash then you are just asking for pain.  I saw a FAQ which said
use it to catch turtles,  but that is just stupid.  If you mallet smash
anyone that has played for more than a week,  you will see a parry into
some major damage.


combos

uhm...I use one and only one.

1)jumping roundhouse, standing short, roundhouse scratch wheel.

if you have the brave dance or the spinning beat super then add that onto
the end.

Elena is more of a poking character...you try and trip and make usage of
her good throw and strange overhead...if you parry into a scratch wheel
without doing a combo,  then that scratch hurts the opponent something
awful (i guess she puts lemon juice on the scratch).  It will do about 25%
damage by itself...in combo it drop down a bit.


there are other combos using the mallet smash, as you can combo most
anything after it,  but the move is so slow that anyone can either block
it or parry it....the only time you will hit them is if they miss the
parry....and I don't like those odds.  well,  I guess you can hit them
with it if they are dizzy,  so if that happens do this combo if you really
really want to.

2)fierce mallet smash, scratch wheel, spinning beat or brave dance.

use it with caution.


KEN


Ken uses the same basic jump ins as Ryu: forward, fierce and roundhouse.
You dont really jump in with strong, but ken has a much better crossover
than Ryu...not as good as Sean's though.  I will use fierce on most combos
for the purpose of consistancy,  as that is what i used for Ryu.

combos

1)jumping fierce,  crouching forward, hadoken or hurricaine kick

2)jumping fierce, standing strong, standing fierce, hadoken or hurricaine
 kick

3)jumping forward crossover, standing strong, standing fierce, shoryuken
*note...any ken combo which ends in a hadoken or a shoryuken can be 2in1ed
intoany of the three supers.

Ken is not the combo king that he once was.  now his jump in game is very
crossover dependant.  Most ken players like to dash in and play footsie
with their opponents while trying to get in a crouching forward.  if you
get one then do a fireball into a super, or go for a hurricaine kick if
you don't have a super charged or if you are trying to dizzy the opponent.


OK,  thats the end of my Combo FAQ.  I tried to put only combos that will
be used due to their practicality and/or their damage.  I have seen
two or three combos that are both more impressive and effective than the
ones listed here,  but the users of these said combos....actually its just
one guy (Jason Young) who uses them asked me not to write them down.  If
you want to find them out,  though,  just go ask someone from Hong Kong...
that is where he learned them.

Danke to:
Jason, Harrison, Rong, Wenchi, and Sean for learning these combos with me.


This FAQ will be on my web page located at:

http://student-www.uchicago.edu/users/zdbarkoc

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