STREET FIGHTER ALPHA 3 FAQ v2.2
for the Arcade
by Chris MacDonald
Unpublished work Copyright 1998-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
The Street Fighter game series and the Final Fight series are (c)
Capcom of Japan and (c) Capcom of America.
=================
TABLE OF CONTENTS
=================
1. HOW TO PLAY
- Basic Commands
- Basic Abilities
- ISM Comparison List
- Mode Explanations
2. CHARACTER MOVES LIST
- Adon
- Akuma
- Birdie
- Blanka
- Cammy
- Charlie
- Chun-Li
- Cody
- Dan Hibiki
- Dhalsim
- Edmond Honda
- Gen
- Guy
- Karin Kanzuki
- Ken Masters
- M. Bison
- Rainbow Mika (Mika Nanakawa)
- Rolento Schugerg
- Rose
- Ryu
- Sagat
- Sakura Kasugano
- Sodom
- Vega
- Zangief
3. HIDDEN CHARACTER MOVES LIST
- Balrog
- Juli
- Juni
4. SECRETS AND CODES
5. MISCELLANEOUS
- ISM Information
- Ability Information
- Charts A Plenty
- Boss Battle Chart
- Pre-Fight Animations
- Translations
- Endings
- Victory Symbols
7. AUTHOR'S NOTE
- Revision History
- Special Thanks
There is a companion file to this FAQ, the SFZ3 PlayStation FAQ, which
can also be found at the sites listed above. That FAQ is for the
Japanese PSX version of SFA3, but even if you have the US version, it's
probably the one you're gonna want to read instead of this one, since
this FAQ focuses on the arcade version of SFA3.
Please note that there are both beta and final versions of SFA3 that
have been distributed. If you don't know what your machine is, check
to see if it has character introductions, endings, or boss encounters.
The beta version doesn't have any of these features.
=========================================================================
1. HOW TO PLAY
=========================================================================
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC COMMANDS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
This section outlines the basic controls for all characters:
(controller directions and results)
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
(button layout and effect)
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
(FAQ abbreviations)
qcf / qcb - Press (d,df,f) or (d,db,b) on the control pad.
hcf / hcb - Press (b,db,d,df,f) or (f,df,d,db,b) on the control pad.
Rotate 360 - Rotate the control pad in a complete circle. You can
start and end the circle at any point (i.e. start at uf
and end at uf, or b to b, etc.) The shorthand motion for
this is f,df,d,db,b,ub or the reverse.
Rotate 720 - Perform the 360 motion twice (two full rotations).
PP / PPP - Press any two / all three Punch buttons.
KK / KKK - Press any two / all three Kick buttons.
(air) - The move can be performed while on the ground, or while
in the air (during a jump or after an air recovery).
x~x - All possible ranges are allowed (for example, ub through
uf, or MK through HP).
xav / XAV - You can cancel the move into a special in the listed
ISM (lowercase), or into a Super Combo (uppercase).
xav1 - The attack is only interruptable on the first hit.
xavB - The attack is interruptable on both hits.
AC - Alpha Counter
OC Original Combo
SC - Super Combo
I had deleted this in a previous version of the FAQ, but any move
that can be done in air can be performed off the ground. For
instance, qcb,ub + K makes Dan do backwards Dankuu Kyakus (they'll
rise up if you wait a moment before pressing K). Charging b,uf + K
for Chun-Li makes her do the Spinning Bird Kick up into the air.
And so on.
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC ABILITIES
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
This section explains the basic moves of each character. Remember
that the ISM (and mode, if one is used), affects which basic abilities
a person will be able to use.
------------------------------------------------------------------------
BASIC ABILITIES LIST
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Mid-Air Block Hold b / db when attacked while in air
GP Protection Block Block an attack just before it hits
Semi-automatic Block (Unsure of how this works)
Alpha Counter Block, f + same P + K (not in X-ISM)
Air Recoveries ...(see below)
...Neutral Breakfall Press PP when knocked into the air
...Front Breakfall Press f + PP when knocked into the air
...Back Breakfall Press b + PP when knocked into the air
Ground Recovery Press KK when knocked to the floor
Roll Behind Recovery Hold f during Ground Recovery
Original Combo Press same strength P + K in V-ISM
Taunt Press (b / f) + Start
Tech. Hit (Throw Escape) Perform a throw as you are thrown (air)
Counter Hit Hit someone while they make an attack
Guard Crush Make your foe block attacks repeatedly
Dizzy Hit your opponent repeatedly
Dizzy Recovery Tap P / K and wiggle pad when dizzy
Hold Damage Increase As above, but use when you perform a hold
Hold Damage Decrease As above, but use when you're in a hold
Damage Reduction Press in any dir. + P / K when you are
...(cont'd) damaged (repeat during multi-hit moves)
- The Ground Recovery and Roll Behind Recovery can also be used after
an air block. And despite popular belief, you can still Tech. Hit in
X-ISM.
- For best results when using the Damage Reduction, Dizzy Recovery, Hold
Damage Increase, or Hold Damage Decrease mash the buttons and wiggle
the controller around as quickly as possible. The faster you do this,
the more effective these become. However (for example), if your
opponent was Mika and was doing her Headbutt hold while mashing the
pad and buttons for more hits, you'd have a harder time getting out of
that hold unless you were doing the same thing. You'll know if your
efforts are paying off because your character will flash white (or in
the case of Damage Reduction, flash red).
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ISM COMPARISON LIST
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
To see which of the abilities mentioned in the 'Basic Abilities List'
is available in each ISM, refer to the chart below. Detailed
information on the basic abilites can be found in the 'Miscellaneous'
section.
------------------------------------------------------------------------
ABILITIES X-ISM A-ISM V-ISM
------------------------------------------------------------------------
Air Blocking No Yes Yes
Air Recovery Yes Yes Yes
Ground Recovery No Yes Yes
Taunts Only Dan Yes Yes
Guard Power Rating High Varies Varies
SC/OC Gauge Speed Slow Normal Fast
Levels Available 1 3 2 (50% / 100%)
Alpha Counter Cost n/a 1 SC + 1 GP 50% OC + 1 GP
Damage Rating x1.2* x1.0 x0.8
Defense Rating x0.8 x1.0 x1.0
* This is excluding Super Combos. An X-ISM Super Combo does the same
damage as a Level 3 A-ISM Super Combo (if they are the same SC; so
obviously Dhalsim and Cody are excluded). However, using a hidden
Mode (see below) will affect all damage inflicted, including SC
damage). Why SCs would not get a damage increase makes no sense
to me, but that's Capcom for ya.
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
MODE EXPLANATIONS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Here's a chart showing the hidden mode differences. Refer to the
"Secrets and Codes" section for info on how to use these modes.
------------------------------------------------------------------------
CLASSICAL MODE
------------------------------------------------------------------------
This functions exactly like X-ISM except for the following changes:
- No air blocking. - No SC or OC gauge!
- No air recovery. - No Alpha Counters.
- No ground recovery. - No Guard Power Gauge.
- No taunts (except for Dan). - No "missed throw" animation.
In addition, you character cannot be juggled around as much (which is
why you have no air recovery, since it's not needed). Having no GP
gauge is a huge plus since you cannot get Guard Crushed. Note that
the "no missed throw animation" only applies to command throws, not
special throws like the Arakuma Inashi or Bull Revenger.
------------------------------------------------------------------------
MAZI MODE (Serious Mode)
------------------------------------------------------------------------
In addition to the normal restrictions / benefits of whatever ISM you
choose, picking Mazi Mode results in the following changes:
- Your attacks inflicted much greater damage (using X-ISM or V-ISM
will further raise or lower your damage capability, too).
- However, you take around double damage from your opponent.
- You only need to lose one round to lose the match, although you
must win two rounds to proceed (so your enemy has a big advantage).
------------------------------------------------------------------------
SAIKYOU MODE (Strongest Mode)
------------------------------------------------------------------------
In addition to the normal restrictions / benefits of whatever ISM you
choose, picking Saikyou Mode results in the following changes:
- Your attacks inflict slightly less damage than normal (using X-ISM
or V-ISM will further raise or lower your damage capability, too).
- Your Guard Power Gauge is extremely short, making it easier for you
to be Guard Crushed (this is also affected by ISM-related GC Gauge
changes...a V-ISM Saikyou user has a really small GC Gauge!)
- You cannot interrupt normal moves into special moves or Super Combos
(so no two-in-ones or combos!).
- It's twice as easy for you to get dizzied.
The arcade version of Saikyou mode has lots of glitches in it. The
best known glitch is that some of the damage moves inflict is greatly
reduced (Darklancer says that Akuma's Shun Goku Satsu does almost no
damage). However, a few characters can inflict upwards of 90% damage
with a single attack. Such moves include Karin's Yashiro Kuzushi or
Abise Yashiro Kuzushi, Balrog's Head Bomber and Kuuchuu Head Bomber,
Vega's Rolling Izuna Drop, and Guy's Bushin Musourenge.
And in case you didn't get it yet, 'Saikyo' is the name of Dan Hibiki's
fighting style--so even though it's called 'Strongest', it's actually
pretty weak ;)
=========================================================================
2. CHARACTER MOVES LIST
=========================================================================
Characters are listed in alphabetical order. Each move list is divided
into three sections: ground and air throws, special moves and command
attacks, and then Super Combos and Level 3 Super Combos. If I don't
have the offical Capcom name for a move, the name is written in
lowercase, in parenthesis.
To the far left of the move list, you may see the letters X, A, or V.
These letters indicate that the move is available only when using
X-ISM, A-ISM, or V-ISM.
Afterwards is information on each character's Alpha Counters and a list
of cancellable attacks (so you know what moves can be used in combos,
etc.)
-------------------------------------------------------------------------
ADON
-------------------------------------------------------------------------
XAV Jaguar Carry b / f + PP
XAV Jaguar Slam b / f + KK
XAV Jaguar Stab Any direction but u / d + PP (air)
XAV Jaguar Throw Any direction but u / d + KK (air)
XAV Rising Jaguar f,d,df + K
AV Jaguar Kick b,d,db + K
X Jaguar Kick In air, press K
XAV Jaguar Tooth hcb + K
XAV Jaguar Crunch f + MP
A Jaguar Revolver qcf,qcf + K
XA Jaguar Varied Assault qcf,d,df + P
XA Jaguar Thousand Tap P during Jaguar Varied Assault
XA Jaguar Assassin Tap K during Jaguar Varied Assault
Alpha Counter (A-ISM): HK Rising Jaguar
Alpha Counter (V-ISM): Jaguar Assassin
V-ISM Variable Attacks: b + HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a
- standing (far) xav xav xav xav
- crouching xav xav xav
- In X-ISM, Adon's Jaguar Kicks are performed just like a normal jump
kick. Not only does the button used determine the strength and
angle of the Jaguar Kick, but whether you're jumping back, forward,
or straight up also affects the range of this move.
- The Jaguar Crunch is an overhead attack.
- In A-ISM, you can only use the Jaguar Thousand or Jaguar Assassin
if you perform the Jaguar Varied Assault at Level 3.
-------------------------------------------------------------------------
AKUMA
-------------------------------------------------------------------------
XAV Seoi Nage b / f + PP
XAV Tomoe Nage b / f + KK
XAV Jigoku-guruma Any direction but u / d + KK (air)
XAV Gou Hadou Ken qcf + P
XAV Zankuu Hadou Ken In air, qcf + P
XAV Shakunetsu Hadou Ken hcb + P
XAV Gou Shouryuu Ken f,d,df + P
XAV Tatsumaki Zankuu Kyaku qcb + K (air)
AV Zenpou Tenshin qcb + P
XAV Ashura Senkuu f,d,df / b,d,db + PPP / KKK
AV Hyakki Shuu qcf,uf + P
AV Hyakki Gou Zan qcf,uf + P, then do nothing
AV Hyakki Gou Shou qcf,uf + P, then press P
AV Hyakki Gou Sen qcf,uf + P, then press K
AV Hyakki Gou Sai Any dir. but d / u + P when close
AV Hyakki Gou Tsui Perform Gou Sai with K w/ foe in air
XAV Tenma Kuujin Kyaku Jump forward, d + MK at apex
XAV Zugai Hasatsu f + MP
XAV Senpuu Kyaku f + MK
A Messatsu Gou Hadou hcb,hcb + P
A Messatsu Gou Shouryuu qcf,d,df + P
A Tenma Gou Zankuu In air, qcf,d,df + P
XA Shun Goku Satsu LP,LP,f,LK,HP
Alpha Counter (A-ISM): HP Gou Shouryuuken
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + MP / MK / HP / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav xav n/a xav
- standing (far) xav xav
- crouching xav xav xav xav xav
- You cannot use the Gou Sai or Gou Tsui if your opponent is in the
corner of the screen. The Gou Sai works on standing and jumping
opponents only. The Gou Tsui works on mid-air opponents only.
- The Zugai Hasatsu, Gou Shou, and Gou Sen are overhead attacks.
- In A-ISM, you can only use the Shun Goku Satsu at Level 3.
-------------------------------------------------------------------------
BIRDIE
-------------------------------------------------------------------------
XAV Bull Spike b / f + PP
XAV Bad Throw b / f + KK
XAV Bad Scrap Any direction but u / d + PP (air)
XAV Bull Head Charge b,f + P
XAV Bull Horn Hold and release PP / KK
XAV Murderer Chain Rotate 360 + P
XAV Bandit Chain Rotate 360 + K
XAV Body Slam Jump, d + HP
XAV Bull Drop f + HK
X Bad Hammer Get 2 hits w/ close stand HP, hold u
XA The Birdie Charge b,f,b,f + P
A Bull Revenger qcf,d,df + P / K
Alpha Counter (A-ISM): LP Bull Head
Alpha Counter (V-ISM): Standing Heel Kick
V-ISM Variable Attacks: b + HP
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a
- standing (far) xav xav xav
- crouching xav xav xav* xav
* This move can be cancelled into specials on the first hit only
(or either hit, for V-ISM). However, in X- or A-ISM, the
second hit can also be cancelled into a Super Combo.
- The buttons you hold down for the Bull Horn determines the distance
travelled. LP + MP gives you a short-range Bull Horn, LP + HP gives
you a medium-range Bull Horn, and MP + HP gives you a full-screen Bull
Head (the same applies to using the Kick buttons). This only affects
the range--damage is still the same. If you're charging a Bull Head
with, say, LP + HP, you can still use MP to attack, and so on. If you
set a button to PP / KK, then you get the short-range style Bull Horn
(you can still use HP / HK to attack your enemies). Setting a button
to PPP / KKK always gets you the long-range style Bull Horn (and no
punch or kick buttons are usable until you release that button).
- While Birdie is turning around for the Bull Horn, he is invicible.
You can use the Bull Horn to pass through fireballs, normal attacks,
or anything else you want, as long as you get the timing right (the
attack / fireball / etc. usually has to be right next to Birdie before
you start the Bull Horn). The speed of the attack is also important
(it's harder to pass through, say, slow fireballs, compared to fast
ones). The one case where you don't need to worry about timing is if
you're close to your opponent and they use a Super Combo. As soon as
you see the screen darken, just just release the buttons, and you'll
always pass through the attack (assuming it's not something that lasts
for a long time, like Ryu's Shinkuu Tatsumaki Senpuu Kyaku).
- The longer you charge the Bull Horn, the more damage it does, as
shown below:
Time that move is charged Result
0 - 2 seconds Level 1
3 seconds Level 2
4 - 6 seconds Level 3
7 - 12 seconds Level 4
13+ seconds Final
The times are listed in real-life seconds, not game timer ticks. No
matter what speed setting you use, you still have to hold down PP for
the number of seconds listed. While charging this move results in
more hits (1 at Level 1, up to 5 at Final). Obviously, this means
more damage as well. You can charge the Bull Horn before the round
begins--you can charge it all the way up to Final if you do so during
a mid-boss conversation. The Bull Horn does great damage at higher
levels; it's useful to always keep a Final Bull Horn charged since
you can use it when your opponent attacks, or as anti-air (this is
great since you usually get all the hits), and do lots of damage.
- When charging, you don't have to release both PP and KK; you can still
hold down one while releasing the other. There's no real point to
this normally, although you can then start another Bull Horn charge by
pressing and holding another button of the same type (Punch or Kick).
However, there is a trick you can do with this. If you hold down five
buttons (PP + KKK, or whatever you like), you can release them one at
a time for three Bull Horn attacks (releasing the remaining two
buttons has no effect). You can get four Bull Horns by holding down
all six buttons, then releasing them one at a time (again, the last
two buttons held have no effect if released).
- You can even press the other buttons later on (such as holding PP,
then later adding PKK for the triple Bull Horn charge), to add more
variety to the Bull Heads (as they grow in power over time). Just keep
in mind that those two unused buttons have to be a Punch and a Kick
button (i.e., if you were holding PPPKKK and released P, then P, then
K, then P, you'd get a Bull Horn on the first three releases, but not
the last).
- The Bull Drop is _not_ an overhead attack.
- When you perform the Bull Revenger, using P makes Birdie hop a short
distance, while using K makes him leap across the screen.
-------------------------------------------------------------------------
BLANKA
-------------------------------------------------------------------------
XAV Wild Fang b / f + PP
XAV Jungle Slam Any direction but u / d + PP (air)
XAV Wild Shoot Any direction but u / d + KK (air)
XAV Electric Thunder Tap P rapidly
XAV Rolling Attack Charge b,f + P
XAV Backstep Rolling Charge b,f + K
XAV Vertical Rolling Charge d,u + K
XAV Surprise Forward KKK / f + KKK (u~f~d + KKK)
XAV Surprise Back b + KKK (ub~db + KKK)
XA Rock Crush When close, b / f + MP
V Rock Crush b + MP
XAV Amazon River Run df + HP
XA Ground Shave Rolling Charge b,f,b,f + P
A Tropical Hazard Charge db,df,db,uf + K, tap P / K
Alpha Counter (A-ISM): HK Vertical Rolling
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + LP / LK / MK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable xav n/a n/a n/a
- standing (far) xav xav
- crouching xav xav xav
- rock crush (xav)
- If you keep holding down the button you used to perform the Ground
Shave Rolling, Blanka will spin in place. Should you release the
button, or after few seconds have passed, he'll perform the rest of
the move. If someone touches him after the initial jump (while he's
moving in place), he'll attack them with the rest of the move.
- During the Tropical Hazard, an opponent can be hit: while fruit is
falling, when Blanka dives at his opponent, or when any fruit is
knocked around by an attack. If you tap P or K while Blanka is on
the ceiling, more fruit will fall to the ground. Even after this
move ends, any watermelons that drop will remain on the floor, and
either character can hit a watermelon with an attack to send it
flying forward. Anyone who is hit takes minor damage. And yes, you
can attack a watermelon more than once, for precision aiming ;)
-------------------------------------------------------------------------
CAMMY
-------------------------------------------------------------------------
XAV Hooligan Suplex b / f + PP
XAV Frankensteiner b / f + KK
XAV Flying Neck Hunt Any direction but u / d + PP (air)
XAV Air Frankensteiner Any direction but u / d + KK (air)
XAV Spiral Arrow qcf + K
XAV Cannon Spike f,d,df + K
V Cannon Strike Jump forward, qcb + K
V Cannon Revenge qcb + P
XA Axle Spin Knuckle hcb + P
XAV Hooligan Combination hcf,uf + P (press K to cancel)
XAV Razor Edge Slicer Do nothing after after H.C.
XAV Fatal Leg Twister b / f + K when close after H.C.
XAV Cross Scissor Pressure Do F.L.T. when low to the ground
XA Spin Drive Smasher qcf,d,df + K
A Reverse Shaft Breaker qcb,d,db + K, tap P / K rapidly
A Killer Bee Assault Charge db,df,db,uf + K at Level 3
Alpha Counter (A-ISM): Standing Far HP
Alpha Counter (V-ISM): HK Cannon Spike
V-ISM Variable Attacks: b + P / K
Cancellable Attacks: LP MP HP LK MK HK
- close / variable xav xav xav xav xav
- standing (far) xav xav xav
- crouching xav xav xav xav
- After you begin the Hooligan Combination, doing nothing will result
in the Razor Edge Slicer. If you press b / f + K when Cammy is
higher than her opponent's midsection or if they are crouching,
she'll perform the Fatal Leg Twister. If you press b / f + K when
Cammy is lower than her opponent's midsection, or if her enemy is
in the air, she'll use the Cross Scissor Pressure. Alternately,
you can press K while in the air to cancel the Hooligan Combination
and land on your feet.
- The Cannon Revenge is a counterattack that is similar to Sodom's
Shiraha Catch--it works against jump-in attacks and overheads.
Cammy will use a Cannon Spike (if LK is used), a close HP, then a
far HP (if MP is used), or a crouching HK, then a close HK (if
HP is used). This move is not very easy to connect with (especially
the HP version, which I've pulled off only twice!) so remember that
it's not a very reliable defense.
- When you perform the Killer Bee Assault, the direction you finish
with (charge db,df,db,ub~uf + K), depends where Cammy leaps. If
you finish with ub, Cammy leaps up and backwards. Finishing with
u makes her go straigt up, and finishing with uf makes her jump
up-forward before attacking. This move is unblockable in air, so
if your opponent jumps, go for this Super Combo.
-------------------------------------------------------------------------
CHARLIE
-------------------------------------------------------------------------
XAV Dragon Suplex b / f + PP
XAV Knee Gatling b / f + KK
XAV Flying Buster Drop Any direction but u / d + PP (air)
XAV Airjack Any direction but u / d + KK (air)
XAV Sonic Boom Charge b,f + P
XAV Somersault Shell Charge d,u + K
AV Dash Tap f,f (or tap uf~df,uf~df)
AV Knee Bazooka Press K during Dash
X Knee Bazooka b / f + LK
XAV Jump Sobat b / f + MK
XAV Step Kick b / f + HK
XAV Spin Back Knuckle Press HP
XA Somersault Justice Charge db,df,db,uf + K
A Sonic Break Charge b,f,b,f + P, tap P,(P),(P)
A Crossfire Blitz Charge b,f,b,f + K
Alpha Counter (A-ISM): Spin Back Knuckle
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + MP / HP
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav xav n/a n/a n/a
- standing (far) xav xav
- crouching xav xav xav
- The Jump Sobat is no longer an overhead.
- You can throw an extra Sonic Boom per level during the Sonic Break.
So you can tap P once at Level 1, twice at Level 2, or thrice at
Level 3 (for four Sonic Booms in all). You don't have to throw
them all at once, but once a Sonic Boom leaves the screen, the move
is over, so don't delay for too long.
-------------------------------------------------------------------------
CHUN-LI
-------------------------------------------------------------------------
XAV Koshuu Tou b / f + PP
XAV Ryuusei Raku Any direction but u / d + PP (air)
AV Kikou Ken hcf + P
AV Sen'en Shuu hcb + K
XAV Hyakuretsu Kyaku Tap K rapidly
AV Tenshou Kyaku Charge d,u + K
X Tenshou Kyaku Charge d,u + K (reversal only)
X Sou Hakkei Charge b,f + P
X Spinning Bird Kick Charge b,f + K (air)
XAV Kouhou Kaiten Kyaku df + MK
XAV Kaku Kyaku Raku df + HK
XAV Yousou Kyaku In air, d + MK
XAV Sankaku Tobi Jump against a wall, press f
A Kikou Shou qcf,qcf + P
XA Senretsu Kyaku Charge b,f,b,f + K
A Hazan Tenshou Kyaku Charge db,df,db,uf + K
Alpha Counter (A-ISM): HP Sou Hakkei
Alpha Counter (V-ISM): Crouching MK
V-ISM Variable Attacks: b + MK / HK / HP
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a xav n/a xav
- standing (far) xav xav xav
- crouching xav xav xav
- In X-ISM, Chun-Li appears in her SF2 outfit.
- The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
- You can use the Yousou Kyaku multiple times while airborne.
-------------------------------------------------------------------------
CODY
-------------------------------------------------------------------------
XAV Prisoner Throw b / f + PP
XAV Bad Stamp b / f + KK
XAV Guilty Stamp Any direction but u / d + KK (air)
XAV Bad Stone qcf + P (hold P to delay)
AV Fake Throw qcf + Start (hold Start to delay)
XAV Ruffian Kick qcf + K
XAV Criminal Upper qcb + P
XAV Bad Spray b,db,d + P (reversal only)
XAV Tokushu Koudou: Knife Hiroi d + PP when near a knife
XAV Tokushu Koudou: Knife Kougeki When armed, press P (air)
XAV Tokushu Koudou: Knife Nage When armed, qcf + P
XAV Stomach Blow f + MP
XAV Crack Kick f + HK
V Yoke Hold b / db when attacked
XA Final Destruction qcf,qcf + P
A Dead End Irony qcf,qcf + K
Alpha Counter (A-ISM): Shoulder Throw
Alpha Counter (V-ISM): Crouching HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a
- standing (far) xa xa xa xa
- crouching xa xa xa xa
- armed with knife xav xav*
* When armed with the knife, all of Cody's punches cancel except
for HP, whether he is standing or crouching.
- An enemy hit by the Bad Stone is momentarily stunned. Up close,
you can follow up with an LP or LK, but from a distance, Cody
will finish the move while his opponent is being stunned, and
you can then perform moves like the Ruffian Kick, A-ISM Final
Destruction, or Dead End Irony, and that move will combo. Note
that you _can_ deflect this move with a well-timed punch or kick,
but due to the trajectory of the flying stones, it's pretty difficult.
- The Bad Spray doesn't do much damage, but an opponent hit by it will
end up rolling all the way across the screen.
- When you pick up a knife using the Knife Hiroi, there's a momentary
delay. You can cancel the delay by pressing P though, which makes
Cody attack with the knife (useful against opponents who try to hit
you when you grab the knife).
- When Cody is armed with a knife:
* Any Punch attack does more damage and even does block damage.
It also does more guard crush damage to a blocking opponent.
* His Bad Stone attack is replaced by the Knife Nage, and the
Fake Throw move is done using his knife (you can't delay this
move when you have the knife). He's unable to use the Stomach
Blow, either.
* Just like the Bad Stone, you can deflect a thrown knife with a well
placed attack (just like with Rolento's Stinger). On the plus side,
the knife is thrown high enough to go over most projectiles, so you
can hit someone with it even if a fireball is heading your way.
Then again, you'll still have to do something about that fireball
before it hits you ;)
* Cody will lose his knife if he is hit, if he taunts, performs a
throw, uses his A-ISM Alpha Counter, or uses the Final Destruction.
- Cody's V-ISM move, the Yoke, is a sort of "auto-dodge" technique.
Instead of blocking, Cody shifts to the side and the attack passes
harmlessly through him. This sort of defense doesn't work against
all attacks, including jump-ins, extremely high or low attacks,
and certain special moves, and it can't be used in the air.
- During the X-ISM Final Destruction, you can move around freely and
tap P or K when close for an auto-combo. In the air, pressing any
button results in a jump kick. Crouching, Cody performs a single
punch attack. Just like in the original Final Fight, you can throw
someone while auto-comboing them: in this game, just press d + P / K
after Cody does the 3rd hit of the auto-combo (the Stomach Blow).
This SC ends after a certain amount of time, or if you are hit.
- The best way I've found so far to get the most hit out of the X-ISM
Final Destruction is to get your opponent in a corner, start the SC,
juggle them with a jumping attack, then keep tapping any button until
Cody does the Stomach Blow. When he does, do a crouching punch,
stand, and repeat. The only really tricky part is making sure you
do a crouch punch after the Stomach Blow, since it'll come out
after the 2nd hit sometimes, instead of coming out on the 3rd hit.
- Another good thing about the X-ISM Final Destruction is his jumping
Crack Kick--the range is great, and it's even possible to juggle
your opponent with it three times across the screen, then juggle them
in the corner with the punches. Ow!
- In the PSX version, Cody's handcuff taunt didn't make him invincible,
but his "Whew!" taunt did. I don't know which, if any of Cody's
taunts make him invincible in the arcade version.
-------------------------------------------------------------------------
DAN HIBIKI
-------------------------------------------------------------------------
XAV Seoi Nage b / f + PP
XAV Otoko Nage Any direction but u / d + PP (air)
XAV Gadou Ken qcf + P
XAV Kouryuu Ken f,d,df + P
XAV Dankuu Kyaku qcb + K
AV Kuuchuu Dankuu Kyaku In air, qcb + K
XAV Zenten Chouhatsu qcf + Start
XAV Kouten Chouhatsu qcb + Start
V Saikyou-ryuu Bougyo Block b / db, then f + PPP (air)
XAV Shagami Chouhatsu Press Start while crouching
XAV Kuuchuu Chouhatsu Press Start while in air
A Shin Kuu Gadou Ken qcf,qcf + P
XA Hisshou Burai Ken qcb,qcb + K
A Kouryuu Rekka qcf,d,df + K
A Chouhatsu Densetsu qcf,qcf + Start
A Chouhatsu Shinwa qcb,qcb + Start at Level 3
A Zenten / Kouten Chouhatsu db / df + P / K during C. Shinwa
Alpha Counter (A-ISM): Chouhatsu (standing taunt)
Alpha Counter (V-ISM): Crouching HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a n/a
- standing (far) xav xav xav
- crouching xav xav xav xav xav
- Every so often, when you use the Kouryuu Ken, Dan will flash and
will be totally invincible while flashing. However, it's not a
random occurance. At the start of each round, Dan's 23rd action,
if it is a Koryuu Ken, will flash. Afterwards, every fifteenth
action is a potential flashing Kouryuu Ken. "Actions" do not
include using the air recovery, initiating Original Combos, using
Dan's Saikyou-ryuu Bougyo, or using his Chouhatsu Shinwa (and any
move or taunt you do during the Chouhatsu Shinwa). It doesn't
include any type of movement (walking, jumping, getting hit), nor
does it include blocking attacks or getting hit by attacks.
Everything else is an "action", including punches or kicks that hit,
miss, or are blocked, attacking during a V-ISM combo, using taunts
or the Chouhatsu Densetsu, Alpha Counters, Super Combos, and throws
(missed or not). Two-in-ones done off a single button press (like
d + HP, qcf + release HP, which does a crouching HP into a HP Gadou
Ken), count as two actions. Note that multi-hit moves count as one
action. So, for example, I could throw 22 standing LPs with
Dan, and if I then did a Kouryuu Ken, it would flash. If my next
14 moves were a combination of taunts, attacks, special moves, and
Super Combos, then did a Kouryuu Ken for my 15th action, it would
flash. A big thanks to Paul Williams for this info.
- Using the Saikyou-ryuu Bougyo will push an enemy across the screen.
You can combine this move with a Guard Protected block if someone
comes at you with an attack and you block it just as it reaches you.
- Dan gains a small amount of energy from his standing, crouching,
and rolling taunts.
- In X-ISM, Dan's taunts gain the ability to hit an opponent for
minor damage, depending on the situation:
* His standing taunt hits someone in the air, and will hit if
your opponent is attacking (it becomes a Counter Hit). It
will also hit exceptionally tall characters, like Zangief.
* His crouching taunt will hit someone who is standing or
crouching. If they are jumping and are low to the ground,
it will also hit.
* Dan's jumping taunt seems to work best if Dan jumps up
underneath his opponent (who must also be in the air). Size is
also a factor (it's easy to hit Zangief, but much harder to hit
Chun-Li consistently).
* His rolling taunts will hit someone in the air, or a standing
opponent if you cross them up (i.e., Dan rolls underneath them,
stands up on the other side, and taunts).
- During the Chouhatsu Shinwa, you can move around freely. Pressing
any button makes Dan taunt, while pressing the Start button makes
him do a special taunt. You can also perform the jumping, crouching
or rolling taunts (using db / df + a button) during this move, but
you must do them with P or K and you won't gain energy from Dan
taunting. Furthermore, all of Dan's taunts can be cancelled into
anything (i.e. you can jump during a roll taunt, cancel a standing
taunt into a crouching one, etc.) This move ends after a certain
period of time or when Dan is hit.
-------------------------------------------------------------------------
DHALSIM
-------------------------------------------------------------------------
XAV Yoga Smash b / f + PP
XAV Yoga Throw b / f + KK
XAV Yoga Trip Any direction but u / d + PP (air)
XAV Yoga Fire qcf + P
XAV Yoga Flame hcb + P (hcf + P in X-ISM)
XAV Yoga Blast hcb + K (hcf + K in X-ISM)
AV Yoga Escape b,db,d + K (reversal only)
X Yoga Teleport f,d,df / b,d,db + PPP / KKK
AV Yoga Teleport f,d,df / b,d,db + PPP / KKK (air)
A Yoga Shock b + LP, hold LP until you attack
AV Yoga Palm f + LP
XAV Drill Zutsuki In air, d + HP
XAV Drill Kick In air, d + K
AV Kuuchuu Chouhatsu In air, press Start
X Yoga Tempest hcf,hcf + P
A Yoga Inferno qcf,d,df + P
A Yoga Strike qcf,d,df + K
A Yoga Stream qcb,qcb + P
Alpha Counter (A-ISM): Close Standing MP
Alpha Counter (V-ISM): Far Crouching HK
Cancellable Attacks: LP MP HP LK MK HK
- standing close x x x1 x x x
- standing far x
- crouching close x x x x x
- crouching far x
Cancellable Attacks: LP MP HP LK MK HK
- standing neutral av av av1
- stand b + P / K av
- crouching neutral av av
- crouch db + P / K av
- Normally, Dhalsim's limbs stretch out quite far. However, you
can make them shorter by holding b or db when pressing Punch or
Kick. This even works while airborne. In X-ISM, you can't
control his limbs, however, they'll automatically become shorter
when you attack from up close.
- The Yoga Shock is an overhead attack, but only if you wait until
Dhalsim attacks.
- The Yoga Stream hits low and must be crouch-blocked.
- If you play a Dhalsim vs. Dhalsim match, both wives will appear in
the background. Freaky!
-------------------------------------------------------------------------
EDMOND HONDA
-------------------------------------------------------------------------
XAV Tawara Nage b / f + PP
XAV Saba Ori b / f + KK
XAV Tsuriyane Nage Any direction but u / d + PP (air)
XAV Hyakuretsu Harite Tap P rapidly
XAV Super Zutsuki Charge b,f + P
XAV Super Hyakkan Otoshi Charge d,u + K
XAV Ooichou Nage Rotate 360 + P
XAV Flying Sumo Press Jump, press MK (d + MK in X-ISM)
XAV Hiza-geri f + MK (b / f + MK in X-ISM)
XAV Harai-geri f + HK (b / f + HK in X-ISM)
XA Oni Musou Charge b,f,b,f + P
A Fuji Oroshi Charge b,f,b,f + K
A Orochi Kudaki Rotate 720 + P at Level 3
Alpha Counter (A-ISM): Standing HP
Alpha Counter (V-ISM): Crouching HK
Cancellable Attacks:
- Only his crouching LK is cancellable (in any ISM).
- Honda won't continue the rest of the Fuji Oroshi if the initial
headbutt-and-toss part is blocked. If it isn't, he finishes the
move with a multi-hit Super Hyakkan Otoshi.
-------------------------------------------------------------------------
GEN
-------------------------------------------------------------------------
AV Ansatsu Ken: Sou-ryuu Press PPP at any time (air)
XAV Juraku b / f + PP
XAV Houzen b / f + KK
XAV Shuuga Any direction but u / d + KK (air)
XAV Hyakurenkou Tap P rapidly
XAV Gekirou f,d,df + K, tap K (see notes)
XA Zan'ei qcf,qcf + P
A Shitenshuu qcb,qcb + P
AV Ansatsu Ken: Ki-ryuu Press KKK at any time (air)
XAV Juraku b / f + PP
XAV Houzen b / f + KK
XAV Shuuga Any direction but u / d + KK (air)
XAV Jasen Charge b,f + P
AV Ouga Charge d,ub~uf + K
XAV Kyoutetsu Press MP
XAV Onkyou Press HP
AV Kirou d + HP
AV Satsu Jin d + LK
XAV Saizu Jump over someone, press MK
AV Uken -> Shakudan In air, quickly press HK twice
A Kouga In air, qcb,qcb + K
A Jakouha qcf,d,df + K
Alpha Counter (A-ISM): Sou-ryuu: HK Gekirou
Alpha Counter (A-ISM): Sou-ryuu: Advancing Shakudan
Alpha Counter (V-ISM): Ki-ryuu: Palm Thrust
Alpha Counter (V-ISM): Ki-ryuu: Sou-ryuu Standing HP
Cancellable Attacks: LP MP HP LK MK HK
- close: X-ISM x x x1 X n/a
- far: X-ISM x x
- crouching: X-ISM x x x x*
- standing Sou-ryuu av av av1 av av
- standing Ki-ryuu av Av Av
- crouching Sou-ryuu av av av av
- crouching Ki-ryuu av av av Av
* This move must hit if you want to cancel it into the Zan'ei.
However, if you want to cancel it into a special move, you must
do so _before_ it hits.
- Gen has two different "styles" of play he can use by pressing PPP
or KKK. Once you've changed into a certain style, you can only
use the moves in that style (for example, in Sou-ryuu style, you
could use the Shitenshuu but not the Ouga). Gen normally starts
in his PPP style, but if you switch to his KKK style, he'll
remain in it for the rest of the game. You can switch Gen's
styles at any time, while jumping, blocking, attacking, when
knocked down, while dizzy, and so on.
- In X-ISM Gen cannot change styles. He instead uses a mishmash
of moves taken from both style instead. He cannot chain combo
and has his fast Ki-ryuu style jump. Also, his normal attacks
change depending on whether he is close or far from his opponent,
unlike in A-ISM or V-ISM.
- In his Sou-ryuu style, Gen can chain together his normal attacks.
The sequence is pretty loose--the only real restriction is that
you can't chain a stronger attack into a weaker one (like HP into
LK). Otherwise, just about anything is possible.
- During the Geki Rou, you need to tap the Kick button as your
opponent goes higher and higher into the air if you want to get the
full hits (you'll know if you did this correctly because he'll
finish with a kick that knocks your foe away).
- If hit by a Shitenshuu, a timer will appear over the head of Gen's
opponent and count down. When it reaches zero, Gen's foe falls to
the ground and is dizzied. You can increase the timer speed by
hitting your foe with multiple Shitenshuus, but your opponent can
stop the timer by hitting you with an attack. Note that your
opponent is damaged during the intitial hits, each time the counter
goes down by one, and when it hits zero and he / she is dizzied.
The higher level you use, the more damage the Shitenshuu does during
the intial hits and for each timer countdown.
- During the Ouga, you can:
* Direct your initial leap left or right by charging d,ub / uf
instead of charging d,u (which always takes you to the wall
behind you).
* Do nothing when you touch a wall for a jump kick
* Press b when you touch a wall to abort the move
* Press f when you touch a wall for a long kick toward your foe
* Press u when you touch a wall to move to the ceiling
+ Do nothing when you touch the ceiling to do a head stomp
+ Press ub~uf when on the ceiling to abort the move and drop
in either direction
+ Press b / f when on the ceiling to use a dive kick in either
direction
- The Kyoutetsu is an overhead attack.
- The Onkyou hits low and must be crouch-blocked.
- The Kirou causes huge amounts of damage if it hits someone who is in
the middle of an attack (3.5-4.0 times more damage). However, if you
are hit out of it, you may take lots of damage yourself. The move
also has a considerable delay.
- The Satsu Jin will knock an opponent up into the air. You can
follow it with a Jakouha or jump after them with the attack of
your choice. If you use the Uken, they can't flip out afterwards.
- Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
attack.
- During the Kouga you can:
* Press LK for a jump kick off the left wall,
+ Then, press MK or do nothing instead for a long kick towards
your enemy.
+ Or, press HK instead for a higher, faster long kick.
* Press MK for a head stomp off the ceiling,
+ Then press LK instead to dive left.
+ Or, press HK instead to dive right.
* Press HK for a jump kick off the right wall,
+ Then, press MK or do nothing instead for a long kick towards
your enemy.
+ Or, press LK for a higher, faster long kick.
If you do nothing, Gen will just keep jumping off opposite walls
and kicking. Gen can perform one extra attack per level.
- It's easy to accidentally tap a button too much so that if you "do
nothing" after using LK or HK to go to a wall, you'll end up doing
the following LK or HK move instead. To prevent this, pressing MK
has the same effect as "doing nothing".
-------------------------------------------------------------------------
GUY
-------------------------------------------------------------------------
XAV Seoi Nage b / f + PP
XAV Tsukami Nage b / f + KK
XAV Izuna Otoshi Any direction but u / d + PP (air)
XAV Bushin Izuna Otoshi qcf + P,P when close
XAV Izuna no Hiji Otoshi qcf + P,P when far
XAV Houzantou qcb + P
XAV Bushin Senpuu Kyaku qcb + K
XAV Hayagake qcf + K
XAV Hayagake: Kyuuteishi qcf + LK,K
XAV Hayagake: Kage Sukui qcf + MK,K
XAV Hayagake: Kubikari qcf + HK,K
XAV Hiji Otoshi In air, d + MP
XAV Kubi Kudaki f + MP
XAV Kamaitachi df + HK
XAV Bushin Gokusa Ken When close, tap LP,MP,HP,HK
X Bushin-ryuu Seoi Nage When close, tap LP,MP,HP, d + HK
XAV Bushin-ryuu Seoi Nage f + MP / HP during Tsukami Nage
XAV Sankaku Tobi Jump against a wall, press f
A Bushin Hassou Ken qcf,d,df + P
A Bushin Gourai Kyaku qcf,d,df + K
XA Bushin Musou Renge hcb,hcb + P
Alpha Counter (A-ISM): Crouching HP
Alpha Counter (V-ISM): Crouching MK
V-ISM Variable Attacks: b + MP / HP / MK / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav xav xav xav
- standing (far) xav xav xav
- crouching xav xav xav
- The Kubi Kudaki and Hayagake: Kubikari are overhead attacks.
- The Hayagake: Kage Sukui hits low and must be crouch-blocked.
- In A-ISM, you can only use the Bushin Musou Renge at Level 3.
-------------------------------------------------------------------------
KARIN KANZUKI
-------------------------------------------------------------------------
XAV Yashiro Kuzushi b / f + PP
XAV Homura-geri b / f + KK
XAV Abise Yashiro Kuzushi (front) Any direction but u / d + PP (air)
XAV Abise Yashiro Kuzushi (back) Any direction but u / d + KK (air)
XAV Guren Ken qcf + P,P
XAV Hou Shou f,d,df + P
XAV Mujin Kyaku f,d,df + K
XAV Ressen Chou b,d,db + P
XAV Ressen Chuu Press P during Ressen Chou
XAV Ressen Ha qcf,uf + K
XAV Yasha Gaeshi (Joudan) qcb + P
XAV Yasha Gaeshi (Gedan) qcb + K
XAV Arakuma Inashi Rotate 360 + K
XAV Tsumuji-gari f + MK
XA Kanzuki-ryuu Shinpikaibyaku qcf,qcf + P
A Kanzuki-ryuu Kou'ou Ken qcf,qcf + K
Alpha Counter (A-ISM): Standing HP
Alpha Counter (V-ISM): Crouching HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a n/a
- standing (far) xav xav xav xav*
- crouching xav xav xav xav
* Either part of this attack can be cancelled from.
- The Tsumuji-gari and Ressen Ha are overhead attacks.
- You can interrupt or follow the Guren Ken with another attack, as
shown below:
Guren Hou Shou f + P after 1st punch
Guren Hou Shou P after 2nd punch
Guren Mujin Kyaku K after 1st or 2nd punch
Guren Chouchuu df + P,P after 1st or 2nd punch
Guren Yasha (Joudan) b + P after 1st or 2nd punch
Guren Yasha (Gedan) b + K after 1st or 2nd punch
Guren Ressen Ha u + K after 1st or 2nd punch
Guren Kusabi d + K after 1st or 2nd punch
- For example, to perform the Guren Hou Shou, you'd input (qcf + P,P,P)
or (qcf + P, f + P). To use the Guren Kusabi, you'd input
(qcf + P, d + K) or (qcf + P,P, d + K). Note that the Guren Kusabi
hits low and must be crouch-blocked.
- The Yasha Gaeshi moves are used to reverse attacks. The Joudan
version works against high attacks and jumping attacks, while the
Gedan version works against low attacks and sweeps. While there
is some start-up lag to either version, you can attack someone
while they are getting hit by the counter, with a little timing.
-------------------------------------------------------------------------
KEN MASTERS
-------------------------------------------------------------------------
XAV Jigoku-guruma b / f + PP
XAV Tsukami Nage b / f + KK
XAV Jigoku Fuusha Any direction but u / d + PP (air)
XAV Hadou Ken qcf + P
XAV Shouryuu Ken f,d,df + P
XAV Tatsumaki Senpuu Kyaku qcb + K (air)
AV Zenpou Tenshin qcb + P
AV Zentou qcf + Start
XAV Inazuma Kakato Wari f + MK
XAV Ushiro Mawashi-geri f + HK
XA Shouryuu Reppa qcf,d,df + P
A Shinryuu Ken qcf,d,df + K, tap P / K rapidly
A Shippuujinrai Kyaku qcb,qcb + K at Level 3
Alpha Counter (A-ISM): HP Shouryuuken
Alpha Counter (V-ISM): Standing HK
V-ISM Variable Attacks: b + MP / MK / HP / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xa xa xa xav* xav
- standing (far) xa
- crouching xa xa xa xa xa
* In V-ISM, this move cancels on either hit. In X- or A-ISM, you
can only cancel into special moves on the first hit; however,
you can cancel into a Super Combo on the first _or_ second hit.
- The Inazuma Kakato Wari is an overhead attack.
-------------------------------------------------------------------------
M. BISON
-------------------------------------------------------------------------
XAV Deadly Throw b / f + PP
XAV Psycho Fall Any direction but u / d + PP (air)
X Psycho Crusher Attack Charge b,f + P
AV Psycho Shot Charge b,f + P
XAV Double Knee Press Charge b,f + K
XAV Head Press Charge d,u + K
XAV Somersault Skull Diver b / f + P after Head Press
XAV Somersault Skull Diver Charge d,u + P, b / f + P
AV Bison Warp f,d,df / b,d,db + PPP / KKK
XA Psycho Crusher Charge b,f,b,f + P
A Knee Press Nightmare Charge b,f,b,f + K
Alpha Counter (A-ISM): Bison Warp (behind opponent)
Alpha Counter (V-ISM): Standing Palm Thrust
V-ISM Variable Attacks: b + MP / HP / MK / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav n/a
- standing (far) xav XA xav xav1
- crouching xav xav xav xav
- When you use the Head Press or Somersault Skull Diver, ending them
with with ub makes Bison fly backwards. Using uf makes him fly
forward, and using u makes him simply fly over his opponent.
-------------------------------------------------------------------------
RAINBOW MIKA (Mika Nanakawa)
-------------------------------------------------------------------------
XAV German Suplex b / f + PP
XAV Brain Buster b / f + KK
XAV Headbutt db / df + PP
XAV Hip Buster Any direction but u / d + PP (air)
XAV Neck Breaker Any direction but u / d + KK (air)
XAV Flying Peach qcb + P
XAV Shooting Peach qcb + K
XAV Paradise Hold Rotate 360 + P
XAV Daydream Headlock Rotate 360 + K, tap P / K rapidly
XAV Wingless Airplane In air, hcb + K
XAV Flying Body Press Jump b / f, d + HP
XAV Knee Drop Jump b / f, d + LK
XAV Rainbow Sobat f + MK (b / f + MK in X-ISM)
XAV Sliding d + HK
A Heavenly Dyanamite Rotate 720 + P, tap P / K rapidly
A Rainbow Hip Rush qcf,d,df + P
XA Sardine's Beach Special qcf,d,df + K
XA Hashiru Move b / f after S.B.S.
XA Dageki: J. Ocean Drop Kick Press LP during Hashiru
XA Dageki: Mika Sliding Press MP during Hashiru
XA Dageki: Mika Lariat Press HP during Hashiru
XA Tobikoshi Press K during Hashiru
XA Tobikoshi Run into your enemy during Hashiru
XA Haigotori Tap P / K during Tobikoshi, then...
XA Moonsault Press Press P or do nothing after Dageki
XA Missile Kick Press K after Dageki
XA Paradise Hold Press b / f + P after Dageki
XA Paradise Hold Hold b / f after Dageki
XA Wingless Airplane Press b / f + K after Dageki
XA Enzui Lariat Press P after Haigotori
XA Enzui Drop Kick Press K after Haigotori
XA Rainbow Suplex Press b / f + P after Haigotori
XA Daydream Headlock Press b / f + K after Haigotori
Alpha Counter (A-ISM): Crouching HP
Alpha Counter (V-ISM): Crouching MK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable xav XAv xav
- standing (far)
- crouching xav xav xav
- Mika's crouching HP knocks her opponent really high into the air.
For that reason, you can follow it with just about anything, and
in the corner, _everything_ (short of a 360 / 720 throw). Of
course, this only works if your opponent doesn't flip out, though.
- Regarding the "hit area" on the Paradise Hold, it will only
connect when Mika's legs are up in the air (this occurs shortly
after the move begins). Anything preceeding / following that
won't connect.
- The Flying Peach has lag at the beginning, while the Shooting
Peach has lag at the end. You'll have to mix them up in order
to use them successfully against a smart opponent.
- If you're caught in the Heavenly Dynamite, you can mash the buttons
and the d-pad to try and escape. However, if your opponent is
rapping on his / her buttons to increase the hits, it'll also make
it harder for you to break free.
- Using the Sardine's Beach Special is a little confusing, but it gets
easier with practice. Below is a step-by-step guide for using this
Super Combo:
1. Perform the Super Combo by inputting qcf,d,df + K.
2. Move back or forth by hold b / f.
3. While moving, press P for an attack (Dageki), or K for a
head spring jump (Tobikoshi). You can also perform the
Tobikoshi automatically simply by running into your enemy.
4a. If you hit your opponent with a Dageki Attack, Mika will jump
atop a wrestling ring post. From there, perform one of the
available finishers:
- Do nothing or press P while on the ring post.
- Press K while on the ring post.
- Press b / f (or b / f + P) while on the ring post.
- Press b / f + K while on the ring post.
4b. If you managed to connect with the Tobikoshi, tap P or K
when Mika starts to leap, otherwise she'll go too high up.
5. After she lands behind her opponent, perform one of the
available finishers:
- Press P while behind your opponent.
- Press K while behind your opponent.
- Press b / f + P while behind your opponent.
- Press b / f + K while behind your opponent.
- Regarding the Dageki finishers, note that if your opponent is in
the corner, Mika will always do the Moonsault Press. Also, most
of the Dageki moves will not combo unless you do them off the HP
Dageki (the Mika Lariat). This means that in some cases, a
finisher will not hit, or your opponent may even be able to recover
in time to avoid the attack or hit you out of it!
- Regarding the Tobikoshi; it's possible to flip back to your
opponent's front (so you are still facing them), and do one of the
four finishers anyway.
-------------------------------------------------------------------------
ROLENTO SCHUGERG
-------------------------------------------------------------------------
XAV Colonel Carrier b / f + PP
XAV Deadly Package b / f + KK
XAV Fatality Package Any direction but u / d + PP (air)
XAV Patriot Circle qcf + P (perform 3 times)
XAV Stinger f,d,df + K, then press P / K
XAV Mekong Delta Air Raid qcb + P, then press P
XAV Mekong Delta Escape qcb + K, then move b / f + P / K
XAV Mekong Delta Attack Press PPP, then P when you land
XAV Trick Landing Just before you land, (b / f) + KKK
AV High Jump Tap db~df,ub~uf
XAV Spike Rod In air, d + MK (can repeat)
XAV Fake Rod f + MK
XAV Take No Prisoner qcf,qcf + P
A Steel Rain qcf,qcf + K
A Mine Sweeper qcb,qcb + P
Alpha Counter (A-ISM): Patriot Circle (final input)
Alpha Counter (V-ISM): Forward Leap (does no damage)
V-ISM Variable Attacks: b + MK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a xav n/a xav n/a
- standing (far) xav v xav
- crouching xav xav xav
- Rolento's Stinger knives can be destroyed if they are hit with
an attack (any attack will work, whether it's a standing LK or
a fireball, etc.) You have to time it right, though, or else
you'll take the hit.
- The Spike Rod can be used repeatedly to keep Rolento bouncing.
It can be used during a jump or High Jump, but not during the
Mekong Delta Escape. Much like the Trick Landing, you can control
the direction in which you bounce by holding b~db or f~df right
after you input the command for the move (or if you use db / df,
during it). If you're doing this move repeatedly, then you can
even hop back and forth ;)
- In X-ISM, Rolento won't bounce after the Spike Rod, but he can
use it during the Mekong Delta Escape as well as during jumps.
Speaking of which, his normal b / f jumps become High Jumps.
- Like Sodom's Yagura Reverse, the Fake Rod can be used very
effectively as a reversal. Just do it as you're getting up and
your would-be attacker is very likely to get Counter Hit.
-------------------------------------------------------------------------
ROSE
-------------------------------------------------------------------------
XAV Soul Drain b / f + PP
XAV Soul Fade Any direction but u / d + PP (air)
XAV Soul Spark hcf + P
XAV Soul Throw f,d,df + P
XAV Soul Reflect qcb + P
XAV Soul Spiral qcf + K
XAV Sliding df + MK
AV Soul-piette f + HK
A Aura Soul Spark qcb,qcb + P
XA Aura Soul Throw qcf,d,df + P
A Soul Illusion qcf,d,df + K
Alpha Counter (A-ISM): Soul Collect (hop to other side)
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + MP / MK / HP / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav xav n/a
- standing (far) xav xav xav
- crouching xav xav xav xav xav
- If you absorb a projectile using the Soul Reflect (see below), then
the next Soul Spark you perform will do slightly higher damage if
it hits. This only works for one Soul Spark, though.
- In addition to causing damage, the Soul Reflect can also be used
against projectiles. The LP version absorbs a projectile, giving
Rose a small amount of SC power. The MP version reflects a
projectile directly forward. And the HP version reflects a
projectile at an up-forward angle. If Rolento's Stinger knives are
reflected, they go straight even if HP is used. Rose cannot absorb
or reflect Cody's Bad Stone and Bad Throw; instead, the rocks (or
knife) simply hit the scarf and bounce off it and onto the floor.
While Rose cannot use the Soul Reflect against an SC projectile,
Dan's Shin Kuu Gadou Ken is an exception to this rule.
- Rose can reflect any SC projectile during the Level 3 Aura Soul
Spark.
- During the Soul Illusion, Rose is trailed by illusions who add to
the number of hits that any of her attacks inflict. This move only
ends once a certain amount of time has passed; Rose can be hit
without having this SC end.
-------------------------------------------------------------------------
RYU
-------------------------------------------------------------------------
XAV Seoi Nage b / f + PP
XAV Tomoe Nage b / f + KK
XAV Kuuchuu Seoi Nage Any direction but u / d + PP (air)
XAV Hadou Ken qcf + P
AV Hadou no Kamae qcf + Start
XAV Shakunetsu Hadou Ken hcf + P
XAV Shouryuu Ken f,d,df + P
XAV Tatsumaki Senpuu Kyaku qcb + K (air)
X V Seichuu Nidan Tsuki f + HP
XAV Sakotsu Wari f + MP
AV Senpuu Kyaku f + MK
XA Shinkuu Hadou Ken qcf,qcf + P
A Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K
A Metsu Shouryuu Ken qcf,d,df + K at Level 3
A Shin Shouryuu Ken Perform the M.S. from a distance
Alpha Counter (A-ISM): HP Shouryuu Ken
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + P / b + HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable xav xav xav n/a n/a xB
- standing (far) xav x
- crouching xav xav xav xav xav
- The Sakotsu Wari is an overhead attack.
- To change the Metsu Shouryuu Ken into the Shin Shouryuu Ken, you have
to perform it from a bit ouside of Ryu's sweep range. If you got
the right distance, Ryu will hit with the very tip of his elbow and
do four hits total (and inflict a lot more damage, as well). Be
warned, though, it's really hard to do!
-------------------------------------------------------------------------
SAGAT
-------------------------------------------------------------------------
XAV Tiger Carry b / f + PP
XAV Tiger Rage b / f + KK
XAV Kuuchuu Tiger Carry Any direction but u / d + PP (air)
XAV Tiger Shot qcf + P
XAV Ground Tiger Shot qcf + K
X Tiger Uppercut f,d,df + P
AV Tiger Blow f,d,df + P
AV Tiger Crush f,d,df + K (qcf,uf + K in X-ISM)
AV Fake Kick Quickly press MK twice
A Tiger Cannon qcf,qcf + P
A Tiger Raid qcb,qcb + K
XA Tiger Genocide qcf,d,df + K
A Angry Charge qcf + Start
Alpha Counter (A-ISM): Standing Heel Kick
Alpha Counter (V-ISM): HP Tiger Blow
V-ISM Variable Attacks: b + MP / HP
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav xav n/a n/a n/a
- standing (far) xav xav1 xav1
- crouching xav xav xav x v
- After using the Angry Charge, the next Tiger Blow that you perform
will do increased damage if it hits. This only lasts for one use
of the Tiger Blow, though.
-------------------------------------------------------------------------
SAKURA KASUGANO
-------------------------------------------------------------------------
XAV Sakura-jime b / f + PP
XAV Sailor Shoot b / f + KK
XAV Sailor Fly Any direction but u / d + KK (air)
XAV Hadou Ken qcf + P,P,P
XAV Shou'ou Ken f,d,df + P
AV Sakura Otoshi f,d,df + K, tap P,P,P
XAV Shunpuu Kyaku qcb + K (air)
XAV Flower Kick f + MK
A Shinkuu Hadou Ken qcf,qcf + P
A Haru Ichiban qcb,qcb + K
XA Midare-zakura qcf,d,df + K
Alpha Counter (A-ISM): MP Shou'ou Ken
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + MP / HP / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav xav n/a n/a
- standing (far) xav xav xav
- crouching xav xav xav xav
- During Sakura's Hadou Ken, tapping P makes her delay the throwing of
the fireball and it shortens the overall range, but it does make the
fireball larger. (qcf + P) gets you a small, long-range fireball;
(qcf + P,P) makes Sakura throw a larger fireball that goes about half-
screen, and (qcf + P,P,P) is for a large fireball that dissapates
almost as soon as it is thrown.
- The Flower Kick is an overhead attack.
- After the initial hit of the Sakura Otoshi, you can add more hits
by tapping any Punch button (this requires a bit of timing, though).
Not only is the Sakura Otoshi invincible on the way up, but if
you're about to land on a projectile and press P, it's possible to
hit it and bounce off of it, even SC projectiles! You can still
press P (or P,P, depending) afterwards to hit your opponent.
- The Haru Ichiban hits low and must be crouch-blocked.
-------------------------------------------------------------------------
SODOM
-------------------------------------------------------------------------
XAV Shogun Throw (long toss) b / f + PP
XAV Shogun Throw (short toss) b / f + KK
XAV Daimyo Throw Any direction but u / d + PP (air)
XAV Jigoku Scrape qcf + P
XAV Butsumetsu Buster Rotate 360 + P
XAV Daikyou Burning Rotate 360 + K
XAV Shiraha Catch f,d,df + K
XAV Yagura Reverse b,d,db + K
XAV Kouten Okiagari f,df,d + P (reversal only)
XAV Tengu Walking b,db,d + K (reversal only)
XAV Tengu Walking While getting up, qcf + K
XAV Sliding d + HK
XA Meido no Miyage qcf,qcf + P
A Ten Chuu Satsu Rotate 720 + P
Alpha Counter (A-ISM): MP Jigoku Scrape
Alpha Counter (V-ISM): Sliding
V-ISM Variable Attacks: b + MP / HP
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a xav n/a n/a n/a
- standing (far) xav v xav xav
- crouching xav xav xav XA
- In X-ISM, Sodom's jitte are replaced by katana, giving his attacks
a slightly longer range.
- When the Daikyou Burning is performed, Sodom rushes forward with his
jitte out. If his opponent is on the ground, he'll grab them and
ram them into the wall (if he's closer to the wall than the distance
he could cover during this move, he'll turn and do it instead).
However, if his opponent is airborne, and in other circumstances,
Sodom's foe will simply bounce off the jitte and take less damage.
- The Shiraha Catch is a counterattack move that can be used against
overhead attacks or against jumping attacks. If Sodom connects,
he'll perform a throw. However, this can be Tech. Hit out of.
- The Yagura Reverse is a fake Tengu Walking. Used out of the blue,
it doesn't have much use since it can't hit non-attacking characters
(there are a few exceptions, such as Honda). However, it can be
used as a reversal, and can hit characters who are attacking you,
in most cases counting as a Counter Hit should it connect). This
is probably it's best use, for snubbing attacks, because you can
then juggle someone afterwards. It can also hit someone if Sodom
blocked a move from up close (such as against a blocked Shou'ou Ken).
It's cool and insulting to counter someone with it, just like hitting
someone with Dan's taunts ;)
- You can follow the short Shogun Throw with an attack, like the Jigoku
Scrape, Daikyou Burning, or Meido no Miyage. You can also use normal
attacks (jumping HP looks wicked), and even Sodom's air throw.
-------------------------------------------------------------------------
VEGA
-------------------------------------------------------------------------
XAV Rainbow Suplex b / f + PP
XAV Stardust Drop Any direction but u / d + PP (air)
XAV Crescent Line Any direction but u / d + KK (air)
XAV Rolling Crystal Flash Charge b,f + P
V Scarlet Terror Charge db,f + K
XAV Sky High Claw Charge d,ub~uf + P
XAV Flying Barcelona Attack... Charge d,ub~uf + K, then...
XAV ...(cont'd.) Move b / f, press P
XAV Izuna Drop... Charge d,ub~uf + K, then...
...(cont'd.) Move b / f, any dir. + P when close
XAV Kabe Hari Tsuki Charge d,ub~uf + KKK
XAV Backslash Press PPP
XAV Short Backslash Press KKK
XAV Cosmic Smart f + HK
XAV Sankaku Tobi Jump against a wall, press f
XA Rolling... Charge db,df,db,ub~uf + K, then...
XA ...Barcelona Attack Move b / f, press P when close
XA ...Izuna Drop Move b / f, any dir. + P when close
XA Hari Tsuki Rolling... Charge db,df,db,ub~uf + KKK, then...
XA ...Barcelona Attack Move b / f, press P when close
XA ...Izuna Drop Move b / f, any dir. + P when close
A Scarlet Mirage Charge b,f,b,f + K
A Red Impact Charge b,f,b,f + P at Level 3
Alpha Counter (A-ISM): Standing Claw Swipe
Alpha Counter (V-ISM): Crouching HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a* n/a n/a n/a n/a
- standing (far) xav xav xav
- crouching xav xav xav
* In X-ISM, this is a close attack (it still isn't cancellable,
though).
- Either Backslash move can be used to avoid projectiles or physical
attacks.
- When playing on Vega's stage (the one with the fence in the
background), you can cling to the fence instead of the walls by
performing the Kabe Hari Tsuki. After grabbing the fence, Vega
will automatically position himself before jumping, at which point
you can use either the Flying Barcelona Attack or Izuna Drop. The
same can be done using the Kabe Hari Tsuki Rolling SC, which you can
follow with either of his 'Rolling...' SC attacks.
- Vega will lose his claw or his mask if he blocks or gets hit by
too many attacks. You can re-equip either item by walking over it.
You must have your claw in order to perform the Red Impact, otherwise
nothing will happen when you input the command. Otherwise, losing
either item does not affect your offense or defense. Interestingly
enough, even if you have both the mask and claw equipped, Vega's OC
and SC shadows will still be unmasked and unarmed.
- When you use any of Vega's vertical charge moves, ending them with
ub makes him go to the wall behind him, while uf makes him go to the
wall in front of him. Just using charge d,u makes him go to whatever
wall is closest.
-------------------------------------------------------------------------
ZANGIEF
-------------------------------------------------------------------------
XAV Back Drop b / f + PP
XAV Kamitsuki b / f + KK
XAV Stomach Claw db / df + PP
XAV Piledriver db / df + KK
XAV Flying Piledriver Any direction but u / d + PP (air)
XAV Double Lariat Press PPP, move b / f
XAV Quick Double Lariat Press KKK, move b / f
XAV Screw Piledriver Rotate 360 + P
XAV Flying Powerbomb Rotate 360 + K
XAV Atomic Suplex Rotate 360 + K when close
XAV Banishing Flat f,d,df + P (f,df,d + P in X-ISM)
XAV Body Press Jump b / f, d + HP
XAV Double Knee Drop Jump b / f, d + LK / MK
XAV Kuuchuu Headbutt Jump up, u + MP / HP
XAV Headbutt f + HP (f + MP in V-ISM)
XAV Dynamite Kick db + MK
XAV Russian Kick db + HK
XA Final Atomic Buster Rotate 720 + P
A Aerial Russian Slam qcf,d,df + K
Alpha Counter (A-ISM): Standing MK
Alpha Counter (V-ISM): Standing HP
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a n/a
- standing (far) xa xa
- crouching xa xa
- dynamite kick (xav)
- Either Double Lariat move can be used to avoid projectiles. The
KKK version has a shorter duration but also offers limited
invincibility against low attacks.
- The Banishing Flat can negate non-SC projectiles. You can actually
combo this move from a Dynamite Kick, but it's hard to do.
=========================================================================
3. HIDDEN CHARACTER MOVES LIST
=========================================================================
To select these characters, please refer to the "Secrets and Codes"
section.
-------------------------------------------------------------------------
BALROG
-------------------------------------------------------------------------
XAV Head Bomber b / f + PP
XAV Kuuchuu Head Bomber Any direction but u / d + PP (air)
XAV Dash Straight Charge b,f + P
XAV Dash Upper Charge b,f + K
AV Dash Ground Straight Charge b,df + P
AV Dash Ground Upper Charge b,df + K
AV Buffalo Head Charge d,u + P (reversal only)
XAV Turn Punch Hold and release PPP / KKK
XA Crazy Buffalo Charge b,f,b,f + P / K
A Crazy Buffalo Charge b,f,b,f + P
A Gigaton Blow Charge b,f,b,f + K at Level 3
Alpha Counter (A-ISM): LP Buffalo Head
Alpha Counter (V-ISM): Crouching HK
V-ISM Variable Attacks: b + MP / HP / MK / HK
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a n/a
- standing (far) xav xav xav xav
- crouching xav xav v xav xav
- The longer you charge the Turn Punch, the more damage it does, as
shown below:
Time that move is charged Result
0 - 2 seconds Level 1
3 seconds Level 2
4 - 6 seconds Level 3
7 - 12 seconds Level 4
13 - 18 seconds Level 5
19 - 24 seconds Level 6
25 - 30 seconds Level 7
31 - 36 seconds Level 8
37 - 42 seconds Level 9
43+ seconds Final
The times are listed in real-life seconds, not game timer ticks. No
matter what speed setting you use, you still have to hold down PPP
for the number of seconds listed. Charging this move results in more
damage (we're talking 60% at Final, here) and increased range on the
Turn Punch (at Final, it goes full-screen). If the move is blocked,
the amount of Guard Meter damage it does is also increased.
- You can charge the Turn Punch before the round begins--you can charge
it even more if you do so during a mid-boss conversation.
- During the Crazy Buffalo, you can press and hold Kick to make
Balrog perform multiple Dash Uppers, or hold Punch to switch him
back to Dash Straights.
-------------------------------------------------------------------------
JULI
-------------------------------------------------------------------------
XAV Hooligan Suplex b / f + PP
XAV Frankensteiner b / f + KK
XAV Flying Neck Hunt Any direction but u / d + PP (air)
XAV Air Frankensteiner Any direction but u / d + KK (air)
XAV Sniping Arrow qcf + K
XAV Cannon Spike f,d,df + K
XAV Axle Spin Knuckle hcb + P
XAV Falling Arc f + MK
XA Reverse Shaft Breaker qcb,d,db + K, tap P / K rapidly
A Spin Drive Smasher qcf,d,df + K
The following moves only work in Dramatic Battle Mode:
XAV Psycho Charge Beta Press KKK
XAV Psycho Charge Gamma CPU Juli only
A Psycho Rolling qcf,qcf + P
A Death Cross Dancing LP,LP,f,LK,HP at Level 3
Alpha Counter (A-ISM): HK Mach Slide
Alpha Counter (V-ISM): HK Cannon Spike
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a n/a
- standing (far) xav xav xav xav xav
- crouching xav xav xav
- The Falling Arc is an overhead attack.
- The Psycho Charge Beta will restore lost life.
- The Psycho Charge Gamma can only be used by CPU Juli. She'll
summon Juni to help heal her if Juni isn't attacking.
- Both characters are required in order to use the Psycho Rolling
or Death Cross Dancing.
-------------------------------------------------------------------------
JUNI
-------------------------------------------------------------------------
XAV Hooligan Suplex b / f + PP
XAV Frankensteiner b / f + KK
XAV Flying Neck Hunt Any direction but u / d + PP (air)
XAV Air Frankensteiner Any direction but u / d + KK (air)
XAV Spiral Arrow Charge b,f + K (air)
XAV Cannon Spike Charge d,u + K
XAV Mach Slide qcf + K
XAV Cannon Strike Jump forward, qcf + K
X Psycho Shield Block b / db, then f + PPP
AV Psycho Shield Block b / db, then f + PPP (air)
XAV Hooligan Combination hcf,uf + P (press K to cancel)
XAV Razor Edge Slicer Do nothing after after H.C.
XAV Fatal Leg Twister b / f + K when close after H.C.
XAV Cross Scissor Pressure Do F.L.T. when low to the ground
XAV Earth Direct Rotate 360 + P
XAV Falling Arc f + MK
XA Psycho Streak Charge b,f,b,f + P
A Spin Drive Smasher Charge db,df,db,uf + K
The following moves only work in Dramatic Battle Mode:
XAV Psycho Charge Alpha Press PPP
A Psycho Rolling qcf,qcf + P
A Death Cross Dancing LP,LP,f,LK,HP at Level 3
Alpha Counter (A-ISM): HK Mach Slide
Alpha Counter (V-ISM): HK Cannon Spike
Cancellable Attacks: LP MP HP LK MK HK
- close / variable n/a n/a n/a n/a n/a n/a
- standing (far) xav xav xav xav xav
- crouching xav xav xav
- The Falling Arc is an overhead attack.
- Using the Psycho Shield will push an enemy across the screen. You
can combine this move with a Guard Protected block if someone comes
at you with an attack and you block it just as it reaches you.
- After you begin the Hooligan Combination, doing nothing will result
in the Razor Edge Slicer. If you press b / f + K when Juli is
higher than her opponent's midsection or if they are crouching,
she'll perform the Fatal Leg Twister. If you press b / f + K when
Juli is lower than her opponent's midsection, or if her enemy is
in the air, she'll use the Cross Scissor Pressure. Alternately,
you can press K while in the air to cancel the Hooligan Combination
and land on your feet.
- The Psycho Charge Alpha will restore lost SC / OC power.
- Both characters are required in order to use the Psycho Rolling
or Death Cross Dancing.
=========================================================================
4. SECRETS AND CODES
=========================================================================
---------------------------------------------------------------------
TITLE COLOR CHART
---------------------------------------------------------------------
The color of the title screen denotes what secrets are currently
available. After a few weeks of play, the title screen will change
color, so in a few months after your SFA3 machine has been installed,
it should reach the final color (light blue). The explanation of
the colors is shown below:
Screen Color Secret made usable
-------------------------------------------------------------
Cream None (default color)
Green Classical Mode
Red Balrog, Juni, and Juli become playable
Dark Blue Mazi Mode
Purple Saikyou Mode
Light Blue* Can select one of the three Battle Modes
Note that the beta arcade machines always have a cream-colored title
screen, irregardless of how long they've been activated.
* The SFA3 machine that I usually play has been activated for
months, and I can use all the modes and hidden character, but I
can't get the Battle modes to work. Go figure.
---------------------------------------------------------------------
RANDOM SELECT
---------------------------------------------------------------------
The Random Select squares are normally invisible. There are two for
the first player and two for the second. The 1P squares are located
in the upper-right corner of the diamond and the lower-right. The 2P
squares are in the upper-left corner and the lower-left corners
(shown here as 1R for the first player and 2R for the second):
Bison
1R Charlie Chun-Li Sagat 2R
Dan Guy Mika Birdie Akuma
Ryu Honda Cody Karin Vega Blanka Ken
Dhalsim Sodom Cammy Adon Zangief
2R Rolento Sakura Gen 1R
Rose
When you've highlighed a Random Select square, it will show each
character's portrait quickly, and when you press the button, you'll
get whatever character was shown at the time. When selecting a
normally-playable character via Random Select, the button you press
determines the ISM chosen (thanks to Nicholas Cheung and Onaje
Everett for this info.):
- Pressing LP or LK selects X-ism.
- Pressing MP or MK selects A-ism.
- Pressing HP or HK selects V-ism.
If you've used the Random Select square to pick a hidden character,
then you still get to select their ISM manually from the menu. This
doesn't apply (for either normal or hidden characters) if you've
previously selected Classical Mode. Note that there are two colors
for your character's clothing in either ISM (depending on whether
you use Punch or Kick to choose your character).
---------------------------------------------------------------------
HIDDEN CHARACTERS
---------------------------------------------------------------------
The three hidden charactes are Balrog, the boxer, and Juni and Juli,
two prototype "dolls" created by Bison's Shadowloo organization.
Once the game's title screen has become red-colored, their score
listing will show up in the High Score listing and they become
playable:
To choose Balrog, pause on Karin for five seconds, then move to any
Random Select square, hold the Start button, and press any button.
To use Juli, pause on Karin for five seconds, then move to any
Random Select square. If the square is on the left side of the
screen, choose her by holding Left and pressing any button. If
the square is on the right side, then hold Right and press any
button instead.
To use Juni, pause on Karin for five seconds, then move to any
Random Select square. If the square is on the top of the screen,
choose her by holding Up and pressing any button. If the square
is on the bottom, then hold Down and press any button instead.
---------------------------------------------------------------------
HIDDEN MODES OF PLAY
---------------------------------------------------------------------
There are three secret modes that affect basic gameplay. Once the
game's title screen has become the proper color (see "Title Color
Chart", above), you can select a hidden mode to use.
To use Classical Mode, insert your money, hold down HP + HK, and
press Start. You can release HP + HK once you're at the Player
Select Screen. Then, pick your character.
To use Mazi Mode, insert your money, hold down MP + MK, and press
Start. You can release HP + HK once you're at the Player Select
Screen. Then, pick your character.
To use Saikyou Mode, insert your money, hold down LP + LK, and press
Start. You can release HP + HK once you're at the Player Select
Screen. Then, pick your character.
---------------------------------------------------------------------
HIDDEN BATTLE MODES
---------------------------------------------------------------------
Thanks to Ura no Ura for this information, and to Madman's Cafe for
some additional info. I can't get any of the codes to work myself,
(the machine hasn't turned the proper color, still!) so try at your
own risk:
FINAL BATTLE MODE
After picking your ISM, hold Start + LP + MK + HP. You'll fight
Final Bison for one battle only. It's just like the last battle;
win and you get your ending, lose, and you get the bad ending.
I guess if Final Bison isn't your last boss, then you fight whoever
it would normally be.
DRAMATIC BATTLE MODE
Hold LK + MK + HK, then press Start. Keep holding those buttons at
Player Select Screen for a moment. You'll fight a 2 on 1 battle for
6 rounds, in which you face two CPU-controlled opponents. I assume
that if a second person joins in, then it's you and him/her against
one CPU-controlled opponent.
SURVIVAL MODE
Hold LP + MP + HP, then press Start. Keep holding those buttons at
Player Select Screen. You'll get to fight all 27 characters in
continuous one-round battles. Furthermore, you carry over any life,
SC, or CC energy to each new battle, instead of getting it
replenished after the battle (although you can earn life back by
how well you fight, just like in the King of Fighters series). If
you lose, then the game ends without you being able to continue.
Professor H. of Madman's Cafe states that all of the codes can be
done by holding Start and simply pressing the buttons until you're
in the Player Select screen. Like I've already said, I have no
way to verify this, though. He also says that if the title screen
hasn't changed to light blue yet, you can do this manually by
pressing and holding Start when you start your game (After you
win or lose your game, the screen color will change, I suppose).
Haven't been able to get that to work, either.
---------------------------------------------------------------------
SECRET MESSAGES
---------------------------------------------------------------------
This trick only works on Japanese SFZ3 machines. After winning a
battle, press and hold Start as well as any other button. Between
battles, a message will appear on the screen, depending on the button
you're holding.
=========================================================================
5. MISCELLANEOUS
=========================================================================
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ISM INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
One of SFA3's new features is the ISM select. After you pick your
character, you pick a particular ISM to use. Each ISM has different
properties and changes the way your character plays, from giving them
new moves and abilities to disabling Alpha Counters and air-blocking.
Each ISM has its' own strengths and weakness; it's up to you to discover
which one works best with your favorite characters. An explanation of
each ISM is listed below:
------------------------------------------------------------------------
X-ISM (Simple Mode)
------------------------------------------------------------------------
The name "X-ISM" comes from SSFIIX, the Japanese name of our SSF2T
game.
MODE BENEFITS
Like in other modes, your Guard Power Gauge length depends on the
character. However, all GPGs are longer in X-ISM than in other
modes, making it harder for an X-ISM character to get Guard Crushed.
Also, your attacks (punches, kicks, special moves, etc.) do more
damage in this mode, excluding SCs, which do the same damage as in
A-ISM (why, I have absolutely no idea).
MODE LOSSES
You cannot air block, use the ground recovery roll, or Alpha Counter.
You cannot taunt either (excluding Dan, as usual). X-ISM characters
have only one, predetermined Super Combo. They also take slightly
more damage from attacks (blocked or not) than in other ISMs.
------------------------------------------------------------------------
A-ISM (Standard Mode)
------------------------------------------------------------------------
The name "A-ISM" comes from the title of the SFZ series (the SFA
series in the States).
MODE BENEFITS
A-ISM characters have just about everything available to them that
other modes lack: air blocking, both ground and air recoveries,
Alpha Counters (these cost 1 level of SC power and 1 notch of your
Guard Power Gauge), and taunting (once per round only, excluding
Dan). Plus, their SC gauge charges up at a decent pace, compared
to X-ISM's slow-filling Super Combo gauge. They also have access
to all of their Super Combos (excluding Dhalsim).
MODE LOSSES
Characters in this mode do an average amount of damage per hit, but
this is less than in X-ISM. Each character's Guard Power Gauge
varies depending on who you're using, which means that it's easy
for certain characters to get Guard Crushed.
------------------------------------------------------------------------
V-ISM (Variation Mode)
------------------------------------------------------------------------
The name "V-ISM" comes from the Original / Variable combos used in
this ISM.
MODE BENEFITS
Like A-ISM characters, they have full access to special abilities
such as air blocking, ground and air recoveries, Alpha Counters
(these cost 50% of a full OC gauge and drain 1 notch from your
Guard Power Gauge), and taunting (again, once per round only,
excluding Dan). Also, you can determine which range of attacks
you'll use (far or close), by leaving the controller neutral or
holding it back when you press a Punch or Kick button (this doesn't
apply to all characters). The OC gauge also charges very quickly
in this mode, giving you more frequent access to Original Combos.
Most obvious is that you can use Original Combos, although this
works in place of Super Combos.
MODE LOSSES
All characters in this mode do less damage per hit than in any other
mode, making this the worst mode damage-wise. Plus, it costs half
an OC gauge to use an Alpha Counter, which is still worse than
A-ISM's requirements, even though the OC gauge fills quickly.
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ABILITY INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
This section explains abilities and features available to each
character. Some of them may not be available to a character depending
on who he / she is and what ISMs they're using. More information on
the ISMs can be found in the next section.
---------------------------------------------------------------------
BLOCK (air blocking is not available in X-ISM)
---------------------------------------------------------------------
COMMAND:
Hold b to block most standing attacks, jumping attacks, and
overheads. Hold db to block most standing and low attacks. Note
that you won't block unless the attack your opponent is using is
relatively close to you. You can also block in air by performing
the block command while jumping or after an air recovery.
NOTES:
When you block, you take no damage from normal moves, and reduced
damage from special moves and Super Combos.
---------------------------------------------------------------------
GROUND RECOVERY (this is not available in X-ISM)
---------------------------------------------------------------------
COMMAND:
When you're knocked down, or if you've just air-blocked an attack,
press any two Kick buttons as you're falling. To do the roll behind
Ground Recovery, do f + KK instead. Then keep holding f and you'll
roll all the way behind your opponent, even if they're in the corner.
NOTES:
By using the ground recovery, you can pass through your opponent or
simply move closer towards them. It's useful for escaping from
corners and so that your foe can't attack you as you get up.
---------------------------------------------------------------------
AIR RECOVERY
---------------------------------------------------------------------
COMMAND:
When you're knocked up into the air, press any two Punch buttons to
flip upright and land a short distance away. After some
experimentation, I've noticed that b + PP makes you move further
back upon flipping, while f + PP makes you stay in your same
tragectory when you flip. I've noticed that the PP flip cannot be
done normally (?) unless you get hit while in the air. I'm really
not sure about this, but that's what my efforts resulted in, so
perhaps someone can clear this up for me.
NOTES:
Normally, you can be juggled by another of your enemy's attacks
when you're knocked into the air. However, once you've flipped, you
can air block (in certain modes), or perform an attack to prevent
this from happening. It's also a useful way to land on your feet
rather than your back.
---------------------------------------------------------------------
TAUNT (this is not available in X-ISM)
---------------------------------------------------------------------
COMMAND:
Press Start while standing or crouching. Birdie, Cody, Akuma,
Shin Akuma, Ken, Charlie, and Ryu all have a second taunt which is
done by pressing f + Start. Birdie has a third taunt which is done
by pressing b + Start.
NOTES:
Realistically, taunts have no practical use since they leave you
open to attack and can't be cancelled. Rose has a random,
alternate saying for her taunt, and the following characters have
damaging taunts: Birdie, Chun-Li, Dan (only in X-ISM), Akuma, Shin
Akuma, Rolento, Sakura, and Sodom. These cause minor damage, but
they can kill someone. Dan and Dhalsim have an air taunt which can
be done by pressing Start while in the air. Dan can also taunt
when he's crouching. You can taunt once per round (Dan can taunt
infinitely in each round). You can also cancel a normal move into
your taunt animation, if that move is normally cancelable. Dan
earns small amounts of SC energy from his crouching and standing
taunts, as well.
---------------------------------------------------------------------
THROW
---------------------------------------------------------------------
COMMAND:
Press b / f + any two Punch buttons (some characters can also use
any two Kick buttons). This can be done in air. Some characters
have 'holding' ground throws, in which you can rap on the buttons
to increase the number of times your enemy is squeezed / choked /
bitten / etc. You'll know if tapping the buttons is paying off
as your character will shine white when an extra hit has been
added.
NOTES:
If you're not close enough to your opponent, you'll go into a
"missed throw" animation that leaves you vulnerable to attacks.
Your opponent can reduce the damage he or she takes from a throw by
doing a Tech. Hit (f + PP / KK when thrown), which also makes them
land on their feet. If you miss a throw, you'll still earn SC
power, or if you're using V-ISM, you'll earn quite a bit of OC
power (since your gauge charges the fastest in V-ISM).
---------------------------------------------------------------------
REVERSAL-ONLY MOVES
---------------------------------------------------------------------
Several characters have reversal-only moves. However, these moves
can be used in many different situations, not just when you're
getting up after being knocked down:
Chun-Li and Balrog can use their reversal-only moves (the Buffalo
Head and X-ISM Tenshou Kyaku) in the following situations:
- When knocked down.
- When coming out of hitstun (after being damaged).
- When coming out of blockstun (after blocking an attack).
Cody and Dhalsim can use their reversal-only moves (the Bad Spray
and Yoga Escape) under the following conditions:
- When knocked back into the air (i.e. getting hit by Sakura's
HK Shunpuu Kyaku would work, but getting sweeped by her d + HK
kick would not). The general rule with this is that if you
can air recover (PP flip) out of a move, you can probably use
the Bad Spray or Yoga Escape, instead.
- After an air block (it doesn't matter how close or far you are
from the floor, you'll only do it once you hit the ground).
Sodom (the King of Reversals), can use his b,db,d + K Tengu Walking
and Kouten Okiagari under these conditions:
- When knocked down.
- When coming out of hitstun (after being damaged).
- When coming out of blockstun (after blocking an attack).
- When knocked back into the air (i.e. getting hit by Sakura's
HK Shunpuu Kyaku). Again, if you can air recover (PP flip)
out of a move, you can probably use the Tengu Walking instead.
- After an air block (it doesn't matter how close or far you are
from the floor, you'll only do it once you hit the ground).
He can use his qcf + K Tengu Walking while getting up off the floor
(like a normal reversal).
---------------------------------------------------------------------
ALPHA COUNTER (this is not available in X-ISM)
---------------------------------------------------------------------
COMMAND:
While you're blocking an attack on the ground, press f + the same
Punch and Kick buttons. You need to have at least 1 level of your
SC gauge filled (in A-ISM), or 50% or higher of your OC gauge filled
(in V-ISM), in order to do this. You also need at least one spare
notch in your Guard Power Gauge. When you use an AC, the animation
will pause briefly and you'll stop blocking and perform a preset
attack. The attack you use changes depending on what "-ISM" you're
using.
NOTES:
ACs are handy if your opponent is aggressive or is trying to kill
you via block damage and you want to get away from them. ACs do
little damage but can kill someone. However, because they shorten
the length of your GPG, they're best saved for do-or-die situations,
as a small Guard Power gauge is not a good thing to have.
---------------------------------------------------------------------
SUPER COMBO (this is not available in V-ISM)
---------------------------------------------------------------------
COMMAND:
The command for a SC changes depending on the character. Usually
it's a double motion (like qcf,qcf), plus a Punch or Kick button.
The button used has no purpose in X-ISM; in A-ISM, it affects the
level of power used (LP / LK for Level 1, MP / MK for Level 2, HP
/ HK for Level 3). Some A-ISM characters have SCs that can only be
used at Level 3--in that case, the button used is unimportant. If
you have one level of power and use a Medium or Hard attack, you'll
still do a Level 1 SC; the same applies to using HP or HK if you
have only 2 levels.
NOTES:
Super Combos share many traits: they are generally faster and have
more priority than normal moves; they can juggle an opponent, and
they hit multiple times and usually do lots of damage. In A-ISM,
these traits improve depending on the level of SC energy expended
(so a Level 3 SC costs more but does more damage, etc. than a Level
1 SC). X-ISM SCs do the same amount of damage as a Level 3 SC in
A-ISM.
---------------------------------------------------------------------
ORIGINAL COMBO (this is only available in V-ISM)
---------------------------------------------------------------------
COMMAND:
Press the same strength Punch + Kick buttons together. You need to
have at least 50% of your OC energy built up in order to use this.
When you activate an OC, you are trailed by shadows that mimic your
every action, but only the last one (it's colored differently) can
actually hit an opponent. What strength P + K you use determines
the amount of space between each shadow; use LP + LK for them to be
close together, MP + MK to space them further apart, and HP + HK
for a wide gap between each shadow. Basically, the closer your
last shadow is to you, the sooner it attacks after you perform an
attack.
NOTES:
OCs are very different from the way they were in SFA2. You can't
block during an OC, and you can taunt infinitely and use charge
moves without charging (i.e. simply tap b,f + P for Birdie's
Bull Head). You can still juggle an opponent easily with your
attacks, and can cancel normal attacks (not special moves, although
there's still no delay time after performing one so you can go into
another move faster than you could normally). Unlike a SFA2 CC,
you can walk wherever you want to or jump without always moving
forward. Also, you can throw / air throw during a OC as well. If
you're hit while your OC is activated, it ends, and you lose all
remaining OC power above 50% (more if you were closer to reaching
50%). If you started with 50%, then you lose it all if you're hit.
---------------------------------------------------------------------
GUARD POWER GAUGE
---------------------------------------------------------------------
NOTES:
When you block or air block an attack, this gauge decreases
slightly. If you keep blocking attacks, it will keep decreasing
until it empties. If this happens, your character gets Guard
Crushed and will become dizzy (and open to an attack) for a moment
before it recharges. However, when it recharges, it's overall
length is reduced by a notch, making it easier for you to be Guard
Crushed. When not blocking, the GPG refills slowly, but only to the
current length of the GPG and not any further if you've lost a notch
or more. Another way to lose GPG notches is to use a Alpha Counter.
If your opponent can block in the air, you can Guard Crush them in
the air, although they'll fall to the ground after getting GC'd.
---------------------------------------------------------------------
COUNTER HIT
---------------------------------------------------------------------
COMMAND:
Hit your opponent with an attack while they're in the midst of
performing their own attack.
NOTES:
When you perform a Counter Hit, the hit sound is much louder and the
action pauses for a brief moment. A move that becomes a Counter Hit
does more damage than it normally would, and you can juggle them
easily after the hit.
---------------------------------------------------------------------
DAMAGE REDUCTION
---------------------------------------------------------------------
COMMAND:
When getting hit by an attack, press in any direction plus any
button. Sometimes it's possible to do this with just a joystick
press, I don't know why.
NOTES:
Doing this slightly reduces the amount of damage you take from an
attack. You'll know if it worked because you'll flash red while in
your 'damaged' pose. This can be done repeatedly against multi-hit
attacks in order to conserve more life.
Furthermore, if you're in the midst of an attack and are hit, you
can perform the Damage Reduction and your character will continue
the attack, instead of going into hitstun. Think of it like the
Super Armor found in the VS. games. Thanks to gdawson@angelfire
for this bit of info.
[email protected] also suggests that doing the Damage Reduction
command can result in your attacker taking added damage (sort of
like a Counter Hit). I haven't been able to confirm this, but
it's entirely possible.
---------------------------------------------------------------------
GUARD CRUSH PROTECTION
---------------------------------------------------------------------
COMMAND:
Try to block an attack as it comes out instead of blocking it in
advance (like parrying in reverse). This works against high and
low attacks, and can be done in the air as well, if your character
can air block.
NOTES:
Doing this reduces the amount of Guard Power you lose from your
Guard Power Gauge. Your character will flash blue if you've done
this properly.
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
CHARTS A PLENTY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
This section contains a bunch of short charts showing the abilities
of different characters.
This chart illustrates who takes the most damage from attacks:
------------------------------------------------------------------------
DAMAGE RANKING WHO FALLS UNDER WHICH RANKING
------------------------------------------------------------------------
Least Damage : Zangief
Less Damage : Birdie, Dan, E. Honda, Gen, Ken, R. Mika,
Ryu, and Sodom
Average Damage : Everyone else, mainly: Adon, Blanka, Cammy,
Cody, Chun-Li, Dhalsim, Akuma, Guy, Karin,
Charlie, Rolento, Rose, Sagat, Sakura, Balrog,
and M. Bison.
More Damage : Vega, Juli, and Juni
This one shows how large each character's Guard Crush gauge is (all
the information is according to Jack Lin):
------------------------------------------------------------------------
PERSON GAUGE SIZE (IN POINTS)
------------------------------------------------------------------------
Birdie, Zangief : 80 (8 points is approx.
Karin, Sakura, Vega : 76 half a Guard Meter
Adon, Cody, Honda, Gen, Mika, Sodom, Bison : 72 section, so 16 is
Vega, Cammy, Chun-Li, Charlie, Juni, Juli : 64 one full "block" of
Everyone else : 68 guard power).
What's written is for the Guard Meters in A-ISM. If you're playing
with an X-ISM character, add 8 points to the numbers shown. If
you're using V-ISM, subtract 8. The lone exception is V-ISM Cody,
his V-ISM ranking is 48 points (this is because he has the dodge and
so it's harder to get him to block). So, Zangief and Birdie have
the largest guard meter, and V-ISM Cody has the smallest.
Personally, it seems to me that people in V-ISM have the same size
Guard Crush meter, but I think this info. was for the Arcade version,
which might explain why.
The last of the charts shows who gets dizzied the easiest:
------------------------------------------------------------------------
PERSON NEEDED TO DIZZY (IN POINTS)
------------------------------------------------------------------------
Akuma : 34
Blanka : 43
E. Honda : 44 I'm not sure if the points are damage
Sodom : 46 points or what, but what it basically
Birdie : 48 means is that Akuma is easy to dizzy,
Zangief : 50 and Zangief is not.
Everyone else : 40
Thanks to Jack Lin for this info (guard size and dizzy info.), and to
Dan GC for reposting it for me.
------------------------------------------------------------------------
Doujioshi SP (Simultaneous Press Special)
------------------------------------------------------------------------
This is an ability limited to certain characters (though I'm sure there
are more undiscovered combinations). What it basically allows you to
do is link two attacks together, by pressing LP / LK, then pressing that
button plus HP / HK as the light attack ends. This only works for
X-ISM characters. If a character has a long range / close range
attack, you can use either one. If the finishing HP is comboable, you
can cancel it into a special move or Super Combo.
Below is a listing of the various types of Doujioshi SP attacks and
who can use them:
d + LK, LK + HP: Ryu, Ken, Akuma, Gen, Karin, Sakura, Cammy,
Juni, Juli
d + LK, d + LK + HP: Ryu, Ken, Akuma, Gen, Karin, Sakura, Cammy,
Juni, Juli
LK, LK + HP: Guy, Cammy, Juni, Juli
LK, d + LK + HP: Guy, Cammy, Juni, Juli
LP, LP + HP: Balrog
LP, d + LP + HP: Balrog
LP, LK + HP: Adon, Chun-Li
There are more than just these--I was in the process of writing them
all down and I lost the paper I had put my notes on :) It sucked too,
since that paper had a list of KoF '98 cancellable attacks I had been
compiling on the other side ;( Now I gotta do it all over again, argh.
So, look for a more complete listing in the next update, eheheh.
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
BOSS BATTLE CHART
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
SFA3's game progression has been changed significantly from SFA2. It
works like this:
- After picking a character, you'll get to see a little intro
explaining who they are and what they're up to.
- Your 5th battle is against your mid-boss. There are no special
requirements to fight him / her, it's automatic. The only thing
notable about a mid-boss battle is that you will exchange some
words with your opponent before the fight begins and sometimes,
after it ends.
- Your 9th battle is against your second mid-boss. Nothing too
special about this, either.
- Your 10th battle is usually against Final Bison, a really powerful
version of M. Bison. Some characters will fight someone else for
their 10th battle, in which case they will then proceed to an
extra 11th match against Final Bison.
- If you beat your 10th/11th match, you beat the game and get to
see your character's ending. Lose to any character and the game
ends, but lose to Final Bison and you get to watch a bad ending
while the credits scroll ;)
Below is a listing of each character's mid-bosses and final boss:
Name 5th Battle 9th Battle 10th Battle 11th Battle
-----------------------------------------------------------------------
Adon Ken Rose Final Bison
Akuma Adon Guy Final Bison
Birdie E. Honda Blanka Balrog Final Bison
Blanka Dan Zangief Balrog Final Bison
Cammy Dhalsim Vega Juli & Juni Final Bison
Charlie Cammy Rolento Final Bison
Chun-Li Birdie Cammy Juli & Juni Final Bison
Cody Birdie Guy Final Bison
Dan Chun-Li Sagat Balrog Final Bison
Dhalsim Rose Birdie Juni & Juli Final Bison
E. Honda Ryu Sodom Final Bison
Gen Ryu Akuma Final Bison
Guy Karin Gen Final Bison
Karin Blanka Sakura Juni & Juli Final Bison
Ken Karin Sakura Final Bison
M. Bison Akuma Sagat Ryu
R. Mika Karin Zangief Balrog Final Bison
Rolento Sodom Cody Balrog Final Bison
Rose Guy Vega Juni & Juli Final Bison
Ryu Rose Ken Final Bison
Sagat Dan Ryu Final Bison
Sakura E. Honda Ryu Final Bison
Sodom Rolento Chun-Li Final Bison
Vega Zangief Cammy Final Bison
Zangief Rolento Chun-Li Final Bison
(Hidden characters) ----------------------------------------------------
Juli Akuma Sagat Ryu
Juni Akuma Sagat Ryu
M. Bison Akuma Sagat Ryu
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
WIN POSE LIST
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
Below is a listing of each character's win pose. Some win poses can
be gotten by using more than one button, but because it can be random
in some cases (like using MK with Ryu), use with caution. For some
characters, you can only get all poses if you're in a same player
vs. same player match. Thanks to NRX for correcting the Japanese
listed here and providing me with quotes and their meanings.
-----------------------------------------------------------------------
ADON
-----------------------------------------------------------------------
LP Adon laughs and gives his opponent a thumbs down.
MP Adon flips back, takes off his tong, and says "Yeah!"
HP Adon crosses his arms and laughs.
LK Adon turns away, holds out his arms, and looks over his shoulder,
his teeth gleaming.
MK Adon rocks back and forth, then prostrates himself on one knee.
HK Like in MK, but he keeps rocking back and forth.
-----------------------------------------------------------------------
AKUMA
-----------------------------------------------------------------------
LP, MK Akuma gets into the horse stance and begins shaking.
MP, HK Akuma gets into the horse stance and the screen shakes.
HP, LK Akuma turns away and the kanji 'Ten' (heaven) appears on his
back. He says "Shoushi!" (Pathetic!)
-----------------------------------------------------------------------
BALROG
-----------------------------------------------------------------------
P, LK, MK While chuckling, Balrog turns towards the screen and flexes
his arms.
HK As with LK, but Balrog rips off his shirt and flexes once.
-----------------------------------------------------------------------
BIRDIE
-----------------------------------------------------------------------
LP Birdie takes out his knife and flips it open.
MP, HK Birdie gives a thumbs up, then sticks out his tongue and gives
a thumbs down as his mohawk gets messed up.
HP Birdie licks his chain and says "I'm number one."
LK Birdie holds up two fingers and says "...to heaven."
MK Birdie holds up three fingers and says "I'm number one."
-----------------------------------------------------------------------
BLANKA
-----------------------------------------------------------------------
LP While grinning, Blanka jumps and rolls in place.
MP Blanka howls while thrusting his arms into the air.
HP Blanka uses his electric powers to start up a blender, then
drinks the fruit juice inside.
LK, MK Blanka does the MP pose repeatedly, without howling.
HK Blanka eats a piece of fruit then throws the rind/skin/core
(depending) onto his opponent's body. He keeps doing this so
that soon there's a little pile of stuff lying atop his foe ;)
-----------------------------------------------------------------------
CAMMY
-----------------------------------------------------------------------
LP, HK Cammy poses and then looks towards the screen.
MP Cammy salutes Bison, who appears in the air, and says "Yes,
sir!"
HP As with MP, but she simply stands at attention and says
nothing.
LK Cammy turns her back to the screen, gives a thumbs up, and
looks behind her.
MK As with LK, but she turns around and smiles while giving a
thumbs up at the end.
-----------------------------------------------------------------------
CHARLIE
-----------------------------------------------------------------------
P Charlie puts on his glasses and says "Hmph!"
LK, MK Charlie turns away, runs a hand through his hair, and says,
"Too easy!"
HK Charlie adjusts his jacket, squints, and says "Hmph!"
-----------------------------------------------------------------------
CHUN-LI
-----------------------------------------------------------------------
LP, LK Chun-Li crosses her arms and bows her head.
MP, MK While laughing, Chun-Li jumps up and down. She stops, shakes
her head, and flashes a peace sign while saying "Yatta!"
(I did it!)
HP, HK Chun-Li performs several swift kicks, then draws her leg back
while shouting.
* Chun-Li does her taunt and says "Gomen ne!" (Sorry!"
* You'll always get this pose if you get a Perfect Victory.
-----------------------------------------------------------------------
CODY
-----------------------------------------------------------------------
Any Cody holds his arms out in an "I dunno" gesture and says "Whew!"
* Cody looks behind him and runs off screen. Edi. E runs onscreen,
shouts, and fires his gun before chasing after Cody. Cody then
runs back, Crack Kicks Edi. E offscreen, and does his LP pose.
* Same as above, but Edi. E just chases Cody offscreen, and that's
it.
* Usually, you can get this by holding any button (except LP) after
winning the final round. But which pose you get is random, and
you may just get his "Whew!" gesture anyway.
-----------------------------------------------------------------------
DAN HIBIKI
-----------------------------------------------------------------------
LP, HK Dan flexes an arm and shakes it while saying "Yoshaa!"
(Alright!)
MP Dan frees his arm from his gi, taunts, and says "Rakushou!"
(Easy win!)
HP Dan stands with his legs close together and with one hand by
his side. He gives a thumbs up with his other shaking hand
and says "Yoyuussu!" (Piece of cake!) - I guess?
LK Same as the LP pose, but Dan is crying and says "Yattaze,
oyaji!" (I did it, father!)
MK Same as the LP pose, but Dan says "Hyaah!"
-----------------------------------------------------------------------
DHALSIM
-----------------------------------------------------------------------
LP Dhalsim floats in air while mumbling.
MP Dhalsim bows his head and clasps his hands while saying "Yoga!"
HP Dhalsim floats in his taunt pose while mumbling quickly.
LK Same as LP, but Dhalsim says "Samadhi...." (It's a state of
enlightment)
MK, HK Same as MP, but Dhalsim has the same quote as in LK.
-----------------------------------------------------------------------
E. HONDA
-----------------------------------------------------------------------
LP, MK, HK Honda stands up, lifts his arms up, and laughs.
MP Honda sticks out an arm and rotates his neck, and says
"Dosukoi!" (No real meaning, it's a traditional sumo
kiai.) According to Wanderer, a 'kiai' is something said
while you attack in martial arts. The principle is that
you exert more force when you do something while shouting.
HP Honda stands up and holds his arms in a thinking pose,
with one hand on his chin. He says, "Sekai wa hiroi nou!"
(The world is large! - referring to the great number of
worth opponents)
LK Honda gives a thumbs up and says "Donna mon jai!"
(Anything! - referring to his believe that he can outdo
anything thrown at him.)
-----------------------------------------------------------------------
GEN
-----------------------------------------------------------------------
LP, MK, HP Gen folds his arms and says, "You are a big fool."
MP, LK, HK Gen folds his arms and laughs.
-----------------------------------------------------------------------
GUY
-----------------------------------------------------------------------
LP, LK Guy crosses his arms.
MP, MK Guy turns away, holds an arm up, then lets it fall. He says
"Waruku omou na." (Don't think badly of me)
HP, HK Guy holds his other arm by the wrist, with his fingers pointed
up. He says "Korezo, Bushin-ryuu!" (This is Bushin style!)
-----------------------------------------------------------------------
JUNI / JULI
-----------------------------------------------------------------------
LP, MK Either one does a salute and M. Bison appears in mid-air.
MP, HK Either one stands at attention and M. Bison appears in mid-air.
HP, LK Either one stands in a slightly-turned pose to reveal her back.
-----------------------------------------------------------------------
KARIN KANZUKI
-----------------------------------------------------------------------
LP Karin covers her mouth while laughing.
MP Karin rests her cheek on her hand with her eyes closed. She
says, "Kono Karin ni kateru to omotte?" (Did you think you
could beat me?)
HP Karin poses, and her servant runs up and kneels, offering her a
drink.
LK Karin poses, and her servant runs up with a first aid kit and
begins looking worriedly over Karin's opponent.
MK Karin poses and her servant runs by with a dish, a poodle
following him.
HK Karin poses as in her HP win pose.
-----------------------------------------------------------------------
KEN
-----------------------------------------------------------------------
LP, LK Ken lifts an arm into the air.
MP, MK Ken runs a hand through his hair, gives a peace sign, and
says "Yattaze!" (I did it!)
HP, HK Ken holds out his arm and gives a peace sign while saying
"Yattaze!"
-----------------------------------------------------------------------
M. BISON
-----------------------------------------------------------------------
LP, LK Bison looks towards the screen and drags a thumb across his
throat.
MP, MK Bison crosses his arms and says "Hmph, nurui wa!" (You suck!)
HP, HK Bison teleports into the air and floats there while laughing.
-----------------------------------------------------------------------
RAINBOW MIKA
-----------------------------------------------------------------------
LP Mika jumps up and down with her arms out while saying
"Katta!" (I win!)
MP, MK, HK Same as LP, but Mika stops afterwards while her trainer
drives by in a little cart, holding a wooden sword.
HP Same as LP, but her trainer drives up and nods.
LK Same as LP, but her trainer leaves behind a tire which
Mika ties to herself before running off-screen.
-----------------------------------------------------------------------
ROLENTO
-----------------------------------------------------------------------
LP Rolento turns around, snaps his fingers, and says "Mission
complete!" While this is happening, a row of El Gatos descend and
stab their knives downwards.
MP Rolento tosses a grenade at his foe and laughs when they're hit.
HP As in the LP win, but one of the El Gatos stabs out of sync.
LK As in the HP win, but the same El Gato instead drops down with the
Take No Prisoner hook, then pops offscreen.
MK As in the LP win, but the El Gatos come down repeatedly in a wave
formation.
HK Rolento turns around, snaps his fingers, and says "Mission
complete!"
-----------------------------------------------------------------------
ROSE
-----------------------------------------------------------------------
LP Rose waves a finger while wind ruffles her scarf and says "Mada
mada ne." (You're too slow.)
MP Rose lets her scarf drape to the ground and an orb of Soul Energy
runs along it. She then says, "Yaru janai." (Not bad.)
HP Rose creates a double and both perform her LP pose with a
different quote, "Soreja, dame." (That won't do.)
LK Rose creates a double and they lean against each other. Rose
opens her eyes while the double's remain closed. Rose then
says, "Daijobu?" (Are you all right?)
MK Rose erects a large tarot card in front of her. It flips around
and vanishes, momentarily obscuring her. When it's gone, she's
wearing a ballgown and is holding several tarot cards. She then
says "Ciao!" (Goodbye!)
HK While the wind blows her hair and scarf, Rose takes out a tarot
card, examines it, and lets it fall from her hand. Rose remarks,
"Nattenaiwa...." (I'm not sure....)
-----------------------------------------------------------------------
RYU
-----------------------------------------------------------------------
LP, LK Ryu raises one arm into the air.
MP, MK Ryu crosses his arms and wind ruffles his hair.
HP, HK Same as MP, but he notices a leaf blowing by his feet.
* Ryu turns his back to the screen.
* Only happens if you kill someone with the Metsu Shouryuu Ken or
Shin Shouryuu Ken (I thought you got a different pose for each?)
-----------------------------------------------------------------------
SAGAT
-----------------------------------------------------------------------
LP, LK Sagat gets into a thinking pose, grins, and laughs.
MP, MP Sagat looks towards the screen, crosses his arms and laughs.
HP, HK Sagat crosses his arms, then looks away and laughs.
-----------------------------------------------------------------------
SAKURA
-----------------------------------------------------------------------
LP Sakura lifts an arm up while laughing, the wind blowing her
clothes.
MP Sakura sways back and forth, doing a little dance.
HP Sakura throws several kicks while yelling, and her shoe flies off
and hits her in the head.
LK Same as her HP pose, but her shoe stays on.
MK Sakura rubs her nose and then waves her hand while saying
"Konna toko da ne!" (That's how it's done!)
HK Sakura crosses her arms and looks away ala Ryu, the wind blowing
her skirt up.
-----------------------------------------------------------------------
SODOM
-----------------------------------------------------------------------
LP, HK Sodom bows to his opponent.
MP Sodom takes out a fan and waves it, making a font of water
emerge. He says "Appare!" (Bravo!)
HP Sodom takes out a fan and waves it, making some butterflies
appear. He says "Bureiko!" (According to Nick Des Barres,
he has no idea why Sodom says this. The term means
"dispensing with formalities," and is used to describe the
attitude at special company parties, etc. in Japan, when
bosses and underlings can party together, forgetting about
rank entirely for one day).
LK * Sodom crouches and spins his weapons around.
MK * Same as in LK, but the weapons come out of his hands and he
looks around.
* X-ISM Sodom has his LK and MK poses replaced with his MP and HP
poses, respectively.
-----------------------------------------------------------------------
VEGA
-----------------------------------------------------------------------
LP, MK, HK Vega stands up, giggles, and sweeps outward with either
hand.
MP, HP Vega stands up and removes his mask.
LK Vega jumps up, then crouches and giggles.
MP (no mask) Vega stands up and puts a rose in his mouth and says
"Adios." (Goodbye.)
HP (no mask) Vega stands up and hangs his braided tail over his
chest and says "Adios."
-----------------------------------------------------------------------
ZANGIEF
-----------------------------------------------------------------------
LP Zangief throws his arms up and grunts.
MP As with LP, but he has a quote.
HP Zangief flexes his chest muscles, then poses and grins while
saying "Bolishoi paveida!" (Big victory!) - I think! ;)
LK As with HP, but he laughs instead.
MK Zangief takes a flask of vodka from his belt, drinks it, and
breathes out a blast of fire. While he's breathing, Blanka drops
down and holds out a fish so that Zangief ends up cooking it.
Blanka goes off-screen with a grin, and Zangief looks back at the
screen, grinning, his face covered in ash.
HK As with MK, but Blanka stays hanging from the ceiling along with
the fish, both of them charred.
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
PRE-FIGHT ANIMATIONS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
Rather than attempt to list every situation under which you can see
these pre-fight animations, I'm just going to list what works.
Furthermore, it doesn't matter who is first or second player (i.e.
Gen vs. Akuma or Akuma vs. Gen will both work, if the conditions are
right).
----------------------------------------------------------------------
ANYBODY vs. CPU BALROG
----------------------------------------------------------------------
Description: There is a punching bag hanging from the ceiling; Balrog
comes running in with a Dash Straight and destroys it.
He then punches his hands together ala his taunt, and
throws a quick series of punches at his opponent.
----------------------------------------------------------------------
GEN vs. AKUMA
----------------------------------------------------------------------
Conditions: One character must be computer controlled.
Description: Akuma tries to surprise Gen with a Shun Goku Satsu,
but Gen counters it and then tries his Zan'ei, which
Akuma similarily blocks. Although the characters start
off on the wrong sides of the screen, they end up in
their proper positions once they've finished attacking
each other.
----------------------------------------------------------------------
RYU vs. KEN
----------------------------------------------------------------------
Conditions: Won't work during Ryu's boss fight with Ken (it will if
you lose and continue, though).
Description: Ken is giving Ryu a noogie; Ryu responds by throwing
Ken aside, who lands on his feet on the other side of
the screen. While nooging Ryu, Ken says, "Tataki
tsubushite yaruze!" which means "I'll beat you
senseless!"
----------------------------------------------------------------------
GUY vs. CODY
----------------------------------------------------------------------
Conditions: One character must be computer controlled.
Description: On Cody's side of the screen, there are a pyramid of
oil drums. He walks on screen, destroying the drums as
he goes with his Final Destruction combo (including the
F.D. throw). While this is going on, Guy is standing on
the other side of the screen in his MP win pose. A
bunch of oil drums fall down on top of him, draining
some of his life. He then performs a Bushin Senpuu Kyaku
(Final Fight-style) to destroy them all. Left behind on
the ground is a piece of food (gum, beef, etc.), which
Guy then walks over, thereby restoring his missing life
back to full. Just like in Final Fight, a picture of the
food item taken and it's name will appear beneath Guy's
life gauge.
----------------------------------------------------------------------
ADON vs. SAGAT
----------------------------------------------------------------------
Conditions: One character must be computer controlled.
Description: Adon and Sagat are close to each other, throwing kicks
which they both counter. Their final attacks cancel
out as if they had been Alpha Countered. Sagat does his
LP pose, while Adon stands triumphantly and yells, his
teeth gleaming while he gives a thumbs up.
----------------------------------------------------------------------
RYU vs. SAGAT
----------------------------------------------------------------------
Conditions: Sagat must be computer controlled. The version of Ryu
used and ISM of Sagat affects this animation.
Description: (Ryu vs. X-ISM Sagat)
Sagat is standing nearby holding Dan in his PP throw.
There is a flash of light and the screen turns black as
Sagat performs a LP Tiger Uppercut on his opponent. He
then leaps back, rubs his scar (which glows), and laughs.
(Ryu vs. A-ISM Sagat)
Sagat is standing nearby. He leaps back, rubs his scar,
(which glows), and laughs.
(Ryu vs. V-ISM Sagat)
Sagat is standing nearby, and Dan is lying on the ground,
his head held by Sagat. Sagat tosses Dan aside and his
geta fall off and bounce against the floor. Sagat then
leaps back, rubs his scar (which glows), and laughs.
----------------------------------------------------------------------
DAN vs. SAGAT
----------------------------------------------------------------------
Description: While Sagat is doing his LP win pose, Dan rolls up and
performs his MK win pose.
----------------------------------------------------------------------
DAN vs. BLANKA
----------------------------------------------------------------------
Conditions: (Still unknown)
Description: The truck that Blanka comes out of is onscreen, but
instead Dan bursts out of it, rolls to a stop, and
taunts. Blanka then hops out of the back of the truck
and bounces atop Dan's head dizzying him, before
landing on the other side of the screen.
----------------------------------------------------------------------
DAN vs. SAKURA
----------------------------------------------------------------------
Conditions: One character must be computer controlled.
Description: Dan does his normal introduction, but Sakura stands
there and scratches her forehead, looking uneasy.
----------------------------------------------------------------------
SODOM vs. HONDA
----------------------------------------------------------------------
Conditions: (Still unknown, may not even exist)
Description: I haven't ever seen this one. Supposedly Honda and
Sodom do traditional Sumo poses prior to the round
beginning (remember that in Sodom's SFA2 ending, he
appeared to fight Honda [aka Fujinoyama]).
----------------------------------------------------------------------
SAKURA vs. KARIN
----------------------------------------------------------------------
Conditions: One character must be computer controlled.
Description: Karin hops out of a helicopter and waits for it to
leave. Sakura stands there and scratches her forehead,
looking uneasy.
----------------------------------------------------------------------
GUY vs. KARIN
----------------------------------------------------------------------
Conditions: (Still unknown, may have been cut out)
Description: Guy does nothing, Karin leaps out of a helicopter.
----------------------------------------------------------------------
MIKA vs. ZANGIEF
----------------------------------------------------------------------
Conditions: (Still unknown)
Description: Mika and Zangief do their normal intros, but there is
a spotlight shining down on both of them.
----------------------------------------------------------------------
ROSE vs. FINAL BISON
----------------------------------------------------------------------
Description: While Bison is descending from the air, Rose gets pushed
back by his Psycho Power. She repsonds by throwing a
tarot card at him, which he deflects.
----------------------------------------------------------------------
CAMMY vs. FINAL BISON
----------------------------------------------------------------------
Description: Bison is standing on the ground with his cape
surrounding him. He gestures at Cammy with a glowing
hand, then gets into his normal stance.
----------------------------------------------------------------------
CHARLIE vs. FINAL BISON
----------------------------------------------------------------------
Description: Charlie's Harrier jet flies overhead and he drops down
from it, tugs on his jacket, then turns to face Bison.
----------------------------------------------------------------------
CHUN-LI vs. FINAL BISON
----------------------------------------------------------------------
Description: Chun-Li threatens Bison with a pistol, then tosses it
aside.
Nicholas Cheung adds: "Some of the special intros will not happen
the first time you face the CPU form of the character if it is one of
your mid-bosses. If you lose to that character, then if you continue,
you will get to see the special intro when you face that character
again. (Example is Ryu vs. CPU Ken on Stage 9)"
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
TRANSLATIONS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
These were done mostly by me and so may not be correct. Some move
names are omitted if they've appeared previously in the list or if I
don't have the kanji and so can't make a proper translation.
AKUMA
Tomoe Nage Comma Throw
Jigoku-guruma Hell Wheel
Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air Slashing Surge Fist
Shakunetsu Hadou Ken Scorching Heat Surge Fist
Gou Shouryuu Ken Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku Air Slashing Tornado Kick
Zenpou Tenshin Forward Roll
Ashura Senkuu (evil demonic spirit) Air Flash
Hyakki Shuu Hundred Demon Raid
Hyakki Gou Zan Hundred Demon Great Slash
Hyakki Gou Shou Hundred Demon Great Raid
Hyakki Gou Sen Hundred Demon Great Edge
Hyakki Gou Sai Hundred Demon Great Smash
Hyakki Gou Tsui Hundred Demon Great Crash
Tenma Kuujin Kyaku Demon Air Blade Leg
Zugai Hasatsu Skull Destroyer
Senpuu Kyaku Whirlwind Kick
Messatsu Gou Hadou Great Surge Deadly Attack
Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack
Tenma Gou Zankuu Great Demon Sky Killing
Shun Goku Satsu Imprisoning Death Flash
BALROG
Kuuchuu Head Bomber Mid-Air Head Bomber
CHUN-LI
Koshuu Tou Attacking Tiger Overthrow
Ryuusei Raku Shooting Star Drop
Kikou Ken Chi Fist
Sen'en Shuu Spinning Circle Kick
Hyakuretsu Kyaku Hundred Rending Kicks
Tenshou Kyaku Heavenly Ascention Kick
Sou Hakkei Dual Internal Energy Release
Kouhou Kaiten Kyaku Backward Spinning Leg
Kaku Kyaku Raku Crane Leg Drop
Yousou Kyaku Eagle Talon Kick
Kikou Shou Chi Palm
Senretsu Kyaku Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Heavenly Ascention Kick
- 'Chi' is a person's internal energy.
CODY
Tokushu Koudou: Knife Hiroi Special Ability: Knife Pick-Up
Tokushu Koudou: Knife Kougeki Special Ability: Knife Attack
Tokushu Koudou: Knife Nage Special Ability: Knife Throw
Yoke Evading
DAN HIBIKI
Seoi Nage Shoulder Throw
Otoko Nage Masculine Throw
Gadou Ken Self-Taught Fist
Kouryuu Ken Shiny Dragon Fist
Dankuu Kyaku Sky Cutting Kick
Kuuchuu Dankuu Kyaku Mid-Air Sky Cutting Kick
Zenten Chouhatsu Forward Rolling Taunt
Kouten Chouhatsu Backward Rolling Taunt
Saikyou-ryuu Bougyo Strongest Style Defense
Shagami Chouhatsu Crouching Taunt
Kuuchuu Chouhatsu Mid-Air Taunt
Shin Kuu Gadou Ken Quaking Sky Self-Taught Fist
Hisshou Burai Ken Certain Victory Trustless Fist
Kouryuu Rekka Shiny Dragon Conflageration
Chouhatsu Densetsu Legendary Taunt
Chouhatsu Shinwa Mythical Taunt
- 'Saikyou-ryuu' is also the name of Dan's self-made fighting style.
DHALSIM
Drill Zutsuki Drill Headbutt
EDMOND HONDA
Tawara Nage Straw Bag Throw
Saba Ori Mackerel Snapping
Tsuriyane Nage Hanging Roof Throw
Hyakuretsu Harite One Hundred Rending Stretched Hands
Super Zutsuki Super Headbutt
Super Hyakkan Otoshi Super Hundredweight Drop
Ooichou Nage Gingko Tree Throw
Flying Sumo Press Flying (Japanese wrestling) Press
Hiza-geri Knee Kick
Harai-geri Sweep Kick
Oni Musou Unrivaled Demon
Fuji Oroshi Wind from Mt. Fuji
Orochi Kudaki Great Serpent Smasher
GEN
Ansatsu Ken: Sou-ryuu Assassin Fist: Mourning Style
Juraku Arresting Graze
Houzen Sealing Front
Shuuga Neck Bender
Hyakurenkou Hundred Rapid Capture
Gekirou Reverse Cascade
Zan'ei Cruel Phantom
Shitenshuu Death Point Curse
Ansatsu Ken: Ki-ryuu Assassin Fist: Mourning Style
Jasen Serpent Drill
Ouga Wandering Fang
Kyoutetsu Cursed Chew
Onkyou Dark Shout
Kirou Dangerous Play
Satsu Jin Quick Kill
Saizu Head Smash
Uken -> Shakudan Evil Blade -> Stature Cutter
Kouga Wandering Fang
Jakouha Snake Bite Opening
GUY
Tsukami Nage Holding Throw
Izuna Otoshi Izuna Drop
Bushin Izuna Otoshi Bushin Izuna Drop
Houzantou Mountain Demolishing Dipper
Bushin Senpuu Kyaku Bushin Whirlwind Kick
Hayagake Rapid Running
Hayagake: Kyuuteishi Rapid Running: Quick Stop
Hayagake: Kage Sukui Rapid Running: Shadow Scoop
Hayagake: Kubikari Rapid Running: Neck Cutter
Hiji Otoshi Elbow Drop
Kubi Kudaki Neck Breaker
Kamaitachi (a type of weapon)
Bushin Gokusa Ken Bushin Imprisoning Fist Chain
Bushin-ryuu Seoi Nage Bushin-style Shoulder Throw
Bushin Hassou Ken Bushin Eight Paired Fist
Bushin Gourai Kyaku Bushin Strong Lightning Kick
Bushin Musou Renge Bushin Unparallelled Rapid Reap
- 'Bushin' translates as 'God of the Military Arts'.
- In the SFZ3:PP manual, Guy's Level 3 SC is spelled 'Musou Renka'.
In the SF Collection manual, it's 'Musou Renge'. Since I've seen
'Musou Renge' elsewhere, I'll keep the spelling as it is, unless
someone can correct me. After all, the SFZ3:PP manual also lists
Vega's Scarlet Terror move as "Charge db,f"! ;-)
KARIN KANZUKI
Yashiro Kuzushi Shrine Demolisher
Homura-geri Fire Kick
Abise Yashiro Kuzushi Deluged Shrine Demolisher
Guren Ken Crimson Lotus Fist
Hou Shou Demolishing Palm
Mujin Kyaku Infinity Kick
Ressen Chou Violent Sharp Receival
Ressen Chouchuu Violent Sharp Summit Receival
Ressen Ha Violent Massacre Destroyer
Yasha Gaeshi (Joudan) Demoness Return (Upper Level)
Yasha Gaeshi (Gedan) Demoness Return (Lower Level)
Arakuma Inashi Wild Bear (inashi?)
Tsumuji-gari Reaping Whirlwind
Kanzuki-ryuu Kou'ou Ken Moon God Style Emperor Fist
Kanzuki-ryuu Shinpikaibyaku Moon God Style Creation of God's Door
Guren Chouchuu Red Lotus Summit Receival
Guren Kusabi Red Lotus Wedge
- 'Kanzuki-ryuu' is also the name of Karin's fighting style.
KEN MASTERS
Jigoku Fuusha Hell Windmill
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Zentou Front Collapse
Inazuma Kakato Wari Lighting Flash Heel Split
Ushiro Mawashi-geri Backward Spinning Kick
Shouryuu Reppa Rising Dragon Render
Shinryuu Ken Divine Dragon Fist
Shippuujinrai Kyaku Swift as Lightning Kick
RAINBOW MIKA
Hashiru Running
Dageki Strike
J. Ocean Drop Kick Japanese Ocean Drop Kick
Tobikoshi Hop Over
Haigotori Grab From Behind
Enzui Lariat Afterbrain Lariat
ROLENTO SCHUGERG
- The 'Mekong Delta' is a real place in Vietnam.
RYU
Kuuchuu Seoi Nage Mid-Air Shoulder Throw
Hadou no Kamae Pretend Surge
Seichuu Nidan Tsuki Mid-Level Two-Part Thrust
Sakotsu Wari Collarbone Splitter
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Metsu Shouryuu Ken Rising Dragon Fist of Destruction
Shin Shouryuuken True Rising Dragon Fist
SAGAT
Kuuchuu Tiger Carry Mid-Air Tiger Carry
SAKURA KASUGANO
Sakura-jime Sakura's Strangle
Shou'ou Ken Cherry Blossom Fist
Sakura Otoshi Sakura's Drop
Shunpuu Kyaku Spring Breeze Kick
Midare-zakura Cherry Trees Blossoming in Profusion
Haru Ichiban First Storm of Spring
- 'Sakura' means 'cherry tree' or 'cherry blossom'.
SODOM
Shogun Throw (emperor's follower) Throw
Daimyo Throw (feudal lord) Throw
Jigoku Scrape Hell Scrape
Butsumetsu Buster Unlucky Day Buster
Daikyou Burning Worst Luck Burning
Shiraha Catch White Blade Catch
Yagura Reverse Oar Reverse
Kouten Okiagari Roll Backwards and Get Up
Tengu Walking (type of demon) Walking
Meido no Miyage Present from Hades
Ten Chuu Satsu Death in the Midst of Heaven?
- I always assumed 'Ten Chuu Satsu' meant 'Destruction of the Pillars
of Heaven'. However, in Sodom's stage, the kanji is shown, and the
'chuu' kanji represents 'middle' instead of 'pillar'. Then again,
this could be an intentional misspelling, just like the kanji on
Sodom's outfit (which is probably supposed to be the kanji for
'death', but was apparently mispelled by Sodom).
VEGA
Kabe Hari Tsuki Attach and Cling to Wall
Sankaku Tobi Triangle Hop
Hari Tsuki Rolling... Attach and Cling Rolling
ZANGIEF
Kamitsuki Biting
Kuuchuu Headbutt Mid-Air Headbutt
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
ENDINGS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
Just a note; I don't bother watching intros / endings for characters,
and usually don't get a chance to since I don't care for fighting the
CPU. So, all the endings listed here are sent in by various people,
thanks guys!
ADON
Bison's on the floor and Adon gloats over him. Bison then asks why
Adon would like to know why he wanted to know the Shun Goku Satsu.
While Adon is shocked by the fact that Bison knew this, he
demonstrated the strength of his Psycho Power by hitting Adon with a
Psycho Crusher. As Bison stood over Adon, a mysterious figure came up
behind Bison and did the Raging Demon on him (gee I wonder who that
could be). Anyway, Bison blows up as usual, and Adon gets up and
whines at the fact that he missed the chance to observe the technique
in action. The "camera" then leaves Adon and shows the "mysterious
figure" perched on a cliff.
AKUMA
Great ending. Akuma performs the Raging Demon upon Bison's sorry butt,
destroying him (cue face-burning portrait.) He then describes how the
Raging Demon works; the more pain one has inflicted on others, the
more pain one feels when his is attacked by the Raging Demon. Gen then
appears, and the pair decide to finish their feud once and for all,
both performing their supers simultaneously (and in slow motion.)
Picture fades to white before the moment of impact. However, we also
get the victory portrait of Akuma at the very end.
BIRDIE
Birdie can't find the Psycho Drive, so he decides to check out the
strange underground base. When he reaches the Psycho Drive, he goes
inside it to gain Bison's power, but the machine drains him instead,
to the point where he can't move. Cut to Charlie, who says that the
source of the energy has changed. He decides to check it out, and
Chun Li heads in on foot. When they reach the Psycho Drive, they
find a captive (Birdie) and free him. (This scene is strange, Birdie
never moves). Birdie wonders aloud why the machine drained him
instead of making him like Bison. Charlie and Chun Li immediately
chase him, noting that he knows about Bison, and Birdie claims that
he hasn't done anything.
BISON / BALROG / JULI / JUNI
All of these characters get you the bad ending if you win (you see
Ryu get put into the Psycho Drive).
BLANKA
He finds Dan and Sakura who want to destroy Bison's base. Dan often
refers to Sakura as his best pupil throughout this ending, and Sakura
is often surprised because she doesn't consider herself his student.
Dan seems rather dim as he doesn't know how to destroy something as
big as Bison HQ, but Sakura suggests that they could blow up the
power source or something. They find the Psycho Drive eventually, and
Dan gets this stroke of genius. He asks Blanka to jump in the Drive
and do his Electricity move as to overcharge it, causing the Drive to
explode. Big mushroom cloud, etc, THE END.
CAMMY
After Cammy wins, the picture of Bison's face melting is shown.
He is in disbelief that Cammy defeated him and asks "How can the
original be beaten by a copy?" Cammy suddenly realizes she has one
more task to do. Cammy goes into Psycho Drive headquarters where
she meets Chun Li. Chun asks who she is. Cammy replies that she
must save "them" and runs off, leaving Chun confused. In the main
room, Cammy says "We're not just dolls..." and transports Juli,
Juni, and all the other clones out of the lair as it is exploding.
Meanwhile, Chun reports info to Charlie as Bison's headquarters
explodes. INTERPOL (I think) reports that an investigation took
place, but no one every found the mysterious girl Chun Li swore she
saw....
CHARLIE
Bison flies away taunting Charlie that his efforts were in vain.
Charlie gets to his harrier jet and pursues Bison back to Shadaloo
HQ. Bison descends into the Psycho Drive to recharge. Just as the
security doors are closing, Charlie releases several bombs into the
base. The Psycho Drive chamber blows up as does the entire base.
Charlie then notices Bison emerging from the flames. Bison laughs
proclaiming his "immortality". Charlie responds by firing the guns of
his jet. After getting riddled with bullets, Bison explodes. Charlie
flies away, vowing he will carry on the fight against evil.
CHUN-LI
After Chun defeats Bison, he scoffs and says she can't stop him.
He flies off into the sky using his Psycho Crusher. Charlie radios
Chun Li asking her to inform him of the situation. Chun decides to
sneak into Bison's lair and Charlie tries to talk her out of doing
something foolish. She reconfigures the Psycho Drive to shoot the
beam at Bison (still Psycho Crushing in the air) instead of the
satellite. Slow motion of Bison and the beam connect. Bison
screams, then there's a picture of Bison's face melting.
Afterwards, Chun Li returns to a dizzying Cammy and asks if she's
okay. Charlie then says "Good job" or something along those lines.
CODY
After the fight, Bison retreats to the Psycho Drive to recharge his
power. At that moment, Guy joins Cody and suggests they stop Bison.
Cody declines, stating that "the excitement is gone," and that he no
longer cares about Bison. Angered, Guy dashes toward the base,
leaving Cody behind. Bison descends into the Psycho Drive tube and
gloats as he begins to regain his lost strength. In the corridor, Guy
is surrounded by two Junis and a Juli. Suddenly, the dolls collapse
and Cody reappears (think back to Final Fight when your character
dies then returns). Guy is pleased to see that Cody changed his mind,
and they both head toward the Psycho Drive chamber. Once in the
chamber, Cody and Guy come upon a shocked and helpless Bison. Cody
destroys the Psycho Drive with his Final Fight Punch Super (Bison
explodes). Guy notes that the base is about to explode, and they
both run through the corridor (Guy dashes, Cody runs like he does in
his "cop" win pose). The Shadaloo base explodes. Outside (daytime),
Guy asks Cody where he is going next, noting "some guys would like to
get a piece of (him)." Cody calmly says he will "get away for a
while." Guy bids him farewell, knowing they will one day meet again.
DAN HIBIKI
Bison can't believe he lost to a kid (referring to Dan), then Dan
rolls towards Bison and then does his Hisshou Burai Ken SC on Bison
and then we see the standard half normal, half flame face of Bison,
and Bison explodes, and then there are a few things that Dan says
(such as: "I'm going to use your base for the Thailand extension of
my Dojo!"). He also talks about his Saikyo-Ryuu style of fighting.
He then appears at the Psycho Drive along with Blanka, who he calls
Jimmy, and then teaches him how to roll the right way, and then they
both roll (Jimmy doesn't get the hang of it at first, once he does,
Dan says that he's a true student of Saikyo-ryuu). Cut to Charlie
and his airplanes outside Shadaloo HQ, and then Charlie says that
this will be the last day of Shadaloo and prepares to blow up the HQ,
except that Chun Li tells Charlie not to, as there are signs of life
inside the base (ie Blanka and Dan) while Blanka and Dan keep rolling
around. (and yelling "Whooohooo!"). Dan claims that Saikyo-ryuu will
live forever.
E. HONDA
Honda doesn't recognize him and bison tells him he is impressed by
his sumo power and wants to use it to give energy to his psycho drive.
Honda says it makes bison sound like a bad guy in the end bison says
he is invincible with the psycho drive still in place and Honda
is trying to stop him. Bison does a psycho crusher and Honda does a
shadow headbutt saying that Bison's psycho crusher is outclassed. The
face burning portrait shows and then another one shows where M. Bison
blows up. Juni and Juli show up out of thier "trance" they don't know
who they are but Honda tells them they can come and train with him as
long as they want. There are a bunch of Juni and Julis doing low
strongs and Honda is in the front of them showing them how to do a
palm slap he says they will become the best he has ever taught.
KEN
When you beat Bison, he is shown lying on the ground and talking to
himself. Ken says, "Now's my chance to use Ryu's move." and then
Bison tries a massive Psycho Crusher on him but he uppercuts it away.
Bison's face is shown; half of it is normal and the other half is
covered in flame. Then it shows Charlie in a plane and he says "What
the....!? We've lost track of Bison's Psycho Energy!? ...Could he
be!?!" Finally, Ken is shown standing on a cliff saying that he's
not strong enough to fight Ryu yet.
M. BISON
Bison takes Ryu into his laboratory and puts him into some sort of
tube. A statue of Buddha is seen next, and the head of the Buddha
becomes skull-like before a beam made out of Ryu's power shoots
forth from it. The beam flies into a Shadowloo satellite and the
satellite sends rays all across the Earth's surface, killing (or
hypnotizing) people. Bison says that "The world will be mine / The
world will be under Shadowloo".
ROLENTO
Rolento breaks into the Secret Shadaloo HQ in search of the Psycho
Drive. He was prepared for a battle, but was disappointed when the
security in the HQ was non-existent. He then finds the Psycho Drive
and says that is no way to lead a nation/country by brain-washing its
people. He then tinkers with the Psycho Drive, then leaves when dawn
comes up. Sodom then appears and gives Rolento a ride out. Then the
Psycho Drive (and the HQ also) explodes in flames, and then Rolento
says "My comrade Sodom!" Sodom says "Follow Me!"
ROSE
Rose does a Soul Spiral on Bison's chest, then Rose says it wasn't
supposed to end this way, but she said that Bison was her master and
now she has to destroy him with her own hands. Bison says
"Impressive", but grabs her hand and says "Ha!", then tells Rose to
look at her future on the ground and asks if she sees it, and asks her
if she knows who will stand victorious over the doom, then Rose says
Bison will...and then says she will...then Bison asks if she knows who
granted the powers to them. Bison then says that two different bodies
share the same soul and says that they will go back to where they
belong, as their wish was. All of a sudden, Bison's face is now half-
normal, half-flame. Then Guy carries Rose, and says he was wise to
hurry to this place, and says that Rose's wound does not seem fatal,
but she needs to be taken care of immediately, and then he says that
Bison is no longer a danger to this world, but then we see a black and
white flash of Bison and Guy then asks himself if that was in his
mind, and asks what is this sudden chill. Presumably Rose does not
die as we see her victory pose superimposed over her stage (her home
in Italy).
RYU
After defeating Bison, Bison believes he has found the heir to his
over-abundant Psycho Energy. When he tries to place it into Ryu
(there's a scene with the Bison sprite doing his fireball move into
Ryu's chest) Ryu fights it visibly, making his eyes go red and growling
like a beast. Ryu recalls all his friends (in their victory portraits)
and rejects Bison's "gift," which somehow destroys him (it's the
portrait where half his face burns away in blue flames.) Chun Li and
Charlie believe Bison finally dead. Ken thanks Ryu (on Ryu's stage)
for saving him from Bison's influence (when Ryu beat 7 types of crap
out of him earlier.) Ryu's cool about it, and the pair do some male
bonding.
SAGAT
After Sagat beats Bison, Bison says that Ryu's power is the ultimate
form of the Psycho Power. He then forces his energy into Ryu (in the
form of numerous Psycho Shot sprites) and tells Sagat that he's next.
Sagat tells Ryu to fight back and Ryu is shown with red eyes. Ryu
manages to overcome Bison's power and he sends the energy back to
Bison who is promptly destroyed (the same old burning face shot.)
Afterwards, Sagat and Ryu are standing together in Ryu's stage. Sagat
tells Ryu that he is not a true master yet since Bison's power almost
killed him. Ryu tells Sagat to wait for him to grow stronger and
Sagat says Ryu is the only one worthy of fighting him.
SAKURA
Bison gets up and heads toward the unconscious Ryu, giving his usual
speech about Ryu's body. Sakura blocks him, claiming that Bison will
have to go through her first. Bison goes through her first, knocking
her to the side. Ryu gets angry at this, and Shoryukens Bison (cut
to Shoryuken scene, cut to face burn scene, etc.) Sakura is talking
to Ryu, upset that she didn't get a real fight with Ryu. Ryu says
that they shall fight the next time they meet.
SODOM
In Sodom's ending, Chun Li and Charlie are talking about how Bison
is invincible as long as the Psycho Drive remains. Sodom then
drives his semi from his Alpha 2 background into the Psycho Drive.
He shouts about how he will finally get to use the Kamikaze
technique. It shows the same mushroom cloud as the other endings.
Charlie and Chun Li talk about how brave he is then Rolento is shown
and he says that Sodom couldn't have died in the blast.
VEGA
Bison says that his body has outgrown his use and goes inside Cammy
(shows the face burning part). Vega does a low fierce claw swipe to
the psycho drive and she is free. Vega puts his mask on her saying
she is beautiful and takes her away. Outside, Charlie in his jet
getting ready to bomb the "secret" base but it explodes before he
can do so. Chun-Li tells him good job but Charlie doesn't know what
happened. Then it shows Vega with an unconcious Cammy.
ZANGIEF
After defeating M. Bison, E. Honda showed up and told Zangief stuff
about Psycho Drive. Zangief decided to destroy Psycho Drive in order
to show his loyalty to mother-Russia...Then E. Honda guided him to
Psycho Drive. However, Psycho Drive is operating when they reach
there. Bison is on progress of recovering. Then the crazy thing
happens.....Zangief says "Are you ready my friend?" "Anytime",
responded by E. Honda. 'Gief grabbed E. Honda and did SPD over and
over to break down Psycho Drive, then Bison dies....(I think it makes
sense because E. Honda has that headbutt move) 'Gief and Honda
hugged like buddies and caption says something like....every one in
Russia will remember what their hero does...and his sidekick from
Japan.
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
VICTORY SYMBOLS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
Nicholas Cheung asked for a seperate section for this info., so here ya
go, Nick! What's listed here are the various victory symbols you get
after winning a round and what they signify:
Blue square with a 'V' in it:
- Indicates that you won using an Original Combo.
Red square with a 'V' in it:
- Indicates that you won using a punch or kick, command attack, or a
PP or KK throw.
Orange square with a 'S' in it:
- Shows that you won by killing someone with a special move (includes
damaging taunts and command throws, but excluding throw-based SCs).
Orange 'C' in lower-left corner of a square:
- Indicates that you won via block damage (cheap victory). This
obviously doesn't apply to wins using non-special moves or winning
by time out.
Red 'P' in upper-left corner of a square:
- Indicates that you got a Perfect Victory (no life lost).
Purple square with a 'T' in it:
- Indicates that you won via time out.
Blue square with a lightning bolt and 1, 2, or 3 stars:
- Indicates you won via a Level 1, 2, or 3 SC in A-ISM.
Blue square with a 'V' and a lightning bolt:
- Indicates that you won using a Original Combo.
Blue square with a 'X' and a lightning bolt:
- Shows that you won using a Super Combo in X-ISM.
=========================================================================
7. AUTHOR'S NOTE
=========================================================================
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
REVISION HISTORY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Version 2.2 (July 14, 1999)
- Okay, the FAQ has been completely redone, based mainly off of my
SFZ3:PP FAQ v0.7. Anyway, enjoy!
Version 2.1 (May 5, 1999)
- "A few more days", eh? :) Actually (hopefully!) you've been reading
my SFZ3:PP FAQ instead of this one (it can be gotten at all the same
sites). Like it says in the note at the top, this is just a quickie
update, the big (maybe final?) revision will happen sometime in the
future now that my SFZ3:PP FAQ is pretty much done.
Version 2.0 (December 19, 1998)
- Battle Mode stuff added, more corrections and additions
otherwise. The next update will be in a few days as I'll be
adding in PSX-related information.
Version 1.9 (December 9, 1998)
- More corrections, Shin Shouryuuken stuff corrected at last.
Version 1.8 (November 24, 1998)
- Some minor updates and additions.
Version 1.7 (November 20, 1998)
- Further additions and corrections. Special thanks to Jack Yu-Hon
Lin for lots of information straight from Gamest.
Version 1.6 (October 15, 1998)
- More general corrections.
Version 1.5 (October 4, 1998)
- Information for the Classical and Maji Modes (formerly N-ism and
M-ism), have been confirmed from Capcom's FAX section. Special
thanks goes to Ultima for discovering the properties of Gen's
crouching HP.
Version 1.4 (September 28, 1998)
- More updates, nothing special.
Version 1.3 (September 13, 1998)
- More of the ususal fixes and corrections, etc. I'd like to
thank Ignacio de Lucas for setting me straight on using Gen's
Kouga, too. ^^;
Version 1.2 (September 9, 1998)
- More additions and corrections. N-ism info. has been removed
because it's exactly like X-ism in terms of moves. The information
on it and the two other hidden "-isms" is now in it's own section
along with the other secrets and codes.
Version 1.1 (September 2, 1998)
- All information for Juni, Juli, and Balrog has been confirmed from
Capcom's FAX section (www.capcom.co.jp).
Version 1.0 (August 31, 1998)
- The majority of the FAQ has been rewritten, more corrections, etc.
Quite a bit of unconfirmed info. has been incorporated into the
rewrite; I'll try to get this stuff confirmed in the next few
updates. Throw names have been temporarily removed as I don't
have any names for the new characters and this only creates a lot
of confusion. Many of the character notes have been removed--I
plan to re-add them in a seperate section later, for clarity.
Version 0.9 (August 26th, 1998)
- A whole slew of minor corrections! Whew!
Version 0.8 (August 24th, 1998)
- Just more of the usual (updates, fixes, etc.) I was going to add
a "quotes" section for the boss battles, but there's way too many
of them! ^^; Perhaps I'll add them in later or something. This
FAQ's getting too cluttered for my tastes so look for a rewrite in
a while.
Version 0.7 (August 15th, 1998)
- The codes to use Balrog, Juni, and Juli have been added, as well
as more misc. corrections and additions.
Version 0.6 (August 6th, 1998)
- Some corrections from Capcom of Japan's SFZ3 page, not to mention
the usual correction, additions, etc. This update started off very
cool as I confirmed a lot of stuff, but then I got lots of new
untested info. so I had to go try it out....
Version 0.5 (August 1st, 1998)
- More general info. added, all of it gleaned from Capcom's fax files
(found at www.capcom.or.jp). The "-ism" section has been rewritten
for clarity, and the usual general corrections / additions have
been made.
Version 0.4 (July 27th, 1998)
- More info on Blanka, Cammy, Dan, Karin, and Rolento added, not to
mention some other misc. stuff.
Version 0.3 (July 21st, 1998)
- A couple more corrections and additions. Hopefully we'll get the
final version soon.
Version 0.2 (July 5th, 1998)
- More corrections and additions.
Version 0.1 created July 1st, 1998
This FAQ was based on my 'Street Fighter Zero 3: Perfect Package' FAQ,
from version 0.1 (December 30, 1998) to version 0.7 (June 10, 1999).
Of course, that, in turn, was based on information from this FAQ, from
Version 0.1 (July 1, 1998), to Version 2.0 (December 19, 1998).
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
SPECIAL THANKS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
I'd like to thank everyone who contributed to the SFZ3:PP FAQ for all
their help and information. I'd also like to thank:
Erik Struiksma <
[email protected]>
Long Ba Le <
[email protected]>
Edgard Aedo <
[email protected]>
Miguel Raya <
[email protected]>
J Chen <
[email protected]>
1JJC0814 <
[email protected]>
Lee E. <
[email protected]>
Ed Derus <
[email protected]>
John Lange <
[email protected]>
Capt. Faust <
[email protected]>
Michael Park <
[email protected]>
Space Coyote <
[email protected]>
Toebe <
[email protected]>
King Kung <
[email protected]>
Elusive <
[email protected]>
Hsien Chang <
[email protected]>
Onaje Everett <
[email protected]>
John Halili <
[email protected]>
Viscant <
[email protected]>
Ignacio de Lucas <
[email protected]>
Jack Yu-Hon Lin <
[email protected]>
Jon <
[email protected]>
Chap <
[email protected]>
KJ Sampson <
[email protected]>
pnt <
[email protected]>
Carlos Alexandre <
[email protected]>
Nicholas Cheung <
[email protected]>
Ziggy <
[email protected]>
Deathbed <
[email protected]>
Shinnosuke <
[email protected]>
RockMan X <
[email protected]>
David Spence <
[email protected]>
Zany Wizard <
[email protected]>
Ryan Hilman <
[email protected]>
Chojin <
[email protected]>
Tom Cannon <
[email protected]>
Ultima <
[email protected]>
Darklancer <
[email protected]>
RpM <
[email protected]>
Michael Nash <
[email protected]>
John Denny, Jr. <
[email protected]>
Ura no Ura (www2.airnet.ne.jp/~tac/)
Bakasama <
[email protected]>
LordBBH <
[email protected]>
John Choi <
[email protected]>
Team Red Herring <
[email protected]>
Shaandre Stinson <
[email protected]>
joecho <
[email protected]>
Harris Bias <
[email protected]>
ShinJN <
[email protected]>
Zvi <
[email protected]>
Hiro (www.alles.or.jp/~hiros/zero3/)
Unpublished work Copyright 1998-2001 Chris MacDonald