Street Fighter Alpha 3 Combo System and General FAQ
Copyright 1999 Colin Caldwell
[email protected]
http://members.spree.com/sip/nefdar

Hi, and welcome to my Alpha 3 FAQ!  Okay, let me state up front what this
document will contain.  This will not have any moves for any of the
characters, or any specifics about any character except as used for
examples.  What this will have is a complete breakdown of the combo system,
and any other general information about the game(how to release secret
characters/modes, all the universal moves).  I wrote this especially
focusing on the combo system, since many people don't fully understand how
the loose juggling system works in Alpha 3 and I hope to help out.
The rest of the information in here is kind of old news, but I figured for
the sake of completeness I'd add it.
Okay, so here's the table of contents, hope this is useful!  Check out my
other Street Fighter FAQ's on Gamefaqs.com, I have one for Adon up now and
have an Akuma one in the works.
This FAQ applies to the American release PSX version, but other than the
obvious(extra characters, etc.) it is applicable to the arcade version as
well.

Contents
I.   The Controller
II.  The Combo System
    a. Normal Combos
    b. Juggle Combos
    c. Anti-Air Combos
III. General moves
    a. Blocking
    b. Ground Recovery Roll
    c. Air Recovery
    d. Throwing/Tech Hits/Holds
    e. Taunting
    f. Damage Reduction/Dizzy Recovery
    g. Guard Protection
    h. Counter Hits
    i. Alpha Counters
    j. Reversals
    k. Super Combos
    l. Variable Combos
    m. Special moves in mid-air
IV.  The Isms
    a. X-ism
    b. A-ism
    c. V-ism
V.   Special Modes
    a. Unlocking the special modes
    b. Classic
    c. Saikyou
    d. Mazi
VI.  Secret Characters
    a. Balrog
    b. Juli
    c. Juni
    d. Guile
    e. Evil Ryu
    f. Shin Akuma
VII. Character Charts
    a. Damage chart
    b. Guard meter length chart
VIII. Thanks


I. The Controller
  This section is basically going to end up being a shameless plug for
  the InterAct ProgramPad that I often use to play Street Fighter with,
  so I'm going to go ahead and get that out of the way.  The pad is
  actually capable of performing the moves with great accuracy, unlike
  the default PSX controller.  Maybe since I've never used it much I'm
  just not used to it, but it takes me ten minutes of practicing to do
  a combo into a super move using the normal PSX controller, it really
  sucks at controller motion moves(although the charge moves seem to be
  fine).  On top of the excellent pad, you also have six buttons on the
  front of the controller so you can set it up in a normal Street Fighter
  setup(3 punches on top, 3 kicks on bottom) and still have the R1 and R2
  buttons for 3P and 3K for flipping out, rolling, and throws.  An
  excellent controller for the game.
  Another one I use is the joystick put out by Asciiware for the PSX, you
  can recognize it as the one with the Street Fighter layout of buttons
  except that there are four on top and bottom to accommodate all of the
  shoulder buttons.  It's not as good as it looks, the joystick just
  doesn't feel the same as an arcade stick, but it is still useful.
  Just make sure you don't become a computer-fighting couch potato just
  because there's a home game out, go out to the arcade and enjoy
  yourself every now and then, for most people that's the only place for
  real competition.
  Here's a legend for the button names and directions that I will use
  for this and all of my FAQ's...
  For a character facing right:
  UB  U  UF
  B   N  F
  DB  D  DF

  Punches: Jab     Strong     Fierce
  Kicks:   Short   Forward    Roundhouse
  3P:  All three punches
  3K:  All three kicks

II. The Combo System
   Combos in Street Fighter Alpha 3 follow drastically different rules
   than in any other Street Fighter, or any other game for that matter.
   The system is loose enough to allow creativity, yet tight enough to
   require skill.  As far as combos go, this game is by far my favorite
   Street Fighter(I like SFIII a lot, but that's mainly for the parrying,
   the combo system in that game is way too loose and easy to use,
   allowing people to spazz and cancel their fireballs into supers and
   such).  Variable combos won't be discussed here, look in the VC section
   below for that.

   a. Normal Combos
   A normal combo in SFA3 is just like in any other Street Fighter game,
   it follows the basic sequence:

   Jumpin attack, grounded normal move(s) CANCEL INTO special move or
        super combo

   Naturally, you can skip the jumpin at the front, or the special at the
   end, but this is a full combo sequence.
   On a jumpin, if you want to follow with a ground attack, then you need to
   hit very deep, meaning that you attack just as you are about to land
   on the ground.  Then you can hit them with a ground attack or two(most
   characters can repeat jabs and shorts, while a few can do other chains
   of normal moves), then during the animation of those attacks you
   perform the command for a special move, canceling the normal move and
   going into the special or super.
   Most people understand this part, so I'm not going to go into it too
   much, but I will mention a few points:

   When canceling moves, make shortcuts when possible.  For example,
   say that you wanted to cancel a low short into a dragon punch.  You could
   press:
   crouch, press short, F, D, DF, punch.
   but that will often fail, because it is hard to move from the crouching
   down position to forward, then finish the move, all before a short kick
   retracts.  Better to:
   F, D, press short, DF, punch.
   That way, you press short during the crouching part of the special
   move's motion.  This results in the short instantly canceling into the
   special move.  With a little practice, doing things this way is much
   easier.  This makes canceling into super moves easier too.  For
   example, say that I wanted to cancel a low forward into a Shoryureppa
   with Ken.  I could:
   D, DF, press forward, F, D, DF, F, punch.
   or:
   D, DF, F, D, press forward, DF, F, punch.
   placing the forward kick within the super move's motion.  This makes
   those difficult cancels a lot easier.  This works even better for
   charge moves, in my opinion.  Say I want to do a jab, short chain
   canceled into a Sonic Break with Charlie.  I can try to charge away, then
   press jab, short, then press F, B, F then punch, but the short comes
   out so fast that it is unnecessarily difficult.  Instead, try:
   charge B, jab, F, short, B, F, punch.
   Or if I wanted to cancel a low jab/short chain into the Somersault
   Justice, I could:
   Charge DB, jab, DF, short, DB, U, kick.
   Using this technique, it is also possible to cancel a standing attack
   into a charge D, then U special move or super.  It seems impossible, but
   you can do it.  I want to cancel a standing strong punch into a Vertical
   Roll with Blanka.  I would press:
   Charge D, go to neutral, press strong, U, press kick.
   If you stop the controller at neutral and use your normal attack, you'll
   be standing.  Then if you quickly press up and the special move
   button, you will still retain your charge and go into the special.  You
   can do this with charge D, U supers as well:
   Charge DB, DF, DB, neutral, press fierce, U, press kick
   would cause you to cancel a standing fierce punch into a Somersault
   Justice with Charlie.
   If you are not used to doing this, then it will be hard at first, but
   after a while you'll wonder how you ever did combos any other way.

   Another thing to watch out for is SF's button press/release rule.  In
   any SF game since SFII, if you hold down a button, do a special move
   motion, and release it, then the move will be performed just as if
   you had pressed the button.  This does a lot more harm than good for me,
   because it causes moves to often accidentally come out(especially in
   VC's).  Here's an example:
   I want to cancel a low forward kick into a Rolling Attack with Blanka.
   So I press:
   charge DB, press forward, F, punch.
   But instead of doing a Rolling Attack, I get that stupid Backstep
   Rolling move, and miss.  This happens because I pressed forward kick
   to do the first move, and was releasing it as I moved to the F position
   on the stick to do the second move.  Since a release of a button counts
   as a press when doing special moves, the machine interprets this as
   CB, F, FK and does the forward Backstep Rolling.  There are two
   ways to avoid this:
   1.  Make sure and release the button first before continuing motions
   on the stick, by tapping the button lightly, or
   2.  Hold the first button down until the second move has come out to
   safeguard against an accidental button release causing the wrong move.

   A note on chain combos:
   Almost all characters can do simple chains in SFA3, and I'm not talking
   about repeated jabs.  Most people can chain from their quick attacks(jab,
   short) to their power attacks(fierce, roundhouse).  The trick is, you
   have to get a counterhit on the short or jab opening move.  A counterhit
   causes a longer hit stun, allowing you to follow up with another attack
   as long as it comes out quickly.  Take Adon as an example.  He can
   chain a low short into a standing roundhouse for 3 hits, as long as the
   short hits on a counterhit.  You must have good timing, but once you
   get used to it it is easy.  And getting counterhits on jabs and shorts
   is not too difficult either, you'll find that most of your hits with
   these buttons are probably counters since they often come out fast with
   high priority.

   b.  Juggle Combos
   Now here's the complicated part.  Your opportunities to juggle in
   SFA3 are numerous and often.  Many moves and throws set up juggles,
   as well as counterhits.  But there is a difference between a juggle and
   a juggle combo:  a juggle combo is guaranteed, because they can't
   flip out.  How do you do this?
   Well, if you continuously cancel one move into another without returning
   to your normal standing position, then your opponent cannot flip out.
   Here's an example.
   I met my opponent in midair with a fierce punch and got a counterhit.
   I land under him, and he is falling headfirst.  At this point, he can
   use his air recovery to flip out, since I am no longer hitting him with
   a continuous stream of attacks.  I can still juggle him if he
   does not flip out, but that is unlikely against anyone with any skill.
   But say that I got a close fierce counterhit, which knocks your
   opponent into the air, then cancelled that fierce punch into a Axle
   Spin Knuckle with Cammy(the F, DF, D, DB, B, punch move).  The opponent
   has all day to flip out while Cammy winds up the move, but he can't
   because you cancelled the moves together in a combo without any pauses.
   You will get the extra juggle hits, guaranteed.
   The concept of a "continuous string" is important here, that is what
   defines an actual combo instead of something which may or may not be
   flipped out of and countered.
   There are also a few more instances where your opponent cannot flip out,
   even when there is no continuous string, but these are rare.  One is
   if your opponent is juggled very close to the ground.  Your opponent
   cannot flip when they are only about waist level from the ground, but
   they can still be hit.  Akuma has a combo that utilizes this:
   jumpin fierce, low forward, SK hurricane kick, standing fierce, fierce
   fireball.
   The SK hurricane kick, if distanced perfectly, will hit your opponent
   into the air.  They cannot flip out until the hurricane kick is over,
   because your constant stream of attacks is not over until then.  By
   the time the kick ends, they are too close to the ground to flip, and
   the rest of the combo juggles them(this is a very painful combo, by
   the way).  Of course, your distance and timing must be tight in order
   to pull this off.
   The last instance when your opponent cannot flip is caused by what I
   call the "corner rule".  This refers to how many times an opponent
   can be juggled.  I goes like:
   If your opponent is not in the corner, then you can juggle them as
   many times as you want until you reach the corner.  Once you reach the
   corner, then you can juggle them with one more continuous stream of
   attacks, then you cannot hit them anymore until they touch the ground
   and regain control.  However, after that last juggle, they can flip
   out if they choose and try to attack.  If you hit them after they
   flip out in the corner, then you cannot juggle them anymore and they
   cannot flip out anymore, they must hit the floor afterwards.
   This rule exists because if not many characters would have several
   infinite corner juggles.  You can only juggle once in the corner, then
   your combo ends.  You are only allowed to flip out once in the corner,
   and if you are hit out of it, then you must hit the floor.
   Use this to your advantage:  if you are juggled in the corner, then
   don't flip out!  They can't hit you anymore after that first juggle,
   so just fall and roll behind them to put them in the corner!
   Also, remember the "continuous stream of attacks".  If you knock someone
   up into the air in the corner, you can do a normal attack cancelled into
   a super combo, or do a VC of continuous moves, as long as you don't
   stop canceling one move into another smoothly then your juggle can
   continue.
   Finally, the final exception to the rule is air throws.
   An air throw can be used to juggle an opponent anytime that a normal
   move could hit them.  However, as long as you do nothing else, you can
   continuously airthrow an opponent in the corner over and over.  Sagat
   and Sodom can both do this.  It is easy to flip out of, but still
   possible.

   c.  Anti-Air combos
   This final section refers to combos that I often use, but don't see many
   other people use all that much.  They are based upon juggles of your
   opponent after counterhitting them out of the air.  If your character
   has a quick high jab, or a good anti-air move that is cancelable, then
   these can be a gold mine for you.  You see, if you counterhit someone
   on the ground, then they are only launched into the air if you used
   fierce or roundhouse, but if you counterhit someone jumping in, then
   any button will set up a juggle.  Also, since as long as there is a
   continuous stream of attacks they cannot flip out, if you cancel the
   anti-air into a special or super then you get a decent combo as
   retaliation against a jumpin attack.  Here are a few good examples that
   will help explain:

   Adon:
   opponent jumps in, standing strong counterhit CANCEL INTO Jaguar Kick RK.
   The Jaguar Kick will juggle them cleanly every time.

   Balrog:
   opponent jumps in, standing jab counterhit CANCEL INTO Turn Punch.
   You can pretty easily knock someone down with Balrog's standing jab,
   since it is so quick.  Then the Turn Punch comes out and smashes them.
   (By the way, if the punch is charged all the way to final, then this
   combo can do about 80 percent damage for 2 hits, and all they have to
   do to open themselves up for it is try to dropkick you once)

   Cody:
   opponent jumps in, standing fierce counterhit CANCEL INTO Bad Stone FP.

   Cammy:
   opponent jumps in, standing jab counterhit CANCEL INTO
        Killer Bee Assault.
   You can combo her level 3 super this way.  Just charge DB, and if you
   see them jump towards you, then go DF, DB, then neutral and press jab.
   If you time it well and can predict when they'll attack, then you can
   counterhit them, then press U and kick to do the super.  This must
   all be done pretty fast of course, but you will get major props for
   pulling it off.

   And so on.
   Just don't always rely on your low fierce and dragon punch to knock
   down jumpers, get imaginative and deal some real damage to them with
   a juggle combo.  Be careful though, watch for the counterhit flash on
   the screen, and if you don't get a counterhit, then don't do the rest of
   the combo or you may be left open.

III. General Moves
   Everything outlined here can be performed by any character, and in any
   -ism unless stated otherwise in the description.

   a.  Blocking
   Just like all Street Fighters before and hopefully all after, you block
   high by holding B and low by holding DB.  If you block high, you are
   safe from jumpins, high and midrange attacks, and overheads.  However,
   low attacks will hit you.  If you block low, then you block or avoid
   high, midrange, and low attacks, but a jumpin or overhead will hit you.
   Blocking a special move takes off a small amount of energy, heretofore
   referred to as "cheese damage".  You can also block in the air.  You
   can air block any normal projectile, or any attack that your opponent
   does in the air, but you cannot air block a super combo(with the
   exception of Charlie's Sonic Break) or an attack that your opponent
   performs from the ground.
   For example, if I jump in and Ryu meets me in midair with a jumping
   roundhouse, I can air block that because he is in the air.  I could
   also airblock if he threw a fireball.  But if he does a low fierce,
   since he's standing on the ground, I cannot airblock.  I also could
   not airblock if he did a super fireball.  If he does a dragon punch, then
   I could airblock it if he does it early enough so that his feet have
   already left the ground when it reaches me(thusly, he is in the air so
   I can airblock normally).  But if the punch hits me while his feet are
   still on the ground, I am hit.
   New to SFA3 is the guard meter.  That's the little bar under your
   lifebar.  Each time you block, a chunk is knocked out of it, and once
   it wears out, then you are stunned(much like being dizzied).  During
   this time, you are vulnerable to anything.  Also, after having your
   guard crushed, you lose one block from the guard meter for the remainder
   of the round.
   Airblocking is not available in X-ism or Classic mode.
   There is no guard meter in Classic mode.

   b.  Ground Recovery Roll
   Unlike the rolling command in SFA2, in order to roll in SFA3 you must
   press 3 kick buttons as you are about to hit the ground.  You can only
   use this in situations where you could have used an air recovery, which
   means that you can't roll after sweeps and most throws.  Furthermore,
   if you hold F while rolling, then you will roll further and end up
   behind your opponent where you can try a surprise attack.
   This is not available in X-ism or Classic mode.

   c.  Air Recovery
   New to SFA3 is Air Recoveries, or flipping out.  There are three
   different ways to flip out.  Whenever you are knocked into the air,
   press:
   F+3 punches to flip toward your opponent
   N+3 punches to flip straight down to the ground quickly
   B+3 punches to flip away from your opponent
   Most players use the B+3P version almost exclusively, but this keeps them
   in the air longer and thusly allows them to be juggled more by
   someone who saw it coming.  My favorite is the neutral recovery, since
   that lands me safely on my feet quicker.  However, try to flip out
   differently every now and then, if your opponent can read how you
   will flip then you will be juggled quite a bit.
   After flipping out, you can airblock or perform an air attack, just
   like a normal jump.  This allows you to dodge or block your opponent's
   juggle attempts.  You have a small moment of invincibility just as you
   flip out, to pass through attacks.
   Note that you cannot flip out if your opponent is performing a
   constant string of attacks, even if there is a pause between the hits.
   You also cannot flip out in Classic mode, or if you have already flipped
   out once in the corner without touching the ground.

   d.  Throws, Tech hits, and Holds
   Throwing in SFA3 is different from previous SF games.  You must press
   F or B and 2 punches to throw.  You can also throw in midair, by
   jumping and performing the same command.  Most characters have extra
   throws done by pressing F or B and 2 kicks.
   The throw commands are a welcome addition, and were added to keep
   people from accidentally throwing, as well as to make throwing a little
   less effective to prevent it from being overused.  If you are not
   close enough to throw and do the command, your character will hug the
   air in front of them in a "missed throw" animation, and be vulnerable.
   If you input the throw command right as your opponent is throwing you,
   then you can Tech Hit the throw, allowing you to land on your feet, as
   well as halving the throw's damage.  Tech hitting also allows you to
   avoid juggles that are performed after throws.
   Finally, some throws allow you to hit your opponent many times, like
   Blanka's PP throw and Ken's KK throw.  During these holds if you
   rotate the stick and rapidly press buttons you can get more hits and
   damage, but if your opponent does the same then he can reduce the hits
   and damage.  If you Tech Hit a hold, then you can avoid damage
   altogether.
   Throws and Tech Hits are available in any mode or -ism.

   e.  Taunting
   Press Start on an arcade machine, or Select on your PSX controller,
   and your character will taunt.  These serve no real practical purpose
   except to provoke your opponent, but are very useful to that degree.
   Also, if you taunt and get away with it, then many opponents will feel
   the need to taunt you back, so that creates an opening for you.  At
   the very least they will try to quickly approach and hit you, possibly
   giving you an opening.  Don't do this unless you know what you're doing,
   or else you are just going to get beaten up and piss people off!
   Many characters have multiple taunts that can be done by holding F, D, or
   B while pressing the button.  You can only taunt once per round, except
   during a VC where you can taunt infinitely, or in the case of Dan who
   can taunt as much as he likes.  Taunting is not available in X-ism or
   Classic mode.
   Some characters have taunts that can hit.  All taunts do 1 damage, and
   thusly are not your attack of choice, but if you knock someone out with
   one it is very embarrassing for them!  The following characters can hit
   with their taunt:
   Akuma, Birdie, Chun-Li, X-ism Dan, Rolento, Sakura, Shin Akuma, and
   Sodom.
   Dan and Dhalsim can also taunt in midair.
   You can also cancel any normally cancelable regular attack into a taunt,
   just like it was a special move.
   Finally, the king of taunting Dan can gain a little super or VC power
   from taunting(but not the jumping one).  He also has special and super
   taunts.

   f. Damage Reduction / Dizzy Recovery
   If you are dizzied, then rapidly wiggle the joystick and press buttons
   and you may be able to recover before your opponent hits you(though it
   is unlikely...)
   This also works to recover quickly after being guard crushed.
   Likewise, if you are blocking or being hit by a multihit combo, special
   move, or super, then you can wiggle the joystick and press buttons to
   reduce damage.  You'll know if you are doing it right because your
   character will flash red.
   I don't like this much and normally forget to use it, but it's in there
   if you want.  I suppose every little bit of saved energy helps, but I
   personally would rather take the damage than sit there wiggling the
   stick and spazzing out.  This doesn't reduce the damage all that much
   in any case.

   g. Guard Protection
   If you press B or DB to block an attack just as it is about to hit you,
   instead of holding it ahead of time, then your character will flash blue.
   If this happens, then the damage to your guard meter done by the
   attack is halved.  Try to do this as often as possible, especially if you
   have a small guard meter, but don't take too many risks to get it, your
   guard meter should not be much of a problem unless you are playing
   way too defensively.

   h. Counterhits
   If you hit your opponent right as they are beginning an attack as well,
   then you will get a counterhit.  The screen flashes, and the hit
   sound is louder than usual.  Counterhits do extra damage, and cause a
   longer hitstun than a normal hit.  If you counter a grounded opponent
   with fierce or roundhouse, or an airborne opponent with any button, then
   they are launched into the air and ready to be juggled.  Canceling
   the counterhit into another move is an excellent way to set up
   guaranteed juggles, and you can often chain off of your jabs and shorts
   if they hit as counterhits.  There are instances where you can get a
   counterhit even after your opponent's attack has passed, such as when
   they are in a fireball toss animation.

   i. Alpha Counters
   If you press F and two buttons of the same strength(jab+short, strong+
   forward, or fierce+roundhouse) right after blocking, then you will
   perform an Alpha Counter.  These are high priority counterattacks
   meant to hit your opponent during their attack animation.  This
   consumes 1 level of super in A-ism, and half a VC gauge in V-ism.  It
   also removes 1 block from your guard power gauge for the rest of the
   round.
   Alpha counters generally do 4 damage, which is less than that of your
   average jab.  They also miss often, and have a high cost.  It is
   best not to use them except in a few select situations, like if
   someone is about to kill you from cheese damage, if they have caught
   you in a VC trap in the corner, or if you are sure the counter will
   kill them.
   Some characters, instead of hitting their opponent, will warp behind
   them or flip over them for their counter, setting them up to hit their
   opponent in the back.  These AC's are a little more useful, but still
   generally not worth it.
   Alpha Counters are not available in X-ism or Classic mode.

   j. Reversals
   Many characters have attacks that can only be performed as reversals.
   A reversal is when you attack right after regaining control of your
   character, such as when you first get up, get out of block stun, or
   get out of hit stun.
   The following characters can perform their reversal-only moves after
   getting up from a knockdown, getting out of hitstun, or getting out
   of blockstun:
   X-ism Chun-li, Balrog.
   The following characters can perform their reversal-only moves after
   an air block, or any time that they could normally flip out:
   Cody, Dhalsim.
   Sodom can perform his F, DF, D, punch and B, DB, D, kick reversals in
   any of these situations.  He can use his D, DF, F, kick reversal after
   getting up off of the floor.

   k. Super Combos
   These are powerful attacks that consume super power, and do big damage
   normally.  In X-ism, you have one super combo, and you can only perform
   it at maximum power(equal to a level 3 A-ism super).  In A-ism, you
   have 3 levels on your super bar, and you can use as many or as few as
   you want.  The more levels you use, the more powerful the combo will
   be.  The strength of the button used determines the super combo's level
   (jab or short for level 1, strong or forward for level 2, and fierce or
   roundhouse for level 3).  These can be cancelled into, just like a
   normal special move.  Many characters have attacks that can be cancelled
   into super combos, but not into specials(the 2nd hit of Birdie's low
   fierce, for example).
   Super Combos are not available in V-ism or Classic mode.

   l. Variable Combos
   These are your power attacks in V-ism.  When you activate a VC, you
   get a shadow that follows you and mimics your actions.  This shadow
   can hit the opponent, just like you.  Also, you can chain almost any
   attack into any other attack during a VC, and you can cancel the
   recovery time after a special move into another special move or
   normal attack.  This allows you to make a long continuous series of
   attacks for a massive juggle combo.  You can also attack multiple times
   in the air during a VC.
   To activate a VC, press two buttons of the same strength.  A VC
   can be activated in the air or on the ground.
   If you use jab and short, then the shadow will follow you very closely
   and attack almost right after you.  This is probably the most useful
   one, it allows you to have your shadow hitting your opponent along with
   you during your combo very easily.
   If you use strong and forward, then the shadow follows at a good
   distance, attacking about a second after you do.  This is good for
   pressure games in the corner, almost anyone can do the following VC
   in the corner:
   jump in, (strong + forward) in the air, jumpin attack, low 2 hit chain,
   jump in, repeat.
   As your shadow is following with the jumpin, you are hitting low, making
   blocking impossible or difficult.  As you jump back in, your opponent
   is getting hit by the shadow low, not only preventing most anti-air
   but also making blocking almost impossible.  Pretty much anybody but
   Dhalsim can do this combo in some form or another, and it is surprisingly
   effective, it takes a perfectly timed attack, an AC, or a counter VC to
   escape.
   Using fierce and roundhouse is good for confusion tactics.  Your shadow
   attacks about 2 and a half seconds behind you.  If you sweep someone,
   then your shadow will immediately sweep them again as they get up.
   If you have a quick move to cross to your opponent's other side, then
   you can have yourself and your shadow hitting on opposite sides
   making blocking difficult.  It is also easy to pull off dirty tricks
   like you doing an overhead while your shadow does a low attack,
   guaranteeing you a hit.

   When you activate a VC, you get several frames of invincibility, allowing
   you to pass through jumpins, anti-air, and oncoming attacks with a little
   timing.  You can even pass through most oncoming supers and attack.

   Here is the big caveat:  You cannot block during a VC, so you are super
   or counter VC bait when you perform one unless you keep the pressure
   on nonstop.
   In V-ism, your super bar is replaced by a VC bar.  You can perform a VC
   anytime the bar is over 50 percent full.  The more energy you have, the
   longer the VC.  A VC bar fills up about three times faster than a
   super bar.
   VC's are only available in V-ism.

   m.  Special moves in mid-air
   Many characters can perform special moves in midair.  This is simple
   enough, what many people don't know is that these characters can easily
   perform these move quickly after jumping by incorporating the jump
   into the move's motion.
   Say I want to quickly hurricane kick into the air.  I press:
   D, DB, B, kick
   normally for a hurricane kick.  Try this:
   D, DB, B, UB, kick.
   You will hurricane kick backwards into the air.  Say you want to
   hurricane kick straight up.  Then press:
   D, DB, B, U, kick.
   or to do it forward:
   D, DB, B, UF, kick.
   This works with charge moves too.  X-ism Chun-Li can Spinning Bird Kick
   into the air by pressing:
   charge B, UF+kick.

IV. The Isms

   a.  X-ism
   In this mode, you are modeled after a character from Super
   Street Fighter 2 Turbo.  You have one, slow filling super bar and one
   super combo to choose from.  You have no air blocking, ground recovery
   roll, alpha counters, or taunting.  Your super combo in X-ism does the
   same damage as the same combo in A-ism done at level 3(except for
   characters who have a different X-ism super, of course, like Cody and
   Dhalsim).
   However, on the bright side, all of your attacks do extra damage,
   both your normal moves and specials.  This makes this mode have
   the highest damage combos on the average.
   There may be other additions or penalties in X-ism, depending upon
   your character.

   b.  A-ism
   This mode is modeled after a normal Street Fighter Alpha character.
   You have a normal 3 level super bar, as well as all of your super
   combos(except for Cody and Dhalsim's X-ism supers).  You also have
   access to taunts, AC's, rolling, and air blocking.
   On the down side, all of your normal attacks and special moves do
   less damage than in X-ism.

   c.  V-ism
   This mode has all of the abilities of A-ism, except for Super Combos.
   You have access to Variable Combos in this mode, which are harder
   to perform than a Super Combo but are potentially more damaging.
   If your character has moves that are performed automatically when you
   are standing close to your opponent, then you can control when you will
   do them by holding B.  Your VC bar fills much faster than a super bar
   of X or A-ism.
   On the down side, you have no super combos and all of your attacks do
   less damage than in any other ism.

V.  Special Modes
   a.  Unlocking the special modes
   On the PSX version, all of these special modes are released after
   beating the Arcade Mode on level 4 difficulty or more.  Thereafter,
   you can select your mode just before you pick your -ism in all modes
   except Arcade mode, and use the select button to choose your -ism
   in Arcade mode.
   On an arcade machine, you have to wait for the machine to have been
   installed for a few months, until the title screen turns light blue.
   Then these modes are selectable after this point through the following:

   Classic: put in money, hold FP + RK press start, release FP + RK, then
   play normally.

   Mazi: same as Classic, except hold SP + FK.

   Saikyou: same as Classic, except hold JP + SK.

   b.  Classic mode
   Classic mode is sort of like a 4th ism.  If you use this, you do not
   get to select your ism normally.  Classic mode is just like X-ism
   in almost all respects, except that you are modeled after an even
   earlier Street Fighter character:  you have no super bar.  This is bad.
   However, you also have no guard meter.  This is good.  You cannot air
   recover, that's bad.  But, you are very hard to juggle, like in the old
   days of SF, so that's good.  I don't have much experience with this mode,
   I don't fool with the special modes much, but if I had to pick one
   this would be it.

   c.  Saikyou mode
   Saikyou mode is modeled after Dan's fighting style, Saikyou-ryuu.
   Translated, it means, "the strongest", which we all know Dan is not.
   In fact in this mode, you are considerably weakened.  Your guard
   meter is half length, your attacks do reduced damage, and, most
   crippling of all, you cannot cancel your normal moves into anything,
   making combos virtually non-existent.  Use this to handicap yourself
   if you want.  You can still choose your -ism normally after choosing
   this mode.  If you get a long win streak with Saikyou mode Dan then
   you need to move on to bigger and better opponents...

   d.  Mazi mode
   Mazi, translated, means, "serious".  In this mode, you have to be
   extremely careful, as any hits you receive do massive damage.  Also,
   you only have to lose one round to lose the entire match!  On the
   bright side, all of your attacks do massive damage as well.  Many
   characters have 100 percent damage combos in Mazi mode, due to the
   increased damage.
   After choosing Mazi mode, you can then choose your -ism normally.

VI. Secret Characters
   This section highlights how to reveal the secret characters on the
   arcade and home game.

   a.  Balrog
   PSX:  Just put your cursor on him and select him, silly!
         If you want the special version of Balrog, which I feel is
         considerably weaker, then highlight him, hold L2, and select
         him.  This will only work if you have beaten him in the
         world tour mode.
   Arcade: Move to Karin, wait for five seconds, then go to any
   random select square, hold start, and press a button.

   b.  Juli
   PSX:  See Balrog.
   Arcade: Move to Karin, wait for five seconds, then go to any
   random select square.  If it is on the left side, then hold left, if
   it is on the right side, hold right, and press a button.  In other words,
   hold away from the center of the screen horizontally.

   c.  Juni
   PSX:  See Juli.
   Arcade: Same as Juli, except hold away from the center vertically.
   For example, if the random select square is at the top, then hold
   up, if it is at the bottom, hold down.

   d.  Guile
   PSX:  Beat him in the World Tour mode.  In order to reach his stage, you
         must raise your total level to at least 27.
   Arcade: N/A

   e.  Evil Ryu
   PSX:  Beat him in the World Tour mode.  In order to reach his stage, you
         must raise your total level to at least 30.
   Arcade: N/A

   f.  Shin Akuma
   PSX:  Beat him in the world tour mode.  You must master 2 of the 3 isms
   and reach level 31 to get to his stage.  Thereafter, highlight Akuma and
   hold L2 while selecting him.
   Arcade: N/A

VII. Character Charts
    First off, I got this information from Kao Megura's FAQ, double
    checked it, and posted it, so yes I know that this is old news.  Many
    thanks to Kao for saving me the trouble of doing all of this!

    a.  Damage chart
    This shows which characters take more or less damage when they are hit.
    They are listed in order from least to most(characters on the same line
    are equal).  Thusly, Zangief takes the least damage, and Shin Akuma
    takes the most.

    Zangief
    Birdie Dan Gen E.Honda Ken R.Mika Ryu Sodom T.Hawk
    Everyone not mentioned elsewhere
    Vega Juli Juni
    Shin Akuma

    b.  Guard meter length chart
    This shows which characters have the longest and shortest guard meters.
    Take into account that your guard meter is a little longer in X-ism.
    V-ism Cody has a very small guard meter, too, because of his dodge move.
    They are listed from longer to shorter meters.  Characters on the same
    line are equal.

    Birdie Zangief
    Karin Sakura M.Bison
    Adon Cody E.Honda Gen R.Mika Sodom Balrog
    Everyone not mentioned elsewhere
    Vega Cammy ChunLi Charlie Juni Juli

VIII. Thanks
    Kao Megura, for the info on the damage and guard meter charts.

    Everybody over at Diamond Jim's in Peachtree Mall, Columbus, GA.  I
    don't get to drive out there much, but whenever I do there is always
    a good game waiting.

    Phoenix, for being a sweetheart always,

    and Capcom, my heroes of the digital age!

    Check out my Adon FAQ, or any of the others that I may write in the
    future, on GameFAQS.com or on my homepage, and thanks!

    [email protected]
    http://members.spree.com/sip/nefdar