Super Combo Damage Guide
Street Fighter Alpha 3 (PSX)
Copyright 1999 ozzy151629
Version 1.6
[email protected]
Copyright Info
--------------
Under no conditions is this FAQ to be used for profit in any way. It may not
be reproduced in any way, which includes, but not limited to, publication in
a magazine or web site. It may not be sold in any way. If you want to
distribute it, you must ask me (I'll probably say no) and it is not to be
altered and/or sold. The only place this file should be in is
www.gamefaqs.com. This FAQ is protected by International Copyright Law. Any
and all violators will be prosecuted to the fullest extent of the law.
-----------------
Table of Contents
-----------------
1. Intro
a. What's this FAQ for?
b. Controls
c. Notes
d. Version history
e. Special thanks
2. Characters
A. Adon
B. Akuma
C. Balrog
D. Birdie
E. Blanka
F. Cammy
G. Charlie
H. Chun-Li
I. Cody
J. Dan
K. Dee Jay
L. Dhaslim
M. E. Honda
N. Evil Ryu
O. Fei Long
P. Gen
Q. Guile
R. Guy
S. Juli
T. Juni
U. Karin
V. Ken
W. M. Bison
X. R. Mika
Y. Rolento
Z. Rose
a. Ryu
b. Sagat
c. Sakura
d. Shin Bison
e. Sodom
f. T. Hawk
g. Vega
h. Zangief
3. !!!WANTED!!!
------------
Introduction
------------
What's this FAQ for?
I made this FAQ because people are confused about the power of certain SC, or
Super Combos. For example, people have said that Akuma's Shungokusatsu is
weak for a level 3 SC, but when tested for damage in Training mode, it is one
of the most powerful SC in the game! Confusion abounds, and I'm here to clear
it up.
The Controls
If you don't know, here are abbreviations of movements/buttons in this game
that I will be using.
LK-------------------Light Kick
MK-------------------Medium Kick
HK-------------------Hard Kick
LP-------------------Light Punch
MP-------------------Medium Punch
HP-------------------Hard Punch
2qcf-----------------2 quarter circle forward (or 90 degree movement forward
if it helps) motions
2qcb-----------------2 quarter circle backward motions
2hcf-----------------2 half circle forward (or 180) motion
2hcb-----------------2 half circle backward motion
720------------------2 360 degree motions
d--------------------Down
u--------------------Up
f--------------------Forward
b--------------------Backward
db-------------------Down Backward
df-------------------Down Forward
ub-------------------Up backward
uf-------------------Up forward
#--------------------charge (1.5 seconds)
k--------------------kick
p--------------------punch
3p-------------------Press all three punch buttons at the same time
3k-------------------Press all three kick buttons at the same time
Notes
Be sure to read these before e-mailing me. It will probably answer your
question.
1. I performed all SC on Ken in Training Mode, since I can press start to
instantly go into battle. Before e-mailing me, test the move on A-ism Ken and
make sure you are on A-ism.
2. Some characters, such as Juli, take more damage, while characters like
Zangeif take less damage. Experiment.
3. For moves like Ken's Shinryuken that offer more damage if you tap buttons,
I used my fingers, not a turbo controller. If you got a higher damage rating
WITHOUT a turbo controller, I will probably add it.
4. Each SC is set up like this:
Name----how to perform the move
Damage
Number of Hits
Brief Description
5. Here is the universal set up for all characters I used: A-ism, Normal
Mode, vs. Ken, Normal speed. Note that one of Dhaslim's SC require that you
are on X-ism and is the only exception.
6. ALL SC are the level 3 version.
7. Might add ASCII art later, if I can make a good one. If you want to donate
one, be my guest. E-mail me at
[email protected] with any questions, ASCII
donations/tips, and information in the !!!WANTED!!! section.
8. For a more detailed descriptions of the SC animations, see individual
character files.
9. I won't do Shin Akuma, since his SC do the same amount of damage. I also
won't do Juli and Juni's Psycho Rolling and Death Cross Dancing SC because
since you must have both of them in your team, you cannot perform these two
SC in practice, and therefore, cannot be measured. Trust me, they are
pathetic and are not worth the effort to perform them. I also will not do the
Heki Hari Tsuki SC for Vega, since you must be on his stage, and you can't do
it in practice, and you cannot test to see the exact damage it does.
10. All names are literal. Even though the Shungokusatsu is Japanese, I'm not
going to translate. They keep their Japanese names even though this is for
the North American release.
11. To get more hits out of Cammy/Juli's Reverse Shaft Breaker, pause after
the initial hit, and then tap kick, left, and right like mad to get 22 hits!
Thanks to Anonymous for the tip.
12. This note is thanks to Donnie Wells. If you put the turbo speed down in
the options, it's possible to get many hits out of moves that you tap the
buttons to get more hits. Thanks again to Donnie Wells.
13. This is another note from Donnie Wells: "I almost made some discoveries.
For instance, you can juggle with several Shinryukens in a row in Training
mode. I got 6 in a row for 145 damage and 42 hits. In a real game you can
juggle between several level 1 Shinryukens or you can use a GameShark and
have infinite SC power if you want to cheat."
14. Yet another note from the ever helpful Donnie Wells: "Also, some
characters (like Ken) take the same amount of damage from supers no matter
what ism they have. For instance, A-ism Ken did 68 damage to another Ken in
all isms using Shoryureppa. However, X-ism Ken did 77 to Ken in all isms.
But Zangief in the different isms would take 1-5 points less damage in each
ism. Other characters (Juni for example)took the same damage as Ken from the
SC but more damage from normal attacks."
15. Another note from Donnie Wells: "For all moves that can get more hits by
tapping buttons, you need to shake the joystick or D-pad back and fourth
rapidly to get more hits. With a turbo controller I could get 11 hits from a
Shinryuken but doing it manually and while tapping the D-pad I could get up
to 17. It's best to occelate between left and right and hit all the buttons
at the same time you hit a direction to optimize damage."
16. Here's the deal with Shin Akuma. Even though all his moves do the same
damage, they have better recovery time. His Shungokusatsu is twice as fast,
and travels across the entire screen. His Zankuu Hadoken now shoots twice,
but the super version of this does not. He is also somewhat faster. Takes
more hits to dizzy, and once dizzy he recovers almost instantly.
17. This note is courtesy of Donnie Wells (look for his Rival School FAQ,
coming soon!). ALL SC cannot be air blocked, not just Shin Bison's Psycho
Drive Crusher SC.
18. This note also courtesy of Donnie Wells. Even though R. Mika's Heavenly
Dynamite dizzies, it will still completly hit World Tour charaters with
Resist Dizzines and Shin Akuma.
19. Noticed a bug that happens if you have the "Infinite SC Meter" Gameshark
code on. If you select Vega, and then you do his Scarlet Mirage SC, if you
stand still and press kick, he will automatically perform the special! Tried
this with other characters, put it doesn't seem to work.
Version History
1.6---12/15/99--VERY minor update in the sense of adding things, but an
important one. I accidently left the "s" out of GameFAQs URL, which leads to
a dirty site. Thanks for alerting that to me, Dallas. Anyways, I probably
won't update anymore, 'cause everything that needed to be said has been.
Thans for all the feedback and submissions, everyone! I'm working on some
other things, so look forward to me being a little more active.
1.5---8/30/99---Fixed note 18. That was a mistake on my part. Thanks to KiD
TaNtRuM for other ways to do the Beach Special. I will list other ways to do
the Beach Special soon.
1.4---8/27/99---Added more notes, 2 thanks to Donnie Wells. Added more damage
for the "tap buttons for more hits and damage moves", except for R. Mika's
Heavenly Dynamite. Added more to Shin Bison's Psycho Drive Crusher SC's
description.
1.3---8/26/99---Big update. Added dscriptions to the 720 moves and the
stats/description to R. Mika's Beach Special thanks to Donnie Wells. More
Notes. Added the damage Rose can do with a level 3 Soul Illusion + another
level 3 SC of her's. Since I added that, and for thourghness, I added Shin
Bison's moves.
1.2---8/24/99---Kudos to Jesús Cabezas for the stats for the 720 moves! Added
those. Also thanks to Donnie Wells for alerting me that it IS possible to get
21 hit Shinryukens and other "tap the buttons for more hits and damage"
moves. Will be testing these soon.
1.1---8/23/99---Added new note, polished look a little, and added new damage
+ hits for Cammy/Juli's Reverse Shaft Breaker thanks to Anonymous. Changed a
few things.
1.0---8/17/99---Just started. Missing a lot of things, will hopefully fix
that soon.
Special Thanks
Dallas----For alerting me to my URL mistake. I can't believe I overlooked
that :P... Thanks! :)
KiD TaNtRuM----for giving me other ways to do the Beach Special for R. Mika.
Jesús Cabezas----for getting the stats for the 720 moves. He was a huge help!
Donnie Wells----for giving me info on how to get a lot of hits for Shinryken
type moves. Also for giving me the descrptions of the 720 moves, and a whole
mess of info on SC (see Notes for the complete list of info on SC he sent),
and sent the stats/descriptions for R. Mika's Beach Special. Whew! Man this
guy is a great help.
Anonymous----for telling me the trick to get a lot of hits for Cammy/Juli's
Reverse Shaft Breaker.
CjayC----for having such a great site to post game files like this.
Capcom----for not only making the guide, but also for providing the real
names for the moves. (No more 'fireballs' and 'dragon punches'. Hurrah!)
And without further ado… on with the show!
----------
Characters
----------
Adon
----
The master of fireball of evasion, but lacks real practical use.
Jaguar Revolver----2qcf, k
67
6-hit
Be sure to start this a few steps back, other wise you will pass right over
him/her. Is a super version of the Jaguar Kick. Can dodge any projectile at
it's start!
Jaguar Varied Assault----2qcf, p
48
6-hit
5 punches followed by a rising knee.
Jaguar Assassin----finish above combo by tapping k
69
8-hit
Turns the rising knee into a 3-hit Rising Jaguar.
Jaguar Thousand----finish Varied Assault by tapping p
52
13-hit
Instead of doing a rising knee, he does a Hundred Hand Slap type move.
Akuma
-----
The Demonic Akuma still has the same SC, but the Shungokusatsu has been toned
down, making him less cheap. Still is an over powered character, though.
Shungokusatsu----LP, LP, f, LK, HP (Level 3 ONLY)
70
15-hit
Screen turns white and you see hit flashes while Akuma pummels his opponent.
Messatsu Gou Hadou----2hcb, p
62
8-hit
Super version of the Hadoken
Messatsu Gou Shoryuu----2qcf, p
69
8-hit
Super version of the Shoryuken.
Tenma Gou Zankuu----2qcf, p (in air)
62
8-hit
Air version of the Messatsu Gou Hadou.
Balrog
------
The boxer is back, and as predictable as ever.
Crazy Buffalo----#b, f, b, f, p, p or k.
60
5-hit
Super version of the Turn Punch, but not chargeable.
Gigaton Blow----#b, f, b, f, k
68
9-hit
A 9-hit Turn Punch that sends your opponent doing somersaults in the air.
Birdie
------
Worse than R. Mika? You bet! Can you say "cheap turtler"? Thought so ;)
The Birdie----#b, f, b, f, p
64
5-hit
3 Bull Horns, the 3rd dizzies, taunt, Bull Head, Bull Horn. Note that Shin
Akuma and World Tour opponents with Resist Dizziness equipped can block or
counter the last 2 hits.
Bull Revenger----2qcf, p or k
64
4-hit
2 Bandit Chains, 2-hit Murder Chain. He leaps forwards and grabs the enemy. K
goes full screen, while p goes half distance.
Blanka
------
The most useless charge character is back with better moves.
Tropical Hazard----#db, df, db, uf, k
55
5-hit
Jumps, dives, and drills into opponent. Automatically homes into an opponent,
and also leaves a watermelon on screen, which causes 1 point of damage. Tap
kick to stay in the air longer, which drops more fruit. I haven't found a
good use for this yet, though.
Ground Shave Rolling----#b, f, b, f, p
59
5-hit
Super version of the Rolling Attack. If you hold punch once you start the SC,
the first part of the attack last longer. While this doesn't combo with the
second part of the attack, and doesn't add any damage, it's great for foes
that are jumping in. They'll get hit, then release punch for the second part
of the attack.
Cammy
-----
The only one of the Cammy/Juli/Juni team that can use the Killerbee Assault.
Reverse Shaft Breaker----2qcb, k, tap k for more hits and damage.
58
22-hit
Jumps straight up while spinning.
Killerbee Assault----#db, df, db, uf, k (Level 3 ONLY)
60
5-hit
Jumps, dives down while spinning, and dives again for a throw.
Spin Drive Smasher----2qcf, k
58
9-hit
Super Spiral Arrow + Super Cannon Spike
Charlie
-------
The Guile rip-off actually exceeds him in this game!
Sonic Break----#b, f, b, f, p tap p for more Sonic Booms.
54
4-hit
A punch followed by up to 3 Sonic Booms.
Somersault Justice----#db, df, db, uf, k
68
10-hit
Super version of the Somersault Shell.
Crossfire Blitz----#b, f, b, f, k
53
6-hit
5 knee/kicks followed by a crouching HP
Chun-Li
-------
Kikoshou and Hazan Tenshokyaku are good air counters.
Seretsukyaku----#b, f, b, f, k
55
7-hit
Kicks followed by Hyakuretsu-kyaku
Hazan Tenshokyaku----#db, df, db, uf, k
68
9-hit
Super version of the Tenshokyaku
Kikoshou----2qcf, p
55
10-hit
A force ball that sends a small wave of energy in front of it.
Cody
----
Cody surprisingly keeps the same "feel" as he did in Final Fight.
Dead End Irony----2qcf, k
55
7-hit
A series of kicks that knocks the enemy into the air.
Final Destruction----2qcf, p
72
18-hit
A whole mess of jabs, followed by an uppercut.
Dan
---
The grand master of taunting and inventor of the Saikou-Ryuu is back to
infuriate opponents into insanity.
Shinku Gadoken----2qcf, p
45
5-hit
Super version of the Gadoken.
Koryu Rekka----2qcf, k
65
6-hit
Super version of the Koryuken.
Hissho Buraiken----2qcb, k
64
11-hit
A bunch of kicks/punches, finishes with a Koryuken.
Dee Jay
-------
The kick boxing Jamaican actually has some decent SC.
Sobat Carnival----#b, f, b, f, k
65
6-hit
Super version of the Double Rolling Sobat
Sunrise Theme----#db, df, db, uf, k
53
9-hit
Rising Kicks
Climax Beat----#db, df, db, uf, p
69
13-hit
Super version of the Machine Gun Upper.
Dhaslim
-------
Stretcho is back with various fire related SC.
Yoga Tempest----2hcf, p (Cannot use in A-ism)
59
5-hit
Super version of the Yoga Fire
Yoga Stream----2qcb, p
59
5-hit
A low hitting stream of fire
Yoga Inferno----2qcf, p
62
13-hit
Constant waves of fire that will destroy all projectiles and hit most
incoming attacks. Little range. Will destroy super projectiles and keep
going!
Yoga Strike----2qcf, k
71
2-hit
Anti-air move that grabs the opponent and slams him/her against the ground
twice.
E. Honda
--------
The sumo has powerful, yet hard to hit with specials.
Oni Musou-----#b, f, b, f, p
59
10-hit
Super version of the Sumo Headbutt, followed by Hyakuretsu Harite.
Fuji Drop----#b, f, b, f, k
70
6-hit
Hits up, slams down.
Orochi Crush----720, p (Level 3 ONLY)
68 damage
3-hits
Double slam, sits on opponent.
Evil Ryu
--------
All of his SC do the same damage as Ryu's and Akuma's, with the exception of
the Shungokusatsu. He lost his Metsu Shoryuken, and is replaced with Akuma's
Messatsu Gou Shoryu.
Shungokusatsu----LP, LP, f, LK, HP (Level 3 ONLY)
63
12-hit
See Akuma's description. A watered down of Akuma's Shungokusatsu.
Fei Long
--------
The movie star looking for his big break has mediocre SC, except for the Ryu
Shin Yassai, which is practically impossible to use in battle.
Ryuu Yassai----2qcb, p
50
3-hit
2 punches, followed by a thrust kick
Shien Renkyaku----2qcb, k (tap k for more hits and damage)
67
12-hit
Super version of the Sheinkyaku
Rekka Shinken----2qcf, p
61
5-hit
Super version of the Rekkaken
Ryu Shin Yassai----use Ryuu Yassai as far away as possible
73
8-hit
Super version of the Ryuu Yassai.
Gen
---
Gen has the most offbeat SC in the game.
So style
Shitenshu----2qcb, p
16
7-hit
Super version of the Hyakurenko, but with a twist. After he uses it, a
10-second countdown number appears above the opponent's head. With each
second, he/she loses more health (each second = a medium punch) until it hits
zero. The victim is thrown backward and dizzied. Shin Akuma and World Tour
characters with Resist dizziness will recover quickly, or not dizzied at all.
Zanei----2qcf, p
55
6-hit
Dashes forward, goes through the adversary, and the victim is hit by 6
invisible hits. Low hitting.
Ki style
Koga----2qcb, k (in air)
35
2-hit
3 easily blocked diving kicks. Each kick = 35 damage, but the kicks don't
combo, and, as I've said earlier, is easily blocked.
Jakoha----2qcf, k
60
3-hit
Anti-air move that grabs, slams, and stomps on the opponent.
Guile
-----
Less SC than Charlie and less damaging.
Sonic Hurricane----#b, f, b, f, p
56
4-hit
Wave of energy.
Somersault Strike----#db, df, db, uf, k
66
10-hit
See Charlie's description.
Guy
---
The Final Fight character remains all his moves from SFA2.
Bushin Hassoken----2qcf, p
49
6-hit
Series of punches that knock him/her into the air.
Bushin Goraikyaku----2qcf, k
51
7-hit
Punches/kicks, followed by a lunging kick.
Bushin Musourenka----2hcb, p
57
10-hit
White screen with a black silhouette of Guy beating the opponent.
Juli
----
A complete rip-off of Cammy, except replaces her Spiral Arrow with the
Sniping Arrow. Her SC do the exact same damage and hits, look the same, and
has the same motion, she doesn't have the Killerbee Assault.
Juni
----
While she does have the Spin Drive Smasher which looks the same, does the
same amount of damage, and her Spin Drive Smasher is now done by pressing
#db, df, db, uf, k, she does have original moves and is not a complete
rip-off of Cammy.
Psycho Streak----#b, f, b, f, p
45
5-hit
Summons M. Bison, who then does a REALLY watered down version of his Psycho
Crusher SC.
Karin
-----
For such an unique character, she has pretty straightforward SC.
Shinipi Kaibyaku----2qcf, k
53
9-hit
Super version of the Ressenha, but only hits people in the air.
Kouoken----2qcf, p
61
7-hit
Super version of the Gurenken, but without the options.
Ken
---
Has completely different SC than Ryu, and his regular moves look different
and do different damage.
Shippu Jinraikyaku----2qcb, k (Level 3 ONLY)
58
10-hit
Punches/kicks, rising Tatsumaki Senpuu-Kyaku.
Shinryuken----2qcf, k (Tap buttons for more hits and damage)
59
17-hit
A corkscrew Shoryuken.
Shoryu Reppa
68
7-hit
Super version of the Shoryuken.
M. Bison
--------
Still seeking World Domination, he returns with very powerful SC.
Psycho Crusher SC----#b, f, b, f, p
70
6-hit
Super version of the Psycho Crusher
Knee Press Nightmare----#b, f, b, f, k
69
8-hit
Super version of the Double Knee Press, followed by a sweep.
R. Mika
-------
One of those damn 320/720 characters. Her Beach Special almost never hits.
Rainbow Hip Rush----2qcf, p
58
10-hit
She slams her butt into the opponent.
Beach Special----2qcf, k
57 (hit HP while running toward your opponent then hit nothing when
jumping onto the turnbuckle or hit P again for the most damage)
2-hit
Clothesline, body press from the turnbuckle.
Beach Special Version 2
Thanks to KiD TaNtRuM for this alternate way to do the Beach Special: "press
any punch button while she's running toward her opponent. she'll knock her
opponent down with either a drop kick or a low kick, depending on which
button you press, and then a wrestling ring will appear and she'll jump onto
the ring and do a flying elbow."
Beach Special Version 3
Thanks to KiD TaNtRuM for another version of the Beach Special: "move you can
do is run towards the opponent, flip over them and either do a german suplex
or a bulldog depending on which punch button you use next to the opponent.
and that's about it"
Heavenly Dynamite----720, p (Swirl pad and tap buttons for more damage)
60 damage
12-hits
Headbutts, opponent dizzy, Daydream Headlock suplex off turnbuckle.
Rolento
-------
He brings his Minesweeper from Final Fight, and he has good defensive SC.
Steel Rain----2qcf, k
37
7-hit
Rolento throws knives into the air, and it rains down on the opponent. Good
for herding the enemy into a corner. Easily works into a combo.
Minesweeper----2qcb, p
56
4-hit
Rolls backwards while throwing grenades. Great for jumping-in foes.
Take No Prisoners----2qcf, p
60
1-hit
Sends a tripwire across the screen, which then puts the adversary on a hook,
and then Rolento hangs him/her. Low hitting.
Rose
----
With the exception of Soul Illusion, her SC can be used defensively very
well.
Her Soul Illusion + another SC only does good damage when the other SC is a
level 3 SC, which is impossible without a Gameshark.
Soul Illusion----2qcf, k
None
None
Creates 2 duplicates that mimic her attacks. Think of it as a Custom Combo
that uses your SC levels and each clone hits the victim.
Aura Soul Spark----2qcb, p
55
4-hit
At level 3, it starts with a super version of the Soul Reflect, which can
reflect SC fireballs, which then gets added to hers, which creates HUGE
damage. Super version of the Soul Spark.
Aura Soul Throw----2qcf, p
67
3-hit
Super version of the Soul Throw.
Level 3 Soul Illusion + level 3 Aura Soul Spark
55
6-hit
See Aura Soul Spark's description.
Level 3 Soul Illusion + level 3 Aura Soul Throw
74
9-hit
Only possible in Training or with a Gameshark. See descrption for Aura Soul
Throw.
Ryu
---
The original Street Fighter (along with Ken) has mediocre SC. Evil Ryu has
more SC (which are better than his current ones) but doesn't have the Metsu
Shoryuken.
Metsu Shoryuken----2qcf, p (Level 3 ONLY)
23
3-hit
Lunging elbow, followed by a 2-hit Shoryuken. Note that the farther away you
are when this connects, the more damage it does, until it becomes the…
Shin Shoryuken----Finish the Metsu Shoryuken as far away as possible
59
4-hit
Tacks on another hit to the Metsu Shoryuken, does a lot more damage.
Shinku Hadoken----2qcf, p
55
5-hit
Super version of the Hadoken.
Shinku Tatsumaki Senpukyaku----2qcb, k
62
13-hit
Revolving super version of the Senpuu Kyaku.
Sagat
-----
Still seeking revenge for what Ryu did to his chest, the master of
projectiles returns with great offensive SC.
Tiger Cannon----2qcf, p
48
6-hit
Super version of the high Tiger Shot.
Tiger Raid----2qcb, k
66
7-hit
A series of punches/kicks.
Tiger Genocide----2qcf, k
69
14-hit
Super version of the Tiger Blow.
Sakura
------
The only Shotoken with unique versions of the fireball/hurricane kick/dragon
punch staple.
Shinku Hadoken----2qcf, p
45
5-hit
Super version of the Hadoken.
Haru Ichiban----2qcb, k
55
7-hit
6 low hitting revolving kicks followed by a standing HK.
Midare Zakura----2qcf, k
61
7-hit
Super version of the Shouoken.
Shin Bison
----------
A suped up version of M. Bison, thanks to his Psycho Drive. Only selectable
with a Gameshark. Knee Press Nightmare does the same damage and hits, and
looks the same.
Psycho Drive Crusher SC----#b, f, b, f, p
92
9-hit
Super version of the Psycho Crusher SC. If opponents are attacking in any way
beside teleportation or an invincible move, you will get hit. The only way to
avoid taking the huge damage beside teleporting or using an invincible move
(i.e. Vega's 3p or 3k move) is to block. It will take a huge chunk of Guard
Meter away, and if you get guard crushed during the move, you will get hit by
the remaining hits. Has the highest priority. Hits everywhere on the screen.
Sodom
-----
Yet another one of those stupid 360/720 characters.
Meido no Miyage----2qcf, p
58
7-hit
Super Jigoku Scrape, followed by a jumping HP.
Tenchusatsu----720, p
71 damage
2-hits
Double slam, short Carpet Bomb.
T. Hawk
-------
See Sodom's description.
Canyon Splitter----2qcf, p
32
6-hit
Tomahawk Buster, followed by a Condor Spike. So weak, it should've been a
Special Technique.
Raging Typhoon----720, p
66 damage
3-hits
Triple Storm Hammer slam.
Vega
----
Has more SC than anyhone else if you're on his stage, but the only one with
real practical use is the Scarlet Mirage.
Rolling Barcelona Attack----#db, df, db, uf, k then p
46
3-hit
Super version of the Flying Barcelona Attack.
Rolling Izuna Drop----#db, df, db, uf, k then p when close.
60
4-hit
Super version of the Izuna Drop
Scarlet Mirage----#b, f, b, f, k
68
9-hit
Super version of the Scarlet Terror.
Red Impact----#b, f, b, f, p (With claws and at Level 3 ONLY)
53
2-hit
Stabs with claw, throws opponent in the air, victim falls on the claws.
Zangief
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Even though he's a 360/720 character, his other SC does great damage (unlike
T. Hawk).
Aerial Russian Slam----2qcf, k
60
1-hit
Will only grab someone right above Zangief, this anti-air move grabs the
adversary and does a pile driver on him/her.
Final Atomic Buster----720, p
69 damage
4-hits
Double Suplex, double Screw Piledriver.
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!!!WANTED!!! Section
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I need the following things:
Any corrections in spelling, damage, etc.
ASCII art.
Remember to read the notes section before sending any corrections. Any and
all corrections/submissions are greatly appreciated. You will get credit in
my FAQ for any accurate submissions. Send your
questions/submissions/corrections to my e-mail address:
[email protected].
Thank you.
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