Date: Tue, 18 Mar 1997 21:54:27 -0800
From: "King Kung (Joseph Parise)" <
[email protected]>
Reply-To:
[email protected]
X-Mailer: Mozilla 3.0C-PBWG (Win95; U)
Street Fighter 3 FAQ a la Kung (ver 1.0) ___ ___ ___
|----| |----- / | \
| | / | \
|----| | | |--- o __ | | / | \
| - |-) - | | | | |--| - |-) / | \
|____| |_ | ee |_ | | |__| | | |_ e | --- ----- ---
__|
(best viewed with equal character lenght viewers, such as Notepad)
CONTENTS:
1 - Introduction and Opinions
2 - Gameplay Techniques and Format
3 - CHARACTER MOVES AND DESCRIPTIONS!!!
4 - Skill Workshop
5 - (A) How to Beat Fireballers
(B) How to Beat Aggressors
(C) How to Beat Parryers
6 - Special Fun Stuff
7 - Credits
--------------------------
1 - Introduction and Opinions
--------------------------
Welcome to my FAQ on the sure-fire hit, Street Fighter 3. If you have
never heard of Street Fighter (referred to as SF from now on)... HOW
LONG HAVE YOU BEEN IN A COMA, MAN?!? SF was the grandaddy of fighters
(SF2 being the breakthrough that has spawned oh-so-many clones with
twists on gameplay). It has taken Capcom quite awhile to come out with
this game, instead releasing updates of SF2. Now Capcom learns to count
to three...
There has been so much hype around this game, and I now implore
you to listen to me: at first you might be dissapointed by this game.
However, you realize after a while that SF3 has some great new techniques.
DO NOT compare this to SF2 or its revisions, that just isn't fare. SF2
was a revolution, something that simply hadn't been done before (at least
not to the extent that it reached). This is not a new genre of fighters,
just a very well done sequel to the king of said genre.
I did not care for the game at first when I saw the few number
of characters and the parrying system that sounds a lot like a defensive
player's dream. But I played on, and realized the great new features were
just that, great.
- Good combo system, using classic SF 2-in-1s (interupt)
and some juggling, with minimal "button tap" (ahem, MK3) combos.
- Character graphics and animation are superb (the detail and frame
rate blew my mind).
- Parrying that takes skill to use (you may be able to parry some
things, but parrying other attacks takes extreme timing).
- A system of super arts that make super moves more strategic and
calculative in your repetoire.
- AKUMA HASN'T BEEN FOUND YET!!! (I hate overpowerful playable
characters, although some might rebute this opinion).
This FAQ really isn't that complete, as their are not many normal
attack or stance descriptions. If you want anything added, just say so.
Enjoy and learn so you can better your playing experience. A
special thanks goes out to everyone at alt.games.sf2 for their quips
and complaints that make true explanations worth so much! And as always...
"Don't stick the knife in the toaster, stupid!"
-King Kung (Joseph Parise)
E-Mail:
[email protected]
AOL: King Kung (
[email protected]); keyword: gamewiz (my fave place)
--------------------------
2 - Gameplay Techniques and Format
--------------------------
Dashing - If you have played various SNK games, you know that a double
forward or backward tap allows you to dash in or jump away. Now this
appears in the SF universe. You should note that every character has a
different dash range, some going faster and shorter distance, while
others are more of a hop move. Also, as Oro, you may be able to dash
through fireballs if timed right.
Overhead Attacks - These work in much the same fashion as in the SFA
series, where anyone blocking this attack low will be hit (you must block
high). While some characters have this already (Ken and Ryu come to mind),
overheads are done by tapping down twice and pressing punch. Unfortunately,
most of these are stand-still attacks, limiting their range and effect-
iveness. These attacks CAN be cancelled with a high parry, but the timing
is difficult.
Roll - When you are being knocked over, press down the instant you hit the
ground to roll away a short distance. More dangerous than helpfull.
"Super" Jumps
High Jump - Press down, up. This makes you jump about 1/2 higher than
normal. Its use? Not very usefull at all; perhaps some special attack?
Long Jump - Press down and back, up and forward. This will catapult you
across the screen. It is VERY usefull for going over fireballs (if timed
right), severly hurting Ryu and Ken's Fireball rallys. Hooray!
Stun Meter - Below your life bar is a meter that fills up as you take
hits. When it fills up, you will be stunned. Bigger characters take more
to stun (especially Alex and Dudley), while others stun fast.
Parry - This is the biggest addition to the game. When you are being
attacked, instead of blocking, you can parry the attack (and this works
against specials moves too), causing no pause time and letting you attack
the opponent. To parry high attacks, simply press forward at just about
the time that the oppenent's attack is going to connect. Parry low by
pressing down. This works great against fireballers who want to sap away
your life meter.
Air Parry - No longer can you air block, but you can do the next best
thing by parrying. This is much more difficult than ground parrying.
When about to be hit, press forward to parry and continue your forward
jumping momentum, or press down to parry and be pushed backwards (similar
to the old, but gone, air block). This adds a skill factor rather than
a simpleton block as in previous games.
Semi-Throws - Beyond regular throws and holds, these can be blocked,
but if they aren't, they usually push you back while the oponent is
hurt-a-plenty. The key here is that they can't be parried. Not all
characters have this ability, which greatly changes the variety of
character actions. Regular throws are still available, though.
Super Arts - Rather than Super Combo Moves as in previous SFs, before
the fight you select one of three supers. The super you pick has an
effect on the super power meter as well; some fill up quick and can be
used multiple times, while the stronger ones take more time to fill and
allow only one use at a time.
COMBO DEFINITIONS
2-in-1 - Some might also call these interupt combos. This is because you
must start a move and do the next as this is going on. It can require
adding a punch or kick into the motion for a special move. A great
example is the classic Ken/Ryu Dragon Punch interupt: Press towards the
opponent to start the DP, at the same time hitting fierce, and finish the
move up. This will stop the fierce punch animation and replace it with
the DP, adding up the hits. These are usually the most damaging combos,
especially when some chain hits precede and juggles follow. You can also
interupt special moves into Super Arts, such as Ken DPing then launching
his Shoryureppa or Shinryuken for big damage.
Chain (button tap) - This is where you tap buttons one after another, if
the first one hitting allowing you to get off these multiple hits. I hate
these, but they aren't to prevelent in this game. The one exception is
when fighting with Dudly, whos boxing style complements chain combos,
making more sense than with other fighters.
Juggle - When the opponent is bouncing in the air and you hit them again,
seemingly 'juggling' them for more hits. Most characters have a special
or normal move that will send the opponent airborn, allowing the extra
hits that can follow.
--------------------------
3 - CHARACTER MOVES AND DESCRIPTIONS
--------------------------
Ok, ok, the only part most people care for. :) This gives the special move
name (if it is a fancy smancy name, like SHORYUKEN, the English-type name
will be followed afterwards) followed by a description of it. The supers
are here as well, and afterwards are a few good ideas that can give you
an advantage with the character. Some of the Japanese names to the moves
are screwed up or missing, but guess what... I DON'T CARE!!!
KEY:
P = any punch (single button moves expressed in word form)
K = any kick (single button moves expressed in word form)
b=back; db=down and back; d=down; df=down and forward; f=forward;
uf=up and foward; u=up; ub=up and back
Facing Right: Facing Left:
u u
ub uf uf ub
b f f b
db df df db
d d
, = follow to next move in swift motion
+ = at the same time, press this next button
hold = hold specified button
(in air) = do move in air
(tap x) = keep tapping the button
charge = hold in direction for a few seconds
360 degrees = spin stick in full circle
-ALL CHARACTERS-
block - b
low block - db
jump - u
jump back/forward - ub/uf
dash back/forward - b,b/f,f
throw - f or b + strong or fierce punch or forward or roundhouse kick
grab move - see throw
high jump - d,u
long jump - d,uf
long reverse flip jump - d,ub
overhead attack - d,d + P
parry - f when opponent hits high; d when hits low
air parry - f to keep forward motion; d to rebound
roll away - d when hitting ground after fall
-IBUKI-
Dagger Toss - (in air) d,df,f+P
The only real air fireball of the playable characters. However, it is
rather slow and very weak when compared to a Ryu fireball. Punch used
alters trajectory of knife.
Vertical Blader (not bladder) Kick - f,d,df+K
A dragon punch-type move with no forward momentum or priorities. Only
use this one when someone is jumping in. Kick used varies height of jump.
Fury Spin Kicks - d,db,b+K
Multiple torso-height spin kicks. Good in close or after a parry.
Sliding Kneck Breaker - d,df,f+K
You slide low, and if it isn't blocked or parried, you snap the
opposition's kneck, making them spin like crazy. This would kill any
normal human being in Realityville.
Double Stomp - b,d,db+K
You stomp twice on the opponents head, with your kick determining the
distance.
Force Bomb - d,db,b+P (semi-throw)
Only inclose. If not blocked, this will be a small blast in the
opponent's stomach, knocking them down. This CAN'T be parried.
*Supers
Kasumi-Suzaki (Multi Air Blade) - (in air) d,df,f,d,df,f+P
You release a bunch of triple blades. These go a short distance and do
pittifull damage. Can charge up a few of these in your super meter.
Kirin-Kyaku (Kick Pummel) - d,df,f,d,df,f+K
If the first hit connects, you'll go into a flury of damaging kicks.
This is a powerfull super but is sometimes tough to hit with.
Yoroi-Doushi (Super Force Bomb) - d,df,f,d,df,f+P
In close, you hit and release a huge Force Bomb much like Chun-Li's
super fireball move.
Strategy
The rebound from the Double Stomp leaves you open, but to stop this,
throw a Knife on the rebound. This will hit people who advance after
the stomp. If you have the Mulit Air Knife Super, you can use that
instead, although it is just as hard to hit with as usuall.
An infinite combo can be found with timed, repeated standing roundhouse
kicks. Sort of difficult and should be taken out of the game (I hope).
Juggle: Her ducking roundhouse is a good juggle starter.
2-in-1: Close standing fierce into a Force Bomb.
Chain: You can go jab, strong, crouching roundhouse. Or try a fierce
into a crounching roundhouse. These both set up juggle combos.
Once again, THE FORCE BOMB CAN'T BE PARRIED. Don't want you to forget
that!
-NECRO-
Spinning Lariat Punches - b,db,d,df,f+P
Not like Zangief's Lariat; this does hit multiple times, though.
Blocked easily.
Electromagnetic Blaster - f,d,df+K (tap K)
Anyone that hits this will be electrecuted, but it can be cancelled out.
Snake Fang - d,db,b+K (sort of semi-throw)
Grabs opponent by the ankles and flips them over your head. Great
because this move CAN'T be parried.
Flying Viper - d,db,b+P
Hops up and punches. Goes over fireballs.
*Supers
Electromagnetic Sotrm - d,df,f,d,df,f+K
This has greater range than a recular electrocution and hits a lot.
Fairly powerful.
Slam Dance - d,df,f,d,df,f+P
Grabs and trashes, like Dhalisim's anti-air super.
Electromagnetic Snake - d,df,f,d,df,f+K (tap K)
A ground spark that travels with the kick button. This one is pathetic.
Strategy
The Snake Fang can't be parried.
The Electric Blaster is best used in the corner. Because of the way
the opponent bounces up, try using it multiple times, even adding the
Electromagnetic Storm Super for some funky combos!
Great after parries or blocks. Use the Electric Blaster and lariats
extensively after either of these.
Juggle: Try out the Electric Blaster to juggle, especially in corners.
2-in-1: The standing strong punch into most anything.
Chain: The Lariat Punches actually chain into the Electric Blaster, but
trying to juggle after this usually doesn't work.
-SEAN-
Sean Tackle - b,db,d,df,f+P (hold P)
Runs low to the ground, going under fireballs if timed right.
Releasing the punch stops the run, while holding it will tackle those
that don't block low, followed with an overhand smash. This is a
powerful move!
Dragon Smash - f,d,df+P
Unlike the relative, Dragon Punch, this knocks you into the air and
then slams you down with an overhead smash. Again, this is a powerful
move!
Flip - d,df,f+K
A really slow jump and falling turn kick. The kick used alters the
trajectory. This is a dangerous move, as it leaves you open in the air.
Tornado Kick - d,db,b+K
Don't call him Dan! This is like a spinning Gale Kick that does a ton
of damage if it connects.
Roll - Ken's roll ends up in Sean! Roll forward, but leaves you open.
*Supers
Hado-Burst - d,df,f,d,df,f+P
A VERY fast fireball that knocks the opponent over. Great to round up
all of his anti-fireball normal moves. You can charge up three of these
with a maximum super meter.
Super Sean Tackle - d,df,f,d,df,f+P
If this VERY fast tackle connects, it turns into a series of pummeling
hits. The speedy opener is the key here.
Shoryu-Cannon (Super Dragon Smash - d,df,f,d,df,f+K (tap K)
This Dragon Punch hits A LOT for HUGE damage.
Strategy
The Hado Burst is great from anywhere. If you don't think you can place
the Shoryu-Cannon, remember that this is one of the best supers in the game.
The Tornado Kick fills up the dizzy meter fast. Follow it up with an
overhead, then a Dragon Smash for a certain dizzy that usually works!
Stop the Sean Tackel short, namely just out of sweep range. This will
make the opponent's low attacks miss, setting them up for your move. Great
to setup the Super Sean Tackle.
Use the roll with the jab punch and zone it just like you would the
Sean Tackle, leaving the missing opponent open.
Remember that the second slaming hit of the Dragon Smash will probably
miss opponents that are jumping in. The first hit works fine, though.
Flip Kicks set you up for a beating. Avoid using these most of the
time, unless you see a fireball coming.
Pick Sean. He's my favorite character.
Juggle: Gasp, he has none! Oh well, he is one of the best anyway...
2-in-1: Any normal attack can go into the Dragon Smash. The best
one, however, is a crouching forward kick into the Tornado Kicks. Also,
go from the first hit of the Dragon Smash into a Shoryu-Cannon.
Chain: The only chain is a strong punch into a fierce punch. Nothing
afterwards. Geeze, no juggles and one chain. Bummer.
-ORO-
NOTE: there are conflicting moves for Oro, namely his hopping crush; one
of my friends played at a different arcade where it was a charge down, up
and kick movement.
Nichirin-Shou (A Fireball) - charge b,f+P
Toss a fireball. Using jab for the punch is a standard forward-moving
fireball, while strong goes up at a 30-degree angle, and fierce a
perfect diagonal toss.
Oniyanma (Spinning Uppercut) - charge d,u+P
This is similar to a Dragon Punch. The fierce punch uppercut moves
forward a ways, making it usefull from sweep range.
Jinchuu Watari (Hopping Crush) - (air or ground) d,df,f+K
Multiple-stomp on the opponent's head.
Niouriki (Quadra Slam) - f,df,d,db,b+P (semi-throw)
Grab and slam the enemy four times... Jax, is that you? This move is
powerfull and CAN'T be parried.
*Supers
Kishin-Riki (Super Slam) - d,df,f,d,df,f+P
After you start this move you will be glowing. If you land a punch while
on the ground you will start a long super slam; while in the air it will
do a super air throw. The flashing time lasts about 10 seconds.
Yagyou-Dama (Juggling Ball) - d,df,f,d,df,f+P
This realeases a huge green ball that arcs across the screen (punch used
changes trajectory). This can hit several times, and if the enemy is in
the air, will juggle them, setting up some big combos.
Tengu-Stone (Artifact Sumoner) - d,df,f,d,df,f+P
Three objects (ranging from a doll to a giant icepick) will swirl around,
and when you hit your opponent, the object is used to cause big pain.
Srategy
Oro's my second favorite character.
The Juggling Ball Super is great. Use it with the uppecut, jumping
attacks, or even other normal fireballs!
The Quadra Slam CAN NOT be parried.
Using the Tengu-Stone followed by a jumping forward into a standing
fierce is EXTREMELY damaging. Almost too damaging. This can actually
drop half of the opponent's meter if timed perfectly with other moves.
The beginning of his dash goes through opponent's moves, particularly
fireballs. Only for the brave, as this takes timing.
Juggle: That Juggling Ball Super is the best juggling move in the game.
There are so many things to do with it that you can pretty much pick
any move to use it with! He even has a normal move juggle in his standing
strong punch. Follow that with a diagonal fireball (if you're fast), or
a jap Oriyama Uppercut. His jumping fierce is also very effective.
2-in-1: Only the Oniyama Uppercut and Quadra Slam may be used this way.
Chain: The only one is jab, short kick, crouching roundhouse. Screw this
and go for a standing strong instead of a chain.
-ELENA-
Rhino Horn - b,db,d,df,f+K
A rush with one leg forward. Can be ducked under.
Scratch Wheel - f,d,df+K
A Flash Kick that hits very early.
Mallet Smash - f,df,d,db,b+P
An interesting kick spike. This one is far too telegraphed to be
usefull.
*Supers
Healing - d,df,f,d,df,f+P
Pretty obvious. This heals you up to 15%, and is more effective when
your life is very low.
Spinning Beat - d,df,f,d,df,f+K
A Scratch Wheel super that looks a lot like a Guile/Charlie Flash Kick
Flurry move.
Rush Super - d,df,f,d,df,f+K
If the first hopping kick connects there will be a flurry of kicks.
Strategy
The Healing Super is far too fast, and should have some more delay. Use
this immediatly after a throw for maximum efficiency. Cancel it out with
a Scratch Wheel.
Elena has the least special moves of any character. However, this is
greatly counteracted by the fact that she has the best normal moves in
the game! They are quick, dominant, and powerful. The forward kick is in
fact her most effective tool.
The Mallet Smash should probably be avoided. It is too easy to see coming. I would only use this if
Good against fireballs if you can see them coming, though. However, if you
are great and want to add to your gameplay, try following it up with a
plethora of other moves, particularly the forward, roundhouse, or Scratch
Wheel.
Juggle: I believe the roundhouse can lead to juggles.
2-in-1: Anything into the Scratch Wheel.
Chain: The short or jap goes nicely into the great forward, and can
even then be followed by a quick roundhouse.
-RYU-
Hadoken (fireball, what else!) - d,df,f+P
This time around there is a much longer recovery time to this move.
Otherwise, it's the typical Shotokan fireball. Doesn't charge up the
Super Art Meter!
Shoryuken (Dragon Punch, what else!) - f,d,df+P
As usual, the big defensife/offensife wonder move. Fly, sweet
Ryu(dragon)!
Tatsumaki Senpuu-Kyaku (Hurricane Kick, what else!) - d,db,b+K
Same old Hurricane Kick, but it can't be done in the air. Knocks down
opponent with one hit.
Joudan Sokutou-Geri (Thrust Kick) - d,df,f+K
Hey, a new move! Unfortunately, IT SUCKS! It is slow and telegraphed.
ONLY for use in juggle combos.
Overhead Smash - f+StrongPunch
The old overhead attack that must be blocked high. Seems slower and
doesn't slide forward at all anymore (I miss SSF2T's overhead...)
*Supers
Shinkuu Kadoken (Super Fireball) - d,df,f,d,df,f+P
Good ol' super fireball, still doing fairly good damage. Charge up a
bunch of these.
Shinryuken (Super Dragon Punch) - d,df,f,d,df,f+P
This is quite possibly the strongest super in the entire game! It hits
three times and takes off HALF OF A LIFE METER! On top of that, it can
be comboed into from a normal Dragon Punch for five hits and globs of
hemoglobin gone! It takes a long time to charge and maxes out with one
super bar filling.
Denjin Hadoken (Electric Fireball) d,df,f,d,df,f+HoldP
Unblockable. Hold the punch button down to charge up to three hits with
it, then release for it to take effect. This also makes it faster. If it
hits three times it will dizzy the opponent. This move is far too weak,
though.
Strategy
COME ON!!! If you have lived under a rock for the last half decade, then
you need help. Otherwise...
Ryu, like Ken, is the king of 2-in-1s. ANY punch goes into a DP, and the
crouching forward also works.
The fireball has a long recovery time now. Where Ryu was once a deity by
throwing these and DPing, it just doesn't work that well anymore. Be on the
lookout for ANYONE who is any good at SF, as they will snuff your fireball
patterns with the blink of an eye now.
I can't stress enough the imballance of the super moves. The Electric
Fireball just plain sucks, as the opponent would really have to be blind
not to get out of the way while you're charging it. Whereas the Super
Dragon Punch is FAR too powerfull. Pick this, unless you feel you can
effectively work with the regular (and now slower) Super Fireball.
On second thought, there IS a great time to use the Electric Fireball,
and that is after the DP. Since they will be falling, the chargeing should
finish in time to release an unblockable stunner.
More of a suedo-touch-of-death than a 100 percent combo is a jumping
fierce, crouching fierce into a dragon punch into a super DP, then a
roundhouse as they fall. This will dizzy them, setting up for the kill.
Juggle: The only time I've gotten any juggling is after the DP. In
particular, use the new Thrust Kick after a DP or Super DP to score a nice
it. I prefer the standing roundhouse, though.
2-in-1: Any punch into the DP, and the crouching forward into a fireball
or Hurricane Kick. The most powerfull is a DP cancelled into a Super DP.
Chain: Ducking short, forward, roundhouse doesn't work well anymore. Skip
the forward and it will work, though.
-DUDLEY-
Machine Gun Blow - b,db,d,df,f+P
Shades of an old DJ move. You run forward and hit the opponent with
several spinning punches. Powerfull if it lands.
Jet Uppercut - f,d,df+P
A Dragon Punch. He may not be a Shotokan, but this move is effective.
Ducking Straight - b,db,d,df,f+K,K
Dashes forward. If you don't press kick a second time he will just
dash, but add another kick for a big straight punch.
Ducking Uppercut - b,db,d,df,f+K,P
Dashes forward and uppercuts instead of a straight punch.
Cross Counter - f,df,d,db,b+K
You will look stunned, and if attacked (but not knocked down) you will
counter with a single strong punch. Can't parry or block while you have
initiated this move.
*Supers
Super Rocket Punch - d,df,f,d,df,f+P
Multiple hitting Jet Uppercut. You can juggle after this move.
Rolling Thunder - d,df,f,d,df,f+P (tap P)
Rushes forward with hook punches and ends with an uppercut.
Corkscrew Smash - d,df,f,d,df,f+P
A multi-hitting straight punch.
Strategy
Boxing naturally uses chains. For this reason, Dudey has too many to list!
In fact, the right chains can simply level opponents, dizzying them fast.
He IS NOT like Ballrog. The simple addition of a DP makes him a very
effective character. This is your primary anti-air attack, and should be
used often.
The Cross Counter is useless if you know how to get inside more. If the
opponent uses jab to attack, which causes piddly damage. Be carefull with
this move.
An infinite combo is the repeated, well timed forward, roundhouse chain.
This is tough to do and works best on other Dudleys.
As with Ryu, Ken, and Sean, you can cancel the Jet Uppercut into the super
version. Of course, you can counter into all of his supers.
Juggle: The crouching roundhouse, albeight slow, is a juggle starter. If
you knock the opponent out of the air, most of his chains also juggle, along
with his Machine Gun Blow.
2-in-1: His fierce or Jet Uppercut will go into anything, and the Jet
Uppercut itself works just the same into a super.
Chains: Where Dudley truly shines. A list:
jab, strong, forward
strong, forward, fierce
forward, roundhouse, jab, strong
forward, roundhouse, fierce (better timing than the one above)
short, forward, strong, fierce (youchers!!!)
If you're serious, there are others, but these are the ones I've seen.
-ALEX-
Flash Chop - d,df,f+P
A forward-moving swipe that spins the opponent around, setting them
up for more punishment if quick.
Air Stampede - charge d,u+K
A quick head stomp.
Power Bomb - f,df,d,db,b+P
Your standard grappler's move. Grabs the opponent, jumps, and slams
to the ground. The motion is easy to use compared to previous SFs.
Air Knee Smash - f,d,df+K
A jumping knee to the groin and a finishing slam to the ground. Too
slow.
Flying Cross Chop - (in air) d+P
Like a former move of T. Hawks, this is quick and to the point, angled
downwards for a single hit.
Headbutt - b+P (semi-throw)
In close. This grab move is only mentioned because it CAN'T be parried.
*Supers
Stunn Gun Headbutt - d,df,f,d,df,f+P
If the initial hit connects, three big headbutts follow, stunning the
opponent. Although very slow, this sets the opponent up for a HUGE combo!
Hyper Bomb - 360 degrees + P
The motion of a Spinning Pile Driver, this resembles Zangief's Siberian
Suplex at first. Because it is easy and very powerfull, this is a good
Super Art pick.
Boomerang Raid - d,df,f,d,df,f+P
A bunch of punches and a Power Bomb. Hard to connect with, making it less
usefull than others.
Strategy
IMHO, one of the most powerfull if you learn to use him effectively.
The Flash Chop is great, and is a key combo maker. Follow it up with Power
and Hyper Bombs, or other Flash Chops.
The Head Butt is key when hit comes to the close game.
Parrying into the Power Bomb will usually miss if they are jumping in.
As usual, beware of missing any powerfull throw move. The Power Bomb
miss seems to last eons when you're playing him! This is his fatal flaw,
just the same with all big grapplers.
Standing forward has monstrous range!
Pick the Hyper Bomb as the best, just because Zangief players will have
a field day with this move! It is easy to use and very powerfull. The
Headbutt Super is for those that like to use combos and can anticipate the
opponent's fatal misses. Follow the move with a Flash Chop and Power Bomb.
The headstomp move is good for fireballers. People say it crosses up to
start a combo, but I have NEVER seen this.
It's funny to see a fierce Flash Chop, strong Flash Chop, jab Flash Chop
combo, but it works.
Jumping roundhouse, strong into Flash Chop, Power Bomb. Nuff said.
Juggle: Not much. I've heard stories. Try things after the crouching
fierce move. Flash Chops can juggle if the opponent is jumping in and
is BLIND!!!
2-in-1: Strong into the Flash Chop.
Chain: He's not a chainer.
-YUN AND YANG-
(slect with punch at select screen for Yun, kick for Yang. Both are
otherwise identical except in appearance.)
Hop Punch - d,df,f+P
Easily blocked but has priority over other's moves.
Rising Kicks - d,df,f+K
Rolls forward (kick determines distance) then kicks upward in a
fashion identical to Gen in SFA2.
Ground Stomp - d,db,b+P
Stomp on the ground and put palms forward (like SF2 Chun-Li's close
fierce). Just about anyone moving forward will get knocked back far.
Air Kicker - (in air) f,d,df+K
A few head attacks.
Flip - d,db,b+K
Grabs opponet by head and flips over them. You'll end up behind the
opponent, so use this to set up combos.
*Supers
Genei-Jin (Shadow Doubles) - d,df,f,d,df,f+P
Shadows appear behind, multiplying all hits by three for a while.
Thenchin Senkyutai (Super Rising Kicks) - d,df,f,d,df,f+K (tap K)
A superized Rising Kicks that are added up by tapping punch.
Sourai Rengeki (Super Rush) - d,df,f,d,df,f+P
Starts like the Hop Punch and continues with several hits.
Strategy
All of the normals are quick poking attacks. Nice chains and multi-hit
moves, like
The Stomp move will take out any chargers. This hits farther than it
appears, and can be very cheap.
The Shadow Doubles Super can really be damaging. To use it correctly,
get on the offensive after using it. The more attacks you use, the more
likely it is that you'll land hits. If the opponent trys to parry an air
attack of yours, they're in for a big surprise when the shadows follow up!
The Rising Kicks can be zoned. The short one rolls very little, and is
good to force the opponent to miss their sweep and get pounded.
Juggle: A standing forward kick will juggle jumpers, and try a crouching
strong.
2-in-1: Try a strong or forward into the Hop Punch, or a fierce into his
Flip move.
Chain: The premier chain is jab, strong, fierce. Use this in combos.
-KEN-
Hadoken (fireball, duh) - d,df,f+P
The regular fireball. Less recovery time than Ryu but not as powerful.
Shoryuken (Dragon Punch, duh) - f,d,df+P
Ken's Dragon Punch goes far foward as always, with the fierce one
hitting three times close and setting the opponent on fire.
Tatsumaki Senpuukyaku (Hurricane Kick, duh) - d,db,b+K
No longer can be don in the air. Like in SF2T, this hits as you start
into it for much more damage and a lot of hits.
Overhead Funky Kick - f+Forward Kick
As always, a dropping leg that must be blocked high.
Funky Snap Kick - b+Forward Kick (hold)
This kicks up ten comes down. Shades of Heihachi from Tekken, but not
as powerfull or dramatic.
*Supers
Shoryureppa (Super Dragon Punches) - d,df,f,d,df,f+P
Dragon Punches that move forward for a lot of hits.
Shinryuken (Vertical Dragon Punch) - d,df,f,d,df,f+K (tap K)
VERY powerfull, carrying the opponent upwards with more hits as you tap
the kick button.
Shippu Jinraikyaku (Super Kicks) - d,df,f,d,df,f+K (tap K)
A bunch of those funky kicks ending with a vertical Hurricane Kick.
Strategy
You should probably take a look at most of Ryu's strategy notes.
The overheads are not as effective at cornering the opponent as in SFA.
They are still good, especially when varrying the funky kicks to confuse
the opponent. There are many funky kicks!
As with Ryu and Ken, interupt the Dragon Punch into one of his DP supers.
The Super Kicks are not that effective, as they must connect. If you
miss the first hits and reach the vertical Hurricane Kick part, don't expect
it to carry the opponent into the air. Stick wth either of the other supers.
Juggle: Uh, Idanno (I don't know). Find 'em, as his super DPs don't keep
the opponent in the air as long as Ryu's.
2-in-1: All the same as Ryu, but the Hurricane Kick is much easier to
connect with.
Chain: Crouching short, crouching roundhouse, just like Ryu. Also, strong,
fierce.
--------------------------
4 - Gill
--------------------------
BEATING GILL
Gill is tough. Not to the extent of the speedy M. Bison, and far less than
Super Akuma. This guy is only tough because of the CHEAPEST DAMN MOVE IN
ANY GAME! He has only one Super Art: ressurection! When he is low on life,
he will rise up and fill his life meter! I find blocking to be key, and DO
NOT get frozen with his overhead heel kick move. You can't let him ressurect
to the extent of mayhem!
- he has a clothesline move that, when blocked, will leave him very
vulnerable. This is your que! Pound him with EVERYTHING!
- there is a fireball-esque move ove his, but it looks like a beach ball.
not that effective.
- he has a headstomp too. This move isn't too effective, as it can leave
him open after blocking it. DO NOT parry this move, as the second hit is
too fast to parry.
- half of him is fire, the other half ice. This means that he CAN, and
will, freeze you. Thankfully, he isn't like MK's infamouse ice boy, so
you won't see too big combos after this.
- the Ressurection CAN be stopped! You can knock Gill out of this move.
The earlier you do this, the less energy he receives. This is tough to do,
and you really must be up close. Otherwise, use his time in the air to
setup a move of your own (and anything that requires more setup time).
- GOOD LUCK!!! Personally, I miss the old multi-bosses of SF2...
--------------------------
5 - Beating...
--------------------------
(A) ...Fireballers
Not hard considering how few fireball characters are left! This mainly
deals with Ryu and Ken. Every character has some special move to deal
with fireballs. Here are a few other tips:
- Parry the fireballs. Ryu players tend to throw a lot of these, and
when you parry a fireball it goes into YOUR super meter. Fireballs don't
charge their meter! This is great to make the fireballer give up on this
method. If you're fast, you can parry the fireball, dash in, then pummel
the fireballer! This takes practice, but is easier against Ryu's slow
recovery time.
- Do the Long Jump. This will propell you over the fireball with the
time to really pound the fireballer. Do this if you want to really stop
fireballers in their tracks. Many people don't realize this, but once
they do, fireballers will end their age-old SF pattern (FB, DP...).
(B) ...Aggressors
These are people who dash forward and just pound you into a pile of mush.
More common in this SF game.
- Learn to parry. This will give you the countering time you need to
deliver damage faster than the opponent.
- Dash backwards. Don't be afraid to retreat if you are being smothered
with attacks. This will cause the opponent to change their pattern,
possibly even starting fireballs that can be easily counteracted. Of
course, this is prone to getting you cornered.
- Anticipation. There is nothing more important in close quarters than
being ready for an attack. Don't let the opponent psyche you out!
Remember that most close-in attacks are sweeps or standing special moves.
Too few people use regular standing attacks anymore. You just have to
watch out for overhead attacks and throws.
(C) ...Parryers
The parry system can make the game no fun when the enemy is constantly
stopping all of your moves and countering.
- Play defensively. Make the OPPONENT go on the offensive, then see
above about beating aggressors.
- Just charge at 'em! If they are way too much into the parrying thing,
they might be tapping the joystick constantly forward. Chances are they
will try to parry when you jump or run in (unless they are good and know
how to varry their arsenal of styles). Don't attack! This is great with
the jump-in. I LOVE to just leap in and watch the opponent sit their,
waiting to parry, and I don't attack! Then I beat the stuffing out of them
when they aren't prepared. Everyone says, "cool (or kewl)!"
- Use throws. A lot of the time, a parryer will stand still and press
forward, setting them up for throw pain. Some may call you 'cheap' for
the throws, but the parryer deserves it if he is parrying 'cheaply.'
- There are moves that can't be parried. When the game becomes parry
heaven, these will become the most important attacks. These include
Ibuki's Force Bomb, Necro's Snake Fang, Oro's Quadra Slam, and Alex's
Headbutt.
--------------------------
6 - Special Fun Stuff
--------------------------
All of these endings really SUCK!!!
ENDINGS: (very basic)
Ibuki: Relaxing after getting secret plans from Gill, she thinks about
his last words (forget what they are), then throws knives at something
that scares her, but it's her friend who blocks them with some board
thing. Sequel?
Necro: His testing complete, Necro's creators try to blow him up, but he
is saved by a mysterious girl. Sequel?
Sean: Ryu pounds Sean with fireballs. Then, when he gets up and looks like
he's about to waste Ryu, he just get's hit with another fireball. Bummer.
Oro: Decides that Ryu should be his sucessor, so he searches for him.
Elena: Much like Chun-Li, Ibuki decides to settle down in her homeland, in
this case, Japan.
Ryu: After hitchiking to Oakland, then breaks into his stupid "I must find
worthy challenger, blah blah blah..."
Dudley: Gill stole his father's car, and now Dudley gets it back. He pulls
off the steering wheel, puts it back on, and does a DeeJay-ish thumbs up.
The LAMEST ending ever made, IMHO!
Alex: A flashback happens to where his friend/father/brother/something, Tom,
is beaten by Gill, and Alex vowes revenge. It goes back to the present,
where Tom and some girl (friend/mother/sister/wife/something) congratulate
him. Tom seeks "more challengers". Ryu-ism is getting old, Capcom.
Yun/Yang (same ending for both): While skate boarding, some old man says
they are kung-fu-crappy (my interpretation), then they knock over some
block and say they will prove they are kung-fu masters (more Ryu-ism).
Ken: Ken brings on a fighter, who hits him in the, ahem, nuts. Eliza, his
wife, screams... but it's just his son hitting him their. You should see
Ken! This is the BEST ending in the game! :)
FUN!!!:
- When the match begins, Sean will take a jump shot with a red, white, and
blue basketball (he is from New York, home of the street courts). You can
conroll its motion with the joystick. If you nail the opponent in the head,
they will go into their dizzy stance for a second! A fun way to make both
you and your opponent laugh with no effect on the game (of course, no,
the CPU can't laugh. How inferior to humans!).
- Finish your opponent with a jab or short. This will start your opponent
in a motion where they fall to their knees, then on their face. This is your
cue to pound them for fun. A powerfull hit may send them flying. I've seen
the classic SF2 death annimation, too (falling slowly while groaning). The
best is when you do a Super Art. You here the announcer say something to the
effect of him going, "Ooohhhhh..." It sounds funny, and is a crowd pleaser!
- Look in the background of Alex's stage for a rather funny hand gesture
by one of the animated punks. I can't believe they left this in the game!
- Is that E. Honda in the hot spring tub background?
- Elena has rather stiff hands. Look closely.
- Doesn't Gill look a lot like a Buffalo Bills super fan? :)
- You can select your clothing color with Punch or Kick.
--------------------------
7 - Credits
--------------------------
Dr Gamewiz - my mentor. You will prove your greatness! (Ryu-ism?!?)
GWS Everyone - I worked with these people, man, and they certainly have
lives that are, in many ways, better than mine.
Lord BBH (or Sie Kensou) - constantly chatting with him to bring out all
his cool combos and Dudley/Alex info. He is a much better player than,
yes, King Kung himself. Beating up on Gill.
Lion (
[email protected]) - he had a small FAQ on Dudley. It helped a lot,
since I'm not a Dudley player.
Dakine (
[email protected]) - several combos.
alt.gamse.sf2 - the rest. If you feel you should be in this FAQ, drop me
a line, please.
Capcom, for yet another great brawling fighter.
*Street Fighter and all its characters and named moves copyright and
trademark Capcom. Tekken and Heihachi copyright and trademark Namco.
Mortal Kombat (MK) and Jax copyright and trademark Midway/William's
Entertainment. EGM is a Ziff-Davis publication. All other copyrighted
material belongs to their respective holders.
--------------4C0C3361192C--