o__ __o__/_ o
<| v <|>
< > / \
| \o/ o__ __o \o__ __o o__ __o/
o__/_ | /v |> | |> /v |
| / \ /> // / \ / \ /> / \
<o> \o/ \o o/ \o/ \o/ \ \o/
| | v\ /v __o | | o |
/ \ _\o__/_ / \ <\/> __/> / \ / \ <\__ / \
STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <
[email protected]>
version 1.2
Nov. 16, 1999
this faq is copyright 1999-2000 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! ;)
* Doesn't Elena have a nice looking cro*ch? It seems to say, "Come, let's
be friends..." I didn't notice that at first, but since a friend told
me about it I couldn't help but agree. By the way I meant croUch. (tsk,
tsk!) I haven't witnessed any other player use Elena effectively, but
I still liked her, not only for her cro*ch (crouch, I mean), but also
for these reasons:
1. Elena is all kicks, meaning your opponent can never memorize your
every move unless he's an Elena user as well.
2. Elena has a slide kick (DF+HK)
3. Elena's anti-air moves comes out very quick and are multi-hitting
4. Elena can EX all of her specials and they come out REALLY fast!
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. Ending
X. Credits
XI. Revision History
XII. Final Words
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ __ ____ ___ ____ _ _ ____
(_ _) ( ) ( ___) / __)( ___)( \( )( _ \
_)(_ )(__ )__) ( (_-. )__) ) ( )(_) )
(____)() (____)(____) \___/(____)(_)\_)(____/
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)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ____ _ _ _____ ____ __ __ __ __
(_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( )
_)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__
(____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
* as I've said, Elena is all legs...I mean kicks. Please email me if I've
mixed any of her normal moves up because I'm just recalling this from
my previous games and errors in this case are most likely.
1) LP - being a mix up of good and bad moves, use these only for variety
and unpredictability of your attacks.
a) standing - the nearer leg "draws" a circle in front of Elena and
hits the opponent's face at the peak.
b) crouching - Elena makes use of her farther leg to kick the opponent's
shin. Being the fastest crouching move, use a multitude
this to confuse low-blocking opponents to continue blocking
low when you decide to use one of her special overheads
(discussed throughout the faq).
c) jumping - useless, actually. She just sticks his knee 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 - her best moves! Rely on these, especially her forward MPs throughout
the game and you're guaranteed to AT LEAST give your opponent
a tough fight. Read on for the details...
a) standing - Elena crouches a little and then delivers a high kick
to the face. Good anti-air and may serve as an alternative
to your Scratch Wheel in case your opponent learned to
parry it already.
b) forward - you do a hand stand and do what is supposed to be a high
side K but since you are upside-down, turns out to be
an overhead,...correction, TOTALLY UNDETECTABLE overhead
instead.
c) crouching - it's just a slower but more damaging version of the
crouching LP. A highly efficient confuser and a great
combo filler as well so, like I said, use it much.
d) jumping - both her legs will point at the same direction but the
farther one would be folded while the nearer one would
be out stretched. This is a very average move in terms
of damage, speed, and priority. Worth mixing up with other
jump-ins to confuse the parry masters.
3) HP - definitely high on damage. They may come out a little too slow and
therefore also a little too low on priority but their awkwardness
makes them a good confuser.
a) standing - the farther leg "draws" a circle in front of Elena and
hits the opponent's face at the peak. High on damage yet
low on reach, recovery, and execution speed. Not to be
depended on very much.
b) crouching - from a crouching position, Elena does a high K with her
nearer leg in this of course serves well as an anti-air.
I think this move is a lot more damaging than the Scratch
Wheel in the case of air-borne opponents but still I'd
rather use a special than a normal.
c) jumping - it's just a slower but more damaging version of the
jumping MP. This time her farther leg points a little
more downward as if allowing her nearer one to unleash
its power, but that's just trivial.
4) LK - too slow for poking and yet too low in damage for a counter move
so don't use these moves much or maybe just don't use them at all.
a) standing - just a basic kick to the shin that's too slow for a low
damaging attack.
b) crouching - Elena's folded front leg just turns side ways and
stretches out while the whole side of the foot does
not leave the ground. Just as damaging as the crouching
LP but comes out slower so don't use it.
c) jumping - you kick diagonally downward with your foot upright, allowing
your heel to connect. Not a very good air move so don't
use it at all.
5) MK - nothing these can do that can't be replaced by a more efficient
version of another move (in this case either an LK or an MP)
so use them only for a confusing variety.
a) standing - it's just a lower-hitting yet equally damaging version
of the standing MP.
b) forward - you do a hand stand and do what is supposed to be a high
side K but since you are upside-down, turns out to be
an overhead,...correction, TOTALLY UNDETECTABLE overhead
instead. Sounds like the forward MP? Well that's because
their only difference is the foot used. This move makes
use of the farther foot while the forward MP uses the other.
Added note: this version has a shorter reach.
c) crouching - it's just a slower but more damaging version of the crouching
LK. Not a good confuser nor a good combo filler so don't
use it much.
d) jumping - its just a lower-hitting version of the jumping MP. Nothing
more I can say about it except that it would just be as
average as the said move.
6) HK - damaging yet a little slow on the execution time and priority.
Still worth trying though...
a) standing - I can't really describe it. You'll have to see it for
yourself. Let's just say it's her farther leg that attacks,
targeting the head. It sort of makes an outward arc in
front of Elena.
b) back - this is a higher damaging yet axe kick version of the standing
HK. Naturally I wouldn't be able to describe this move much
either.
c) crouching - both Elena's feet stretch out to sweep the opponent while
her TOES never leave the ground. You've probably already
figured out the only posible position she should be in
for this move to pull off. In case not, she's lying face
first on the ground.
d) jumping - you do some sort of cartwheel in mid-air and hit the opponent
while you're inverted. This is her nest jump-in combo
starter because of its two-hit damaging property and not
only that, it comes out fast and has some good priority
too.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ___ ____ ____ ___ ____ __ __
(_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( )
_)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__
(____) \/ () (___/(__) (____) \___)(____)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
* EX version - done by pressing two P/K instead of one in every move
- basically just increases in speed and number of hits
1. Scratch Wheel - F,D,DF+K
Her version of the Shoryuken. As you may have guessed, she uses
her legs in this move, and in all her other moves. Imagine Guile doing
a flask K but then he doesn't flip---the result is a big arc done by
his nearer leg and that's just what Elena does in this move. Always
use the HK version because its speed does not make it much of a risk.
2. Mallet Smash - F,DF,D,DB,B+P
A special overhead wherein you jump at an arc towards your opponent
and land your foot on his skull. It's advisable to use the MP version
as it is the most balanced, in terms of range, damage, and predictability
among the three.
3. Rhino Horn - D,DF,F+K
Useless, actually. She does an unconventional flying kick that's
high on damage, but low on effectivity and even lower on recovery. Opponents
can just duck from this move and they'll be fine. Use this to surprise
opponents who jump back (except Akuma who has an air fireball) especially
if they've got low life left and would normally exchange hits with you
and be KOed. However if they are able to parry, THEN you'll realize
the gravity of your mistake.
4. Spinning Scythe - D,DB,B+K
Elena bows and does a back kick that hits the opponent's chest.
She then spins and kicks in the same way twice if you repeat the code
twice. Nice on damage but very easy to parry and counter so don't rely
on it much.
5. Lynx Tail - B,D,DB+K
A four hit sweep that's sure to be nice on the chipping part.
It is, however, easy to block the first two strikes, which is followed
by a slight pause that gives enough time for experts to land in a combo
to super---ouch!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ __ __ ____ ____ ____ ___
( \/ ) / __)( )( )( _ \( ___)( _ \/ __)
\ / \__ \ )(__)( )___/ )__) ) /\__ \
\/ () (___/(______)(__) (____)(_)\_)(___/
1. Spinning Beat - D,DF,F,D,DF,F+K
(comes in three short super bars)
Three Scratch Wheels, the last one having more hits and more damage.
Mostly used in combos.
2. Brave Dance - D,DF,F,D,DF,F+K
(comes in two moderately long super bars)
You leap for the opponent and if you connect the first hit, even
if it is blocked, you'll follow up with a multitude of kicks that'd
knock the opponent off his feet in the end. It IS quite easy to be on
the receiving end of a combo to super if this move is blocked so might
as well gamble with an HK Scratch Wheel right after to nail him just
in case he's too slow to retaliate. Always remember that a blocked
sweep from your opponent would be his downfall if you are equipped with
this super
3. Healing - D,DF,F,D,DF,F+P
(comes in one long super bar)
Very self-explanatory. At first I thought this was the cheapest
move in all of SF, but then I remember GILL'S healing super---now that's
what I call CHEAP, not to mention his Angel of Death thingy super. Anyway,
unlike Gill's healing super, this move only restores about one-fourth
of your life and that is, IF you don't get hit during the process, which,
again unlike Gill's healing super, is very far from possible. Use this
move every after a successfully connected Scratch Wheel.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ___ _____ __ __ ____ _____ ___
( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __)
\ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \
\/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/
(every HK Scratch Wheel may be followed by any of her damaging, not
healing, supers)
(if you are using her healing super, you may cancel the landing animation
into that when you time it right)
Beginner
1) HP-> HK
2) MK-> D+HP
3) UF-> HP-> D+HP
4) UF-> HK-> D+HP
5) UF-> HP-> D+LK-> HK Scratch Wheel
6) UF-> HK-> D+LK-> HK Scratch Wheel
7) UF-> HP-> D+LP-> HK Scratch Wheel
8) UF-> HK-> D+LP-> HK Scratch Wheel
Intermediate
1) UF-> HP-> D+MP-> HK Scratch Wheel
2) UF-> HK-> D+MP-> HK Scratch Wheel
Expert
1) UF-> MP-> HP(mid-air)-> LP-> LK-> HK Scratch Wheel
Improbable yet Possible
1) Fully charged with at least two Spinning Beats (11-hits)
UF-> HK-> D+MK-> EX Lynx Tail-> Spinning Beat
* The EX Lynx Tail must be cancelled into the Spinning Beat
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ _ _ ___
( \/ )(_ _)(_ _) ( \/ )/ __)
\ / _)(_ _)(_ \ / \__ \
\/ (____)(____)() \/ (___/()
___ _____ __ __ ____ __ __ ____ ____ ____
/ __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \
( (__ )(_)( ) ( )___/ )(__)( )( )__) ) /
\___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_)
* A general strategy would be to do a D+LK to MP Mallet Smash your opponent
repeatedly. It would give you a low ranking afterwards but, it's better
you know about it just in case.
* 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.
* Spinning Beat is the most recommended super for the computer
Akuma - if you block a combo of his that ended with a Hadouken, do an
HK Scratch Wheel cause he'll jump and try to do another dive K combo
- if he's in the corner and you do an LK Scratch Wheel, he'll jump
and you must repeat the Scratch Wheel this time using an HK to
counter. You may also want to do a Spinning Beat instead.
Alex - whenever he does an 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 HK Scratch Wheel 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 time your
HK Scratch Wheel wisely
Gill - continue parrying his fireballs until he does something else
- he rarely parries in mid-air so you know what to do
- 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
Hugo - jab(kick) 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 normal air attack.
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 an LK Scratch Wheel, he'll
jump 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 an HK Scratch Wheel
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.
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 attack
Sean - you're half-screen away and you do an LK Scratch Wheel, 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) Brave Dance is the most recommended super
As I have mentioned above, the Brave Dance can out-do an opponent in just
about anything he's trying to pull off. And unlike the other, combo-based,
supers, this one packs a lot of damage with it. Also, as an added feature,
this supers comes in two bars, which means you can re-execute it should
you miss.
2) Mix-up your D+MK, Overhead, 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...
Elena does not rely on parrying that much. She's the offensive type.
Besides, if you're using her the only good thing to do after parrying is
a super. If, therefore, you haven't charged yourself up yet, better rely
on your Scratch Wheel. It can counter just about anything you can parry
except fireballs.
5) Remember that you are "the great pretender"
Confusing opponents is what Elena does best. Aside from the conventional
mixing up of your D+MK, Overhead, and Throw, you can use her LK Mallet
Smash to get through low-blocking opponents. As I've mentioned above, A good
strategy would be to hit him with a double F+LK and connect with this
move. It won't register as a combo, but you're guaranteed at least one
hit if you don't do it too often. And don't you forget her TOTALLY UNDETECTABLE
overheads, namely, the F+MP and the F+MK!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ____ _ _ ____ ____ _ _ ___
(_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __)
_)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-.
(____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/
* Elena's sub-boss is Makoto and this is what they have to say:
Makoto: What's wrong with you?
Stop smiling like that---it's creepy!
I came here for a serious fight.
I'll punish you if you make fun out of me.
Elena : I just wanted to be your friend.
That's the reason we fight.
We should enjoy ourselves!
Makoto: Friend? I think I'll never understand you.
* Elena's ending:
Elena's talking to herself (I think she's writing a letter) "My dear
Naru-chan, it's lonely that the harvest festival is over here in France.
I remember when we were together for a festival in Japan, we had so much
fun, even the fights were exciting. You really should meet my family.
I think they'd like you." She leaves the cafe (where she was seated)
and murmurs, "I also still got lots to do. I have to study!"
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ ____ ____ ____ ____ ____ ___
( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __)
) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \
(_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/
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 a friendly-
looking cro*ch! (again, I meant croUch!) hehe)
Red Phoenix (
[email protected]) for info on the whats and hows
of ASCII arts
Nathan Arnold (
[email protected]) for the MK-> D+HP combo
[email protected] for the EX Lynx Tail-> Spinning Beat combo
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
Ms. AsianCuteness for inspiring me in just about everything I do!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _
( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( )
) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) (
(_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_)
_ _ ____ ___ ____ _____ ____ _ _
( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ )
) _ ( _)(_ \__ \ )( )(_)( ) / \ /
(_) (_)(____)(___/ (__) (_____)(_)\_) (__)
v1.2 - added combos
v1.1 - improved ASCII art
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ _ _ __ __
( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( )
) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__
(_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____)
_ _ _____ ____ ____ ___
( \/\/ )( _ )( _ \( _ \ / __)
) ( )(_)( ) / )(_) )\__ \
(__/\__)(_____)(_)\_)(____/ (___/
Please feel free to email me if there's something about Elena 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.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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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