0)       0))   0))  0))     0))0))       0))      0)
    0) ))     0))  0))   0))     0))0) 0))   0)))     0) ))
   0)  0))    0)) 0))    0))     0))0)) 0)) 0 0))    0)  0))
  0))   0))   0) 0)      0))     0))0))  0))  0))   0))   0))
 0)))))) 0))  0))  0))   0))     0))0))   0)  0))  0)))))) 0))
0))       0)) 0))   0))  0))     0))0))       0)) 0))       0))
0))         0))0))     0))  0)))))   0))       0))0))         0))

STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <[email protected]>
version 3.1
Mar. 27, 2000

this faq is copyright 2000-2001 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Akuma is THE best streetfighter there is. Sure, he can also be the
 cheapest, but that depends on YOU, the player. I, for one, NEVER use
 Akuma in a cheap way (e.g. throwing air fireballs all over the place,
 teleporting, etc.) There are other ways to beat the crap out of anyone
 without using these. Ryu and Ken ain't cheap right? Then if Akuma is
 used like them, he wouldn't be a cheap character either! But why
 choose him if you'd use him like the other two? Well,

1. Akuma is balanced, (let me put it this way: he's stronger than Ken,
  and faster than Ryu.)
2. Akuma has 5 supers and can choose from three during the game (the
  two being his Shun Goku Satsu and Kongou Kokuretsu Zan)
3. Akuma's supers are easier to connect w/o use of combos (take for
  instance his Gourasen vs. Ryu's ShinShoryuken and Ken's Shinryuken)
4. Akuma has a better juggling ability


Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Fighting with Honor
  X. Ending
 XI. Credits
XII. Revision History
XIII. Final Words
XIV. Last Note
 XV. Copy of my Very
     First Faq!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
            direction)
overhead   - MP+MK
taunt      - HP+HK
parry      - tap F at the moment of impact of the opponent's attack (maybe
            done in mid-air)
low parry  - tap D at the moment of impact of the opponent's attack (no
            longer can it be done on high attacks)
red parry  - tap F at the moment of impact of the opponent's attack right
            after blocking a previous one. (both the current and previous
            attack must've been a combo for the red parry to be acknowledged)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1) LP - Akuma's jabs, like any other shoto's, are one of the few that
       live up to the name; a simple, weak, but quick punch.

  a) standing - he throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a D+MK-> LK Tatsumaki-> HP Shoryuken
                combo

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP. This time you use it to
                 confuse opponents to block low when you decide to do
                 an overhead or a Zugai Hasatsu

  c) jumping - useless, actually. He just sticks his elbow out. Maybe
               you can use it to counter a Shoryuken type move but,
               doesn't a parry followed by any other, stronger, attack
               feel a lot better?

2) MP - these attacks do come out quick and but nothing they can do that
       HPs or Ks can do better so I'd rather not use them. I'd still be
       describing them though.

  a) standing - he delivers a palm strike that looks cool and comes out
                pretty quick but still I'd prefer a standing HP to this
                move

  b) close   - Akuma gives his opponent a punch to the midsection which,
               though does not inflict much damage at all, can be comboed
               into his standing HP which, in turn, does the real damage.

  c) forward - this is already a special move, but I'll include it here
               for completeness' sake. It's another overhead P that does
               not jump. It's slower but harder to detect so maybe you
               can use this but only in the first round when your opponent
               ain't familiar of your style yet.

  d) crouching - a straight punch that basically has all the advantages
                 and disadvantages of a crouching MK. One exception
                 is the latter's range. It's quite longer than this
                 move so you know which to use.

  e) jumping - a lot more useful than the jumping LP, but ironically
               will be used a lot less because while having the same
               execution time and range with the jumping HP, it does
               a lot less damage

3) HP - The most important of Akuma's normal moves, these can be used
       in a variety of ways and even have a different effect if done
       up close.

  a) standing - his nearer arm does a straight punch. It's nowhere near
                the jab it sounds like because his whole body pivots
                with it, making it reach further and inflict much more
                damage.

  b) close - much is changed when you do an HP up close. This time the
             opponent receives what looks like an elbow attack but is
             really a side uppercut.

  c) crouching - from a kneeling position, Akuma sends forth a powerful
                 uppercut (of course, not as powerful as the Shoryuken)
                 that looks much like uppercuts in the Mortal Kombat
                 series. This move used to rule during the previous
                 SF games, even was a launcher for the ***vs*** games
                 but now it's not the best anti-air and is only a good
                 filling for combos

  d) jumping - this is why the HP is Akuma's best normal move. You just
               punch downward, (diagonally forward, not straight down)
               and hit hard, giving you enough time to follow it up with
               ANY move---normal, special, or super!

4) LK - nothing his LKs can do that his LPs can't do better so I won't
       be including strategies on this but I'll describe them...

  a) standing - everybody's short, forward kick, very common, very
                useless

  b) crouching - Akuma's folded front leg just turns side ways and
                 stretches out while the whole base of the foot does
                 not leave the ground

  c) jumping - even more useless than the jumping LP. Makes use of the
               knee.

5) MK - also comes in varities and has a different effect when done up
       close

  a) standing - you do a forward thrust kick of some sort that's very
                easy to detect, parry, block, counter, and all the other
                things you don't want to happen to any of your moves.

  b) close - your opponent gets a knee to the midsection as if he was
             being set up for an HK Tatsumaki which in turn is definitely
             a good idea.

  c) crouching - same as his crouching LK except he uses the other leg
                 and only the heel does not leave the ground. It's his
                 basic combo filler.

  d) jumping - a lot more useful than the jumping LK, but ironically
               will be used a lot less because while having the same
               execution time and range with the jumping HK, it does
               a lot less damage.

6) HK - these haven't changed since his first appearance. Maybe they look
       and feel different now, but are basically the same attacks.

  a) standing - a roundhouse, what else? This time, however, it turns
                the opponent on his back, giving you enough time to
                continue with a combo.

  b) close - like the HP, much is changed if you do this move up close.
             but like in his other appearances, he does a conventional
             two-hit axe kick that's high on damage, but cannot be comboed.

  c) crouching - a sweep, what were you thinking? Apply this only when
                 you think you're too far for a crouching MK to connect
                 because if you aren't, proceed with a D+MK-> LK Tatsumaki->
                 HP Shoryuken combo.

  d) jumping - a flying kick, surprise, surprise. Only to be used if
               you think you're too far to connect a jumping HP because
               it has less priority than the said move.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
_)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


1) Gou Hadouken - D,DF,F+P

       This is his blue fireball. Beginners can evade it, Normal players
  can parry it, Better players will counter. In short, don't you EVER
  use it. Not even in combos cause there's always a LK Tatsumaki->HP Shoryuken
  to replace it. Don't even think of using the mid-air version, (Zankuu
  Hadouken) cause you'll tend to rely on it and thus become a genuine
  cheapoid.

2) Zankuu Hadouken - UB/U/UF,D,DF,F+P

       Didn't you read my comments on Gou Hadouken? If you did, you won't
  be reading this!

3) Shakunetsu Hadouken - F,FD,D,DB,B+P

       His red fireball: used on opponents who are getting up from a fall.
  Always use the HP version. Even the greatest of players can do nothing but
  parry so try to dash in and sweep or do a D+MK-> LK Tatsumaki->
  HP Shoryuken combo while they're busy flashing like crazy

4) Gou Shoryuken - F,D,DF+P

       What's a Shotokan w/o an uppercut? Always use the LP except in
  combos where you're sure it'll connect.

5) Tatsumaki Zankuu Kyaku - D,DB,B+K

       The hurricane K may be done in mid-air. As with the Shoryuken,
  always use the LK version but this time even in combos where you're
  sure to add more.

  Exception: when used as a combo finisher, of course, use the HK version

6) Tenma Kuujin Kyaku - (in peak of jump) D+MK

       The greatest jump-in combo starter cause it's relatively harder
  to parry or counter. It gives much less damage tough.

7) Hyakki Shuu - F,D,DF+K

You can end this in 5 ways:
        Hyakki Gouzan  (let go of all the buttons)   - sweep
        Hyakki Goushou (pause a sec then HP)         - palm strike
        Hyakki Gousen  (pause a sec then HK)         - dive K
        Hyakki Gousai  (at opponent's head, LP+LK)   - throw1
        Hyakki Goutsui (at opponent's head, F+LP+LK) - throw2

8) Ashura Senkuu - F,D,DF+PPP : long forward   \
                  F,D,DF+KKK : short forward   \ teleport
                  B,D,DB+PPP : long backward   /
                  B,D,DB+KKK : short backward /

       "A true warrior never escapes from danger, he faces it" (nuff said)

9) Zugai Hasatsu - F+MP

       Another overhead P that does not jump. It's slower but harder to
  detect so maybe you can use this but only in the first round when your
  opponent ain't familiar of your style yet.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
\  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
 \/  ()  (___/(______)(__)  (____)(_)\_)(___/


* the first three supers you choose from before a match and make use of
 one bar while the rest makes use of two

* no matter which super you choose, Akuma will have the same long,
 2-level super bar


1) Messatsu Gou Hadou - D,DF,F,D,DF,F+P

       A multi-hitting Hadouken. Can be done in the air. (Tenma Gou Zankuu)
  Least damaging of the three and easiest to parry but I still recommend
  using it cause it has the highest priority and safest recovery.

* Tenma Gou Zankuu - UB/U/UF,D,DF,F,D,DF,F+P

       Use this only as an escape move if you're in the air and see an
  attack coming your way. If your opponent is just standing on the ground
  don't do it cause most likely he's ready to parry.

2) Messatsu Gou Shoryuu - D,DF,F,D,DF,F+P

       Three Shoryukens, the last one having more hits and more damage.
  Mostly used in combos

3) Messatsu Gou Rasen - D,DF,F,D,DF,F+K

       A hurricane K that spins so fast, it carries Akuma up in the air,
  much like Ken's Shinryuken. Mostly used in juggles. Can be done in mid-air
  but I advise you not to. Mid-air version has a slower execution time and
  will definitely cause less damage because Akuma will only take the opponent
  to a certain height wherever he starts this super.

4) Shun Goku Sastu - LP,LP,F,LK,HP

       It's fast, it's damaging, it's UNBLOCKABLE! oh, don't use it.
  Why? cause good players can also be fast, damaging, and UNBLOCKABLE
  (cause you can't do anythin) while your doing this move!

5) Kongou Kokuretsu Zan - D,D,D,PPP

       It's a great counter for jumps, dash-ins, and hops but takes so
  long to execute, good players can just throw you out of it I don't recommend
  relying on this.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


(every HK Tatsumaki may be replaced by any of the three selectable supers)
(every HP Hadouken and HP Shoryuken may be FOLLOWED by any of the three
selectable supers)

Beginner

1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> MP-> HP
4) UF-> HP-> MP-> HP
5) UF-> HK-> D+MK-> HP Hadouken
6) UF-> HP-> D+MK-> HP Hadouken
7) UF-> HK-> D+HP-> HP Hadouken
8) UF-> HP-> D+HP-> HP Hadouken

Intermediate

1) UF-> HP-> D+HP-> HP Shoryuken
2) UF-> HK-> D+HP-> HP Shoryuken
3) UF-> HP-> B+HP-> HP Shoryuken
4) UF-> HK-> B+HP-> HP Shoryuken
5) UF-> HP-> D+HP-> HK Tatsumaki
6) UF-> HK-> D+HP-> HK Tatsumaki
7) UF-> HP-> B+HP-> HK Tatsumaki
8) UF-> HK-> B+HP-> HK Tatsumaki
9) UF-> HP-> D+LP-> D+LK-> HP Shoryuken
10) UF-> HK-> D+LP-> D+LK-> HP Shoryuken
11) UF-> HP-> D+LP-> D+LK-> HK Tatsumaki
12) UF-> HK-> D+LP-> D+LK-> HK Tatsumaki

Expert

1) UF-> Dive K-> D+MK-> LK Tatsumaki-> HK Tatsumaki
2) UF-> Dive K-> D+MK-> LK Tatsumaki-> HP Shoryuken
3) UF-> HK Tatsumaki-> LK Tatsumaki-> HK Tatsumaki
4) UF-> HK Tatsumaki-> LK Tatsumaki-> HP Shoryuken

Improbable yet Possible (I have successfully done these yet only on
                        rare occasions)

1) In corner, fully charged (23 hits!)

UF-> HP-> Overhead P-> D+MK-> LK Tatsumaki-> HP Shoryuken->
Messatsu Gou Hadou-> LP Shoryuken-> Messatsu Gou Hadou-> LK Tatsumaki->
HP Shoryuken

* you will only allow two of the three hits of the HP Shoryuken to connect
 and then cancel into the Messatsu Gou Hadou
* LP Shoryuken must be canceled into the Messatsu Gou Hadou

2) Fully charged

UF-> HP-> HK-> Shun Goku Satsu (17 hits)

* HK must be the roundhouse, not the axe.
* HK will turn the opponent around giving you time for the super
* HP must hit the chest, not the head of the opponent
* this combo won't work on people with high recovery those who don't easily
 turn around (Gill, Hugo)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
\  /  _)(_  _)(_      \  / \__ \
 \/  (____)(____)()    \/  (___/()
            ___  _____  __  __  ____  __  __  ____  ____  ____
           / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
          ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
           \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


* a general strategy would be to jump backwards and do a HK Tatsumaki.
 as you land, the opponent will jump. Jump again and give him a
 HK Tatsumaki-> LK Tatsumaki-> HP Shoryuken / HK Tatsumaki / Any Super

* These are NOT 100% applicable in all cases. There's always a chance,
 slim as it may be, that the computer did not follow what I say below.
 But it's safe to say that if you follow my guidelines, you'll always
 win.

* Messatsu Gou Rasen is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
       HP Shoryuken cause he'll jump and try to do another dive K combo
     - if he's in the corner and blocks your Hadouken, he'll jump.
       Do a Gou Rasen if you will

Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
      Double Dive P which you should be ready to parry and counter
    - if he suddenly walks back for 3 sec, get ready to parry his charging
      elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
        match. Have a handy LP Shoryuken at your disposal

Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
        to anticipate his moves. A good strategy would be to block his
        attacks and retaliate
      - note: don't block all day, especially if he's close cause he,
        like most computer opponents, can always throw you when you least
        expect it

Elena - memorize her body language and you'll see her charging kick from
       a mile away
     - low blocking her D+LK will make her do an overhead kick and follow
       it with a sweep so counter as you see fit
     - she'll super jump for you if you're too far away so meet her in the
       air with a HK Tatsumaki-> LK Tatsumaki-> HP Shoryuken

Gill - continue parrying his fireballs until he does something else
    - he rarely parries in mid-air so you know what to do
    - super jump and HK Tatsumaki to land behind him if he gets too close
    - don't get intimidated by his meteor shower; it can be parried
    - get intimidated by his ULTRA CHEAP angel of death super
    - have at least one super ready to counter his resurrection super
    - minimize your jumps when he is fully charged

Hugo - jab occasionally to make sure he doesn't grapple you
    - when he jumps, carefully time a sweep cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
     - if she jumps forward, meet her in the air and pummel her to the
       ground with a HP

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
   - if he's near fully charged and you launch a Hadouken, he'll jump
     over it and propell himself with an EX Tatsumaki, landing behind you

Makoto - don't risk slow moves even if you think their damage is worth
        the wait. She'll surely punish you with her speedy power P
      - don't HK repeatedly just to charge up your super meter. She'll
        see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
     - his mid-air drill K is always followed by a sweep
     - he mixes his groud and air attacks but keep an eye on his feet
       and you'll know when to do a Shoryuken

Oro - he'll always follow a straight fireball with an upward one
   - he rarely uses his uppercut now. That means you can always beat
     him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger. He'll
   never compare to THE original secret challenger (Akuma!) not much
   strategy is needed for him. He can be obliterated even by simple
   jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
    - don't rush cause that's what he's waiting for
    - if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two Hadoukens to come your way. Jump
     and select from a wide variety of combos

Sean - you're half-screen away and you throw a Hadouken, he'll always counter
      with a hopping heel K which you, in turn can counter with a parry->
      super
    - two D+LK s will always be followed by a hopping heel k. Parry and
      super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
        round. he won't be countering the succeeding ones and thus victory
        for you
      - keep an eye out for his invisibility. It's when you give all you've
        got: He'll accept every last bit of it.

Urien - crouching for 3 or more seconds yields a dive knee
     - walking back for sec yields a charging shoulder
     - standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
          has in mind when playing them are identical
        - whenever they're very far from you, they'll super jump and
          dive K. You'll parry and super

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

1) Messatsu Gou Hadou is the most recommended super

As I have mentioned above, the Messatsu Gou Hadou has the highest priority
and safest recovery of the three supers. That just means you can dash in
and strategically find an open spot while your opponent is parrying it.
If he blocks it, of course, damage has already been done. And even if the
opponent jumps over it, which by the way is the only logical solution to
this problem, he can still get a hit or two because of the fireball's size.

2) Mix-up your D+MK, Overhead P, and your throw

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.

3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Parrying is a big part of the game but...

Akuma does not rely on parrying that much. He is the offensive type.
The only sound way of playing him defensively if by being cheap, and
you don't want that, do you? Besides, parrying takes the risk of being
hit and Akuma takes a whole lot more damage than any other player so
basically, Akuma and parrying don't mix.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  ____   ___  _   _  ____  ____  _  _   ___
(_  _)( \/ )    ( ___)(_  _) / __)( )_( )(_  _)(_  _)( \( ) / __)
_)(_  )  (      )__)  _)(_ ( (_-. ) _ (   )(   _)(_  )  ( ( (_-.
(____)(_/\_)()  (__)  (____) \___/(_) (_) (__) (____)(_)\_) \___/
                _    _  ____  ____  _   _    _   _  _____  _  _  _____  ____
               ( \/\/ )(_  _)(_  _)( )_( )  ( )_( )(  _  )( \( )(  _  )(  _ \
                )    (  _)(_   )(   ) _ (    ) _ (  )(_)(  )  (  )(_)(  )   /
               (__/\__)(____) (__) (_) (_)  (_) (_)(_____)(_)\_)(_____)(_)\_)


(this section is only for Akuma experts who are already used to victory)

"Hah! Akuma? Honor? Two things that'd NEVER mix!" is probably the first
thing you'll say when you find out about this section. I know most Akuma
players wouldn't care, but I just had to add this section for those who,
like me, love to use Akuma but hate to be called a cheap@$$. I must admit
at this point it's already hard to convince anyone that you ain't cheap
if you use Akuma, but why don't you try these strategies out first?


1) Do not throw a fireball. Train yourself. Get used to it. Live without
  the root of all cheapness. Use it as a combo filler, maybe, but don't
  as much as possible.

2) Do not throw an Shakunetsu Hadouken. It's less cheap because you can't
  do it all the time, but still you must try your best to avoid it. One
  exception maybe is when you only aim to counter the fireball that HE
  threw.

3) Use only the Messatsu Gou Rasen super. The Messatsu Gou Shoryuu is
  really not a tempting to super to use because anything it can do, at
  least for experts, the former can do better. The Messatsu Gou Hadou,
  on the other hand, is what  most people need to win. I said it was
  the best super because it really was. The problem is no one would be
  ever convinced that you don't fight cheap if you use this super---
  especially the mid-air version!

4) Do not teleport. Learn to save your own hide by out prioritizing your
  opponent's moves, not by simply escaping from his attacks. If you
  happen to be in a corner, use your HP Shoryuken to silence your opponent's
  onslaught.

5) Do not taunt. That's the worse thing you could do. Either you get
  punished for the taunt's lame recovery and lose, or you win but most
  your audience is already pissed off at you.

6) Do not throw. Akuma doesn't really rely on throwing, anyway. But still
  don't be tempted to use it. It's a bad way to win.

7) When crouching, use only either the HP or the MK and follow it up
  with a combo. The HK is what most people use and besides it's disadvantage
  in speed and combo ability, it makes you look like you can't think
  of anything better to do.

8) Never be a defensive player. Just look at Akuma's face. He's a raging
  freak and that's how you should use him. Master the art of confusing
  an opponent, but DO NOT win with a "C" mark (meaning you hit an opponent
  with 0.01% life left while he was blocking and had no choice)

GOLDEN RULE: DO NOT, AND I REPEAT A THOUSAND TIMES, DO NOT! USE A ZANKUU
            HADOUKEN (AIR FIREBALL) NOT EVEN IF YOUR 50c DEPENDED ON IT!

Now, having said all that, you might be wondering, "How the hell can I
win, avoiding all that?" Well, I got the specific instructions for each
opponent just to answer that question:

Akuma - If he breaks the Golden Rule and breaks it often, meet him in
       mid-air with a parry to HP or just super jump to HK Tatsumaki
       him out his cheap strategy and continue with any of the juggle
       combos I have mentioned in my combos section. If, on the other
       hand, he doesn't use everything I said you shouldn't, then you're
       in for a good match. You'll definitely feel contented, win or
       lose.

Alex - Always keep an eye out for his spiral DDT. You can do just about
      anything to counter it, but that is IF you detect it. Most of the
      time you'll block, which is very, VERY bad. It IS blockable but,
      why block if you can counter? Besides, a simple crouch would get
      you out of his accursed reach. His non-super grapples do not require
      a 360 degree rotation so don't underestimate your opponent's ability
      to do it anytime he wants. He won't be doing any non-grapple moves
      if you can parry and counter them all so give him that impression.
      Besides, it's quite easy to parry his non-grapples, being one-hit
      moves.

Chunli - She'll definitely confuse you with her wide array of high and
        low hitting kicks so stay out of a close fight (no, don't use
        fireball-to-keep-away tactics!) She can't just walk toward you
        and attack without you crouch MK to comboing her first so she'll
        have to jump. HP Shoryuken to counter. If she pushes you to a
        corner, however, she'd be an instant offense freak so unless
        she's doing a Lightning K, do another HP Shoryuken to silence
        her.

Dudley - His moves will leave a lot for you to feast your combos on so
        just block 'em all then counter. Be careful not to get thrown
        out of a block, though. If he does that move wherein he allows
        you to hit him in the face and then counters, throw him. It
        won't be considered cheap unless the throw knocked him out, but
        no one's so foolish as to execute that move with a low life
        left.

Elena - She's also a good confuser like Chunli, and she attacks slower but,
       to my surprise, is a lot more undetectable. LP Shoryuken her when
       she's starting a confuser's game with you. Her Rhino Horn need
       not be blocked, duck, dash-in, and choose a favorite combo
       for her. Remember, all her moves, even her supers, leave her
       open for a Messatsu Gou Rasen afterwards.

Hugo - Intimidating, but not really a problem. He's a grappler, so throwing
      won't be considered cheap in this situation. Actually, it's a
      worthy skill on your part if he wasn't able to throw you first.
      He'll also be a counter attacker cause if he's not, all you'll
      need are well-timed HPs and HKs to win. If he is, as I was saying,
      you'll just have to engage in a confuser's game with him. Risky,
      but that's the only way.

Ibuki - Don't be dismayed over a 10+hit combo that rendered you helpless
       for several seconds because all her efforts would prove futile
       when she does a cheap knife throw in mid-air, cause that's when
       you jab the knife (yes, you can!) dash forward, and bury your
       foot in her,....uh....midsection with a Messatsu Gou Rasen. Same
       goes with her slide if you block it---and she's sure to use either
       of the two moves I mentioned at least thrice in a round.

Ken - It's easy to land a Messatsu Gou Rasen with this guy. Just sacrifice
     a relatively small amount of life by letting him hit you with a
     Tatsumaki. He's so weak even four or more hits of this move won't
     knock you down so repeatedly do the down to forward motion and hit
     the HK afterwards to connect. If he doesn't ever use this move,
     my number two and three Vs. Human strategies are enough to send
     him on his way.

Makoto - Just like Elena, this newcomer will leave herself open for a
        Messatsu Gou Rasen after every blocked move. You'll find it hard
        to parry her speedy punch, but who told you to?. Block and
        super. If she utilizes a choke-grab-to-speedy-punch-and-repeat
        strategy on you, the better. Time it right so you can do a Messatsu
        Gou Rasen after the speedy punch is done to make her cry. She'll
        also be a counter attacker like Hugo so you'll also have to play
        a risky confuser's game with her. Always be ready to block, though,
        as she might surprise you with her sudden attacks.

Necro - a lot rarer than Alex users to even have the guts to challenge
       me so I'm not that sure of the properties of his moves but what
       I know is this: treat him as you would treat a computer controlled
       Necro. He'll knock you off the air if you jump, electrify you
       if you're close, and do that multi-hitting spin attack if you
       miss a move. Watch his feet when he does a confuser's strategy
       so you'll know when to do an HP Shoryuken.

Oro - Another character whose cheapness is more frequently utilized than
     not. His EX fireball is the key to his "efficiency" It hits twice,
     just like any other EX projectile, but then it has some MAJOR pluses.
     First, it's extremely slow, meaning he could use it to protect himself
     and make sure you won't hit him without YOU getting first. This dam
     projectile is also homing, which means you can't jump over it and
     hope to feel safe. This will be one of the rare occasions you'll
     have to do a Shakunetsu Hadouken, but just to counter his EX fireball and
     only when he's too close to it. Otherwise, you can block it without
     the fear of being thrown, swept, or stomped at.

Q - His tricks come out fast and therefore hard to detect. Don't try
   to parry them, as you would only put yourself at risk of receiving
   very high damage. Block his moves. Counter with a combo or better
   yet a Messatsu Gou Rasen. Two of his supers require one hit connects
   and since he can't combo, will be easier to evade than your Messatsu
   Gou Rasen. One of his supers is a series of whacks. Easy to parry
   all of them but then again, rather not take the risk. One more thing,
   the fourth hit of this super is a low attack so be prepared for that
   and show off YOUR super when he's done.

Remy - I just hate the Guile types. It's so dam easy to go cheap on them.
      Just crouch back all day, throw projectiles like crazy, and counter
      jump-ins via flash kicks. Remy's even worse. His projectile actually
      has a use (as a confuser cause it may hit high or low), the EX
      version is hard to parry (because it hits BOTH high and low), and
      parrying the super is virtually impossible unless you jump first
      (since it's compose of a multitude of EX versions). Ok, enough
      of his "strengths" and on to his weaknesses. Remy needs to hold
      directions before he could execute his moves so if you ever see
      a standing Remy, dash-in immediately and engage in a confuser's
      game. He'll probably double sweep you and that'd be his downfall.
      Block one of his sweeps and parry the other. It's Messatsu Gou
      Rasen time! If you happen to be facing the cheap@$$ low blocker
      I was talking about, you'll have to master the art of parrying
      an anti-air (in this case flash kick-like moves). Whenever you
      are successful leave him a scar in the chest via Messatsu Gou Rasen.

Ryu - You'll have your hands full in this Shoto match, whether he'd be
     using a Shinkuu Hadouken or a Shin Shoryuken. They'd probably use
     their supers as surprise moves, so when you close in on a knocked
     down Ryu, add blocking to the list of things you might do as he gets
     up. Denjin Hadouken users need not be worried about. All you have
     to do is avoid being rendered dizzy, as that would mean the end.
     In any case, always meet him in mid-air with an HP, always parry
     his Hadoukens, duck and combo when he does a Tatsumaki, and apply
     numbers two and three of my Vs. Human strategies.

Sean - It's easy to land a Messatsu Gou Rasen with this guy. Just sacrifice
      a relatively small amount of life by letting him hit you with his
      (Dan's) version of a Tatsumaki. He's so weak even four or more
      hits of this move won't knock you down so repeatedly do the down
      to forward motion and hit the HK afterwards to connect. If he doesn't
      ever use this move, my number two and three Vs. Human strategies
      are enough to send him on his way.

Twelve - If he copies you, you'll just have to follow my Akuma strategies,
        disregarding the "avoiding the supers" part because he won't
        be able to do any of them. Choosing his dive super means your
        opponent is ready for any Hadouken attack you can think of, but
        since you DON'T use a Hadouken, he'll die of frustration. Looks
        like the needle super is all he has left, but you can easily
        block that. Scatter his molecules with a Messatsu Gou Rasen
        afterwards for a glorifying win. By the way, his specials are
        of no use whatsoever.

Urien - Learn from the computer. Don't parry that Thunder thingy cause
       he'll follow up with an EX projectile. Don't jump for him cause
       he's got an ultra cheap D+HP that allows him to juggle you with
       several powerful moves and even his shoulder ram super! You're
       also not supposed to parry the mirror super and the reasons are
       obvious. Confuse him just like you would with Hugo and Makoto.
       He'll generally be less patient than the other two and succumb
       to his fate---KO!

Yang - Good Yang players would never finish their three hit Tourou Zan
      so keep an eye out for the pause and Messatsu Gou Rasen! Master the
      art of countering a dive kick and you'll be fine. Don't ever jump,
      hoping to land behind him cause he's got a nice MK that can juggle
      you for a looong time. Choosing his roll super means your opponent
      is ready for any Hadouken attack you can think of, but since you
      DON'T use a Hadouken, he'll die of frustration. His Raishin Mahhaken
      is just too easy to evade, and his multiplicity super is not supposed
      to give much damage.

Yun - Lure him into missing a Zesshou Hohou by dashing in and out for a
     free Messatsu Gou Rasen in his face. Master the art of countering a
     dive kick and you'll be fine. His two combo supers are dealt with
     in the same manner: just block them all and Messatsu Gou Rasen him
     out of his brand new kung-fu shoes afterwards. His multiplicity
     super, by the way, is not supposed to give much damage.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ____  _  _  ____   ____  _  _   ___
( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
)  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/


* Akuma's sub-boss is Ryu and since they're both the silent types, this
 is what they and that SFIII 3rd Strike dumb@$$ rapper have to say:

 Akuma  : .....
 Ryu    : .....
 rapper : hey, I'm waitin for you!
 Akuma  : .....
 Ryu    : .....
 rapper : yeah, I see.
 Akuma  : .....
 Ryu    : .....
 rapper : wo, that makes sense!
 Akuma  : .....
 Ryu    : .....
 rapper : wo, I got to see this!

(ok, I just made that whole corny thing up. They just plain don't have
any pre-fight speeches, period)

* Akuma's ending:

As a deep-sea exploration team neared the bottom of their search, they
found a ship wreck. To their disbelief, standing on top of the mast is
a man...Akuma! Akuma destroys their mini-sub and then he cuts their ship
(which is waiting on the surface) in half with a move he called Tenshou
Kaireki Jin which looks a lot like his Gou Rasen. (maybe this'll be his
next Super in a 4th version of SFIII don't you think?)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  ____  ____  ____   ____  ____  ___
( \/ )(_  _)     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (  _)(_     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)(____)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jeff Maxwell for sharing his opinions on the predictabilities of different
            computer opponents and...
            for constantly giving me a taste of brand new kung-fu shoes
            (but that's nothing compared to the taste of old sandals that
             have walked the globe! hehe)

Mech Gouki ([email protected]) for the correct names of all of Akuma's
                               moves

Sir "O" ([email protected]) for a little added info:

       Shun Goku Satsu does not translate to "Raging Demon"
       Shun Goku Satsu means "Instant Hell Murder"
       "Raging Demon" translates to Akuma

* I think Shun Goku Satsu and Raging Demon are commonly used by so many
its hard to start campaigning on their difference but at least I followed
Sir O's advice of using only one of these terms throughout the faq.

Patrick Yap ([email protected]) for improvements on Akuma's ending

Andrew Hart ([email protected]) for the Shun Goku Satsu combo and
                                    a big part of my corner combo

Red Phoenix ([email protected]) for info on the whats and hows
                                       of ASCII arts

Carter Ong ([email protected]) for info on the Spiral DDT

Janice (my kid sis) for enclosing the copy of my very first faq in "frames"
                   simply because I didn't have the patience to do it :p

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  _)(_  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                      _   _  ____  ___  ____  _____  ____  _  _
                     ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                      ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                     (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v3.1 - added the red parry
v3.0 - added a copy of my very first faq!
v2.9 - added legal notice
v2.8 - again fixed errors and added comments
v2.7 - added some comments
v2.6 - fixed some errors
v2.5 - updated strategies
v2.4 - added Fighting with Honor Section
v2.3 - again improved ASCII art
v2.2 - added normal moves section
v2.1 - improved ASCII art
v2.0 - landing a Shun Goku Satsu and a lot more combos
v1.9 - improved ending
v1.8 - added credits and last section
v1.7 - added a Zankuu Hadouken and Tenma Gou Zankuu
v1.6 - corrected spelling of moves
v1.5 - final touches
v1.4 - corrected names of moves
v1.3 - added ways to end Hyakki Shuu
v1.2 - added Gill strategy
v1.1 - added beginner combos


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                  _    _  _____  ____  ____   ___
                 ( \/\/ )(  _  )(  _ \(  _ \ / __)
                  )    (  )(_)(  )   / )(_) )\__ \
                 (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Akuma I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

oh, i forgot; wanna increase the chances of landing a Shun Goku Satsu by 90%?
four main ways:

1) Knock the opponent down. As he gets up, do it.
2) Have your opponent block or parry any standing/crouching P/K and finish
  the code before the animation is over
3) Use a K Teleort to position yourself behind the opponent and do it
  (when I said Teleporting was cheap I meant the P Teleport which is really
   for nothing but escaping a corner)
4) Jab like crazy until the opponent attacks. Pause for half a sec to parry
  his attack and quickly complete the code with a LK,HP


* a present-minded opponent (there are very few) can just jab his way out
of this situation or worse, do a super. Well, at least computers are
100% suckers for this strategy, so there you have it!

* you can always resort to Andrews' combo (in my combos section) which
is, of course, a 100% increase in your chances of landing a Shun Goku
Satsu. But then again, besides requiring a nimble set of fingers, this
combo is not applicable to all fighters (mentioned above) and it's pretty
tough to land the roundhouse HK in a Vs Human situation.

* here's a trick that, according to Mr. Kennedy Tang, has a 100% success
rate (even though it doesn't register as a combo):

"First if the opponent jumps in the air, and Akuma who is in the air
should use a Tatsumaki Senpuu Kyaku using the high kick button, then
before the opponent touches the ground, press high punch which will send
him flying to the air(or to the corner)and immediately do a Shun Goku
Satsu to prevent him from touching the ground. Remember, do it before
he touches the ground or else the opponent(or the computer)will escape.
This combo works everytime if only u do it fast."

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  _  _      __      __    ___  ____    _  _  _____  ____  ____
( \/ )(_  _)( \/ )    (  )    /__\  / __)(_  _)  ( \( )(  _  )(_  _)( ___)
)  (  _)(_  \  /      )(__  /(__)\ \__ \  )(     )  (  )(_)(   )(   )__)
(_/\_)(____)  \/  ()  (____)(__)(__)(___/ (__)   (_)\_)(_____) (__) (____)


Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
boxers, and professional wrestlers. It's not that I can't think of any,
it's just that I know there'll always be people who'll be offended so I
stick to giving praise to my favorite characters. (Ok, I said Q is crap
but I only meant the computer-controlled Q) So, why don't you do the same?
Don't emphasize and curse on what you think is the lameness of another
character cause someday you might eat your own words when someone (like
me) challenges and beats the crap out of YOU using the "lamest" shoto,
and without being cheap.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _       ___  _____  ____  _  _    _____  ____    __  __  _  _
( \/ )( \/ )     / __)(  _  )(  _ \( \/ )  (  _  )( ___)  (  \/  )( \/ )
)  (  \  /     ( (__  )(_)(  )___/ \  /    )(_)(  )__)    )    (  \  /
(_/\_)  \/  ()   \___)(_____)(__)   (__)   (_____)(__)    (_/\/\_) (__)
_  _  ____  ____  _  _    ____  ____  ____  ___  ____    ____    __    _____   /\
( \/ )( ___)(  _ \( \/ )  ( ___)(_  _)(  _ \/ __)(_  _)  ( ___)  /__\  (  _  )  )(
\  /  )__)  )   / \  /    )__)  _)(_  )   /\__ \  )(     )__)  /(__)\  )(_)(   \/
 \/  (____)(_)\_) (__)   (__)  (____)(_)\_)(___/ (__)   (__)  (__)(__)(___/\\  ()


Thanks to consoledomain.com, I finally found a copy of the first faq I
ever made! I know I should be disappointed at that site for posting such
an outdated version of this Akuma faq, but what can I say, it's just what
I was looking for! ;) Call me sentimental or whatever, but I'd still wanna
let everyone know what my first faq ever looked like...;)

______________________________________________________________________________________
¦  copyofmyveryfirstfaqcopyofmyveryfirstfaqcopyofmyveryfirstfaqcopyofmyveryfirstfaq  ¦
¦c¦--------------------------------------------------------------------------------¦ ¦
¦o¦                                                                                ¦ ¦
¦p¦ /\   |<   |_|   |\/|   /\   STREET FIGHTER III 3RD STRIKE FAQ                  ¦ ¦
¦y¦ by Joseph Christopher <[email protected]>                              ¦ ¦
¦ ¦ version 1.0                                                                    ¦ ¦
¦o¦ Sept. 23, 1999                                                                 ¦ ¦
¦f¦                                                                                ¦ ¦
¦ ¦ this faq is copyright 1999 Joseph Christopher                                  ¦ ¦
¦m¦                                                                                ¦ ¦
¦y¦ by reading this faq you agree that I, the author, am not in any way            ¦ ¦
¦ ¦ liable for any harm that anybody thinks came from reading this faq             ¦ ¦
¦v¦                                                                                ¦ ¦
¦e¦ * Akuma is THE best streetfighter there is. Sure, he can also be the           ¦ ¦
¦r¦   cheapest, but that depends on YOU, the player. I, for one, NEVER use         ¦ ¦
¦y¦   Akuma in a cheap way (e.g. throwing air fireballs all over the place,        ¦ ¦
¦ ¦   teleporting, etc.) There are other ways to beat the crap out of anyone       ¦ ¦
¦f¦   without using these. Ryu and Ken ain't cheap right? Then if Akuma is         ¦ ¦
¦i¦   used like them, he wouldn't be a cheap character either! But why             ¦ ¦
¦r¦   choose him if you'd use him like the other two? Well,                        ¦ ¦
¦s¦                                                                                ¦ ¦
¦t¦ 1. Akuma is balanced, (let me put it this way: he's stronger than Ken,         ¦ ¦
¦ ¦    and faster than Ryu.)                                                       ¦ ¦
¦f¦ 2. Akuma has 5 supers and can choose from three during the game (the           ¦ ¦
¦a¦    two being his Raging Demon and Kongou Kokuretsu Zan)                        ¦ ¦
¦q¦ 3. Akuma's supers are easier to connect w/o use of combos (take for            ¦ ¦
¦ ¦    instance his Gourasen vs. Ryu's ShinShoryuken and Ken's Shinryuken)         ¦c¦
¦ ¦ 4. Akuma has a better juggling ability                                         ¦o¦
¦ ¦                                                                                ¦p¦
¦ ¦                                                                                ¦y¦
¦ ¦ Why read this guide:                                                           ¦ ¦
¦ ¦    I. Legend                                                                   ¦o¦
¦ ¦   II. General Moves                                                            ¦f¦
¦ ¦  III. Special Moves                                                            ¦ ¦
¦ ¦   IV. Supers                                                                   ¦m¦
¦ ¦    V. Combos                                                                   ¦y¦
¦ ¦   VI. Vs. Computer                                                             ¦ ¦
¦ ¦  VII. Vs. Human                                                                ¦v¦
¦ ¦ VIII. Ending                                                                   ¦e¦
¦ ¦   IX. Credits                                                                  ¦r¦
¦ ¦    X. Final Words                                                              ¦y¦
¦ ¦                                                                                ¦ ¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦f¦
¦o¦                                                                                ¦i¦
¦p¦ I. Legend                                                                      ¦r¦
¦y¦                                                                                ¦s¦
¦ ¦ U - up                                                                         ¦t¦
¦o¦ D - down                                                                       ¦ ¦
¦f¦ B - back                                                                       ¦f¦
¦ ¦ F - forward                                                                    ¦a¦
¦m¦ + - at the same time                                                           ¦q¦
¦y¦ P - any punch                                                                  ¦ ¦
¦ ¦ K - any kick                                                                   ¦ ¦
¦v¦ L - low                                                                        ¦ ¦
¦e¦ M - medium                                                                     ¦ ¦
¦r¦ H - high                                                                       ¦ ¦
¦y¦ / - or                                                                         ¦ ¦
¦ ¦                                                                                ¦ ¦
¦f¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦ ¦
¦i¦                                                                                ¦ ¦
¦r¦ II. General Moves                                                              ¦ ¦
¦s¦                                                                                ¦ ¦
¦t¦ dash       - F,F / B,B (goes in direction you choose)                          ¦ ¦
¦ ¦ super jump - D,U / D,UF / D,UB (goes in direction you choose)                  ¦ ¦
¦f¦ throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on          ¦ ¦
¦a¦              direction)                                                        ¦ ¦
¦q¦ overhead P - MP+MK                                                             ¦ ¦
¦ ¦ taunt      - HP+HK                                                             ¦c¦
¦ ¦ parry      - tap F at moment of impact of opponent's attack (maybe done        ¦o¦
¦ ¦              in mid-air)                                                       ¦p¦
¦ ¦ low parry  - tap D at moment of impact of opponent's attack                    ¦y¦
¦ ¦                                                                                ¦ ¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦o¦
¦o¦                                                                                ¦f¦
¦p¦ III. Special Moves                                                             ¦ ¦
¦y¦                                                                                ¦m¦
¦ ¦ 1) Hadoken - D,DF,F+P                                                          ¦y¦
¦o¦                                                                                ¦ ¦
¦f¦         This is his blue fireball. Beginners can evade it, Normal players      ¦v¦
¦ ¦    can parry it, Better players will counter. In short, don't you EVER         ¦e¦
¦m¦    use it. Not even in combos cause there's always a LK Tatsumaki->            ¦r¦
¦y¦    Shoryuken to replace it. Don't even think of using the mid-air version,     ¦y¦
¦ ¦    cause you'll tend to rely on it and thus become a genuine cheapoid.         ¦ ¦
¦v¦                                                                                ¦f¦
¦e¦ 2) Shakunetsu Hadoken - F,FD,D,DB,B+P                                          ¦i¦
¦r¦                                                                                ¦r¦
¦y¦         His red fireball: used on opponents who are getting up from a fall.    ¦s¦
¦ ¦    Always use the HP version. Even the greatest of players can do nothing but  ¦t¦
¦f¦    parry so try to dash in and sweep or do a D,MK-> LK Tatsumaki->             ¦ ¦
¦i¦    HP Shoryuken combo while they're busy flashing like crazy.                  ¦f¦
¦r¦                                                                                ¦a¦
¦s¦ 3) Shoryuken - F,D,DF+P                                                        ¦q¦
¦t¦                                                                                ¦ ¦
¦ ¦         What's a Shotokan w/o an uppercut? Always use the LP except in         ¦ ¦
¦f¦    combos where you're sure it'll connect.                                     ¦ ¦
¦a¦                                                                                ¦ ¦
¦q¦ 4) Tatsumaki Senpuu Kyaku - D,DB,B+K                                           ¦ ¦
¦ ¦                                                                                ¦c¦
¦ ¦         The hurricane K may be done in mid-air. As with the Shoryuken,         ¦o¦
¦ ¦    always use the LK version but this time even in combos where you're         ¦p¦
¦ ¦    sure to add more.                                                           ¦y¦
¦ ¦                                                                                ¦ ¦
¦ ¦    Exception: when used as a combo finisher, of course, use the HK version     ¦o¦
¦ ¦                                                                                ¦f¦
¦ ¦ * from this point on I don't know the moves' names no more, sorry              ¦ ¦
¦ ¦                                                                                ¦m¦
¦ ¦ 6) Dive K - (in peak of jump) D+MK                                             ¦y¦
¦ ¦                                                                                ¦ ¦
¦ ¦         The greatest jump-in combo starter cause it's relatively harder        ¦v¦
¦ ¦    to parry or counter. It gives much less damage tough.                       ¦e¦
¦ ¦                                                                                ¦r¦
¦ ¦ 7) Jump Roll - F,D,DF+K                                                        ¦y¦
¦ ¦                                                                                ¦ ¦
¦ ¦ You can end this (not sure) in 4 ways:  sweep (let go of all the buttons)      ¦f¦
¦ ¦                                         HP    (pause a sec then HP)            ¦i¦
¦ ¦                                         heel K(pause a sec then HK)            ¦r¦
¦ ¦                                         dive K(D+MK at peak)                   ¦s¦
¦ ¦                                                                                ¦t¦
¦ ¦ 8) Teleport - F,D,DF+PPP : long forward                                        ¦ ¦
¦ ¦               F,D,DF+KKK : short forward                                       ¦f¦
¦ ¦               B,D,DB+PPP : long backward                                       ¦a¦
¦ ¦               B,D,DB+KKK : short backward                                      ¦q¦
¦ ¦                                                                                ¦ ¦
¦ ¦         "A true warrior never escapes from danger, he faces it" (nuff said)    ¦ ¦
¦ ¦                                                                                ¦ ¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦ ¦
¦o¦                                                                                ¦ ¦
¦p¦ IV. Supers                                                                     ¦ ¦
¦y¦                                                                                ¦ ¦
¦ ¦ * the first three supers you choose from before a match and make use of        ¦ ¦
¦o¦   one bar while the rest makes use of two                                      ¦ ¦
¦f¦ * no matter which super you choose, Akuma will have the same long,             ¦ ¦
¦ ¦   2-level super bar                                                            ¦ ¦
¦m¦                                                                                ¦ ¦
¦y¦ 1) Messatsu Gou Hadou - D,DF,F,D,DF,F+P                                        ¦ ¦
¦ ¦                                                                                ¦ ¦
¦v¦         A multi-hitting Hadoken. Can be done in the air. Least damaging        ¦ ¦
¦e¦ of the three and easiest to parry but I still recommend using it cause         ¦ ¦
¦r¦ it has the highest priority and safest recovery.                               ¦ ¦
¦y¦                                                                                ¦ ¦
¦ ¦ 2) Messatsu Gou Shoryuu - D,DF,F,D,DF,F+P                                      ¦ ¦
¦f¦                                                                                ¦ ¦
¦i¦         Three Shoryukens, the last one having more hits and more damage.       ¦ ¦
¦r¦ Mostly used in combos                                                          ¦ ¦
¦s¦                                                                                ¦ ¦
¦t¦ 3) Messatsu Gou Rasen - D,DF,F,D,DF,F+K                                        ¦ ¦
¦ ¦                                                                                ¦ ¦
¦f¦         A hurricane K that spins so fast, it carries Akuma up in the air,      ¦ ¦
¦a¦ much like Ken's Shinryuken. Mostly used in juggles.                            ¦ ¦
¦q¦                                                                                ¦ ¦
¦ ¦ 4) Raging Demon (Shun Goku Sastu) - LP,LP,F,LK,HP                              ¦c¦
¦ ¦                                                                                ¦o¦
¦ ¦         It's fast, it's damaging, it's UNBLOCKABLE! oh, don't use it.          ¦p¦
¦ ¦ Why? cause good players can also be fast, damaging, and UNBLOCKABLE            ¦y¦
¦ ¦ (cause you can't do anythin) while your doing this move!                       ¦ ¦
¦ ¦                                                                                ¦o¦
¦ ¦ 5) Kongou Kokuretsu Zan - D,D,D,PPP                                            ¦f¦
¦ ¦                                                                                ¦ ¦
¦ ¦         It's a great counter for jumps, dash-ins, and hops but takes so        ¦m¦
¦ ¦ long to execute, good players can just throw you out of it I don't recommend   ¦y¦
¦ ¦ relying on this.                                                               ¦ ¦
¦ ¦                                                                                ¦v¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦e¦
¦o¦                                                                                ¦r¦
¦p¦ V. Combos (every HK Tatsumaki may be replaced by any of the three selectable   ¦y¦
¦y¦            supers)                                                             ¦ ¦
¦ ¦           (every HP Hadoken and HP Shoryuken may be FOLLOWED by any of the     ¦f¦
¦o¦            three selectable supers)                                            ¦i¦
¦f¦                                                                                ¦r¦
¦ ¦ Beginner                                                                       ¦s¦
¦m¦                                                                                ¦t¦
¦y¦ 1) UF-> HK-> D+HK                                                              ¦ ¦
¦ ¦ 2) UF-> HP-> D+HK                                                              ¦f¦
¦v¦ 3) UF-> HK-> D+MK-> HP Hadoken                                                 ¦a¦
¦e¦ 4) UF-> HP-> D+MK-> HP Hadoken                                                 ¦q¦
¦r¦ 5) UF-> HK-> D+HP-> HP Hadoken                                                 ¦ ¦
¦y¦ 6) UF-> HP-> D+HP-> HP Hadoken                                                 ¦ ¦
¦ ¦                                                                                ¦ ¦
¦f¦ Intermediate                                                                   ¦ ¦
¦i¦                                                                                ¦ ¦
¦r¦  1) UF-> HP-> D+HP-> HP Shoryuken                                              ¦ ¦
¦s¦  2) UF-> HK-> D+HP-> HP Shoryuken                                              ¦ ¦
¦t¦  3) UF-> HP-> B+HP-> HP Shoryuken                                              ¦ ¦
¦ ¦  4) UF-> HK-> B+HP-> HP Shoryuken                                              ¦ ¦
¦f¦  5) UF-> HP-> D+HP-> HK Tatsumaki                                              ¦ ¦
¦a¦  6) UF-> HK-> D+HP-> HK Tatsumaki                                              ¦ ¦
¦q¦  7) UF-> HP-> B+HP-> HK Tatsumaki                                              ¦ ¦
¦ ¦  8) UF-> HK-> B+HP-> HK Tatsumaki                                              ¦c¦
¦ ¦  9) UF-> HP-> D+LP-> D+LK-> HP Shoryuken                                       ¦o¦
¦ ¦ 10) UF-> HK-> D+LP-> D+LK-> HP Shoryuken                                       ¦p¦
¦ ¦ 11) UF-> HP-> D+LP-> D+LK-> HK Tatsumaki                                       ¦y¦
¦ ¦ 12) UF-> HK-> D+LP-> D+LK-> HK Tatsumaki                                       ¦ ¦
¦ ¦                                                                                ¦o¦
¦ ¦ Expert                                                                         ¦f¦
¦ ¦                                                                                ¦ ¦
¦ ¦ 1) UF-> Dive K-> D+MK-> LK Tatsumaki-> HK Tatsumaki                            ¦m¦
¦ ¦ 2) UF-> Dive K-> D+MK-> LK Tatsumaki-> HP Shoryuken                            ¦y¦
¦ ¦ 3) UF-> HK Tatsumaki-> LK Tatsumaki-> HK Tatsumaki                             ¦ ¦
¦ ¦ 4) UF-> HK Tatsumaki-> LK Tatsumaki-> HP Shoryuken                             ¦v¦
¦ ¦                                                                                ¦e¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦r¦
¦o¦                                                                                ¦y¦
¦p¦ VI. Vs. Computer                                                               ¦ ¦
¦y¦ * a general strategy would be to jump backwards and do a HK Tatsumaki.         ¦f¦
¦ ¦   as you land, the opponent will jump. Jump again and give him a               ¦i¦
¦o¦   HK Tatsumaki-> LK Tatsumaki-> HP Shoryuken / HK Tatsumaki / Any Super        ¦r¦
¦f¦                                                                                ¦s¦
¦ ¦ * These are NOT 100% applicable in all cases. There's always a chance,         ¦t¦
¦m¦   slim as it may be, that the computer did not follow what I say below.        ¦ ¦
¦y¦   But it's safe to say that if you follow my guidelines, you'll always         ¦f¦
¦ ¦   win.                                                                         ¦a¦
¦v¦                                                                                ¦q¦
¦e¦ * Messatsu Gou Rasen is the most recommended super for the computer            ¦ ¦
¦r¦                                                                                ¦ ¦
¦y¦ Akuma - if you block a combo of his that ended with a Hadoken, do a            ¦ ¦
¦ ¦         HP Shoryuken cause he'll jump and try to do another dive K combo       ¦ ¦
¦f¦       - if he's in the corner and blocks your Hadoken, he'll jump.             ¦ ¦
¦i¦         Do a Gou Rasen if you will                                             ¦ ¦
¦r¦                                                                                ¦ ¦
¦s¦ Alex - whenever he does a HP Back Fist, duck. He'll follow up with a           ¦ ¦
¦t¦        Double Dive P which you should be ready to parry and counter            ¦ ¦
¦ ¦      - if he suddenly walks back for 3 sec, get ready to parry his charging    ¦ ¦
¦f¦        elbow                                                                   ¦ ¦
¦a¦                                                                                ¦ ¦
¦q¦ Chunli - she wouldn't be herself if she didn't jump at least 10 times per      ¦ ¦
¦ ¦          match. Have a handy LP Shoryuken at your disposal                     ¦c¦
¦ ¦                                                                                ¦o¦
¦ ¦ Dudley - he is, on my opinion the hardest to parry cause it's so dam hard      ¦p¦
¦ ¦          to anticipate his moves. A good strategy would be to block his        ¦y¦
¦ ¦          attacks and retaliate                                                 ¦ ¦
¦ ¦        - note: don't block all day, especially if he's close cause he,         ¦o¦
¦ ¦          like most computer opponents, can always throw you when you least     ¦f¦
¦ ¦          expect it                                                             ¦ ¦
¦ ¦                                                                                ¦m¦
¦ ¦ Elena - memorize her body language and you'll see her charging kick from       ¦y¦
¦ ¦         a mile away                                                            ¦ ¦
¦ ¦       - low blocking her D+LK will make her do an overhead kick and follow     ¦v¦
¦ ¦         it with a sweep so counter as you see fit                              ¦e¦
¦ ¦       - she'll super jump for you if you're too far away so meet her in the    ¦r¦
¦ ¦         air with a HK Tatsumaki-> LK Tatsumaki-> HP Shoryuken                  ¦y¦
¦ ¦                                                                                ¦ ¦
¦c¦ Gill - continue parrying his fireballs until he does something else            ¦f¦
¦o¦      - he rarely parries in mid-air so you know what to do                     ¦i¦
¦p¦      - super jump and HK Tatsumaki to land behind him if he gets too close     ¦r¦
¦y¦      - don't get intimidated by his meteor shower; it can be parried           ¦s¦
¦ ¦      - get intimidated by his ULTRA CHEAP angel of death super                 ¦t¦
¦o¦      - have at least one super ready to counter his resurrection super         ¦ ¦
¦f¦                                                                                ¦f¦
¦ ¦ Hugo - jab occasionally to make sure he doesn't grapple you                    ¦a¦
¦m¦      - when he jumps, carefully time a sweep cause he never expects it         ¦q¦
¦y¦                                                                                ¦ ¦
¦ ¦ Ibuki - if she jumps back, she'll throw a dagger so don't try to follow        ¦ ¦
¦v¦       - if she jumps forward, meet her in the air and pummel her to the        ¦ ¦
¦e¦         ground with a HP                                                       ¦ ¦
¦r¦                                                                                ¦ ¦
¦y¦ Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken ¦ ¦
¦ ¦     - if he's near fully charged and you launch a Hadoken, he'll jump          ¦ ¦
¦f¦       over it and propell himself with an EX Tatsumaki, landing behind you     ¦ ¦
¦i¦                                                                                ¦ ¦
¦r¦ Makoto - don't risk slow moves even if you think their damage is worth         ¦ ¦
¦s¦          the wait. She'll surely punish you with her speedy power P            ¦ ¦
¦t¦        - don't HK repeatedly just to charge up your super meter. She'll        ¦ ¦
¦ ¦          see to it that you learn your lesson                                  ¦ ¦
¦f¦                                                                                ¦ ¦
¦a¦ Necro - don't jump cause he has a whole lot of ways to counter                 ¦ ¦
¦q¦       - his mid-air drill K is always followed by a sweep                      ¦ ¦
¦ ¦       - he mixes his groud and air attacks but keep an eye on his feet         ¦c¦
¦ ¦         and you'll know when to do a Shoryuken                                 ¦o¦
¦ ¦                                                                                ¦p¦
¦ ¦ Oro - he'll always follow a straight fireball with an upward one               ¦y¦
¦ ¦     - he rarely uses his uppercut now. That means you can always beat          ¦ ¦
¦ ¦       him via jump-in combos                                                   ¦o¦
¦ ¦                                                                                ¦f¦
¦ ¦ Q - he's crap. Don't know why he was chosen for a secret challenger. He'll     ¦ ¦
¦ ¦     never compare to THE original secret challenger (Akuma!) not much          ¦m¦
¦ ¦     strategy is needed for him. He can be obliterated even by simple           ¦y¦
¦ ¦     jump-in combos                                                             ¦ ¦
¦ ¦                                                                                ¦v¦
¦ ¦ Remy - concentrate on countering his attacks and low parrying his projectile   ¦e¦
¦ ¦      - don't rush cause that's what he's waiting for                           ¦r¦
¦ ¦      - if you must jump, be sure you're ready to parry a 2 hit flash kick      ¦y¦
¦ ¦                                                                                ¦ ¦
¦ ¦ Ryu - if he dashes backwards, expect two hadokens to come your way. Jump       ¦f¦
¦ ¦       and select from a wide variety of combos                                 ¦i¦
¦ ¦                                                                                ¦r¦
¦ ¦ Sean - you're half-screen away and you throw a Hadoken, he'll always counter   ¦s¦
¦ ¦        with a hopping heel K which you, in turn can counter with a parry->     ¦t¦
¦ ¦        super                                                                   ¦ ¦
¦ ¦      - two D+LK s will always be followed by a hopping heel k. Parry and       ¦f¦
¦ ¦        super                                                                   ¦a¦
¦ ¦                                                                                ¦q¦
¦ ¦ Twelve - don't lose hope if he's been countering all your jump-ins for half    ¦ ¦
¦ ¦          the round. he won't be countering the succeeding ones and thus        ¦ ¦
¦ ¦          victory for you                                                       ¦ ¦
¦ ¦        - keep an eye out for his invisibility. It's when you give all you've   ¦ ¦
¦ ¦          got: He'll accept every last bit of it.                               ¦ ¦
¦ ¦                                                                                ¦ ¦
¦ ¦ Urien - crouching for 3 or more seconds yields a dive knee                     ¦ ¦
¦ ¦       - walking back for sec yields a charging shoulder                        ¦ ¦
¦ ¦       - standing for 3 or more seconds yields a projectile                     ¦ ¦
¦ ¦                                                                                ¦ ¦
¦ ¦ Yang/Yun - they may have different abilities, but the strategies the computer  ¦ ¦
¦ ¦            has in mind when playing them are identical                         ¦ ¦
¦ ¦          - whenever they're very far from you, they'll super jump and          ¦ ¦
¦ ¦            dive K. You'll parry and super                                      ¦ ¦
¦ ¦                                                                                ¦ ¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦ ¦
¦o¦                                                                                ¦ ¦
¦p¦ VII. Vs Human                                                                  ¦ ¦
¦y¦                                                                                ¦ ¦
¦ ¦ Well, there won't be any universal rules for fighting against humans cause     ¦ ¦
¦o¦ no two humans think identically. There are, however, general rules that        ¦ ¦
¦f¦ could apply to at most 80% of your encounters with human challengers           ¦ ¦
¦ ¦                                                                                ¦ ¦
¦m¦ 1) Messatsu Gou Hadou is the most recommended super                            ¦ ¦
¦y¦                                                                                ¦ ¦
¦ ¦ As I have mentioned above, the Messatsu Gou Hadou is almost impossible         ¦ ¦
¦v¦ to counter after it is blocked or parried. Even if the opponent jumps          ¦ ¦
¦e¦ over it, which by the way is the only logical solution to this problem,        ¦ ¦
¦r¦ he can still get a hit or two because of the fireball's size.                  ¦ ¦
¦y¦                                                                                ¦ ¦
¦ ¦ 2) Mix-up your D+MK, Overhead P, and your throw                                ¦ ¦
¦f¦                                                                                ¦ ¦
¦i¦ If you get close to an opponent, try as randomly as possible to execute        ¦ ¦
¦r¦ one of these attacks and follow it up with another randomly chosen move.       ¦ ¦
¦s¦ Most of the time I just mix-up the crouching kick and the overhead punch       ¦ ¦
¦t¦ and only use the throw when my opponents' getting the hang of it.              ¦ ¦
¦ ¦                                                                                ¦ ¦
¦f¦ 3) Try jumping straight up as the first round starts                           ¦ ¦
¦a¦                                                                                ¦ ¦
¦q¦ Normally, your challenger would throw a fireball which you should parry.       ¦ ¦
¦ ¦ If he jumps towards you, just do a HK. Sometimes he'll dash in. When this      ¦c¦
¦ ¦ happens, repeatedly tap forward and LP+LK to anticipate either an attack       ¦o¦
¦ ¦ or a throw.                                                                    ¦p¦
¦ ¦                                                                                ¦y¦
¦c¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦ ¦
¦o¦                                                                                ¦o¦
¦p¦ VIII. Ending                                                                   ¦f¦
¦y¦ * next time I'll put in the exact words used but for now...                    ¦ ¦
¦ ¦                                                                                ¦m¦
¦o¦ As a deep-sea exploration team neared the bottom of their search, they         ¦y¦
¦f¦ found a ship wreck. To their disbelief, standing on top of the mast is         ¦ ¦
¦ ¦ a man...Akuma! Akuma sends them flying to the surface with a move he           ¦v¦
¦m¦ called (um i forgot) which looks a lot like his Gou Rasen.                     ¦e¦
¦y¦                                                                                ¦r¦
¦ ¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦y¦
¦v¦                                                                                ¦ ¦
¦e¦ IX. Credits                                                                    ¦f¦
¦r¦                                                                                ¦i¦
¦y¦ This is my very first faq and I did it all by myself so I really got no        ¦r¦
¦ ¦ one to thank as of now but:                                                    ¦s¦
¦f¦                                                                                ¦t¦
¦i¦ - thanks to Jeff Maxwell for sharing his opinions on the predictabilities      ¦ ¦
¦r¦   of different computer opponents                                              ¦f¦
¦s¦                                                                                ¦a¦
¦t¦ Jeff will be making a Yun faq (also his very first) soon. He's a master        ¦q¦
¦ ¦ Yun player and a constant reminder of my need to change my style, or           ¦ ¦
¦f¦ else...(I'll never win against him using the same style twice, but since I     ¦ ¦
¦a¦ always change my style, I never lost to him either! hehe no offense Jeff :)    ¦ ¦
¦q¦                                                                                ¦ ¦
¦ ¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦c¦
¦ ¦                                                                                ¦o¦
¦ ¦ X. Final Words                                                                 ¦p¦
¦ ¦                                                                                ¦y¦
¦ ¦ This faq is bound to have flaws as it is my first ever. Please feel free       ¦ ¦
¦ ¦ to email me if there's something about Akuma I left out or if you just         ¦o¦
¦ ¦ want to comment on my work. Thank you. If ever I revise this faq and           ¦f¦
¦ ¦ add something you feel came from one of your emails to me, email me again      ¦ ¦
¦ ¦ and remind me bout it so I can give you credit. Thanks again.                  ¦m¦
¦ ¦                                                                                ¦y¦
¦ ¦ oh, i forgot; wanna increase the chances of landing a Raging Demon by 90% ?    ¦ ¦
¦ ¦ four ways:                                                                     ¦v¦
¦ ¦                                                                                ¦e¦
¦ ¦ 1) sweep, as opponent gets up, do it                                           ¦r¦
¦ ¦ 2) jump HK, Sweep, Raging Demon (the sweep must be blocked for this to         ¦y¦
¦ ¦    push through)                                                               ¦ ¦
¦ ¦ 3) jump HK, MK, Raging Demon (MK, which is a knee hit, must be blocked)        ¦f¦
¦ ¦ 4) repeatedly jab, parry an opponents attack, and quickly follow with          ¦i¦
¦ ¦    a LK, HP                                                                    ¦r¦
¦ ¦                                                                                ¦s¦
¦ ¦ * a present-minded opponent (there are very few) can just jab his way out      ¦t¦
¦ ¦ of this situation or worse, do a super. Well, at least computers are           ¦ ¦
¦ ¦ 100% suckers for this strategy, so there you have it!                          ¦f¦
¦ ¦                                                                                ¦a¦
¦ ¦ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%        ¦q¦
¦ ¦                                                                                ¦ ¦
¦ ¦--------------------------------------------------------------------------------¦ ¦
¦  copyofmyveryfirstfaqcopyofmyveryfirstfaqcopyofmyveryfirstfaqcopyofmyveryfirstfaq  ¦
¦____________________________________________________________________________________¦

* what ever happened, Mr. Maxwell!? why'd it take a looong time for you
 to get that Yun faq together!?

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
||     preferable, though not required.                                          ||
||                                                                               ||
||  3) This faq is not to be profited from---directly, indirectly, or in         ||
||     whatever other way possible. By directly I mean earning less than,        ||
||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
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