O~~~~
 O~~    O~~
O~~       O~~
O~~       O~~
O~~       O~~
 O~~ O~ O~~
   O~~ ~~
        O~

STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <[email protected]>
version 1.2
Dec. 18, 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! ;)

* Q is QUAD DAMAGE! Quake fans would definitely agree, anyone with this
 feature can turn anyone else into a mass of Quivering lard in an instant.
 He's not to be used by any Quack, as his moves are Quite Queer and he's
 obviously not one of the Quicker characters in the game. You'll find
 his personality Questionable, being so Quiet he actually has "..." as
 a winning Quote. He also Quirks a lot while fighting, which is very moronic
 of him. But don't Quit on him yet. Q is still Qualified to Quench your
 thrist for victory and meet your Quota of number of wins for the day.
 Q, if used properly, can easily Quell the opposition because:

1. Q is QUAD DAMAGE! (ok, I just said that, but so what!?)
2. Q's attacks are sudden and can easily catch an opponent off guard
3. Q has tremendous reach in his moves
4. Q takes a whole lotta less damage from opponents (especially after
  taunting)


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)

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


1) LP - Q's jabs, unlike what is very common, cannot be done twice and register
       as a combo. They're just plain pokers, not even so good at that
       because of their lack in speed but, what choice do you have?

  a) standing - makes use of the fingertips to inflict a small amount
                of damage to the opponent's chest. Should also be considered
                as an anti-air(though I'd prefer other, more powerful
                versions) because of Q's height.

  b) crouching - you extend your hand out. What!? Imagine how your hand
                 looks like when it's not doing anything---half-open
                 right? You think you can hurt anyone with that? Certainly
                 not! And that's just what Q does in this move so don't
                 use it.

  c) jumping - excellent reach for an LP. Here, Q opens his hand as if
               trying to grab the opponent and then aims diagonally
               downward. Don't get too excited, he won't grab the opponent
               if the move connects.

2) MP - range is the theme of these moves and with that in mind, use them
       as often as possible to counter an incoming ANYTHING ('cept fireballs,
       of course). Also comes out fast and may be used to poke but not
       to be abused in that field. Highly prioritized to say the least.

  a) standing - Q delivers a nicely damaging swipe with his farther arm
                to the opponent's face. Not much use I can find for this
                move other than to counter moves even before they can
                come out.

  b) back - works like(though inferior to) Yang's standing MK---average
            damage yet propells the opponent high enough in mid-air to
            allow a very limited number of juggling opportunities. Use
            this often and especially when your opponent is trying to
            get behind you.

  c) crouching - you reach out as far as your long arms would take you
                 and hit the opponent in the midsection even if he's
                 about as far as he was when the round started. Definitely
                 one of the best things to do when you detect a powerful
                 yet slow move coming your way.

  d) jumping - dammit, he gives a spinning punch that aims HIGH! Now,
               who the hell can he hit aiming high in mid-air? Don't
               use this move, it's utterly useless.

3) HP - powerful moves that come out slow but can easily be timed right
       to guarantee success. Three words: "Practice makes perfect."

  a) standing - you clench your fists, stretch out both your arms, and
                hop a little to make the fists connect. Doesn't look
                like a very damaging move but fortunately it is. Also
                stuns the opponent for about a sec, giving you time to
                plan what you'll do next.

  b) crouching - from a kneeling position, Q folds his nearer arm up a
                 bit and then hits the ground, smashing a standing opponent's
                 knee in the process. Good punisher for blocked sweeps
                 but don't expect to hit a low blocking opponent with
                 it cause it's not an overhead.

  c) jumping - its just a mid-air version of the standing HP that aims
               diagonally downward. Comes out faster than the said move
               since no slight hopping is needed to execute it. Just
               as high on damage and priority so use it much, very much.

4) LK - don't bother using these, as they can and should be replaced by
       his other normal moves.

  a) standing - supposed to be another poker, but, because of the presence
                of the standing LP, is frequently neglected. Comes out
                slower and less practical than the said move so rather
                use that one---always!

  b) crouching - Q'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 - useless, actually. He 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?

5) MK - too slow, too easily detected and too easily parried. Sounds bad
       but on the good side, has range, priorit, and of course damage.

  a) standing - its just a slower yet more powerful version of the standing
                LK, this time making use of the farther leg (I think)
                instead of the nearer one, as in the case of the standing
                LK.

  b) crouching - same as his crouching LK except he uses the other leg
                 and only the heel does not leave the ground. Looks like
                 a shoto's move but still can't be comboed into anything.

  c) jumping - he does a horizontal kick that out-prioritizes most air
               attacks I've seen. Best at air to air encounters though
               easily parried so mix it up with your other air moves.

6) HK - powerful moves that come out slow and can be easily countered.
       Still worth the try whenever your opponent's on the offensive
       since he'd be jumping or dashing for you and wouldn't expect any
       of these.

  a) standing - Q raises both his arms to, quite successfully, increase
                the power of the forward K he does afterwards. High on
                damage yet comes out slow and can easily be detected,
                parried, and punished.

  b) back - you do a roundhouse K that's so high you actually give up
            your own balance just to reach a little higher. Definitely
            a good anti-air but should be used only at that. That fact
            that you fall back into the ground after doing the move makes
            you wide open for your opponent's wildest dreams.

  c) crouching - the professional wrestler's drop kick used as a sweep.
                 Quite powerful but comes out a little too slow and, like
                 Hugo's dropkick, will leave you open for a combo that
                 ends in a super if you miss.

  d) jumping - Q does a forward sommersault in mid-air and stretches both
               his legs diagonally downward and hit the opponent---hard---
               in the face. Remember to hit the HK button AS you jump
               and not WHILE you're jumping to make sure your feet are
               out at the right time.

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


* EX version - done by pressing two P/K instead of one in every move
            - basically just increases in speed and number of hits

1) Dashing Head Attack - Hold B...F+P

       This move is what brought Q to fame. One of the first reasons
  why I decided to master him, this move is a speedy yet powerful dash
  punch that actuallly leaves a trail of Q images behind. You may hold
  the P during the dash to make Q pause instead of throwing his whallop
  and replace it with an overhead. Use the normal version for surprise
  attacks and for countering far-fetched jump-ins and use the overhead
  version for those who low block all day. NEVER use the overhead version
  for ending or filling juggles.

2) Dashing Leg Attack - Hold B...F+K

       You may have guessed by now what this move does...yup! It's nothing
  but a low hitting version of the Dashing Head Attack. You can't hold the K to
  vary your attack this time so only use this move for those who high
  block all day when they're far from you. Use the LK version more often
  to catch your opponent off guard.

3) High Speed Barrage - D,DB,B+P

       One of the few moves in the game that don't only change in speed
  range and damage when executed with a different P strength. In this
  move, which is a set of three whacks to the face, Q will aim horizontally
  if executed with an LP, quite higher if executed with an MP, and at
  a 60degree angle if executed with an HP. Oh, and ... just you try the
  EX version---sooo cool!

4) Capture and Deadly Blow - F,DF,D,DB,B+K

       Well, the name says it all (much like all of Q's other moves)
  You "capture" the opponent and deliver a "deadly blow" that knocks
  him way up in mid-air, giving you the a multitude of juggling opportunities.
  This is another move whose K strength not only alters speed, range,
  and damage. With the LK version, the opponent is thrown almost vertically
  upward, with the MK version he is thrown at a 60degree angle, and
  finally with the HK version he is thrown at 45degrees. Beginners should
  always use the LK version, as that is the easiest to follow up (with
  something as simple as a standing HP) Hold back immediately after
  executing the HK version to prepare for a juggle with an HP Dashing
  Head Attack.

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


1) Critical Combo Attack - D,DF,F,D,DF,F+P
  (comes in two moderately long super bars)

       Comes with two major advantages: One, you can do the most number
  of EXs when fully charged with this super and two, IF and only IF your
  opponent is not used to blocking this super yet, he'll get hit by the
  fourth attack which surprisingly hits low. If those advantages don't
  suit your fighting style in any way, then don't use this super!

2) Deadly Double Combination - D,DF,F,D,DF,F+P
  (comes in one moderately long super bar)

       You deliver a hard hitting punch to the midsection which stuns
  your opponent, he/she shivers in pain, and then...uuuuoooooaaaaaaaaa...
  POW!!! You pound him/her with both arms, he/she gets buried in the
  ground, and then bounces back waaaay up in mid-air! (though I think
  this should only be possible for someone with big b***s like Chunli)
  Remember, ALWAYS follow-up this move with an HP Dashing Head Attack. Most people
  forget that. Also, remember that this super is extremely useless if
  the first, extremely close-range hit doesn't connect so as much as
  you would want to inflict its full damage, use it in a combo(after
  a Dashing Head Attack) to greatly minimize risks. Besides, the damage is still
  respectable. Hey, by b***s I meant boots! what the hell were you thinking!?

3) Total Destruction - D,DF,F,D,DF,F+P-> D,DF,F+P/D,DF,F+K
  (comes in one moderately long super bar)

       Q detonates himself with the opponent but no one dies. The worse
  thing this explosion can do is knock someone out but, other than that,
  it's pretty useless. It's a grapple super, and how you'll grapple your
  opponent depends on whether you do a D,DF,F+P or a D,DF,F+K. The former
  allows you to execute a long reaching yet blockable grab while the latter
  allows you to execute a short range yet unblockable garb---no matter
  which you choose, landing this super on any opponent would prove to
  be a very hard task.

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


* please bear with me, as I am still experimenting with combos regarding
 B+MPs, EX Dashing Head Attacks, and the like. Help would greatly be appreciated,
 and credited.
(every Dashing Head Attack may be followed up by any of his first two supers)

Intermediate

UF-> HP-> MP-> MP High Speed Barrage
UF-> HK-> MP-> MP High Speed Barrage
UF-> HP-> MP-> LP Dashing Head Attack
UF-> HK-> MP-> LP Dashing Head Attack
UF-> HP-> MK-> LP Dashing Head Attack
UF-> HK-> MK-> LP Dashing Head Attack

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

1) Fully charged with Deadly Double Comnbination (8-hits)

Capture and Deadly Blow-> HP Dashing Head Attack-> Deadly Double Combination->
                         HP Dashing Head Attack-> HP High Speed Barrage(in corner)

* The HP Dashing Head Attack must be cancelled into the Deadly Double Combination
* Most practical combo in this section


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


* a general strategy would be to catch your opponent with an HK Capture
 and Deadly Blow and execute an HP Dashing Head Attack but time it so you WON'T
 hit his falling body and end up behind him. Catch him with yet another
 HK Capture and Deadly Blow and repeat the process indefinitely.

* Deadly Double Combination is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
       B+MP cause he'll jump and try to do another dive K combo
     - if he's in the corner and blocks your LK Dashing Leg Attack, he'll
       jump. Do a Deadly Double Combination if you will

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 B+HK 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
       Dashing Head Attacks 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 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 an 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 an LP Dashing Head Attack, 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 B+MP

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. (but YOU musn't be!) 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 Dashing Leg Attack, he'll always
      respond 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) Deadly Double Combination is the most recommended super

The other two supers are just too hard to connect but with this one, just
think Shin Shoryuken and you're more than halfway there. Just remember
two things: One, you can link it FROM a Dashing Head Attack and two, you can link
it TO a Dashing Head Attack afterwards.

2) Mix-up your LK Dashing Leg Attack, Overhead P, and your Capture to Deadly
  Blow

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 punch 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 an HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Parry, parry, parry

Q is not for the faint of wrist, so stop dreaming of being an expert Q
player if you can't even successfully parry all five hits of a Shinkuu
Hadouken yet. Learn that first, then go on with your quest for mastering
the man of mystery. Besides the first two supers, the High Speed Barrage is probably
the best thing to do after successfully parrying any attack.

5) Taunt, taunt, taunt

Being one of the few SF3 characters whose taunt is not annoying at all
and can actually help a lot in gameplay, Q must concentrate on executing
three, yes THREE taunts before even trying to beat the opponent. The reason
for this is not to show off, rather it is to decrease the amount of damage
you may receive dramatically, giving you the highest of advantages.

6) If Ryu was used honorably, he'd be used in a similar way to Makoto.
  Double her damage and reduce her speed to half and you'd be, in a sense,
  using Q. I'd be including here a section of my Ryu faq that'd be modified
  a bit to suit Q. Since Ryu's Shin Shoryuken is much like Q's Deadly
  Double Combination, you'll have to use that super to apply these strategies.

Akuma - If there's anyone who'd take your Deadly Double Combination as
       sign to insert more quarters, it's him. The Deadly Double Combination
       takes a LOT of damage, and Akuma just takes a LOT more than he
       should as a balancing factor for his awesome power. With Akuma
       as an opponent, all you have to concentrate on is landing a Deadly
       Double Combination that's not part of a combo. That's quite a hard
       task, but parrying leads the way to it. Just parry any jump-in
       and proceed with this super---and juggle with a Dashing Head Attack if
       he's not KOed yet!

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. She can't just
        walk toward you and attack without you surprising her with a dashing
        head attack first so she'll have to jump. Parry and counter. If she
        pushes you to a corner, however, she'd be an instant offense freak
        so use your MP High Speed Barrage to silence her.

Dudley - Parrying his moves will prove to be quite a challenge as its
        moments of impact vary at his will. If you really find it hard
        to parry, try blocking all his moves. They leave a lot for you
        to feast your combos on, anyway. 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 Dashing Head Attack her whenever
       she's starting a confuser's game with you. Her Rhino Horn need
       not be parried, just duck, dash-in, and choose a favorite combo
       for her. Remember, all her moves, even her supers, leave her
       open for a Deadly Double Combination 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 out-wait him. When he jumps toward you, dash
      back and do a Dashing Head Attack. If he super jumps, dash forward, walk back,
      and throw.

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
       hand in her,....uh....midsection with a Deadly Double Combination.
       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 Deadly Double Combibation 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 HP 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
        Deadly Double Combination after every blocked move. You'll find
        it hard to parry her speedy punch, but you won't have to. Block
        and super. If she utilizes a Karakusa-to-HP-to- Hayate-and-repeat
        strategy on you, the better. Time it right so you can do a Deadly
        Double Combination 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 out-wait 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 a B+MP.

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. If he stays close, you'll just have to exchange hits
     with him so attack wisely. Otherwise, you can parry it without
     the fear of being thrown, swept, or stomped at.

Q - You should, by now, know of all his strengths and weaknesses. It would
   be very, VERY rare to encounter this kind of match-up end expect your
   opponent to be an expert but, for security's sake, better be prepared
   to counter your own strategy by luring him into surprising you
   (unsuccessfully, of course) and opening himself up for a Deadly Double
   Combination.

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 Deadly Double
      Combinbation 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 Deadly Double Combination.

Ryu - You'll have your hands full in this devastating 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 HK, 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 Deadly Double Combination 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 HP 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 Q 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 HAVE 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 Deadly Double Combination
        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. Out-wait 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 Deadly Double Combination!
      Master the art of parrying 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 HAVE 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 Deadly Double Combination in his face. Master the art of parrying
     a dive kick and you'll be fine. His two combo supers are dealt with
     in the same manner: just block them all and Deadly Double Combination
     him out of his brand new kung-fu shoes afterwards. His multiplicity
     super, by the way, is not supposed to give much damage.

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


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

 Q      : .....
 Akuma  : .....
 rapper : hey, I'm waitin for you!
 Q      : .....
 Akuma  : .....
 rapper : yeah, I see.
 Q      : .....
 Akuma  : .....
 rapper : wo, that makes sense!
 Q      : .....
 Akuma  : .....
 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)

* Q's ending:

FBI agents are are in their office pondering over the mystery obsevred
in a screen displaying different photos. All these photos feature a man
in a trenchcoat that, according to one of them, cannot all be the same
person since those pictures were taken from different places around the
globe, namely, arenas for the Street Fighter tournament. They also notice
the fact that all these "sightings" reveal the man's metal face, or is
just an iron mask? They decide to dispatch investigators on the matter
and as they leave, they did not notice Q spying on them.

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


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 QBoots! hehe)

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

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

SAL ([email protected]) for the ending (which I rephrased so
                                 errors, if any, are mine)

Nathan Arnold ([email protected]) for some intermediate combos

Krizalid ([email protected]) for the correct names of all of Q's moves

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 - improved ASCII art
v1.1 - corrected names of moves

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


Please feel free to email me if there's something about Q 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:

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||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~