From: Lion <
[email protected]>
Newsgroups: alt.games.sf2
Subject: Dudley FAQ V 1.000
Date: Mon, 26 May 1997 11:32:58 +0200
______________________________________________________________________
===============================
== STREET FIGHTER III ==
===============================
== unofficial DUDLEY faq ==
===============================
== (v 1.000) ==
===============================
-By Lion (mailto:
[email protected])
Any comments are welcomed
-Last update : 05/26/97
-Missing things : bunch of winning quotes, strategy VS each char ?
corrections...
-Note : please warn me if you put my faq on your pages.
-Contents-
-----------
1 - Revision history
2 - Character storyline
3 - Bullsh*t
4.a - Terminology
4.b -Damage levels and others
5 - Universal moves
6 - Normal moves analysis
6.1 - Standing
6.2 - Crouching
6.3 - Jumping
7 - Throws
8 - Special moves analysis
9 - Super Arts analysis
10 - Combos
10.1 - Chain
10.2 - Special
10.3 - Super
10.4 - Special-Super
10.5 - Overhead
10.6 - Juggle
11 - Strategies
12 - Outfit colors
13 - Ending
14 - Winning, misc poses, quotes and misc
15 - Thanks
16 - Legal and misc stuff
1 -Revision history-
----------------------
v 0.1 : basics
v 0.2 : some chains and little things added. Cleaner.
v 0.5 : cleaner presentation. Crap added. Universal moves added. Throws
added. A little strategy added. Minor additions and corrections.
v 0.7 : Another normal move. Real names for the specials and supers.
Juggle combos added. Some outfit colors. Lots of minor corrections,
additions, confirmations.
v 0.75 : minor additions. Some strategies added.
v 0.76 : minor additions, corrections and confirmations.
v 0.78 : minor additions. Boss strategy and ending.
v 0.8 : presentation change. Terminology added. Minor corrections and
additions.
v 0.82 : confirmations (Ducking Upper), additions (Corscrew Blow, Combo
and Strategy sections).
v 0.85 : additions (to Ducking Dash, Special Combo, Super Combo,
Strategy). Minor corrections.
v 0.90 : lot of minor changes, additions and confirmations in many
sections. Misc, poses section added. Physic advantage and Parry follow
ups added in the strategy section.
v 0.93 : changes in the Super section. Minor addition in combo section.
Lot of minor corrections here and here. Corkscrew blow pressure added in
strategy section.
v 0.96 : Bunch of corrections. Parry section completed. Some quotes
added. Additions in Strategy (anti parry, throws, pressure) and Combo
sections.
v 0.98 : little corrections and additions. New way to beat Gill, more
stylish, less turtlish. New anti jump, and combos additions.
v 0.995 : bunch of corrections everywhere. Additions to combo section.
Combo section redone.
v 1.000 : minor changes, additions, corrections everywhere. Voice actor,
damage-stun-Super Art levels added.
2 -Character Storyline-
-------------------------
Dudley :
A heavyweight boxer who can fight in close or at arm's length. A
perfectionist, this fighter seeks elegance and perfect fighting style.
This Briton is the son of a celebrated athlete and businessman and knew
no financial hardships growing up. When his father's business failed in
his university years, Dudley stepped into the ring to earn back
everything his father had lost.
(official storyline, Copyright Capcom Co., Ltd 1997)
3 -Bullsh*t-
-------------
Infinite combo : standing Forward-Roundhouse chain, repeat until you
dizzy your opponent. Repeat...
The timing is extremely hard, not to say impossible.
Works ONLY on another Dudley.
(You can link any other chain combo after Forward-Roundhouse.)
4.a -Terminology-
-------------------
N : joystick on neutral position
U : up
D : down
F : forward
B : backward
St. : standing
Cr. : crouching
Jp. : jumping
HCF : half circle forward
HCB : half circle backward
QCF : quarter circle forward
DP : dragon punch motion (F,D,DF)
P : any punch button (Jab/Strong/Fierce)
K : any kick button (Short/Forward/Roundhouse)
4.b -Damage levels and others-
---------------------------------
-The game characters are separated into 3 groups for the Life gauges.
(Lenght of the gauges are expressed in 'dots'.)
*530 : Alex
*500 : Ryu, Ken, Sean, Dudley, Necro, Gill
*480 : Y&Y, Ibuki, Elena, Oro
-Same thing for the Stun gauges
*80 : Alex
*72 : Dudley, Oro
*64 : Others
-Check the Super Arts section for Dudley's Super Arts gauge lenghts.
-After each moves, I indicate how much it gives damage (Da), how much it
raises the opponent Stun meter (St) and how much it increase your Super
Arts gauge (SA). It's like this : (Da:xx // St:xx // SA:xx)
-Example :
Jet Upper
Fierce : (Da:20+70(60) // St:6+18(4) // SA:18+2)
The number in brackets is used if the move doesn't hits 'deep'.
If there are 3 choices, it applies for each version of the move (Jab,
Strong Fierce or Short, Forward, Roundhouse)
-A whole combo damage is not the result of additoning each part of the
combo damage. Each time, the next hit does less damage than its maximum
(same goes for the Stun gauge filling).
Don't ask for the mathematical formulae, thanks.
5-Universal moves-
---------------------
*Forward dash : F,F.
*Back dash : B,B.
*Overhead (Da:50 // St:10 // SA:2) : D,D+any button. Similar to the
jumping Short/Forward. This move is also called Leap Attack.
*Parry (Jap : Blocking) : N then F or D against an incoming attack.
*Back roll : D as soon as you're knocked down.
*Hi/long jump : any D direction then any U direction.
6-Normal moves-
------------------
6.1 - STANDING :
*Jab (Da:10 // St:4 // SA:2) : quick jab.
*F+Jab (Da:15 // St:4 // SA:2) : very quick jab, hits crouching
opponents.
*Strong (Da:30 // St:10 // SA:10) : straight punch.
*Fierce (Da:75 // St:18 // SA:17) : straight punch, have good range.
**F+Fierce (Da:75 // St:18 // SA:17) : hit crouching opponent. Good for
pressures but start-up is slow. You can combo it only into a Super Art.
-
*Short (Da:20 // St:4 // SA:2) : a sort of hook.
*Forward (Da:50 // St:14 // SA:10) : (B or N) an uppercut, can be used
as an anti air.
**F+Forward (Da:50 // St:10 // SA:10) : a body blow. Can be interrupted.
*Roundhouse (Da:60 // St:12 // SA:17) : stronger body blow, can be
interrupted.
**F+Roundhouse (Da:55 // St:8 // SA:10) : up to down punch, overhead
attack. Can hit sweeps from a good range.
6.2 - CROUCHING :
*Jab (Da:20 // St:4 // SA:2) : quick jab, limited range.
*Strong (Da:40 // St:8 // SA:10) : the primary move to use when you are
crouched. It have some range, comes quickly and can be cancelled.
*Fierce (Da:70 // St:14 // SA:17) : Uppercut. Can be used as an anti
air. You have to anticipate a bit.
-
*Short (Da:25 // St:4 // SA:2) : diagonal jab, hits standing guard.
*Forward (Da:40 // St:4 // SA:10) : a slow sweep.
*Roundhouse (Da:50 // St:4 // SA:17) : slower sweep than Cr. Forward but
have better range. It's a launcher (can juggle after). Use it wisely
against a downed opponent.
6.3 - JUMPING :
*Jab (Da:20 // St:10 // SA:2) : hook (useless).
*Strong (Da:40 // St:14 // SA:10) : same animation as above, good for
vertical jump defense against a jumper.
*Fierce (Da:60 // St:16 // SA:17) : diagonal blow. Good range, excellent
for a jump-in attack (combo starter). Mini lag at the start.
-
*Short (Da:20 // St:6 // SA:2) : same animation as Forward (useless).
*Forward (Da:30 // St:8 // SA:10) : elbow. Good priority against low
attacks.
*Roundhouse (Da:40 // St:10 // SA:17) : an elbow on horizontal position.
Put the opponent down when it hits him in the air.
7 -Throws-
------------
*B or F+Strong (Da:20(X6) // St:6(X6) // SA:2(X6)) : you catch the
opponent and give him some body blows. Jam the buttons and directions to
deliver more blows (maximum 6), good for dizzyness. When Dudley let fall
the opponent he does a back dash.
*B or F+Fierce (Da:60 // St:14 // SA:7) : regular throw across the
screen.
8 -Special moves-
-------------------
*CROSS COUNTER- HCB+P
Sacrifice move.
-1 hit.
(Da:received damage+40, 50 or 60 // St:20 // SA:20)
The opponent hits you, and you hit him back (he takes more damage than
you). But sometimes the reverse punch doesn't connect. You can be swept
or throwed out of this move, you can't even reverse a projectile... Use
it wisely (against crazy jumpers). The Jab version last longer. You can
use the Fierce version as a taunt. Never use the Cross Counter when you
have less than 10% of life.
*MACHINE GUN BLOW- HCF+P
Dash then flurry of punches.
-Jab=max 3 hits. Strong=max 4 hits. Fierce=max 6 hits
J : (Da:20+10+30(20) // St:4+4+1 // SA:16+2+2)
S : (Da:20+10+10+30(20) // St:4+4+4+1 // SA:16+2+2+2)
F : (Da:20+10+10+10+10+30(20) // St:4+4+4+1+0+1 // SA:16+2+2+2+2+2)
Three ranges for this move. A good attack weapon. But if the opponent
blocks, you can be punished (especially if he have a Super charged).
*DUCKING STRAIGHT- HCF+K then P
Ducking dash then straight punch.
-1 hit
(Da:100 // St:18 // SA:17)
The dash is quick and you can choose to do nothing by not pressing P.
You can Super Cancel if the straight connects. The dash have some frames
of invincibility halfway through. Can go through projectiles. Beware,
you can be stopped by a single low attack.
*DUCKING UPPER- HCF+K then K
Ducking dash then uppercut.
-Max 2 hits
(Da:30+70 // St:8+10 // SA:17+2)
Same comments as above. You can Super Cancel the first hit. Does big
damage if the two hits connects. Doesn't put the opponent down when he
is grounded.
*JET UPPER- DP+P
Dragon punch with decent priority.
-Jab/Strong=1 hit. Fierce=2hits.
J : (Da:70(40) // St:18(4) // SA:18)
S : (Da:80(50) // St:18(4) // SA : 18)
F : (Da:20+70(60) // St:6+18(4) // SA:18+2)
Like in Zero/Alpha you can't hit far low moves with this DP. You can
cancel it into a super. Be careful when standing up : one Ibuki player
succedeed to special throw me (HCB+P) as i did a stand-up Reversal
dragon punch.
9 -Super Arts-
---------------
*I : ROCKET UPPER : QCF twice+P
A sort of Shoryureppa.
-Max hits : 11
(Da:50+30+30+40+10X6+10 // St:4+4+4+4+0X6+4)
-Max charge : 2
-Gauge lenght : 88
Hard to use as an anti air because you have to hit the opponent at the
last time if you want all the hits to connect. Use it in combos. If your
opponent takes it near the corner, you can juggle with a Jet Upper
(cancelled into a Super) or with another Rocket Upper.
*II : ROLLING THUNDER : QCF twice+P, hit P many times.
Flurry of punches then uppercut.
-Max hits : 8
(Da:60+20(X6 max)+80(30) // St:0)
-Max charge : 1
-Gauge lenght : 112
You can interrupt it when you want by stopping slamming the P buttons.
The damage of this one is very good. Good for cheese damage. But you are
dead meat if the opponent blocks, he can reverse with anything.
*III : CORKSCREW BLOW : QCF twice+P
A single rushing drilling straight.
-Max hits : 5
(Da:80+30+20+20+10 // St:4+4+4+4+4)
-Max charge : 3
-Gauge lenght : 80
It's a close ranged Super Art. Good cheese damage if you are very close.
Have very good priority against normal moves and most of the special
moves (even Dragon Punch). Damage is good only if all the hits connects.
You have three attack ranges depending on the punch button used (Fierce
version go farther). Does good damage if all the hits connects. Can be
used as an anti air. The one to use IMO.
10 -Combos-
-------------
10.1 *CHAIN :
If the first move of a chain connects while the opponent is in the air,
the other hits juggles him.
*
-Cr. Short-St. Forward. (Da:25+30 // St:4+10 // SA:2+10)
Interesting as you begin crouched (opponent must guard low). You can
hold D while pushing the Forward button.
-F+Roundhouse-Forward. (Da:55+30 // St:8+10 // SA:10+10)
Interesting because you begin the chain with an overhead attack
(opponent must guard high).
Notice that it's the only chain that can't follow a jumping attack for
combo .
*
-St. Jab-Strong-Forward. (Da:10+20+60 // St:4+8+8 // SA:2+2+2)
-F+Forward-Forward-Fierce. (Da:50+30+40 // St:10+6+8 // SA:10+9+17)
-St. Strong-Forward-Fierce. (Da:30+30+40 // St:10+6+8 // SA:10+9+17)
*
-St. Forward-Roundhouse-Fierce. (Da:50+70+20+20 // St:14+6+4+4 //
SA:10+2+2+2)
4 hits, good damage. With a good timing, add a Fierce Corkscrew Blow
after the last hit (3 extra hits).
-St. Short-Forward-Strong-Fierce. (Da:20+40+30+40 // St:4+4+4+4 //
SA:2+2+2+2+2)
5 hits, good damage (and flashy). With a good timing, add a Fierce
Corkscrew Blow after the last hit (3 extra hits).
10.2 *SPECIAL :
Don't forget you can begin your combos with a jumping attack (Fierce,
Roundhouse and Forward are the best).
-F+Forward into Jet Upper is ok and easy to do.
-F+Forward into Jab Machine Gun Blow : 4 hits.
-You can cancel the standing Roundhouse (into Jab Machine Gun Blow for a
lame 2 hits or into Fierce Jet Upper for a good 3 hits). You must be
very close.
-Try Forward-Roundhouse chain (no Fierce) linked into Fierce Jet Upper.
-Good combo : jumping Fierce, crouching Strong into Jab Machine Gun Blow
: 5 hits. A very good combo for many reasons :
*Easy to perform. Don't include the crouching Strong in the HCF motion.
Just do low Strong, then afterward perform the HCF motion, it works
well.
*If the 2 first hits connects at ANY DISTANCE, the next will follow
often.
*The opponent's dizzy meter grow quickly.
*If the opponent blocks, you are safe (except against a horizontal
reversal Super Art).
*If it hits, you can time a Fierce Corkscrew Blow afterwards.
10.3 *SUPER :
-You can time a Corkscrew Blow after some chain combos : Cr. Short-St.
Forward and F+Roundhouse-Forward and Jab-Strong-Forward. See Chain Combo
section for others.
-It's very easy to combo F+Forward into Super. Just do QCF+Forward ,
QCF+P and it's ok.
-If you didn't select Corkscrew Blow, do the Forward-Roundhouse chain
(Fierce skipped) linked into Super. Works also with Corkscrew Blow.
-A Fierce Corkscrew Blow can be timed after a hitting Jab/Strong Machine
Gun Blow
-After the Forward-Roundhouse chain (skip Fierce) you can link another
chain combo. Add Cr. Short-Forward+Corscrew Blow (or Strong Jet Upper).
Or add Jab-Strong.
10.4 *SPECIAL-SUPER :
-You can cancel the Jet Upper (both hits in Fierce version) into a
Super. Do quickly for example F+Forward (body blow), QCF+P (Jet Upper),
QCF+P (Super).
But a single F+Forward into Super is more damaging.
-After any combo finishing with a Jet Upper, cancel the last hit with a
Jab Corkscrew Blow, you'll be safe if the opponent blocks.
-Ducking Straight (HCF+K, P) interrupted into Super works.
-First hit of Ducking Upper can be interrupted into Super.
10.5 *OVERHEAD
-If the F+Roundhouse overhead connects, time a Corkscrew Blow for a 6
hits combo.
-You can also time a Super Art after the universal overhead
(D,D+button).
-Try : universal overhead, Cr. Short-Forward chain, Corkscrew Blow, 8
hits.
-Universal overhead then Cr. Strong into what you want.
(notice that the Universal overhead must hit a crouched opponent)
10.6 *JUGGLES
-Cr. Roundhouse, juggle with Strong Machine Gun Blow anywhere in the
screen or Forward Ducking Upper (near the corner). Works even if you
trade hits during the sweep.
-Cr. Roundhouse, juggle with F+Fierce interrupted into Super. Cool for
damage and dizzyness (and flashyness too).
-Near the corner, you can do juggles such as Cr. Roundhouse, Forward
Ducking Upper, Jp. Fierce, Super Art (alternate Jet Upper and Rocket
Upper until you used all your Super Arts). You can add some Jab Machine
Gun Blows (or another Forward Ducking Upper, depending on the distance)
between Ducking Upper and Jp. Fierce.
-Cr. Roundhouse, Forward Ducking Upper, (Jab Machine Gun Blow(s)),
F+Fierce into Corkscrew Blow.
-Try near the corner : Cr. Roundhouse, Forward Ducking Upper, Jab
Machine Gun Blow, Jab Machine Gun Blow... Judge by yourself how high is
your opponent. The juggle keeps working if you hit him with the last hit
of Machine Gun Blow (uppercut).
-If the last hit of any Machine Gun Blow hits an airborne opponent, you
can juggle with another Special, depending on the distance.
-If the last hit of a Jab Machine Gun Blow (uppercut) hits an airborne
opponent, juggle with another Jab Machine Gun Blow. Up to 4 in a row
anywhere in the screen. You can use the Forward Ducking Upper instead of
the last Jab MGB. If the opponent reach the corner, you can continue to
juggle using what you want. Very insane !
-At the end of you juggle, if the opponent is high enough, continue with
some Jab Machine Gun Blow.
11 -Strategies-
----------------
*Dudley physic advantage :
As you know, Dudley is a very damaging character. He can do major damage
with one well placed combo. The basic combo wich raise the opponent Stun
meter quicker is : Jp. Fierce, Forward-Roundhouse-Fierce chain.
He have also one of the best Stun defense.
*Super Art Select :
-Rocket Upper : You are dead meat if you miss the opponent or if he
blocks. Only good for insane combos. The second best Super Art.
-Rolling Thunder : Damaging but you are dead meat if the opponent
blocks. You can charge only one. The worst Super Art.
-Corkscrew Blow : The one to choose. Best overall, you can charge three,
and they are charged pretty fast.
*Basic-close range advices :
-The key is the pressure. Vary the attack levels when your opponent
stands up (see the combo section for follow-ups).
First move to hit high guard : Cr. Roundhouse // Cr. Short.
First move to hit low guard : D,D+button // F+Roundhouse.
-Beware of the wake-up Supers.
*Pressure :
-If you don't perform the last hit of a chain, you won't be pushed back
as far. Do continued Forward-Roundhouse until one of them hits.
It's nice to use once in a while but can be risky.
-If the opponent blocks high a Forward-Roundhouse, link it into Cr.
Short, Forward...
*Basic-medium range advices :
-Make your opponent mad by always standing close to him with Ducking
Dash (Short, Forward or Roundhouse depending on the distance).
-Doing a lot of Ducking Dashes is good, you can complete the Uppercut
motion by just pushing K if the opponent jumps. But be careful, you can
be swept.
-If the opponent use to sweep you each time you do Ducking Dash, cancel
it into a Super Art (II or III). Just do HCF+K, QCF+P (Fierce goes
farther). A less damaging but more ranged version of a Super Art.
-If your opponent turtles and do good priority normal attacks, try
standing Fierce or F+Fierce or F+Roundhouse (against low attacks).
*Basic-long range advices :
-Doing sometimes Jab Machine Gun Blow can be a good thing, if the
opponent jump in reaction, he'll be uppercuted. Then try to juggle.
-Keep in mind that Ducking Dash have some frames of invincibility at the
middle of the animation (go through high attacks, projectiles) but can
be swept.
*Anti jump weapons :
Jab Jet Upper, crouching Fierce, standing Forward, counter jump with Jp.
Fierce or Jp. Strong. If you are SURE the opponent attacks, use Cross
Counter. You can also use standing Fierce if the opponent jumps from
far.
*Stand Up attack :
When you are down and your opponent is close, if you want to do a
reversal stand-up attack, use the Jab Corkscrew Blow. If the opponent
blocks he'll take tick damage but won't be able to reverse (maybe with a
reversal Super).
*Corskscrew Blow pressure :
If you have many CB charged, play guessing games with your opponent.
Example : blocked CB then another CB or a throw.
If the opponent have jumped over your CB to crush your back, do quickly
another CB in the opposite direction. It's easy to do because the CB
have a short recovery time at the end.
*This strategy is forbidden in prehistoric areas, because it involves a
throw. When you are near the opponent do a normal move (Roundhouse, Cr.
Strong or F+Forward) canceled into a short Ducking dash (HCF+K) then
throw. You can mix sometimes by doing other things : a Ducking Upper or
wait to your opponent to do a move then Parry or Super, or overhead. Do
what you want ! Normal move into Ducking Dash is often surprising and
it's a good starter for pressure techniques.
*About the above strategy. You can for example do a lot of block combos
like jump attack, Cr. Strong into Jab Machine Gun Blow then change
sometimes by comboing the Cr. Strong into a Ducking Dash then throw.
*Throws occasions :
This is a variation of a well known technique called "The Mike". St.
Strong goes over the head of the opponent if he's crouched, so you can
do things like :
-Short-Forward-Strong chain blocked (skip the Fierce) then throw.
-Jump attack, St. Strong, throw.
-Forward-Roundhouse linked into Jab-Strong, then throw.
*Parry follow ups :
-Parried a 'ground to ground' attack :
if you are close do the Forward-Roundhouse-Fierce chain (+Super). If you
are a bit farther do a Cr. Strong into what you want (Jab Machine Gun,
Ducking Dash+throw, Super Art...). You can also do a single Super Art or
a throw.
-Parried an 'air to ground' attack :
You can include the parry motion into a Jet Upper (opponent close). If
he his farther do a St. Strong or Fierce after parrying the jumping
attack.
-Parried a 'ground to air' attack :
Means that you are jumping on your opponent. Parrying with F is not a
good idea because you'll rebound behind the opponent (good only against
move with long recovery time). Parry with D. If you are close enough do
a chain combo, else, do a Cr. Strong into what you want.
-Parried an 'air to air' attack :
Hit Fierce, you don't take any risk in this case.
-Parried a projectile :
If you are far, push Strong to charge the meter. Else, punish your
opponent.
-Against a multi hit attack :
Parry a hit and immediatly perform a Cross Counter to catch the
following hit. Works well against rushing supers.
*Anti Parry :
-When you do a jump attack to an opponent, if he blocks and has a brain,
he'll generally anticipate and try to parry a following low attack by
tapping down. Foul him by following your jump attack by a throw or by an
overhead+Super combo (you have two overheads in your arsenal).
-If the opponent have he habit to Parry your air attacks, just don't
attack and throw. Use it wisely, ground character have throw priority.
12 -Outfit colors-
------------------
*Jab : green pants, white shirt, blue gloves. (regular)
*Strong : black pants, red shirt, grey gloves. (cool)
*Fierce : white pants, pink shirt, red gloves. (fruity ice cream)
*Short : grey pant, dark purple shirt, blue gloves. (guuhhhh)
*Forward : brown pants, blue shirt, red gloves. (cool)
*Roundhouse : white pants, white shirt, golden gloves. (my favourite)
13 -Ending-
-------------
*Strategy against Gill
Stay alert ! If he jumps, do Jab Jet Upper, now he is down, go here (*).
If he does the clotheline, throw him with Fierce, now he is down, go
here (*). If he does the headstomp and hit twice, reverse with a Strong
Machine Gun Blow then keep moving. If he have a Super charged and you
have more than the half of your energy, you can kill him. When he
ressurects, walk in front of him and do a Jp. Fierce when he flies. If
it's done well, he have less than a half energy bar.
Against fireballs, practice your double-Parry, or Parry the first hit
then block the second.
(*) Gill is down. Dash to be near him, do a Cr. Roundhouse when he gets
up, and do a juggle combo if it conects (it connects often). One wich
works often : Forward Ducking Upper then Strong Machine Gun Blow (+Super
if he's still near the ground).
*Ending
According to the official storyline, Dudley have to defeat Gill in order
to bring back his daddy's Rolls Royce. After being defeated Gill says :
"give him back the keys, a deal is a deal". Her secretary (reminds me
King of Fighters) give back the keys to Dudley. She says something like
"take it quickly before the boss changes his mind". Then Dudley drive
happily the car wearing his boxing gloves ! He claims how great this car
is, and the melody of the engine etc... He accidentally break the
steering wheel, replace it, then say "no problem" by pointing is thumb
like Dee Jay. This is the most stupid ending i ever seen, but pretty fun
!
14 -Winning, misc poses, quotes and misc-
----------------------------------------------
The voice actor of Dudley is Bruce Robertson. He also do the voices of
Gill and the announcer.
-Pre-fight :
Dudley/Ibuki/Sean/Y&Y stage : throws his jacket and do little hops.
Necro/Ken/Gill stage : nothing
Elena/Oro stage : jumps out from a limo.
-Round won : show his back to the opponent and throw a rose at him. He
says, "Gutter Trash" during this one.
-Fight won : Takes a breath. Then his driver comes from an helicopter
and bring him a cup of tea. Dudley says " Down, for the count" during
this one (don't work in Necro stage).
-Quotes :
"Cowards die often, or so it's said" (?)
(something with the Thames river)
(something with a cup of tea)
*
-Fatalities :
-If you finish you opponent in the air you can still hit him during the
"K.O.". Try F+Fierce to make him travel across the screen !
-If you kill him with a Jab or Short, he falls on his knees. Step
forward a bit and do a F+Roundhouse on his head. Very humiliating !
(Variations : Cr. Roundhouse-F+Fierce or Cr. Short-Forward)
15 -Thanks-
-------------
Ruiner : stuff, some winning quotes. Dudley freak !
Gamest : many stuff anf Gamest Mook infos
Nick Rox : infinite combo
Theo Yeung : some additions (combos, chains...)
Lord BBH : some pieces for the Gill strategy and stuff
Yow Hong Chieh : corrections and presentations ideas
Lancer : providing the storyline
Dllem : parry multihit
Marco A. : bunch of things in strategy and combo section
Dion Madrilejo : an anti air
John Choi : Machine Gun Blow+Corkscrew Blow, combos ideas.
And the whole crowd of news:alt.games.sf2
16 -Legal and misc stuff-
---------------------------
-This whole text is Copyright (c) 1997 by Lion.
-Street Fighter 3 is a trademark of Capcom Co Ltd, copyright (c) 1997.
Don't steal my work or you'll be doomed.
Done in Paris by -Lion-
[email protected]
-You can also find this faq at :
http://www.gamefaqs.com
http://student-www.uchicago.edu/users/spmcisaa/SF3.html
http://www.geocities.com/TimesSquare/Alley/1975
http://home1.pacific.net.sg/~lancer/test.htm
http://www.ucalgary.ca/~mgkkwok
And surely many other places