STREET FIGHTER III: W IMPACT (DOUBLE IMPACT) FAQ v0.2
- New Generation + 2nd Impact: Giant Attack -
for the Sega Dreamcast (import)
Written by Chris MacDonald

Unpublished work Copyright 2000-2001 Chris MacDonald

This document is protected by US Copyright Law, and the Berne Copyright
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The Street Fighter series is (c) Capcom Co., Ltd.


=================
TABLE OF CONTENTS
=================

1.  INTRODUCTION
     - Basic Controls
     - FAQ Notation
     - Basic Moveslist
2.  CHARACTER MOVELISTS
     - Alex
     - Dudley
     - Elena
     - Gill
     - Gouki (Shin Gouki)
     - Hugo
     - Ibuki
     - Ken Masters
     - Necro
     - Oro
     - Ryu
     - Sean
     - Urien
     - Yang
     - Yun
     - Yun & Yang
3.  SECRETS AND TRICKS
     - Play as Gouki
     - Play as Shin Gouki
     - Play as Gill
     - Fight Your Rival
     - Fight Gouki
     - Fight Shin Gouki
     - Extra Options
     - Bonus Game Difficulty Level Select
     - Arcade Mode Course Select
     - Secret Costume Color
     - Clear Pause Screen Trick
     - Beat Up Your Defeated Opponent
     - Sean's Controllable Basketball
     - Effie Losing Pose Trick
     - Gill Glitch
     - Training Mode Glitch
4.  GAMEPLAY NOTES
     - Rules of the Game
     - Blocking and Parrying
     - Super Arts
     - EX Special Moves
     - Super Canceling
     - The Stun Gauge
     - Overheads and Leap Attacks
     - Throws, Holds, and Escapes
     - Personal Actions
5.  MISCELLANEOUS
     - Defense Power Ratings
     - Special Intros
     - Translations
6.  AUTHOR'S NOTE
     - Special Thanks
     - Revision History


========================================================================
1.  INTRODUCTION
========================================================================

Please keep in mind that this FAQ is for the Japanese version of Double
(W) Impact.  It's just a weird coincidence that this FAQ is coming out
a few days after the US release (which I didn't even know about until
it had happened).  I wouldn't be surprised if the codes didn't work or
other changes had been made.  Nonetheless, this FAQ should still be
usable enough for both that game, and the arcade versions of SF3: New
Generation and SF3: 2nd Impact.


------------------------------------------------------------------------
BASIC CONTROLS
------------------------------------------------------------------------

This section outlines the basic controls for all characters:

(controller directions and results)

 ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
   \ | /
b -- n -- f     Walk Back / Block       Neutral         Walk Forward
   / | \
 db  d  df      Crouch / Low Block      Crouch          Offensive Crouch

Remember to reverse the commands if on the left side of the screen.


(button layout and effect)

LP  MP  HP      Light Punch         Medium Punch        Hard Punch

LK  MK  HK      Light Kick          Medium Kick         Hard Kick

On the Dreamcast controller, the left trigger is Hard Kick, and the
right trigger is Hard Punch.


------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------

qcf / hcf           -  Input (d,df,f) or (b,db,d,df) on the controller.
qcb / hcb           -  Input (d,db,b) or (f,df,d,db) on the controller.
Rotate 360 / 720    -  Rotate the controller in a full circle or two
                       full circles.  The shorthand method to do this
                       is to input (f,df,d,db,b,ub,u) or the reverse.
                       There is no shorthand method for a 720, though.
Charge b,f / d,u    -  Hold in one direction for two seconds, then press
                       in the second direction and press the button
                       listed (P or K).
MP~HK               -  MP, MK, HP, or HK can be used for this move.
EX                  -  The special move can be EX'ed.
x#/#                -  Number of stocks you can hold for that Super Art
                       in SF3: New Generation and SF3: 2nd Impact.
I / II / III        -  Super Art I, II, or III.
s.cancel            -  Super cancelable (aka, cancels into a Super Art)
(move name)         -  If a name is in lowercase and in parentheses,
                       then it means I don't know the official name.
?                   -  Means I'm unsure if this really works, because
                       I can't get it to work myself.

Although this FAQ is for the Japanese DC version of W Impact, I'll be
using the US terms ('blocking' instead of guarding, 'parrying' instead
of 'blocking').


------------------------------------------------------------------------
BASIC MOVESLIST
------------------------------------------------------------------------

Standing Block                 Hold b when attacked
Crouching Block                Hold db when attacked
High Parry                     Tap f when attacked
Low Parry                      Tap d when attacked
Air Parry - Fall Backward      Tap f when attacked in air
Air Parry - Fall Forward       Tap d when attacked in air
Dash / Backstep                Tap b,b / f,f
High Jump                      Tap db,uf / d,u / df,ub
Quick Standing                 When knocked down, tap d as you land
Grap Defense                   When thrown, press b / f + MP~HK  (air)
Throws and Holds               When close, press b / f + MP~HK
Leap Attack                    Tap d,d + P / K
Personal Action                Press HP + HK

2nd Impact only:  Leap Attack, Personal Action.

- "Grap" is a combination of 'grab' and 'grapple'.  It's not a
  spelling error ;)
- In the arcade version of 2nd Impact, you could EX a Leap Attack by
  tapping d,d + PP or KK.  You wouldn't glow, but you'd expend a bit
  of your Super Arts gauge.  In the Dreamcast port of this game, this
  feature has been removed.  Was it just a glitch in the first place?


========================================================================
2.  CHARACTER MOVELISTS
========================================================================

Characters are listed alphabetically.  The silly-sounding titles that
come after each person's name are from the instruction booklet (except
for Gill's, which I got from www.dashtaisen.com)  My Japanese
translating skills are not too hot, either, so they probably sound
goofier than they really are.  Note that Gill, Gouki, and Shin Gouki
are hidden characters that are not normally selectable (see Section 3
for details on how to play with them).  Also, the 'Yun & Yang' entry
applies soley to SF3: New Generation and not 2nd Impact: Giant Attack.

Moves are listed in this order; throws, your leap attack, special moves,
command attacks, then your Super Arts.  For the target combo listings,
you stay standing or crouching throughout the whole thing, unless it
says otherwise.  So for Alex's target combo, you'd do a crouching LK,
then a crouching MK.  For Elena, you'd do a jumping MP, then press HP
while still in air.  If you need to do something for the next attack,
you'll be told to stand or crouch (for an example, see Dudley's 4th
Target Combo).


------------------------------------------------------------------------
ALEX, Power Edge
------------------------------------------------------------------------

    Body Slam                  When close, b / f + MP / HP
    Hand Stamp                 d,d + P / K

EX  Flash Chop                 qcf + P
    Power Bomb                 hcb + P when close
EX  Air Knee Smash             f,d,df + K
EX  Air Stampede               Charge d,u + K
EX  Slash Elbow                Charge b,f + K
    Flying Cross Chop          Jump u or uf, d + HP
    Chop                       f + MP
    Headbutt                   b + HP
    Sleeper Hold               Headbutt a back-turned opponent
    Power Backdrop             Power Bomb a back-turned opponent
    Backdrop Bomb              Hyper Bomb a back-turned opponent

I   Hyper Bomb                 Rotate 360 + P   x1/1
II  Boomerang Raid             qcf,qcf + P      x2/2
III Stun Gun Headbutt          qcf,qcf + P      x1/1

2nd Impact only:
     Slash Elbow, Backdrop Bomb

Target Combos:
 1.  crouching LK, MK

- The Flash Chop can destroy normal projectiles.  When you connect with
  this move, your opponent is spun around so that their back is left
  toward you.  You can combo off of them at this point, but only the
  MP or HP Flash Chop give you enough time to do this.  The EX Flash
  Chop will not turn someone around and instead knocks them away.
- When your opponent has their back to you, attempting the Headbutt
  results in the Sleeper Hold.  Likewise, the Power Bomb becomes the
  Power Backdrop, and the Hyper Bomb becomes the Backdrop Bomb.  All
  of these attacks do more damage than their 'normal' counterparts.
- The Power Bomb, Sleeper Hold, Power Backdrop, Backdrop Bomb, Hyper
  Bomb, and Stun Gun Headbutt are unblockable.
- The EX Air Knee Smash can be blocked or parried.
- The EX version of the Air Stampede homes in on an opponent.
- Alex's Air Stampede and his standing HP must be blocked standing.
- The Headbutt can be blocked.
- Normally, doing the Boomerang Raid leaves Alex's opponent with their
  back turned towards him, so that he finishes with an unblockable
  Backdrop-like attack.  If they are still facing forward when he grabs
  them (such as if they blocked or parried the previous hits, or if he
  did the move out of range so that only the grab hit), he finishes
  them with an unblockable Power Bomb (the button used changes the
  Power Bomb animation, but not the damage).
- An opponent hit by the Stun Gun Headbutt ends up dizzy.  The button
  used determines how far forward Alex jumps during this Super Art.


------------------------------------------------------------------------
DUDLEY, Boxing Gentleman
------------------------------------------------------------------------

    Lever Crusher              When close, b / f + MP
    Dynamite Throw             When close, b / f + HP
    Jumping Elbow              d,d + P / K

EX  Jet Upper                  f,d,df + P
EX  Machine Gun Blow           hcf + P
    Ducking                    hcf + K
    Ducking Straight           Press P during Ducking
    Ducking Upper              Press K during Ducking
EX  Cross Counter              hcb + P
EX  Thunderbolt                qcb + K

    Slipping Jab               f + LP   (cancelable)
    Step Straight              f + HP   (super cancelable)
    Lever Blow                 f + MK   (cancelable)
    Dart Shot                  f + HK

I   Rocket Upper               qcf,qcf + P                  x2/2
II  Rolling Thunder            qcf,qcf + P, tap P rapidly   x1/1
III Corkscrew Blow             qcf,qcf + P                  x3/3

2nd Impact only:
     Thunderbolt

Target Combos:
 1.  standing LP, MP, MK                     (s.cancel on MP or MK)
 2.  f+LP, MP                                (cancelable)
 3.  crouching LK, MP                        (super cancelable)
 4.  crouching LK, crouching or standing MK
 5.  standing MK, HK, HP
 6.  f+HK, MK                                (super cancelable)
 7.  standing MP, MK, HP
 8.  standing LK, MK, MP, HP                 (super cancelable on MP)
 9.  f+MK, MK, HP

- You can juggle someone after an EX Machine Gun Blow.
- When you use the Cross Counter, Dudley stands around idly for a moment
  (LP is the longest amount of time, HP is the shortest, strangely).  If
  Dudley is hit, he counters with a rushing punch.  The damage he does
  depends on the strength of his opponent's attack--countering an Light
  Punch does less damage than counter a Hard Kick.  Dudley can counter
  most middle and high attacks (including jumping attacks), but can't
  stop low attacks.  Finally, note that he still takes damage from his
  opponent's attack, which means it's possible to kill Dudley but still
  have him Cross Counter you.  Unfortunately, his attack (even an EX
  version) will do no damage. ;(
- Dudley's Thunderbolt and Dart Shot must be blocked standing.
- The EX version of the Thunderbolt homes in on an opponent.
- The button used for the Corkscrew Blow determines how far forward you
  move during this move.
- Immediately after you input the command for the Rolling Thunder, you
  can press f + PPP to make Dudley dash forward, then dash again,
  before he starts punching.  If your enemy isn't close by, holding
  f + PPP will make Dudley dash forward repeatedly until he's within
  range.
- Dudley doesn't seem to have the Punch and Cross (hcb,f + P).  Is it
  just a glitch move in the arcade version or something?


------------------------------------------------------------------------
ELENA, Warrior of the Earth
------------------------------------------------------------------------

    Leg Lift Throw             When close, b / f + MP / HP
    Knee Attack                d,d + P / K

EX  Rhino Horn                 hcf + K
EX  Mallet Smash               hcb + P
EX  Spin Scythe                qcb + K  (perform 2 times)
EX  Scratch Wheel              f,d,df + K
    Handstand Kick             f + MP
    Sliding                    df + HK

I   Spinning Beat              qcf,qcf + K                      x2/3
II  Brave Dance                qcf,qcf + K                      x1/2
III Healing                    qcf,qcf + P, then PP to cancel   x1/1

2nd Impact only:
     Spin Scythe

Target Combos:
 1.  jumping LP, MK
 2.  jumping MP, HP

- Elena's Mallet Smash and Handstand Kick must be blocked standing.
- After the first two hits of the Spin Scythe, entering qcb + K again
  makes Elena finish the kick.  In the EX version, she finishes the
  qcb + K version by knocking her opponent into the air, where they
  can be juggled.  Alternately, you can enter qcb + K before that
  final kick to make her do a normal finisher.
- When the Healing SA is used, Elena gains back a small amount of
  lost life.  If she's hit during this move, then she gains back no
  more life and the move ends.  You can end the move prematurely by
  pressing PP during the Healing animation, but this is not advised
  as Elena gets back the most life just as the move ends.


------------------------------------------------------------------------
GILL, Supreme Ruler of the Age of Gods
------------------------------------------------------------------------

    Guilty Bomb                When close, b / f + MP / HP
    Impact Claw                When close, b / f + MK / HK
    Elbow                      d,d + P / K

    Pyro-kinesis               qcf + P     (on the left side)
    Cryo-kinesis               qcf + P     (on the right side)
    Cyber Lariat (Pyro Heat)   f,d,df + P  (on the left side)
    Cyber Lariat (Cryo Heat)   f,d,df + P  (on the right side)
    Moonsault Knee Drop        hcb + K
    Psycho Headbutt            qcb + P
    Palm Upper                 b + MP  (this is cancelable)
    Step Kick                  f + MK

I   Meteor Strike              qcf,qcf + P                    x1
II  Meteor Strike              qcf,qcf + P                    x1
III Meteor Strike              qcf,qcf + P                    x1
any Ressurection               Occurs when you lose a round   x1

2nd Impact only:
     Step Kick, Meteor Strike

Target Combos:
 1.  standing LP, MP
 2.  crouching LK, MK
 3.  standing LP, b+MP  (won't combo, but b + MP is cancelable)

- Gill does not have any EX-able or super cancelable moves.
- The Cyber Lariat has two 'hit points'.  If done from relatively close,
  Gill's opponent is knocked down.  If done from further away, only
  the elemental part (fire or ice) hits, and won't knock an opponent to
  the floor.  Against Alex, both hits can combo (see below).
- Gill's Moonsault Knee Drop and standing HK must be blocked standing.
- The Moonsault Knee Drop homes in on an opponent's location, no matter
  what button strength is used.
- The Psycho Headbutt will miss most characters if they are crouching.
  It's best used as an anti-air attack.
- Gill's Super Art is the same no matter which one you pick.
- If Gill has one stock left when he is killed, he will come back to
  life using the Ressurection.  For the rest of that round, he cannot
  earn more Super Art power, although he can earn SA power normally
  in all following rounds.  Gill can be hit out of this move, preventing
  him from earning back all of his life, but he also automatically
  pushes people away who are close to him, so it can be difficult to
  land a hit.
- Gill's Hard attacks and some of his special moves have the elemental
  effect of fire or ice.  This changes depending on what side of the
  screen he's on.  When he's on the left side (or first player side)
  of the screen, his attacks are like so:

            Standing HP / HK        -  Ice
            Jumping HP / HK         -  Fire
            Crouching HP            -  Fire
            Crouching HK            -  Ice
            qcf + P                 -  Pyro-kinesis
            f,d,df + P              -  Cyber Lariat (Pyro Heat)

  When he's on the right side of the screen, all of this is reversed
  (so his crouching HP would be an ice attack, his qcf + P is the
  Cryokinesis, and his Cyber Lariat is the Cryo Heat type).
- Gill's standing HK can hit twice against Hugo.  Sometimes this works
  out in the open, but it works all the time in the corner of the
  screen (you must be in the corner with Hugo next to you).
- Similarily, against Alex, Gill's Cyber Lariat can hit twice.  This
  opens up some disgusting juggles (like Cyber Lariat, Psycho Headbutt
  x2, Pyro / Cryo-kinesis.  Or you could do Cyber Lariat, Cyber Lariat!)
- Even worse, Gill's crouching HP can juggle like mad.  You can just do
  it repeatedly, or launch someone with it, then do it again and cancel
  the first hit into a Psycho Headbutt and go from there, or whatever.
  Obviously Capcom didn't bother to tone him down in the home version!


------------------------------------------------------------------------
GOUKI, Man with the Ultimate Fist        (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

(This is also a moveslist for Shin Gouki.)

    Seoi Nage                  When close, b / f + MP / HP
    Tomoe Nage                 When close, b / f + MK / HK
    Straight                   d,d + P / K

    Gou Hadou Ken              qcf + P
    Zankuu Hadou Ken           In air, qcf + P
    Shakunetsu Hadou Ken       hcb + P
    Gou Shouryuu Ken           f,d,df + P
    Tatsumaki Zankuu Kyaku     qcb + K  (air)
    Zenten                     hcf + K
    Ashura Senkuu              f,d,df / b,d,db + PPP / KKK
    Tenma Kuujin Kyaku         Jump uf, d + MK at apex of jump
    Zugai Hasatsu              f + MP

I   Messatsu Gou Hadou         qcf,qcf + P           x2
I   Tenma Gou Zankuu           In air, qcf,qcf + P   x2
II  Messatsu Gou Shouryuu      qcf,qcf + P           x2
III Messatsu Gou Rasen         qcf,qcf + K           x2
III Messatsu Gou Senpuu        In air, qcf,qcf + K   x2
any Shun Goku Satsu            LP,LP,f,LK,HP         x(max stocks)

Target Combos:
 1.  standing MP, HP

- There are only a few differences between Gouki and Shin Gouki.  Shin
  Gouki has no damage handicap (he takes normal damage), and he throws
  two fireballs during the Zankuu Hadou Ken.  His Shun Goku Satsu also
  comes out faster.  Shin Gouki also has a different stage music than
  normal Gouki.
- Gouki and Shin Gouki do not have any EX-able moves.
- You can roll thorugh somebody using the Zenten.
- The weird thing about the Ashura Senkuu is that if your opponent
  does a Super Art while teleporting, Gouki immediately stops moving
  and simply stands where he was when the SA began.  This means that
  you can hit Gouki with Super Arts, and you don't have to worry
  about him teleporting out of the way!
- Gouki's Zugai Hasatsu and Tenma Kuujin Kyaku must be blocked standing.
- If you pick Super Art I, you can use both the Messatsu Gou Hadou on
  the ground, and the Tenma Gou Zankuu in the air.  If you pick Super
  Art III, you get the Messatsu Gou Rasen on the ground, and the
  Messatsu Gou Senpuu in the air.
- No matter what Super Art you pick, as long as you have 2 stocks in
  reserve, you can use the Shun Goku Satsu.


------------------------------------------------------------------------
HUGO, Great Iron-Blooded Giant           (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

    Neck Hanging Three         When close, b / f + MP
    Body Slam                  When close, b / f + HP
    Knee Attack                d,d + P / K

EX  Giant Palm Bomber          qcb + P
EX  Monster Lariat             qcf + K
    Ultra Throw                hcb + K when close
    Moonsault Press            Rotate 360 + P when close
    Shootdown Backbreaker      f,d,df + K
    Body Press                 In air, d + HP
    Drop Kick                  b / f + HK
    Elbow                      When close, press HP while standing

I   Gigas Breaker              Rotate 720 + P when close      x1
II  Megaton Press              qcf,qcf + K                    x2
III Hammer Mountain            qcf,qcf + P, hold P to delay   x2

Target Combos: None.

Link Combos:
 1.  standing or crouching LP, LP, LP

- An opponent hit by the Giant Palm Bomber is stunned and can be hit
  by another attack before they recover.  The EX Giant Palm Bomber
  knocks an opponent into the air.  Both versions can destroy normal
  projectiles, too.
- Any character can crouch under the Monster Lariat.
- The Moonsault Press, Ultra Throw, Shootdown Backbreaker, Gigas
  Breaker, and Megaton Press are all unblockable.
- The Ultra Throw makes Hugo grab his opponent and throw them against
  the far wall.  Afterwards, they rebound off the wall and are left
  open to attack.  The button used determines how far they rebound
  after hitting the wall (LK is not far at all, while HK makes them
  fall closer to you).
- The Hammer Mountain can be delayed, but if you delay it for too long,
  the SA ends without Hugo attacking.  The delay is useful if you want
  to get closer before beginning the combo part of this move.  Since he
  uses his standing close HP for the third hit of the Hammer Mountain,
  that hit must be blocked standing.
- The Shootdown Backbreaker and Megaton Press only hit airborne foes.
  They will also connect after an EX Giant Palm Bomber or the Ultra
  Throw.  The Megaton Press, in particular, has a very good range (it
  depends on the button used, HK is furthest), can can grab people who
  are just off the ground (say, Sean doing a Tornado).
- Hugo's standing MK, HK, and his standing close HP must be blocked
  standing.
- You can follow Hugo's Neck Hanging Three and Shootdown Backbreaker
  with an attack when your opponent's in the corner of the screen, but
  I've never got much better than a standing jab to hit.


------------------------------------------------------------------------
IBUKI, High-School Senior Ninja
------------------------------------------------------------------------

    Yamitsudzura               When close, b / f + MP / HP
    Tobizaru                   In air, any dir. but d + MP / HP (close)
    Souken                     d,d + P / K

EX  Kunai                      In air, qcf + P  (hold f during EX ver.)
EX  Kubi Ori                   qcf + K
EX  Kazekiri                   f,d,df + K
EX  Hien                       b,d,db + K
    Raida                      hcb + P when close
EX  Tsumuji                    qcb + K, then same K or d + same K
    Rasen Chuu                 Press HP when standing from afar
    Oiura Ken                  Press HP during Rasen Chuu
    You Men                    b + MP  (super cancelable on 2nd hit)
    Koube Kudaki               f + MK
    Bonshou Geri               f + HK

I   Kasumi Suzaku              In air, qcf,qcf + P, tap P rapidly   x2/3
II  Yoroi Dooshi               qcf,qcf + P                          x1/1
III Hashin Shou                qcf,qcf + P                          x2/2

2nd Impact only:
     You Men  (it was her close standing MP in New Generation)

Target Combos:
 1.  jumping HP, f+MK
 2.  jump diagonally LP, f+HP
 3.  jump diagonally LK, f+MK
 4.  standing close HP, crouching HK, standing HK
 5.  (standing LP), standing far MP, f+LK
 6.  b+MK, f+MK                                        (won't combo)
 7.  (standing LK), MK, HK
 8.  close standing LP, MP, crouching HK, standing HK
 9.  close standing LP, MP (1 hit), HP                 (cancelable)
 10. b+MP, crouching HK, standing HK
 11. b+MP (1 hit), HP                                  (cancelable)
 12. crouching MP, HP
 13. crouching LK, MP, HP

- The button used for the Kunai determines it's angle.  The Kunai
  knives can be destroyed by normal punches and kicks, but you need
  to have good timing.  Even the EX Kunai can be destroyed, but this
  isn't too useful unless your attack can take out both knives, since
  otherwise, you'll still get hit.   You can hold forward during the
  EX Kunai to make them fly further.
- The Kubi Ori and Raida are blockable.  The Kubi Ori's real command
  is "qcf + K", despite what the instruction manual says.
- You can supercancel the Kazekiri into the Kasumi Suzaku.
- During the EX Kazekiri, you recover at the height of your jump, so
  you can make an attack while falling or even do a Kunai toss.
  but not with a normal Kazekiri.
- The EX version of the Hien homes in on an opponent.  You can follow
  any version of the Hien with a Kunai, or the Kasumi Suzaku.
- Ibuki's Hien and Koube Kudaki must be blocked standing.
- During the Tsumuji, you can press the same Kick button you used for
  a third hit, or down + the same Kick button for a sweep attack (so
  if you used qcb + LK, you'd press LK or d + LK after the second
  spinning kick).  The EX version is different--simply holding down
  makes Ibuki do to the sweep attacks, and you can switch between up
  and down for both high and low attacks.
- You can use the Oiura Ken even if your far standing HP hits, is
  blocked or is parried, but not if it misses.  You can cancel this
  move into a Super Art.
- When you do the Yoroi Dooshi from up close, it becomes a Raida-like
  attack that does much higher damage than if you do it from afar.
  If your opponent is blocking, if they parry the first hit, or if
  you're further away from your opponent, you get another version
  in which Ibuki fires a large globe of orange energy from her
  hand.
- The button used for the Hashin Shou determines how far forward Ibuki
  slides when doing the first elbow strike.  At the end of this move,
  your opponent is launched into the air, allowing you to attack them
  before they land.
- You can cancel Ibuki's crouching HP, far standing HK or close standing
  HK (on either hit) with a high jump.  Since this attack launches an
  opponent, it means you can follow with an air combo.
- Unlike other characters, Ibuki's dash can be used to leap through a
  character and end up behind them.  Technically her backstep can, too,
  although I don't see how you could arrange a backdash through your
  opponent ;)


------------------------------------------------------------------------
KEN MASTERS, Rising Dragon of Flames
------------------------------------------------------------------------

    Seoi Nage                       When close, b / f + MP / HP
    Hiza Geri                       When close, b / f + MK
    Tomoe Nage                      When close, b / f + HK
    Straight                        d,d + P / K

EX  Hadou Ken                       qcf + P
EX  Shouryuu Ken                    f,d,df + P
EX  Tatsumaki Senpuu Kyaku          qcb + K
EX  Kuuchuu Tatsumaki Senpuu Kyaku  In air, qcb + K
    Inazuma Kakato Wari             f + MK / hold MK during standing MK

I   Shouryuu Reppa                  qcf,qcf + P                  x1/2
II  Shinryuu Ken                    qcf,qcf + K, tap K rapidly   x2/1
III Shippuujinrai Kyaku             qcf,qcf + K                  x2/3

2nd Impact only:
     Kuuchuu Tatsumaki Senpuu Kyaku

Target Combos:
 1.  close standing MP, HP  (cancelable)

- Ken's Inazuma Kakato Wari must be blocked standing.
- If blocked, Ken stops the Shippuujinrai Kyaku halfway through.


------------------------------------------------------------------------
NECRO, Bio-Cyber
------------------------------------------------------------------------

    Shoulder Attack            When close, b / f + MP / HP
    Frankensteiner             When close, b / f + MK / HK
    Finger Attack              d,d + P / K

EX  Flying Viper               qcb + P
EX  Rising Cobra               qcb + K
    Denji Blast                f,d,df + P, tap P rapidly
EX  Tornado Hook               hcf + P
    Snake Fang                 hcf + K
    German Suplex              Snake Fang a back-turned opponent
    Drill Kick                 In air, d + K
    Elbow                      b + LP / MP  (cancelable)
    Knee Dagger                b + LK       (cancelable)
    Knee Attack                b + MK       (cancelable)
    Knee Missile               b + HK
    Necro Upper                db + HP
    Elbow Cannon               d / df + HP

I   Chou Denji Storm           qcf,qcf + P, tap P rapidly   x2/1
II  Slam Dance                 qcf,qcf + P                  x1/1
III Electric Snake             qcf,qcf + P                  x2/2

2nd Impact only:
     LK Drill Kick, Knee Dagger

Target Combos:
 1.  standing LK, MP  (his only target combo in New Generation)
 2.  standing b+LK, MP  (cancelable)

- Necro's Flying Viper and Rising Cobra must be blocked standing.
- An opponent hit by the the HP Tornado Hook is left with his back
  turned towards Necro, allowing you to get in an extra hit or use
  the German Suplex.
- The Snake Fang and Electric Snake must be blocked low.
- The Slam Dance is unblockable.
- In SF3: New Generation, Necro only has MK and HK Drill Kicks, and
  they both fly at the same angle.
- Necro can shorten the length of his limbs by pressing back, then
  hitting LP, MP, or any Kick button.  In SF3: New Generation, he
  can only use LP, MP, MK, or HK.


------------------------------------------------------------------------
ORO, Mysterious Old Man with the Secret of Immortality
------------------------------------------------------------------------

    Kubi-jime Kataguruma       When close, b / f + MP / HP
    Tomoe Nage                 When close, b / f + MK / HK
    Kuuchuu Jigoku Guruma      In air, any dir. but d + HP when close
    Tobi Hiza                  d,d + P / K

EX  Nichirin Shou              Charge b,f + P
EX  Oni Yanma                  Charge d,u + P
    Niou Riki                  hcb + P
EX  Jinchuu Watari             qcf + K
EX  Hitobashira Nobori         In air, qcf + K, tap K rapidly

I   Kishin Riki                qcf,qcf + P, then P to grab    x1/1
I   Kishin K. Jigoku Guruma    qcf,qcf + P, grab out of air   x1/1
II  Yagyou Dama                qcf,qcf + P / PP  (see notes)  x3/3
III Tengu Ishi                 qcf,qcf + P                    x1/1

Target Combos: None.

- In New Generation, Oro cannot use the Nichirin Shou while a Yagyou
  Dama ball is on-screen, or while the Kishin Riki is active.  This
  does not apply to 2nd Impact, though.
- The button used for the Nichirin Shou determines the direction in
  which Oro's projectile is thrown.  LP is straight forward, MP is
  at a diagonal angle, and HP is at a 45 degree angle.  During the
  EX version of this move, the projectile homes in on your opponent
  somewhat, and Oro will direct his arm according to where your
  opponent is (ground or air), when you fire.
- The Niou Riki is blockable.
- The EX version of the ground Jinchuu Watari homes in on an opponent.
- The Jinchuu Watari only hits a set number of times when done on the
  ground.  The air version, called Hitobashira Nobori, can hit
  multiple times if you tap K.  In New Generation, you can't tap K for
  more hits, though.
- Oro's Jinchuu Watari, Hitobashira Nobori, and standing HP must be
  blocked standing.
- During the Kishin Riki, Oro glows.  Pressing any Punch button makes
  him attempt a grab, as does attempting the Kubi-jime Kataguruma, or
  Kuuchuu Jigoku Guruma.  Attempting the Niou Riki still results in
  the Kishin Riki if it hits.  Unfortunately, while you can still do
  combos like close standing MK into Niou Riki, it won't combo,
  preventing you from comboing into the Kishin Riki.  Anyhow, upon
  grabbing an opponent, he slams them around (if it was a ground grab),
  or performs the Kishin Kuuchuu Jigoku Guruma (Terrible God's Mid-Air
  Hell Wheel), if he grabbed them in mid-air.  Note that the grab
  attempt is unblockable.
- The button used for the Yagyou Dama affects it's trajectory (LP is
  fairly straight, HP makes it bob up and down).  Using PP (any two
  Punch buttons) makes it arc up very quickly, then fall down.  This
  gives it a very short horizontal range, but a very tall vertical
  range.  Note that you have to use PPP in New Generation, though.
  You can have three Yagyou Dama balls on screen at the same time.
- During the Tengu Ishi, items float around Oro's head, and whenever he
  attacks, they ram into his opponent for additional hits.  They will
  not hit extra times during a Nichirin Shou or Niou Riki, though.  The
  items can also offer a limited defense against attack, as they will
  absorb blows.  For example, they could stop an incoming jump kick,
  or if someone had thrown a fireball at you, you could press LP to
  make the items fly forward and negate the fireball.  Not all attacks
  can be stopped by the items, though.
- You can cancel Oro's standing MP with a high jump on either hit.
  Since this attack launches an opponent, it means you can follow with
  an air combo.


------------------------------------------------------------------------
RYU, Superior One Who Seeks the Way
------------------------------------------------------------------------

    Seoi Nage                       When close, b / f + MP / HP
    Tomoe Nage                      When close, b / f + MK / HK
    Straight                        d,d + P / K

EX  Hadou Ken                       qcf + P
EX  Shouryuu Ken                    f,d,df + P
EX  Tatsumaki Senpuu Kyaku          qcb + K
EX  Kuuchuu Tatsumaki Senpuu Kyaku  In air, qcb + K
EX  Joudan Sokutou Geri             hcf + K
    Sakotsu Wari                    f + MP

I   Shinkuu Hadou Ken               qcf,qcf + P                     x1/2
II  Shin Shouryuu Ken               qcf,qcf + P                     x1/1
III Denjin Hadou Ken                qcf,qcf + P, hold P to charge   x1/2

2nd Impact only:
     Kuuchuu Tatsumaki Senpuu Kyaku

Target Combos:
 1.  far standing HP, HK

- An opponent hit by the EX Joudan Sokutou Geri is knocked off the wall
  behind them and into the air, where they can be juggled.
- Ryu's Sakotsu Wari must be blocked standing.
- The Shin Shouryuu Ken hits more times against an opponent who is in
  the air, but for less overall damage.  You can juggle someone who
  is falling down after getting hit by the ground version.
- The Denjin Hadou Ken is unblockable, but can still be parried.  If
  you hold down the button used, Ryu will charge it up through four
  levels, flashing each time he reaches another level.  The more levels
  you have, the faster the fireball goes, and the more damage and stun
  damage it inflicts.  At level 3, it will stun most anyone but Hugo,
  and at level 4 (if you charge it all the way), it will stun any
  character with an empty stun gauge.  Ryu still charges a bit even
  during the throwing animation, so for example, you could charge up
  almost to Level 3, release the button, but still reach the next level
  while Ryu begins to toss the fireball.
- You can make the Denjin Hadou Ken charge faster by wiggling the
  joystick rapidly while holding down the Punch button used.


------------------------------------------------------------------------
SEAN, Hot Storm Kid
------------------------------------------------------------------------

    Seoi Throw                 When close, b / f + MP / HP
    Tomoe Throw                When close, b / f + MK / HK
    Straight                   d,d + P / K

EX  Sean Tackle                hcf + P  (hold P to tackle)
EX  Dragon Smash               f,d,df + P
EX  Tornado                    qcb + K
EX  Ryuubi Kyaku               qcf + K
    Zenten                     qcb + P
    Sean Pachiki               f + HP

I   Hadou Burst                qcf,qcf + P                  x3/3
II  Shouryuu Cannon            qcf,qcf + P, tap P rapidly   x3/2
III Hyper Tornado              qcf,qcf + P                  x2/2

2nd Impact only:
     Sean Pachiki

Target Combos:
 1.  close standing MP, HK
 2.  close standing HP, f+HP  (doesn't combo)
 3.  close standing MP, HP  (SF3: New Generation only)

- The Sean Tackle can be blocked or parried.
- Sean's Ryuubi Kyaku and Sean Pachiki must be blocked standing.
- The Ryuubi Kyaku must be blocked standing.
- The EX version of the Ryuubi Kyaku homes in on an opponent.
- You can roll thorugh somebody using the Zenten.


------------------------------------------------------------------------
URIEN, Treacherous Disciple              (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

    Spartan Bomb               When close, b / f + MP / HP
    Destroy Claw               When close, b / f + MK / HK
    Elbow                      d,d + P / K

EX  Metallic Sphere            qcf + P
EX  Chariot Tackle             Charge b,f + K
EX  Violence Knee Drop         Charge d,u + K
EX  Dangerous Headbutt         Charge d,u + P
    Maul Punch                 f + MP
    Step Kick                  f + MK

I   Tyrant Punish              qcf,qcf + P        x2
II  Jupiter Thunder            qcf,qcf + P        x2
III Aegis Reflector            qcf,qcf + P / PP   x2

Target Combos:
 1.  standing LP, MP  (cancelable)

- Urien's Violence Knee Drop and standing HK must be blocked standing.
- The EX version of the Violence Knee Drop homes in on an opponent.
- The Jupiter Thunder shrinks as it travels.  This means it hits less
  times and does less damage from further away than from up close.
- The button used for the Aegis Reflector determines it's location.
  After arriving at it's location, the reflector solidifies, then begins
  drifting towards Urien's opponent.  The PP version throws a reflector
  diagonally up into the air, where it stays in place.  While one can
  hit a reflector with attacks (which are considered to be blocked),
  actually touching a reflector with too much of one's body results in
  damage.
- As previously stated, the reflectors do hit for damage (up to six hits
  before they break apart).  You can also block or parry a reflector.  A
  weird property of the reflector is that it's "one way"--you can pass
  through the back of a reflector but not the front.  For example, if
  Urien throws a Reflector behind you, he could push you into it and you
  would be knocked through it while taking hits.  But if he throws a
  reflector in front of you, you won't be able to walk through it.
- This means you can use the back of a reflector for juggles.  As an
  example, let's say Urien is next to Ibuki and does an LP Reflector.
  Ibuki is pushed through it for three hits.  Now Urien can jump over
  Ibuki, and walk forward or attack, pushing her back into the Aegis
  Reflector.  Instead of her getting knocked through it again, she is
  pinned between it and Urien for several hits.  You can even bounce a
  person off of a reflector if you hit them in air, or set them up
  to bounce between two or more reflectors!
- Another (much more obvious feature) is that the reflector can reflect
  certain projectiles and absorb others.  Some projectiles (mostly
  Super Arts) are not only reflected, but they lose a hit.  For example,
  Gouki's HP Shakunetsu Hadou Ken hits three times, but after being
  reflected, it will only hit twice.  Here's how each projectile is
  affected by the Aegis Reflector:

   Denjin Hadou Ken        Absorbed if uncharged or at Level 1.  Any
                           higher and it goes through the reflector but
                           loses a hit.  Once it reaches Level 3, even
                           multiple reflectors can't totally absorb it.
   Gou Hadou Ken           Reflected.
   Hadou Burst             Reflected.
   Hadou Ken               Reflected.
   EX Hadou Ken            Reflected.
   Jupiter Thunder         Reflected, but won't lose a hit.
   Kunai / EX Kunai        Absorbed.
   Kasumi Suzaku           Absorbed, but quickly breaks reflector.
   Messatsu Gou Hadou      Reflected, but loses a hit.
   Metallic Sphere         Reflected.
   EX Metallic Sphere      Absorbed.  If it destroys the reflector,
                           one sphere is reflected straight back.
   Meteor Strike           Absorbed, but quickly breaks reflector.
   Nichrin Shou            Reflected.
   EX Nichrin Shou         Abosorbed.  If it destroys the reflector,
                           it loses a hit.
   Personal Action         Both Dudley and Sean's are absorbed.
   Pyro- / Cryo-kinesis    Absorbed, but will break the reflector.
   Shakunetsu Hadou Ken    LP is absorbed, the others reflect but lose
                           a hit.
   Shinkuu Hadou Ken       Reflected, but loses a hit.
   Tengu Ishi              Blocked--does lots of damage to reflector.
   Tenma Gou Zankuu        Reflected, but loses a hit.
   Yagyou Dama             Reflected (or deflected, depding), but loses
                           a hit.
   Yoroi Dooshi            Absorbed, but will break the reflector.
   Zankuu Hadou Ken        Reflected downwards.  Shin Gouki's version
                           may be absorbed if the two fireballs hit
                           each other.

  Once a projectile has been reflected, it can hit you, obviously.
  You can't reflect something twice (for example, using an LP Reflector
  to turn aside a Yagyou Dama ball, then throwing an MP or HP Reflector
  to try and knock it back towards you).  Speaking of Oro, he can throw
  an LP or EX Nichrin Shou through the reflector (it won't hit his arm,
  and since his hand is beyond the reflector, the projectile isn't
  deflected).  The MP and HP versions (as well as the EX version, if
  Oro's opponent is in the air and he aims upwards) hit the edge of the
  Reflector and bounce away, or are absorbed in the EX version's case).
- Finally, each reflector has a 'life span' of a limited duration.  This
  lifespan is further reduced by the following:

    * Using the reflector to block attacks.
    * Using the reflector to parry attacks.
    * Using the reflector to absorb projectiles.
    * Using the reflector to reflect projectiles.
    * Using the reflector to damage someone (6 hits and it's gone)
    * Using the reflector to juggle someone (6 hits and it's gone)

  It's possible to weaken a reflector enough that a projectile will
  break it and go through instead of being absorbed.  Projectiles that
  are reflected will always be reflected back even if the Aegis
  Reflector breaks upon touch.  In either case, they still lose a hit
  (although any projectile can always hit at least once).


------------------------------------------------------------------------
YANG, Blue Dragon of the Gale            (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

    Monkey Flip                When close, b / f + MP / HP
    Hiza Geri                  When close, b / f + MK / HK
    Toukuu Koushu              d,d + P / K

EX  Tourou Zan                 qcf + P  (perform 3 times)
EX  Senkyuutai                 qcf + K
    Byakko Soushouda           qcb + P  (qcb + PP to fake)
    Zenpou Tenshin             hcb + K when close
    Raigeki Shuu               Jump u or uf, then df + K
    Senpuu Kyaku               f + MK
    Koushu                     When close, f + HP

I   Raishin Mahha Ken          qcf,qcf + P   x2
II  Tenshin Senkyuutai         qcf,qcf + K   x2
III Sei'ei Enbu                qcf,qcf + P   x1

Target Combos:
 1.  standing MP, HP, b+HP                   (super cancelable)
 2.  standing LK, MK, HK
 3.  crouching LK, MK, HK                    (HK doesn't combo)
 4.  jump diagonally MK, MK Raigeki Shuu

Link Combos:
 1.  crouching HP, Raishin Mahha Ken
 2.  standing or crouching LP, crouching MP  (cancelable)
 3.  close standing MP, far MP               (cancelable)
 4.  crouching MP, MP                        (cancelable)

- During the EX Tourou Zan, you can perform it five times instead of
  the normal three.
- The Byakko Soushouda can destroy normal projectiles.
- Unlike Yun, Yang will roll forward a short distance before finishing
  the Senkyuutai.  The button used determines how far forward he rolls.
- The Zenpou Tenshin is an unblockable throw that switches places with
  Yang and his opponent.  Since Yang recovers first, you can combo off
  of this move.
- Yang's Raigeki Shuu and Senpuu Kyaku must be blocked standing.
- The button used for the Raigeki Shuu determines the angle at which
  Yang descends.  This attack can be comboed into a ground combo.
- During the Sei'ei Enbu, any attack that Yang makes has it's hit count
  multiplied by three (so a 2-hit move would hit six times).  You
  cannot use the fake Byakko Soushouda (qcb + PP) during this move.
- You can cancel Yang's standing MK with a high jump (but not if it's
  done in his standing LK,MK,HK Target Combo).  Since this attack
  launches an opponent, it means you can follow with an air combo.
- You can delay the final hit (b+HP) of Yang's MP,HP,b+HP Target Combo.


------------------------------------------------------------------------
YUN, White Dragon of the Winds and Clouds   (2nd Impact: G. Attack only)
------------------------------------------------------------------------

    Monkey Flip                When close, b / f + MP / HP
    Hiza Geri                  When close, b / f + MK / HK
    Gekihou Sui                d,d + P / K

EX  Zesshou Hohou              qcf + P
EX  Senkyuutai                 qcf + K
    Kobokushi                  qcb + P  (qcb + PP to fake)
    Zenpou Tenshin             hcb + K when close
EX  Tetsuzan Kou               f,d,df + P
    Raigeki Shuu               Jump u or uf, then df + K
    Senpuu Kyaku               f + MK
    Koushu                     When close, f + HP

I   Youhou                     qcf,qcf + P   x1
II  Sourai Rengeki             qcf,qcf + P   x3
III Gen'ei Jin                 qcf,qcf + P   x1

Target Combos:
 1.  jumping LP, jumping f+HP
 2.  crouching MP, crouching HP
 3.  crouching HK, standing HK
 4.  standing MP, HP, b+HP                (super cancelable)
 5.  close standing LP, close LK, far MP  (cancelable)

Link Combos:
 1.  crouching HP, Youhou or Sourai Rengeki
 2.  standing LP, MP, HP, Sourai Rengeki
 3.  standing or crouching LP, crouching MP  (cancelable)
 4.  close standing MP, far MP               (cancelable)
 5.  crouching MP, MP                        (cancelable)

- Unlike Yang, Yun does not roll forward during the Senkyuutai and
  instead leaps straight up.  You can follow the MK or HK version with
  an attack if you're fast enough.
- You can follow the MP or HP Tetsuzan Kou with an attack, like the
  Zesshou Hohou.
- The Kobokushi can destroy normal projectiles.
- The Zenpou Tenshin is an unblockable throw that switches places with
  Yun and his opponent.  Since Yun recovers first, you can combo off
  of this move.
- Yun's Raigeki Shuu and Senpuu Kyaku must be blocked standing.
- The button used for the Raigeki Shuu determines the angle at which
  Yun descends.  This attack can be comboed into a ground combo.
- You can hit someone while they're falling after the Youhou.  A
  Zesshou Hohou will work nicely ;)
- During the Gen'ei Jin, Yun can combo together his normal moves (sort
  of like chain combos), and can juggle his opponent with any of his
  moves as well (for example, you could juggle your opponent across the
  screen with multiple Zesshou Hohous).  In addition, all of his normal
  attacks and special moves come out faster.  The Gen'ei Jin also
  affects him in different ways:

    *  His Zesshou Hohou, MK / HK Senkyuutai, and Tetsuzan Kou
       all hit multiple times.
    *  His Zesshou Hohou won't knock people down.
    *  His Senkyuutai knocks people further away.
    *  His Kobokushi won't knock an opponent as far away as usual.
    *  In addition, you can't use the fake (PP) Kobokushi.
    *  Any strength Tetsuzan Kou knocks someone into the air.
    *  He can't do Target Combos #1 or #4.
    *  He can't use normal throws (he can still do the Zenpou Tenshin).

- You can cancel Yun's standing MK with a high jump.  Since this
  attack launches an opponent, it means you can follow with an air
  combo.
- Yun can use his Personal Action (press and hold HP + HK) to beat any
  version of the bonus game, even Level 5.  Technically you're not
  winning if you're not parrying all the balls, but destroying them
  still gives you points, and destroying all of them gets you a Perfect
  bonus.
- You can delay the final hit (b+HP) of Yun's MP,HP,b+HP Target Combo.
- Here's a neat trick shown to me by Clarence: against the CPU, you
  can do the Zesshou Hohou, and if your opponent blocks, throw them
  with his Hiza Geri.  You can keep doing this until your opponent
  is dead.  Sure it's lame, but if you want to see Yun's ending or
  just feel like getting the world's highest score, give it a shot.
  This works fairly well in the arcades, but the AI in the Dreamcast
  version of 2nd Impact has an easier time stopping you.


------------------------------------------------------------------------
YUN & YANG                                    (SF3: New Generation only)
------------------------------------------------------------------------

    Monkey Flip                When close, b / f + MP / HP
    Hiza Geri                  When close, b / f + MK / HK

    Zesshou Hohou              qcf + P
    Senkyuutai                 qcf + K
    Kobokushi                  qcb + P  (qcb + PP to fake)
    Zenpou Tenshin             hcb + K when close
    Raigeki Shuu               Jump u or uf, then df + K
    Senpuu Kyaku               f + MK
    Koushu                     When close, f + HP

I   Tenshin Senkyuutai         qcf,qcf + K   x2
II  Sourai Rengeki             qcf,qcf + P   x3
III Gen'ei Jin                 qcf,qcf + P   x1

Target Combos:
 1.  close standing LP, MP, far standing HP
 2.  standing LP,LK                          (cancelable)
 3.  standing MP, HP, b+HP                   (super cancelable)

Link Combos:
 1.  crouching HP, Sourai Rengeki
 2.  standing or crouching LP, crouching MP   (cancelable)
 3.  close standing MP, far MP                (cancelable)
 4.  standing LP, MP, HP, Sourai Rengeki
 5.  standing LP, MP, HP, Tenshin Senkyuutai

- When playing SF3: New Generation, you can select Yun by highlighting
  him and pressing a Punch button, or you can play with Yang by
  highlighting Yun and pressing any Kick button.  Even though they look
  different, they both have the same set of moves.
- You will roll forward a short distance before finishing the
  Senkyuutai.  The button used determines how far forward you rolls.
- The Kobokushi can destroy normal projectiles.
- The Zenpou Tenshin is an unblockable throw that switches places with
  Yun and his opponent.  Since you recover first, you can combo off
  of this move.
- The Raigeki Shuu and Senpuu Kyaku must be blocked standing.
- The button used for the Raigeki Shuu determines the angle at which
  you descends.  This attack can be comboed into a ground combo.
- During the Gen'ei Jin, you can combo together your normal moves (sort
  of like chain combos), and can juggle your opponent with any move as
  well (for example, you could juggle your opponent across the screen
  with multiple Zesshou Hohous).  In addition, all your normal attacks
  and special moves come out faster.  The Gen'ei Jin also affects you
  in different ways:

    *  Your Zesshou Hohou, Senkyuutai, and Kobokushi all hit multiple
       times.
    *  The Zesshou Hohou won't knock people down.
    *  The Senkyuutai knocks people further away.
    *  The Kobokushi won't knock an opponent as far away as usual.
    *  In addition, you can't use the fake (PP) Kobokushi.
    *  You can't do Target Combo #4.
    *  You can't use normal throws, but can still do the Zenpou
       Tenshin.

- You can cancel your standing MK with a high jump.  Since this
  attack launches an opponent, it means you can follow with an air
  combo.
- As an alternative to your MP,HP,b+HP combo, you can always do a
  LP linked into MP,HP.  The HP isn't cancelable, but you recover
  and do a Sourai Rengeki or Tenshin Senkyuutai (with either Yun or
  Yang) before your opponent recovers, and the whole thing will combo.


========================================================================
3.  SECRETS AND TRICKS
========================================================================

------------------------------------------------------------------------
PLAY AS GOUKI                            (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

Dreamcast Version:  Move to Sean and press Up to reveal Gouki.

Arcade Version:  You'll have to enable a code in order to reveal Gouki.
The code is performed like this:

               *  Highlight Ryu, tap d,d,u
               *  Highlight Ken, tap u,u,d
               *  Highlight Ryu, press up
               *  Highlight Ken, press down
               *  Highlight Sean, tap d,d,u,d,u,u,u

The final upward tap will show Gouki's portrait.  You have to enter the
code every time you want to use him.  There is another code you can
enter to permanently make Gouki playable, but you have to be able to go
into the Test Menu, which means opening up the machine. Assuming you're
able to do this, here's how the code goes:

    *  Go into the Test Menu on the first player side.
    *  Highlight "Timer", then press the Start button three times.
    *  Highlight "Event", then press Medium Kick twice.
    *  Highlight "Screen Mode", then press Hard Kick three times.
    *  Highlight "Bonus Game", then press Light Kick once.
    *  Highlight "Attack Power" (Kougeki Riki) and press LK four times.

Upon doing the last step, you should hear Gouki's signature grunt.
He'll now be selectable without codes, and the code remains inputted
even if you turn the machine off.


------------------------------------------------------------------------
PLAY AS SHIN GOUKI                       (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

After you've beaten Shin Gouki in Arcade Mode (see below), you can
select him by highlighting Gouki, holding Start, and pressing any
button.


------------------------------------------------------------------------
PLAY AS GILL                             (New Generation and 2nd Impact)
------------------------------------------------------------------------

Simply beat the game once.  For New Generation, highlight Sean and press
up.  For 2nd Impact, highlight Sean, press up to reveal Gouki, then
press up again to reveal Gill.


------------------------------------------------------------------------
FIGHT YOUR RIVAL                         (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

Each character has their own boss that they fight after beating all
other CPU opponents.  They also have special rivals that they can fight,
providing you follow these guidelines--don't use any continues, and
get the following number of Super Art finishes:

       1 round per battle              Get 3 Super Art Finishes
       3 rounds per battle             Get 5 Super Art Finishes
       5 rounds per battle             Get 7 Super Art Finishes
       7 rounds per battle             Get 9 Super Art Finishes

Note that Cheap Finishes (killing someone by block damage) do not count.
If you're playing as Yun or Yang and have the Gen'ei Jin or Sei'ei Enbu
as your selected Super Art, simply kill your opponent while the SA is
active...it will count as a Super Art finish.  If you're using Elena
and have selected Healing as your Super Art, you have to use it that
many times (so you would have to do it once in a match five times if you
have your battles set to three rounds).  Even if you have full life and
use Healing, it will still count.

Anyway, if you've done everything correctly, your rival shows up on the
fourth, fifth, or sixth match (depending on when you meet all of your
requirements).  The rivals are:

      PLAYER          RIVAL     |      PLAYER          RIVAL
      --------------------------X----------------------------
      Alex            Ken       |      Ken             Dudley
      Dudley          Hugo      |      Necro           Ibuki
      Elena           Ryu       |      Oro             Necro
      Gill            Alex      |      Ryu             Sean
      Gouki           Sean      |      Sean            Yang
      Shin Gouki      Sean      |      Urien           Alex
      Hugo            Yun       |      Yang            Oro
      Ibuki           Elena     |      Yun             Urien

If you lose to your rival and continue, you cannot fight them again.


------------------------------------------------------------------------
FIGHT GOUKI                              (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

To fight Gouki instead of your normal last boss, you must not lose any
rounds or continue.  You also have to get a certain number of Perfect
wins depending on how many rounds there are per battle:

       1 round per battle              Get 1 Perfect
       3 rounds per battle             Get 2 Perfects
       5 rounds per battle             Get 3 Perfects
       7 rounds per battle             Get 4 Perfects

If you're playing as Yun or Yang and have the Gen'ei Jin or Sei'ei Enbu
as your selected Super Art, simply kill your opponent while the SA is
active...it will count as a Super Art finish.  If you're using Elena
and have selected Healing as your Super Art, you have to use it that
many times (so you would have to do it once in a match two times if you
have your battles set to three rounds).  Even if you have full life and
use Healing, it will still count.

Anyway, if you did all of this correctly, Gouki will Shun Goku Satsu
your opponent, and then you'll get to fight him.  The ending changes
if you beat him, too.  If you lose to Gouki and continue, you can
still fight him, but if you switch to another character, then switch
back, you'll simply end up fighting your way back to your normal boss
and cannot re-fight Gouki.


------------------------------------------------------------------------
FIGHT SHIN GOUKI                         (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

To fight Shin Gouki, you have to do the following:

 - Don't lose any rounds.
 - Don't use any continues.
 - You can't get any more than three wins via block damage.  Any more
   than that and you can't fight Shin Gouki.
 - Get a certain number of Perfect wins (depending on how many rounds
   there are per battle):

       1 round per battle              Get 2 Perfects
       3 rounds per battle             Get 3 Perfects
       5 rounds per battle             Get 4 Perfects
       7 rounds per battle             Get 5 Perfects

If you did it correctly, Gouki will Shun Goku Satsu your opponent, and
then you'll get to fight him.  While fighting him, you must do the
following:

 - When fighting Gouki, don't get any Judgment or Time Out wins.
 - When fighting Gouki, get one Super Art finish or Perfect Super Art
   finish on any round.

Note that you do not have to get the SA or Perfect SA finish on the last
round; you can do that on the first round, then beat him on the last
round with a normal attack and he will still revive as Shin Gouki.  The
weird thing is that all background animation will stop while fighting
him (this threw me for a loop when I met him on Necro's stage).

If you lose a round while fighting Gouki, or if you lose all rounds and
have to use a continue, you will be unable to fight Shin Gouki (but if
you lose and continue, you can still fight Gouki).  Finally, if you lose
to Shin Gouki, you can continue and fight him again.  What's more, no
matter who you choose, they will fight Shin Gouki (usually when you
continue with someone else, you're set further back and have more
opponents to defeat before reaching your boss).  In any case, beating
Shin Gouki awards you with an alternate ending (and makes him playable,
see above).

If you're playing as Yun or Yang and have the Gen'ei Jin or Sei'ei Enbu
as your selected Super Art, simply kill your opponent while the SA is
active...it will count as a Super Art finish.  If you're using Elena
and have selected Healing as your Super Art, you have to use it that
many times (so you would have to do it once in a match thrice if you
have your battles set to three rounds).  Even if you have full life and
use the Healing, it will still count.  The same applies to making Shin
Gouki appear--use Healing once during a round, then kill Gouki, and
that will count as your Super Art Finish.  Once you've won the match,
he'll revive as Shin Gouki.


------------------------------------------------------------------------
EXTRA OPTIONS                            (New Generation and 2nd Impact)
------------------------------------------------------------------------

To do this, you need to use the default controller (with the L and R
triggers).  Using another pad (I have the ASCII Fighting Type Pad) won't
work.  In any case, highlight 'OPTION' and hold down the L and R
triggers.  While still holding them down, press Start.  You should now
be in the options menu.  Keeping L and R held, highlight each option and
input the following codes:

       On "Game Option",    press Left, Left, X,X, Right, Right
       On "Button Config.", press Left, Left, Y,Y, Right, Right
       On "Screen Adjust",  press Left, Left, X,Y, Right, Right
       On "Sound",          press Left, Left, Y,X, Right, Right

You won't hear any sound indicating that you've input the codes
correctly, and you have to do them at a relatively fast pace or the
code won't work.  If you did it right, though, then after inputting
the last code, a new option called "Extra Options" will appear.  Note
that doing this code in 2nd Impact won't enable it in New Generation;
you have to input the code in each game in order for it to be usable
in both games.

The new options include:

1P S.A. GAUGE   = How many levels of SA power you can hold.  If you set
                  it to INFINITY, you use your default levels but your
                  SA gauge refills every time it is depleted.
2P S.A. GAUGE   = Same as the 1P SA Gauge option.

The S.A. GAUGE option, since it gives you infinite power, also lets you
do stuff like have tons of Yagyou Dama balls or Aegis Reflectors on
screen at the same time.

DYNAMIC MODE    = This is usually ON; it makes the screen center on you
                  when you perform a Super Art, and for some SAs, cause
                  the screen to zoom in (like during Elena's Healing).
                  With this option turned off, the screen won't focus
                  on the character doing the SA, nor will it zoom in.
STUN GAUGE      = NO RECOVER makes the stun gauge stay at it's current
                  level.  Usually it's always emptying steadily.
GUARD           = NO GUARD means neither character can block attacks.
                  GUARD=BLOCKING means that when you attempt to block
                  an attack, you parry it instead.  The CPU can do this
                  too, though, and it's annoying as hell.
GAUGE DISP.     = Both of these make the life and SA gauges disappear
                  when turned OFF.
1 BUTTON S.A.   = With this on, if you have enough power to do a Super
                  Art, pressing any button will do it.  For example,
                  if your SA is Brave Dance and you press Kick, Elena
                  does the Brave Dance.

When you use the 1 BUTTON S.A. option for Urien, and have picked the
Aegis Reflector, then pressing PP makes him do the upwards Reflector.
Similarily with Oro's Yagyou Dama, pressing PP (or PPP if you're
playing New Generation) makes him do the high-arc Yagyou Dama.  When
this option is used for Gouki, pressing HP with 2 levels results in
the Shun Goku Satsu.  Other buttons (or pressing HP with less power)
results in his other SA.

Options only found in 2nd Impact include:

EX SPECIAL MOVE = With this put to FREE, it doesn't cost any SA power
                  to do an EX'ed move.


------------------------------------------------------------------------
BONUS GAME DIFFICULTY LEVEL SELECT       (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

In Arcade Mode, after beating every three opponents, you get to play a
bonus game.  To pick the difficulty of the bonus game, input the
following command when the 'Let's Blocking' message appears on-screen:

For Level 1     Hold LK        For Level 4     Hold KKK
For Level 2     Hold MK        For Level 5     Hold d + LP + MK + HP
For Level 3     Hold HK

Normally, the difficulty is determined by how well you play (it gets
harder the better you are against the CPU).


------------------------------------------------------------------------
ARCADE MODE COURSE SELECT                (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

In Arcade Mode, the opponents that you fight are chosen at random.
However, you can also fight a specific lineup of opponents (called
'courses'), by selecting your Super Arts in the following way:

    For Course 1       Highlight the SA you want, press f + P
    For Course 2       Highlight the SA you want, press f + K
    For Course 3       Highlight the SA you want, press b + P
    For Course 4       Highlight the SA you want, press b + K

Each character has their own four courses with their own lineup of
opponents.  It may not seem like it, but this really works.  This trick
also has an additional effect on Hugo as it determines who his last
boss will be, and how his ending comes out:

          Course 1                Last boss is Necro
          Course 2                Last boss is Ryu
          Course 3                Last boss is Elena
          Course 4                Last boss is Gill

It's still possible to fight Gouki and Shin Gouki, no matter what course
you choose.  The neat thing with Hugo is that if you lose, continue, and
play as another character, then lose and pick Hugo again, you can do
this trick to change your boss again.  So if you had originally say,
highlighted 'Hammer Mountain' and hit b + K, your boss would have been
Gill.  If you continue at any point during the game (even when fighting
Gill!), picked someone else, lost, then picked Hugo again, you could
highlight the SA of your choice and press, say, f + P.  You would then
get to fight Necro as your boss (when you reached him).

Who Hugo beats also affects his ending, as he teams up with that
character for his tag team partner.  Here are the 'titles' for the
characters who can fight with, and their team name:

"In the blue corner, Great Giant of the Century Hugo and..."

  "...Super Electromagnetic Arian (Necro) in 'The Thunderbolt'!"
  "...Wandering Karate Man Ryu in 'Soul Brothers'!"
  "...Great Nature Warrior Elena in 'Beauty & Beast'!"
  "...Emperor of Destruction and Revival Gill in 'Ragnarok Winners'!"

As for your opponents, they can be one of these two:

 "In the red corner, Zalzof & Colt in 'The Machineguns'!"
 "In the red corner, B. Widow & Haggar in 'Slam Stars'!"

Hugo says something different to his partner in each ending, but my
conversational Japanese is crappy so I'm not even going to bother ;)
As for Necro's real name, I have heard it is "Illia", but it reads
"eria-n" (Arian?) in Hugo's ending, so I dunno.


------------------------------------------------------------------------
SECRET COSTUME COLOR                     (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

Each character has six different colors, depending on the button you use
to select them.  They also have a seventh, hidden color that you can get
by selecting them with LK + HP.

Both Shin Gouki and Gill have only two costume colors.  For some strange
reason, Gill has a hidden color (it's black-and-cream, looks pretty
wicked), but Shin Gouki does not.


------------------------------------------------------------------------
CLEAR PAUSE SCREEN TRICK                 (New Generation and 2nd Impact)
------------------------------------------------------------------------

In any mode but Training, pause the game, then press X+Y, and the menu
will vanish and the screen will brighten.  All you can do now is press
Start to return to the game, though.


------------------------------------------------------------------------
BEAT UP YOUR DEFEATED OPPONENT           (New Generation and 2nd Impact)
------------------------------------------------------------------------

You can hit an opponent after you've delivered the knockout blow.  If
you killed them with a LP or LK, they'll be stunned and you can attack
them again.  With any other attack, they get knocked away (but it's
still possible to juggle them around).


------------------------------------------------------------------------
SEAN'S CONTROLLABLE BASKETBALL           (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

If you are playing with Sean and get his intro pose where he throws a
basketball, you can direct it using the joystick.  You can even hit
your opponent's head to make them dizzy, but this has no actual effect
on the game once it starts.


------------------------------------------------------------------------
EFFIE LOSING POSE TRICK                  (New Generation and 2nd Impact)
------------------------------------------------------------------------

Normally when you beat Necro on the last round, Effie runs up and falls
down next to him.  However, if you kill Necro with an attack that
doesn't knock him down (LP or LK, or say, Alex's Headbutt or Stun Gun
Headbutt), Effie will run up and sit down next to Necro instead.


------------------------------------------------------------------------
GILL GLITCH                              (2nd Impact: Giant Attack only)
------------------------------------------------------------------------

There is a glitch involving Gill; when he's falling, the computer
considers him to be 'standing up' at one point in his fall.  This means
you can attack him and he will suddenly be standing up and taking the
hit, as if you were doing a ground combo instead of juggling him.  Some
characters can really abuse this (Hugo can Ultra Throw Gill into a
wall, and while he's falling, catch him with another Ultra Throw over
and over).

I don't see why this glitch wouldn't be available in SF3: New
Generation, but I was never able to get it to work with any character
(Hugo's the only character who I was able to test this with).


------------------------------------------------------------------------
TRAINING MODE GLITCH                     (New Generation and 2nd Impact)
------------------------------------------------------------------------

You may notice in Training Mode that your dummy opponent will 'flinch',
move around, or even attack you depending on what you're doing.


========================================================================
4.  GAMEPLAY NOTES
========================================================================

------------------------------------------------------------------------
RULES OF THE GAME
------------------------------------------------------------------------

The game is consist of battles, which are broken into three round
matches (by default).  The first person to win two rounds wins.  To
'win' a round, you must empty your opponent's Life Gauge--this can be
done by attacking them.

It's possible to have a double K.O. (both characters kill each other at
the same time), in which case both players are awarded a win, and
whoever has more wins is the winner.  If they both have the same number
of previous wins, another round is held.

Another factor is the game timer, which is set to 99 (66 seconds), by
default.  Once it reaches 00, whoever has more life is the winner.  If
both characters have the same amount of life, then 'Judgment' occurs.
This is where the CPU determines which player should be the winner via
three random judges (Hoimei and Pat are pictured in the instruction
booklet, along with Necro's friend, Effie).  Even if you have both
players sit there until time runs out, the CPU will still randomly pick
a winner ;)

There are various ways to kill your opponent, and these are noted by
win signs:

 V for "Victory"
  - You killed your opponent with anything other than a Super Art.

 S for "Super Art"
  - You killed your opponent with any Super Art.

 C for "Cheap (or Chip) Damage"
  - You killed your opponent via block damage.

 D for "Draw Game"
  - Both players killed each other at the same time; both of them get
    a victory for this match and whoever has more wins advances;
    otherwise another round is held.

 J for "Judgment"
  - This means you won via Judgment (both players had the same amount of
    life when time was over, and the judges picked you as the winner).

 P for "Perfect"
  - This means you had full life (a green life gauge) when the round
    ended.  No matter how you finish the match, if you get a perfect
    win, you always get a "P".


------------------------------------------------------------------------
BLOCKING AND PARRYING
------------------------------------------------------------------------

(Please remember that I'm using the US notation--'parrying' is when you
tap f or d to stop an attack, and 'blocking' is when you hold down or
down-back to block an attack.)

Blocking occurs when you hold back to block high attacks, or down to
block low attacks.  You take no damage when you block, although
blocking special moves or Super Arts results in a minor amount of
damage per hit, even though you're in a defensive posture.  Some
attacks cannot be blocked; others can only be parried.  Unlike some
other SF games, you cannot block while in mid-air.

Parrying is the major new feature in the SF3 series.  It works a lot
like a block; you simply tap forward or down when you are attacked,
and if your timing is right, your character flashes blue and takes no
damage from the attack.  Like blocking, certain attacks have to be
parried standing (the forward parry), or crouching (the down parry).
Parrying can also be done in air, although the direction used doesn't
matter in regards to the incoming attack; it simply determines if you
will fall backward after the parry (if you parried by tapping forward),
or if you will fall forward after the parry (if you parried by tapping
down).

The big difference between parrying and blocking is that you have to
parry at the moment an attack would hit you; you can't hold forward
and wait for the attack to get close to you, as with blocking.  On
the other hand, right after a parry is done, there is a brief window
of time in which you can move around, attack, block, or parry again
(you'll need to parry multiple times against multi-hit moves).


------------------------------------------------------------------------
SUPER ARTS
------------------------------------------------------------------------

Super Arts are a lot like the Super Combos found in other SF games;
they generally do more damage than any other attack, have better
invulnerability, and they can only be used with a full SA gauge (each
full gauge is called a 'stock').  The difference is that each Super Art
takes a varying amount of time to build up, and has a different number
of stocks.  For example, Sean's Hadou Burst is a Super Art with a very
short gauge.  So he can build up power to use a Hadou Burst rather
quickly.  What's more, he can build up enough power to fire three Hadou
Bursts.  On the other hand, Hugo's Gigas Breaker has a very long gauge
that takes a while to build up.  What's more, he can only hold enough
power to do one Gigas Breaker.

In general, the more damaging / powerful / effective a move is, the
longer a gauge it has, and the less stocks you can hold.  Conversely,
this also means that you have less energy to use for Super Arts, as
compared to the characters who can hold more stocks (in the previous
example, even though Hugo's Gigas Breaker gauge is pretty big and means
that he has a lot of SA power to use, Sean's three Hadou Burst gauges
hold more SA power overall and enable him to use more EXs than Hugo).

Another advantage of having more stocks is that you can always keep
building up power.  Once Yun's short, single-stock Sei'ei Enbu gauge
is filled, he can't earn any more SA power until he uses the Super Art,
and this puts him at a disadvantage to, say, a Yun player using the
Sourai Rengeki, since even after Yun has enough power for a Sourai
Rengeki, he can continue to earn power (since he can hold three stocks
total).

Note that Super Art gauge power is carried over from round to round
(this includes stocks), but not battle to battle.  The exception is if
you have turned on the SA Select in Versus Mode--this feature lets you
have a different Super Art for each round, but the drawback is that you
start off each new round with a totally empty SA gauge, even if you
picked the same SA for the next round.


------------------------------------------------------------------------
EX SPECIAL MOVES
------------------------------------------------------------------------

This concept is a spin off of the ES-special moves from the Vampire
Hunter series.  The idea is basically this; that every character has
certain moves that, when performed with two buttons, hit more times and
do more damage.  For example, Yun's Zesshou Hohou is done with qcf + P.
Since the Zesshou Hohou is EX'able, if you perform it with qcf + PP,
the move will go further, hit twice and do more damage than normal.
You can always tell when you're EX'ing a move because your character
will flash yellow.

The drawback with EX moves is that they cost Super Art power to use.
The amount is the same for any EX'able move, but the overall cost
changes depending on what Super Art you're using, since the SA gauges
vary in length and stock size.  This not only forces you to choose
between conserving your SA power for Super Arts or EX moves, but it
also means they you may wish to choose an SA with more stocks or a
longer gauge so that you have more EX moves to use.

What I've done below is roughly determine how many EX move uses you get
out of each characters' Super Arts.  Yes, I know there are little dots
on the SA gauge I could use to be more approximate, but I don't want
to ruin my eyesight by squinting at them for an hour ;)  Anyway, the
list is below:

[ ALEX ]  ---------------------------  [ DUDLEY ]  --------------------

Hyper Bomb             3.3 uses        Rocket Upper            5.2 uses
Boomerang Raid         3.3 uses        Rolling Thunder         3.2 uses
Stun Gun Headbutt      2.0 uses        Corkscrew Blow          6.9 uses

[ ELENA ]  --------------------------  [ HUGO ]  ----------------------

Spinning Beat          5.4 uses        Gigas Breaker           3.3 uses
Brave Dance            5.2 uses        Megaton Press           5.5 uses
Healing                2.8 uses        Hammer Mountain         4.4 uses

[ IBUKI ]  --------------------------  [ KEN MASTERS ]  ---------------

Kasumi Suzaku          5.8 uses        Shouryuu Reppa          5.7 uses
Yoroi Dooshi           2.9 uses        Shinryuu Ken            3.6 uses
Hashin Shou            4.0 uses        Shippuujinrai Kyaku     6.0 uses

[ NECRO ]  --------------------------  [ ORO ]  -----------------------

Chou Denji Storm       2.3 uses        Kishin Riki             2.5 uses
Electric Snake         3.3 uses        Yagyou Dama             6.6 uses
Slam Dance             2.7 uses        Tengu Ishi              2.6 uses

[ RYU ]  ----------------------------  [ SEAN ]  ----------------------

Shinkuu Hadou Ken      5.2 uses        Hadou Burst             5.4 uses
Shin Shouryuu Ken      3.0 uses        Shouryuu Cannon         4.4 uses
Denjin Hadou Ken       4.1 uses        Hyper Tornado           5.6 uses


[ URIEN ]  --------------------------  [ YANG ]  ----------------------

Tyrant Punish          5.3 uses        Raishin Mahha Ken       6.0 uses
Aegis Reflector        4.0 uses        Tenshin Senkyuutai      5.3 uses
Jupiter Thunder        4.4 uses        Sei'ei Enbu             2.6 uses

[ YUN ]  --------------------------------------------------------------

Youhou                 2.8 uses
Sourai Rengeki         6.5 uses
Gen'ei Jin             1.8 uses

Gill and Gouki are not included since they have no EX-able moves.


------------------------------------------------------------------------
SUPER CANCELING
------------------------------------------------------------------------

Super canceling is the ability to cancel special moves into Super Arts.
You can even cancel an EX special move into a Super Art, if you have
enough power to do so.  Like normal canceling, this simply means that
the animation of that special move is canceled by the animation of the
Super Art.  Unfortunately, like normal canceling, this also reduces
the damage of the canceled move.  For example, Hugo's Megaton Press
does far less damage after being supercanceled out of an EX Giant Palm
Bomber.  Stick it in a combo (say, in the corner, Ultra Throw, Giant
Palm Bomber, EX Giant Palm Bomber, supercancel into Megaton Press), and
the damage of the Megaton Press ends up being next-to-nothing.

Note that some moves, and EX versions of some moves, cannot super
cancel.  Also, some moves (even command attacks) are _only_ super
cancelable.


------------------------------------------------------------------------
THE STUN GAUGE
------------------------------------------------------------------------

The Stun Gauge is located beneath either character's lifebar.  What it
does is tell you how close you are to getting dizzied.  Every time you
are hit by an attack, in addition to doing damage, it also does 'stun
damage'--in other words, it fills up the stun gauge a little bit.  Note
that this has nothing to do with actual life-decreasing damage that you
take from getting hit by attacks.  Anyway, some characters' attacks do
particularly large amounts of stun damage; take Sean's Tornado and most
all of Gill's attacks, for example.

Once the Stun Gauge maxes out, it reads 'STUN', and your character
becomes dizzied.  You can recover from a dizzy faster by shaking the
controller and mashing on the buttons, but until you do recover, you're
left defenseless an immobile, giving your opponent a free chance to
attack you.  What's more, any attacks done prior to the dizzy are
considered to be 'comboed' along with any attacks done to a dizzied
opponent, so if your jumping HP, standing HP combo dizzied someone,
hitting them with a crouching HP into a Hadou Ken wouuld count as a
4-hit combo instead of two 2-hit combos.

In your defense, though, any stun damage you take immediately begins to
decrease, so in time you can empty out your Stun Gauge again.  And if
you are dizzied, the Stun Gauge resets once you recover.

Another interesting thing about the Stun Gauge is that, like the Super
Arts Gauge, it varies in size depending on the character.  Hugo's Stun
Gauge is much larger than most characters because he's so tough.  Gouki
has a pretty small stun gauge, on the other hand.


------------------------------------------------------------------------
OVERHEADS AND LEAP ATTACKS
------------------------------------------------------------------------

An overhead is an attack which must be blocked standing, even if it
looks like you could block low.  Sometimes it seems obvious--most aerial
attacks have to be blocked standing.  Others, like Alex's standing HP
or Ibuki's Koube Kudaki, will hit you if you crouch block.  The tricky
thing about overheads is that you can mix up low attacks (say, most
crouching kicks), with overheads to try and make your opponent use the
wrong type of block and end up getting hit.  All overhead attacks are
listed in the character movelist section as attacks that must be
blocked standing.

Leap Attacks are a sort of 'universal overhead', since every character
can do them by pressing down twice and any Punch or Kick button.  Your
character will then leap just off the ground and do an attack that must
be blocked standing.  Leap Attacks can also be used to go over low moves
like crouching kicks.  In the arcade version of 2nd Impact, you could EX
a Leap Attack, but this is not possible in the Dreamcast version.


------------------------------------------------------------------------
THROWS, HOLDS, AND ESCAPES
------------------------------------------------------------------------

Every character can throw someone by getting close and pressing back or
forward + MP or HP...some characters can also throw with MK or HK.  Oro
and Ibuki both have air throws which can only be used when both players
are airborne and close by--at that point, press in any direction but
down + MP / HP  (just HP for Oro).

The nice thing about throws and holds is that they are unblockable.
However, they are escapable, using the 'Grap Defense' system.  What
you do is press back or forward + MP, MK, HP, or HK just as you are
thrown.  If you did it correctly it will look as if you 'parried' the
throw and you will hop back a bit.  I have managed to Grap Defense
out of Oro's Kuuchuu Jigoku Guruma (his mid-air throw), but haven't
been able to do it against Ibuki's Tobizaru (her mid-air throw).  I'm
sure it's possible, but if someone can confirm it for me, that'd be
great.

A weird feature of all holds is that you can wiggle the controller
during the hold to make it animate faster.  The characters who can do
this include:

 - Alex's Sleeper Hold             - Dudley's MP hold
 - Hugo's MK hold                  - Ken's MK hold
 - Oro's MP / HP hold              - Yang's MK / HK hold
 - Yun's MK / HK hold

Gill and Urien's MK / HK holds work differently; you tap the P buttons
rapidly to speed up the animation.  Again, this doesn't affect damage,
stun damage, or anything like that.  It just makes it go faster; which
also makes it harder for your opponent to break out of the hold.  Note
that  Alex's Sleeper Hold is not escapable as it is a special move and
not a normal hold.


------------------------------------------------------------------------
PERSONAL ACTIONS
------------------------------------------------------------------------

Personal Actions are performed by pressing HP + HK.  When you do a
Personal Action, you gain a small amount of SA power.  Some Personal
Actions can hit for minor damage (and a small SA power increase), as
well, and in such cases can be comboed into (try Ibuki's close HP--
cancel the first hit into her Personal Action and it will combo).
However, Personal Actions are there for more than just taunting; they
also offer a variety of benefits:

ALEX    His attack power increases.  If you hold down HP+HK, it will
        begin to increase even more at a steady rate, but after a
        certain point you cannot earn any more attack power.

DUDLEY  His attack power increases for all of his moves except throws.
        His Personal Action can hit, but if you attempt it immediately
        after throwing a rose, Dudley merely holds one up.  In this
        case, he still gets his attack power increase, but he gets no
        SA gauge bonus for doing his Personal Action.

ELENA   All of her attacks do more stun damage.  You can taunt more
        than once to increase the amount of stun damage you do (after
        four taunts, you won't earn any more damage).  Elena's Personal
        Action is both a low attack (when she sweeps her leg out), and
        it can hit somebody in the air when she lifts herself up.

GILL    His attack power increases.

GOUKI   His attack power increases for all of his moves except throws.
/ SHIN  Additionally, all of his attacks (even throws) do more stun
GOUKI   damage.  Note that the Shun Goku Satsu will not do more damage
        even if you do Gouki's Personal Action.

HUGO    His attack power increases for all of his moves except throws
        (this includes all special move and Super Art throws).  If you
        hold down HP+HK, he does an alternate taunt that also increases
        throw damage.  Furthermore, each time you do either taunt, he
        gets a defense bonus (less damage from attacks).  After taunting
        four times, you won't get any more defense power bonuses.

IBUKI   Her attack power increases.  Her Personal Action can hit
        somebody, and in fact she won't get an attack power increase
        unless her Personal Action hits!

KEN     His attack power increases for all of his moves except throws.
        His Personal Action can hit twice.

NECRO   His attack power increases for all of his moves except throws
        (this includes his Snake Fang, German Suplex, and Slam Dance).
        His Personal Action can hit multiple times, and you can hold
        down HP+HK to make him keep flailing his tongue at you.

ORO     His stun gauge will lower a bit.  If you hold HP+HK, he will
        continue to sleep and lose even more stun gauge power.

RYU     The rate at which his stun gauge empties will increase a bit.
        You can taunt up to three times to increase the rate at which
        his stun power goes down, but after that point, additional
        taunting won't do anything.

SEAN    All of his attacks do more stun damage.  You can taunt more
        than once to increase the amount of stun damage you do (after
        three taunts, you won't earn any more damage).  His Personal
        Action can hit somebody (you can even use it to start combos),
        but if you try to throw another basketball after the first one
        was thrown, Sean will jump up and panic when no basketball
        comes down ;)

URIEN   His attack power increases for all of his moves except throws.
        His Personal Action can hit once.  Interestingly enough, if
        it hits, he doesn't get he attack power bonus!

YANG    His attack power increases for all of his moves except throws.
        His Personal Action can once.

YUN     His attack power increases for special moves only.  If you hold
        down HP+HK, he not only continues to spin his hat around, but he
        gets a damage increase for all attacks (including throws).  His
        PA can hit multiple times.

When you perform a Personal Action, you keep attack and stun damage
bonuses until you make an attack that hits or is blocked (it's okay if
it misses).  For Hugo's defense bonus and Ryu's stun gauge recovery
bonus, you keep them for the rest of the round!  As a final note,
attack and stun damage bonuses seem to be proportionate to the attack
itself.  If you get an attack bonus and do a jab, it won't be that much
better than it normally would.  A hard punch or Super Art will do
considerably more damage, though.


========================================================================
5.  MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
DEFENSE POWER RATINGS
------------------------------------------------------------------------

Not all characters take the same amount of damage; the list below
ranks characters in order from least damage taken to most damage taken
per hit:

Least Damage:    Hugo (even moreso with his defense up taunt)!
Less Damage:     Alex (just a point or two above average, sadly)
Average Damage:  Dudley, Gill, Gouki, Ken, Necro, Ryu, Sean, Shin Gouki
High Damage:     Ibuki, Yang, Yun
Higher Damage:   Elena, Oro
Highest Damage:  Gouki


------------------------------------------------------------------------
SPECIAL INTROS
------------------------------------------------------------------------

Only a few characters have special introductions; Yun vs. Yun (they both
clasp hands and bow to each other), Elena vs. Elena (they touch hands
and flip away to the opposite sides of the screen), and Ibuki vs. Ibuki
(one of the Ibukis is shown sparring with the help of another ninja
woman).  Yun vs. Yang will have the two brothers backflip in from the
opposite sides of the screen.

In SF3: New Generation, Ibuki's intro doesn't exist, and since you can't
do Yang or Yun vs. themselves, you get an intro when you do a Yang vs.
Yun battle, which changes slightly depending on whether you're in their
stage or not.

Of course there are other intros, like Yun coming in on his skateboard
in his stage and Oro appearing in a sleeping bag at the start of the
battle in his stage, but those are all stage-specific.


------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------

All translations were done by me and so may not be correct.  However,
accuracy has always been strived for ;)

INSTRUCTION MANUAL TERMS

Blocking                       (called 'parrying' in the US)
Guard                          (called 'blocking' in the US)
Grap Defense                   Grab / Grapple Defense
Kizetsu                        Fainted  (aka 'dizzied')
Hissatsu Waza                  Certain Death Techniques
Tsuujou Waza                   Normal Technqiues
Nage Waza                      Throwing Techniques

GOUKI  (SHIN GOUKI)

Seoi Nage                      Over-the-Shoulder Throw
Tomoe Nage                     Overhead Judo Throw
Gou Hadou Ken                  Great Surge Fist
Zankuu Hadou Ken               Sky-Slashing Surge Fist
Shakunetsu Hadou Ken           Scorching Heat Surge Fist
Gou Shouryuu Ken               Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku         Sky Slashing Tornado Kick
Zenten                         Forward Roll
Ashura Senkuu                  (demonic warrior) Air Flash
Tenma Kuujin Kyaku             Demonic Air Blade Kick
Zugai Hasatsu                  Skull Destroyer
Messatsu Gou Hadou             Great Surge Deadly Attack
Tenma Gou Zankuu               Great Demonic Sky Slasher
Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
Messatsu Gou Rasen             Great Spiralling Deadly Attack
Messatsu Gou Senpuu            Great Whirlwind Deadly Attack
Shun Goku Satsu                Imprisoning Death Flash
Kongou Kokuretsu Zan           Continent-Destroying Vajra Slash

- There are two spellings of 'shakunetsu'; one (also 'sekinetsu')
  means "red hot", while the other 'shakunetsu' means "scorching
  heat".
- I included info on the Kongou Kokuretsu Zan simply because Gouki
  does it in his ending; you can't actually use it unless you're
  playing SF3: Third Strike.  Anyway, A 'vajra' is a small weapon
  with points on either end and a handle in the middle.  It has to do
  with Buddhism as well as Hinduism (the vajra is the weapon of
  Indra, god of destruction).  It can also mean 'thunderbolt', which
  makes sense if you consider Gouki's ending.  The real name of this
  move is actually "Ougi 'Kongou Kokuretsu Zan'", where "ougi" means a
  secret or something that is concealed.  According to Clarence, it
  can also mean a technique passed down from teacher to student.

IBUKI

Yamitsudzura                   Dark Arrowroot
Tobizaru                       Leaping Monkey
Souken                         Spear Fist
Kunai                          (a type of weapon)
Kubi Ori                       Neck Breaker
Kazekiri                       Cutting Wind
Hien                           Flying (Swallow)
Raida                          Lightning Strike
Tsumuji                        Whirlwind
Rasen Chuu                     Spiral Elbow
Oiura Ken                      Reverse Pursuit Fist
You Men                        Frying Surface
Koube Kudaki                   Head Smasher
Bonshou Geri                   Temple Bell Kick
Kasumi Suzaku                  Crimson Phoenix Mist
Yoroi Dooshi                   Armor Piercer
Hashin Shou                    Heartbreaker Thrust

KEN MASTERS

Seoi Nage                      Over-the-Shoulder Throw
Hiza Geri                      Knee Kick
Tomoe Nage                     Overhead Judo Throw
Hadou Ken                      Surge Fist
Shouryuu Ken                   Rising Dragon Fist
Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
Inazuma Kakato Wari            Lightning Flash Splitting Heel
Shouryuu Reppa                 Rising Dragon Renderer
Shinryuu Ken                   Divine Dragon Fist
Shippuujinrai Kyaku            'Swift as Lightning' Kick

NECRO

Denji Blast                    Electromagnetic Blast
Chou Denji Storm               Super Electromagnetic Storm

ORO

Kubi-jime Kataguruma           Neck-Wringing Piggyback Ride
Tomoe Nage                     Overhead Judo Throw
Kuuchuu Jigoku Guruma          Mid-Air Hell Wheel
Tobi Hiza                      Leaping Knee
Nichirin Shou                  Sun Palm
Oni Yanma                      Demon Fly
Niou Riki                      Herculean Strength
                               (lit. 'Strength of the Niou')
Jinchuu Watari                 Sacrifical Human Crossing
Hitobashira Nobori             Sacrifical Human Climbing
Kishin Riki                    Terrible God's Strength
Kishin Kuuchuu Jigoku Guruma   Terrible God's Mid-Air Hell Wheel
Yagyou Dama                    Souls Travelling by Night
Tengu Ishi                     (type of demon) Stone

- 'Yanma' can also mean 'to lament'.  Since it's spelled in kana,
  I don't know which interpretation is correct.
- The 'Niou' are the two guardian Deva Kings of Buddhism.  You may
  have seen them before as two terrible-faced statues, usually on
  either side of a door or an entrance to a building.
- 'Jinchuu' and 'Hitobashira' are different spellings of the same
  kanji that have the same meaning.  In fact, 'Jinchuu Nobori' may
  be the official name of this move, I have no idea myself.

RYU

Seoi Nage                      Over-the-Shoulder Throw
Tomoe Nage                     Overhead Judo Throw
Hadou Ken                      Surge Fist
Shouryuu Ken                   Rising Dragon Fist
Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
Joudan Sokutou Geri            Upward Sword Leg Kick
Sakotsu Wari                   Collarbone Splitter
Shinkuu Hadou Ken              Vacuum Surge Fist
Shin Shouryuu Ken              True Rising Dragon Fist
Denjin Hadou Ken               Electric Blade Surge Fist

SEAN

Seoi Throw                     Over-the-Shoulder Throw
Tomoe Throw                    Overhead Judo Throw
Ryuubi Kyaku                   Dragon's Tail Kick
Sean Pachiki                   Sean Headbutt
Hadou Burst                    Surge Burst
Shouryuu Cannon                Rising Dragon Cannon

YANG

Hiza Geri                      Knee Kick
Toukuu Koushu                  Mid-Air Bent Hand Imitation
Tourou Zan                     Mantis-style Slash
Senkyuutai                     Arcing Thigh Drill
Byakko Soushouda               White Tiger Paired Palm Strike
Zenpou Tenshin                 Roll Body Forward (over opponent)
Raigeki Shuu                   Lightning Attack Kick
Senpuu Kyaku                   Whirlwind Kick
Koushu                         Bent Hand
Raishin Mahha Ken              Quaking Thunder Demonic Break Fist
Tenshin Senkyuutai             Rolling Arced Thigh Drill
Sei'ei Enbu                    Phantom Point Waltz

- The 'tourou' in Tourou Zan refers to 'tourou ken', or mantis-style
  martial arts.  Eiji Kisaragi from AoF2 uses this fighting style
  for some of his moves.

YUN

Hiza Geri                      Knee Kick
Gekihou Sui                    Demolishing Attack Strike
Zesshou Hohou                  Technique to Move without Stepping
Senkyuutai                     Arcing Thigh Drill
Kobokushi                      Tiger Strike
Zenpou Tenshin                 Roll Body Forward (over opponent)
Tetsuzan Kou                   Iron Mountain Lean
Raigeki Shuu                   Lightning Attack Kick
Senpuu Kyaku                   Whirlwind Kick
Koushu                         Bent Hand
Youhou                         Frying Roast
Sourai Rengeki                 Rapid Thunder Spear Attack
Gen'ei Jin                     Phantom Formation

- The translation of 'Zesshou Hohou' refers to how Yun moves forward
  by leaping instead of walking.


========================================================================
6.  AUTHOR'S NOTE
========================================================================

If you have any comments, complaints, or questions not answered in this
FAQ, feel free to mail me at <[email protected]>.  If you have seen this
FAQ reprinted in any publication or plagiarized anywhere online (or
being sold, for that matter), please drop me a line, as this sort of
thing has happened before.


------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------

This FAQ would not have been possible without help from the following
people:

Chris of Dash Taisen                               <www.dashtaisen.com/>
 - Once again I relied on a plethora of move name information taken from
   Dash Taisen's SF3: New Generation section.  This site is a must for
   anyone looking for information you wouldn't find elsewhere--he even
   has information (and pictures!) of Ibuki's test-version Super Art
   from the arcade version of SF3: New Generation.

FuruP                           <www.yk.rim.or.jp/~furup/sf32/under.htm>
 - I found the code to permanently enable Gouki in the arcades at this
   site.

Dosetsu (Huy Pham)                               ([email protected])
 - I got the trick to use Yun's Personal Action to beat the bonus game
   from his Third Strike Yun FAQ, available at (www.gamefaqs.com).

yru02135                          <www.d1.dion.ne.jp/~gamer/index.html/>
 - A number of move names were taken from his 2nd Impact and 3rd Strike
   sections, as well as tips like how to do Dudley's dashing Rolling
   Thunder, Necro's German Suplex, etc.  I also got some Target Combos
   from his page as well.  Although it's in Japanese, it's got really
   in-depth information on both of these games, so check it out if
   you're interested.

Elusive
 - I took some Target Combos, some of Gill's movenames, and some tricks,
   as well as other misc. information, from his superior arcade SF3: 2nd
   Impact FAQ.  You can find it at: (www.gamefaqs.com).

Suimaa                            <www.urban.ne.jp/home/suimaa02/st3rd/>
 - The names for characters' normal throws and Leap Attacks were taken
   from his Street Fighter III: 3rd Strike section (which is alarmingly
   detailed)!

Jeffrey's J <-> E Dictionary    <http://linear.mv.com/cgi-bin/j-e/dict/>
 - As usual, I had to rely on this excellent online dictionary to help
   out with translating some of the Japanese terms into English.

Double Reverse (Ura no Ura)                    <www2.airnet.ne.jp/~tac/>
 - Some Personal Action information was taken from the SF3: 3rd Strike
   section at this cool page.

Capcom of Japan                                       <www.capcom.co.jp>
                                                 <www.capcom.co.jp/fax/>
 - Most all of the secrets and tricks in this FAQ came from their W
   Impact page, as did most of the move and command attack names.  The
   code to enable Gouki in the arcades was taken form their SF3:2i
   section.  All of the Personal Action info. and the code to enable
   Gouki in the arcades came from FAX no. 62, found in the 'Back Number'
   section of their FAX page at the Japanese site.  The trick to fight
   one's rivals and Shin Gouki came from FAX no. 63.

Thanks also goes to all of my SF3: Third Strike FAQ contributors, since
I used some information from there as well.


------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------

Version 0.2  (July 3, 2000)
 - A correction for Ibuki and an addition for Oro were added, as well
   as some other corrections throughout.

Version 0.1  (June 25, 2000)
 - The first release.  Most of the info. in here comes from playing lots
   of 2nd Impact; more information pertaining to SF3: New Generation may
   be added to the FAQ depending on whether I have any free time or not.

That's all!

------------------------------------------------------------------------
"To save me from the wasted, save me from myself, yeah yeah / I lie just
 to be real / and I'd die just to feel / why do the same old things keep
 on happening / because beyond my hopes, there are no feelings."
                 - 'Tales of a Scorched Earth', by the Smashing Pumpkins
------------------------------------------------------------------------

Unpublished work Copyright 2000-2001 Chris MacDonald