11111111111111111111111111111
______________                            111111111111111111111111111111
|  __________  |                         1111111111111111111111111111111
| |          | |                       11111111111111111111111111111111
| `----,    /' |   __ ___  _   __  __ ___                 111111111111
|    /'   /'   |  |_   |  | > |__ |__  |                 111111111111
|  /'    ----. |  __|  |  | \ |__ |__  |               1111111111111
| |__________| |   __    __       ___  __  _         11111111111111
|_________    _|  |_  | | _  |__|  |  |__ | >      11111111111111111
         |  |    |   | |__| |  |  |  |__ | \    11111111111111111111
_________|  |_    ______________    ______________    11111111111111
|  __________  |  |  ________    |  |    ______    |     1111111111113
| |    ______| |  | |    ___ `\  |  |  /'  __  `\  |      111111131133
| |   | _____  |  | |   | __>  | |  | |  /'  `\  | |      1131331333131
| |   |<_____> |__| |   ||    /  |__| | |      | | |      3333313313133
| |   |______       |   | \  `\       |  \.__,/  | |      3333333333333
| |__________| ,--. |___|  \___| ,--.  \.______,/  |     33333333333333
|______________|  |______________|  |______________|    333333333333333
                                  88                  333333333333333
                                88888               33333333333333333
                              888888888888       3333333333333333333
                            8888888888888888 883333333333333333333
                          8888888888888888888888383833333333333333
                           88888888888888888888883383333333333333
                            88888888888888888888888383333333333
                                88888888888888888888383333333
                                    888888888888888833383
                                            888888888


            STREET FIGHTER ZERO 3: PERFECT PACKAGE FAQ v0.7
                  for the Sony PlayStation  (import)
                          by Chris MacDonald

Unpublished work Copyright 1998-2001 Chris MacDonald

This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976.  It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise).  It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift.  This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission.  This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.

I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games.  Remember, plagiarism is a crime and is punishable by
law.

The Street Fighter game series and the Final Fight series are (c)
Capcom of Japan and (c) Capcom of America.


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

1.  HOW TO PLAY
      - Basic Commands
      - Basic Abilities
2.  CHARACTER MOVES LIST
      - Adon
      - Balrog
      - Birdie
      - Blanka
      - Cammy
      - Cody
      - Chun-Li
      - Dan Hibiki
      - Dhalsim
      - Edmond Honda
      - Gen
      - Gouki
      - Guy
      - Karin Kanzuki
      - Ken Masters
      - Nash
      - Rainbow Mika (Mika Nanakawa)
      - Rolento Schugerg
      - Rose
      - Ryu
      - Sagat
      - Sakura Kasugano
      - Sodom
      - Vega
      - Zangief
3.  PSX CHARACTER MOVES LIST
      - Dee Jay
      - Fei Long
      - Guile
      - Juli
      - Juni
      - M. Bison
      - Satsui no Hadou ni Mezameta Ryu
      - Thunder Hawk
      - Extra M. Bison
      - Shin Gouki
4.  SECRETS AND CODES
      - In-Game Codes
      - Game Shark Codes
5.  MENU EXPLANATIONS
      - Loading and Saving Data
      - World Tour Mode
      - Entry Mode
6.  MISCELLANEOUS
      - ISM Information
      - Mode Information
      - Ability Information
      - Charts A Plenty
      - Boss Battle Chart
      - Pre-Fight Animations
      - Translations
7.  AUTHOR'S NOTE
      - Revision History
      - Special Thanks

Please note that this FAQ is for the Japanese, PlayStation version of
SFZ3.  Some of it may not pertain to your version if you're playing the
PSX English version of SFZ3, or the (as of yet unreleased) Japanese
Saturn version of SFZ3.  Also, I don't own a Pocket Station, so there's
no point in asking me about it since I wouldn't know myself.

However, if you do own the PSX English version (Street Fighter Alpha 3),
and you are trying to read this FAQ, just remember the following stuff:

- Z-ISM is now A-ISM, and anything with "Zero" in it is now "Alpha".
  All those "XZV" comments in the moves list would now be "XAV".
- M. Bison is guy with the 'Psycho Crusher', Vega is the dude with
  the claw and mask, and Balrog is the Mike Tyson-like boxer.  Nash is
  now 'Charlie', Guile's old buddy.

There is a companion file to this FAQ, the SFA3 Arcade FAQ, which can
also be found at the sites listed above.  Since this FAQ is for an
import game, the Japanese notation and names are used, unlike the
arcade FAQ.  However, this FAQ is more complete than that one as of
v2.0 (owning the game does that to a guide you write ^_^;)  Perhaps
I'll get around to updating the arcade FAQ someday.


=========================================================================
 1.  HOW TO PLAY
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC COMMANDS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

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


(button layout and effect)

LP  MP  HP      Light Punch         Medium Punch        Hard Punch

LK  MK  HK      Light Kick          Medium Kick         Hard Kick


(FAQ abbreviations)

 qcf / qcb  -  Press (d,df,f) or (d,db,b) on the control pad.
 hcf / hcb  -  Press (b,db,d,df,f) or (f,df,d,db,b) on the control pad.
 Rotate 360 -  Rotate the control pad in a complete circle.  You can
               start and end the circle at any point (i.e. start at uf
               and end at uf, or b to b, etc.)  The shorthand motion for
               this is f,df,d,db,b,ub or the reverse.
 Rotate 720 -  Perform the 360 motion twice (two full rotations).
 PP / PPP   -  Press any two / all three Punch buttons.
 KK / KKK   -  Press any two / all three Kick buttons.
 (air)      -  The move can be performed while on the ground, or while
               in the air (during a jump or after an air recovery).
 x~x        -  All possible ranges are allowed (for example, ub through
               uf, or MK through HP).
 xzv / XZV  -  You can cancel the move into a special in the listed
               ISM (lowercase), or into a Super Combo (uppercase).
 xzv1       -  The attack is only interruptable on the first hit.
 xzvB       -  The attack is interruptable on both hits.
 ZC / AC    -  Zero Counter (in SFZ) / Alpha Counter (in SFA)
 OC / CC    -  Original Combo (in SFZ) / Custom Combo (in SFA)
 SC         -  Super Combo

 BTW, a side note on the PSX controller--it sucks ;)  You can alleviate
 this somewhat by going under Key Config. and changing the command time
 to "Long" (Arcade gives you less time than normal, if you have a stick
 and want to mimic the arcade feel).  Doing so gives you more time to
 input your commands.  Also, for those of you who, like me, can't do
 the Somersault Justice-type moves for all the money in the world, try
 charging db,uf,b,ub + K, it seems to work a lot better for me, weird
 as it seems.  Remember, though, that technically, you can charge in
 any similar direction for a charge move.  For example:

  - You can do a Sonic Boom as (charge ub~db,uf~df + P).
  - You could do a Somersault Shell as (charge db~df,ub~uf + K).
  - And of course, you could do the Somersault Justice as
    (charge db,uf~df,ub~db,ub~uf + K).

 Of course, this is all theoretical (charging db,f,b,u for a Hazan
 Tenshou Kyaku would be pretty difficult) ^_^;

 I had deleted this in a previous version of the FAQ, but any move
 that can be done in air can be performed off the ground.  For
 instance, qcb,ub + K makes Dan do backwards Dankuu Kyakus (they'll
 rise up if you wait a moment before pressing K).  Charging b,uf + K
 for Chun-Li makes her do the Spinning Bird Kick up into the air.
 And so on.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC ABILITIES
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

This section explains the basic moves of each character.  Remember
that the ISM (and mode, if one is used), affects which basic abilities
a person will be able to use.

------------------------------------------------------------------------
BASIC ABILITIES LIST
------------------------------------------------------------------------

Standing Block                 Hold b when attacked
Crouching Block                Hold db when attacked
Mid-Air Block                  Hold b / db when attacked while in air
GP Protection Block            Block an attack just before it hits
Zero Counter                   Block, f + same P + K  (not in X-ISM)
Air Recoveries                 ...(see below)
...Neutral Breakfall           Press PP when knocked into the air
...Front Breakfall             Press f + PP when knocked into the air
...Back Breakfall              Press b + PP when knocked into the air
Ground Recovery                Press KK when knocked to the floor
Roll Behind Recovery           Hold f during Ground Recovery
Original Combo                 Press same strength P + K in V-ISM
Taunt                          Press (b / f) + Select
Tech. Hit (Throw Escape)       Perform a throw as you are thrown  (air)
Counter Hit                    Hit someone while they make an attack
Guard Crush                    Make your foe block attacks repeatedly
Dizzy                          Hit your opponent repeatedly
Dizzy Recovery                 Tap P / K and wiggle pad when dizzy
Hold Damage Increase           As above, but use when you perform a hold
Hold Damage Decrease           As above, but use when you're in a hold
Damage Reduction               Press in any dir. + P / K when you are
...(cont'd)                    damaged (repeat during multi-hit moves)

* The Ground Recovery and Roll Behind Recovery can also be used after
  an air block.  And despite popular belief, you can still Tech. Hit in
  X-ISM.

(For best results when using the Damage Reduction, Dizzy Recovery,
Hold Damage Increase, or Hold Damage Decrease mash the buttons and
wiggle the controller around as quickly as possible.  The faster you do
this, the more effective these become.  However (for example), if your
opponent was Mika and was doing her Headbutt hold while mashing the pad
and buttons for more hits, you'd have a harder time getting out of that
hold unless you were doing the same thing.  You'll know if your efforts
are paying off because your character will flash white (or in the case
of Damage Reduction, flash red).


=========================================================================
 2.  CHARACTER MOVES LIST
=========================================================================

Characters are listed in alphabetical order.  Each move list is divided
into three sections: ground and air throws, special moves and command
attacks, and then Super Combos and Level 3 Super Combos.  If I don't
have the offical Capcom name for a move, the name is written in
lowercase, in parenthesis.

To the far left of the move list, you may see the letters X, Z, or V.
These letters indicate that the move is available only when using
X-ISM, Z-ISM, or V-ISM.

Afterwards is information on each character's Zero Counters and a list
of cancellable attacks (so you know what moves can be used in combos,
etc.)


-------------------------------------------------------------------------
ADON
-------------------------------------------------------------------------

XZV  Jaguar Carry                    b / f + PP
XZV  Jaguar Slam                     b / f + KK
XZV  Jaguar Stab                     Any direction but u / d + PP  (air)
XZV  Jaguar Throw                    Any direction but u / d + KK  (air)

XZV  Rising Jaguar                   f,d,df + K
ZV  Jaguar Kick                     b,d,db + K
X    Jaguar Kick                     In air, press K
XZV  Jaguar Tooth                    hcb + K
XZV  Jaguar Crunch                   f + MP

Z   Jaguar Revolver                 qcf,qcf + K
XZ   Jaguar Varied Assault           qcf,d,df + P
XZ   Jaguar Thousand                 Tap P during Jaguar Varied Assault
XZ   Jaguar Assassin                 Tap K during Jaguar Varied Assault

Zero Counter (Z-ISM):    HK Rising Jaguar
Zero Counter (V-ISM):    Jaguar Assassin
V-ISM Variable Attacks:  b + HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   n/a   n/a   n/a   n/a
 - standing (far)        xzv   xzv         xzv   xzv
 - crouching             xzv   xzv         xzv

- In X-ISM, Adon's Jaguar Kicks are performed just like a normal jump
  kick.  Not only does the button used determine the strength and
  angle of the Jaguar Kick, but whether you're jumping back, forward,
  or straight up also affects the range of this move.
- The Jaguar Crunch is an overhead attack.
- In Z-ISM, you can only use the Jaguar Thousand or Jaguar Assassin
  if you perform the Jaguar Varied Assault at Level 3.


-------------------------------------------------------------------------
BALROG
-------------------------------------------------------------------------

XZV  Rainbow Suplex                  b / f + PP
XZV  Stardust Drop                   Any direction but u / d + PP  (air)
XZV  Crescent Line                   Any direction but u / d + KK  (air)

XZV  Rolling Crystal Flash           Charge b,f + P
 V  Scarlet Terror                  Charge db,f + K
XZV  Sky High Claw                   Charge d,ub~uf + P
XZV  Flying Barcelona Attack...      Charge d,ub~uf + K, then...
XZV    ...(cont'd.)                  Move b / f, press P
XZV  Izuna Drop...                   Charge d,ub~uf + K, then...
      ...(cont'd.)                  Move b / f, any dir. + P when close
XZV  Kabe Hari Tsuki                 Charge d,ub~uf + KKK
XZV  Backslash                       Press PPP
XZV  Short Backslash                 Press KKK
XZV  Cosmic Smart                    f + HK
XZV  Sankaku Tobi                    Jump against a wall, press f

XZ   Rolling...                      Charge db,df,db,ub~uf + K, then...
XZ     ...Barcelona Attack           Move b / f, press P when close
XZ     ...Izuna Drop                 Move b / f, any dir. + P when close
XZ   Hari Tsuki Rolling...           Charge db,df,db,ub~uf + KKK, then...
XZ     ...Barcelona Attack           Move b / f, press P when close
XZ     ...Izuna Drop                 Move b / f, any dir. + P when close
Z   Scarlet Mirage                  Charge b,f,b,f + K
Z   Red Impact                      Charge b,f,b,f + P at Level 3

Zero Counter (Z-ISM):  Standing Claw Swipe
Zero Counter (V-ISM):  Crouching HK

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a*  n/a   n/a   n/a   n/a
 - standing (far)      xzv               xzv   xzv
 - crouching           xzv               xzv   xzv

* In X-ISM, this is a close attack (it still isn't cancellable,
  though).

- Either Backslash move can be used to avoid projectiles or physical
  attacks.
- When playing on Balrog's stage (the one with the fence in the
  background), you can cling to the fence instead of the walls by
  performing the Kabe Hari Tsuki.  After grabbing the fence, Balrog
  will automatically position himself before jumping, at which point
  you can use either the Flying Barcelona Attack or Izuna Drop.  The
  same can be done using the Kabe Hari Tsuki Rolling SC, which you can
  follow with either of his 'Rolling...' SC attacks.
- Balrog will lose his claw or his mask if he blocks or gets hit by
  too many attacks.  You can re-equip either item by walking over it.
  You must have your claw in order to perform the Red Impact, otherwise
  nothing will happen when you input the command.  Otherwise, losing
  either item does not affect your offense or defense.  Interestingly
  enough, even if you have both the mask and claw equipped, Balrog's OC
  and SC shadows will still be unmasked and unarmed.
- When you use any of Balrog's vertical charge moves, ending them with
  ub makes him go to the wall behind him, while uf makes him go to the
  wall in front of him.  Just using charge d,u makes him go to whatever
  wall is closest.


-------------------------------------------------------------------------
BIRDIE
-------------------------------------------------------------------------

XZV  Bull Spike                      b / f + PP
XZV  Bad Throw                       b / f + KK
XZV  Bad Scrap                       Any direction but u / d + PP  (air)

XZV  Bull Head                       Charge b,f + P
XZV  Bull Horn                       Hold and release PP / KK
XZV  Murderer Chain                  Rotate 360 + P
XZV  Bandit Chain                    Rotate 360 + K
XZV  Body Slam                       Jump, d + HP
XZV  Bull Drop                       f + HK
X    Bad Hammer                      Get 2 hits w/ close stand HP, hold u

XZ   The Birdie                      Charge b,f,b,f + P
Z   Bull Revenger                   qcf,d,df + P / K

Zero Counter (Z-ISM):    LP Bullhead
Zero Counter (V-ISM):    Standing Heel Kick
V-ISM Variable Attacks:  b + HP

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   n/a         n/a   n/a   n/a
 - standing (far)        xzv   xzv         xzv
 - crouching             xzv   xzv   xzv*  xzv

 * This move can be cancelled into specials on the first hit only
   (or either hit, for V-ISM).  However, in X- or Z-ISM, the
   second hit can also be cancelled into a Super Combo.

- The longer you charge the Bull Horn, the more damage it does, as
  shown below:

  Time that move is charged            Result

    0 - 2 seconds                      Level 1
    3 seconds                          Level 2
    4 - 6 seconds                      Level 3
    7 - 12 seconds                     Level 4
    13+ seconds                        Final

  The times are listed in real-life seconds, not game timer ticks.  No
  matter what speed setting you use, you still have to hold down PP for
  the number of seconds listed.  While charging this move results in
  more hits (1 at Level 1, up to 5 at Final).  Obviously, this means
  more damage as well.
- Yes, you can charge the Bull Horn before the round begins--you can
  charge it all the way up to Final if you do so during a mid-boss
  conversation.
- When charging, you don't have to release both PP and KK; you can still
  hold down one while releasing the other.  There's no real point to
  this normally, although you can then start another Bull Horn charge by
  pressing and holding another button of the same type (Punch or Kick).
- However, there is a trick you can do with this.  If you hold down five
  buttons (PP + KKK, or whatever you like), you can release them one at
  a time for three Bull Horn attacks (releasing the remaining two
  buttons has no effect).  You can get four Bull Horns by holding down
  all six buttons, then releasing them one at a time (again, the last
  two buttons held have no effect if released).
- You can even press the other buttons later on (such as holding PP,
  then later adding PKK for the triple Bull Horn charge), to add more
  variety to the Bullheads (as they grow in power over time).  Just keep
  in mind that those two unused buttons have to be a Punch and a Kick
  button (i.e., if you were holding PPPKKK and released P, then P, then
  K, then P, you'd get a Bull Head on the first three releases, but not
  the last).
- The Bull Drop is _not_ an overhead attack.
- When you perform the Bull Revenger, using P makes Birdie hop a
  short distance, while using K makes him leap across the screen.


-------------------------------------------------------------------------
BLANKA
-------------------------------------------------------------------------

XZV  Wild Fang                       b / f + PP
XZV  Jungle Slam                     Any direction but u / d + PP  (air)
XZV  Wild Shoot                      Any direction but u / d + KK  (air)

XZV  Electric Thunder                Tap P rapidly
XZV  Rolling Attack                  Charge b,f + P
XZV  Backstep Rolling                Charge b,f + K
XZV  Vertical Rolling                Charge d,u + K
XZV  Surprise Forward                KKK / f + KKK  (u~f~d + KKK)
XZV  Surprise Back                   b + KKK  (ub~db + KKK)
XZ   Rock Crush                      When close, b / f + MP
 V  Rock Crush                      b + MP
XZV  Amazon River Run                df + HP

XZ   Ground Shave Rolling            Charge b,f,b,f + P
Z   Tropical Hazard                 Charge db,df,db,uf + K, tap P / K

Zero Counter (Z-ISM):    HK Vertical Rolling
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + LP / LK / MK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      xzv   n/a   n/a               n/a
 - standing (far)        xzv   xzv
 - crouching             xzv               xzv   xzv
 - rock crush (xzv)

- If you keep holding down the button you used to perform the Ground
  Shave Rolling, Blanka will spin in place.  Should you release the
  button, or after few seconds have passed, he'll perform the rest of
  the move.  If someone touches him after the initial jump (while he's
  moving in place), he'll attack them with the rest of the move.
- During the Tropical Hazard, an opponent can be hit: while fruit is
  falling, when Blanka dives at his opponent, or when any fruit is
  knocked around by an attack.  If you tap P or K while Blanka is on
  the ceiling, more fruit will fall to the ground.  Even after this
  move ends, any watermelons that drop will remain on the floor, and
  either character can hit a watermelon with an attack to send it
  flying forward.  Anyone who is hit takes minor damage.  And yes, you
  can attack a watermelon more than once, for precision aiming ;)


-------------------------------------------------------------------------
CAMMY
-------------------------------------------------------------------------

XZV  Hooligan Suplex                 b / f + PP
XZV  Frankensteiner                  b / f + KK
XZV  Flying Neck Hunt                Any direction but u / d + PP  (air)
XZV  Air Frankensteiner              Any direction but u / d + KK  (air)

XZV  Spiral Arrow                    qcf + K
XZV  Cannon Spike                    f,d,df + K
 V  Cannon Strike                   Jump forward, qcb + K
 V  Cannon Revenge                  qcb + P
XZ   Axle Spin Knuckle               hcb + P
XZV  Hooligan Combination            hcf,uf + P  (press K to cancel)
XZV  Razor Edge Slicer               Do nothing after after H.C.
XZV  Fatal Leg Twister               b / f + K when close after H.C.
XZV  Cross Scissor Pressure          Do F.L.T. when low to the ground

XZ   Spin Drive Smasher              qcf,d,df + K
Z   Reverse Shaft Breaker           qcb,d,db + K, tap P / K rapidly
Z   Killer Bee Assault              Charge db,df,db,uf + K at Level 3

Zero Counter (Z-ISM):    Standing Far HP
Zero Counter (V-ISM):    HK Cannon Spike
V-ISM Variable Attacks:  b + P / K

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      xzv   xzv   xzv   xzv   xzv
 - standing (far)        xzv   xzv         xzv
 - crouching             xzv   xzv   xzv   xzv

- After you begin the Hooligan Combination, doing nothing will result
  in the Razor Edge Slicer.  If you press b / f + K when Cammy is
  higher than her opponent's midsection or if they are crouching,
  she'll perform the Fatal Leg Twister.  If you press b / f + K when
  Cammy is lower than her opponent's midsection, or if her enemy is
  in the air, she'll use the Cross Scissor Pressure.  Alternately,
  you can press K while in the air to cancel the Hooligan Combination
  and land on your feet.
- The Cannon Revenge is a counterattack that is similar to Sodom's
  Shiraha Catch--it works against jump-in attacks and overheads.
  Cammy will use a Cannon Spike (if LK is used), a close HP, then a
  far HP (if MP is used), or a crouching HK, then a close HK  (if
  HP is used).  This move is not very easy to connect with (especially
  the HP version, which I've pulled off only twice!) so remember that
  it's not a very reliable defense.
- When you perform the Killer Bee Assault, the direction you finish
  with (charge db,df,db,ub~uf + K), depends where Cammy leaps.  If
  you finish with ub, Cammy leaps up and backwards.  Finishing with
  u makes her go straigt up, and finishing with uf makes her jump
  up-forward before attacking.


-------------------------------------------------------------------------
CHUN-LI
-------------------------------------------------------------------------

XZV  Koshuu Tou                      b / f + PP
XZV  Ryuusei Raku                    Any direction but u / d + PP  (air)

ZV  Kikou Ken                       hcf + P
ZV  Sen'en Shuu                     hcb + K
XZV  Hyakuretsu Kyaku                Tap K rapidly
ZV  Tenshou Kyaku                   Charge d,u + K
X    Tenshou Kyaku                   Charge d,u + K  (reversal only)
X    Sou Hakkei                      Charge b,f + P
X    Spinning Bird Kick              Charge b,f + K  (air)
XZV  Kouhou Kaiten Kyaku             df + MK
XZV  Kaku Kyaku Raku                 df + HK
XZV  Yousou Kyaku                    In air, d + MK
XZV  Sankaku Tobi                    Jump against a wall, press f

Z   Kikou Shou                      qcf,qcf + P
XZ   Senretsu Kyaku                  Charge b,f,b,f + K
Z   Hazan Tenshou Kyaku             Charge db,df,db,uf + K

Zero Counter (Z-ISM):    HP Sou Hakkei
Zero Counter (V-ISM):    Crouching MK
V-ISM Variable Attacks:  b + MK / HK / HP

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   n/a   xzv   n/a   xzv
 - standing (far)        xzv   xzv         xzv
 - crouching             xzv   xzv         xzv

- In X-ISM, Chun-Li appears in her SF2 outfit.
- The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
- You can use the Yousou Kyaku multiple times while airborne.


-------------------------------------------------------------------------
CODY
-------------------------------------------------------------------------

XZV  Prisoner Throw                  b / f + PP
XZV  Bad Stamp                       b / f + KK
XZV  Guilty Stamp                    Any direction but u / d + KK  (air)

XZV  Bad Stone                       qcf + P  (hold P to delay)
ZV  Fake Throw                      qcf + Select  (hold Select to delay)
XZV  Ruffian Kick                    qcf + K
XZV  Criminal Upper                  qcb + P
XZV  Bad Spray                       b,db,d + P  (reversal only)
XZV  Tokushu Koudou: Knife Hiroi     d + PP when near a knife
XZV  Tokushu Koudou: Knife Kougeki   When armed, press P  (air)
XZV  Tokushu Koudou: Knife Nage      When armed, qcf + P
XZV  Stomach Blow                    f + MP
XZV  Crack Kick                      f + HK
 V  Yoke                            Hold b / db when attacked

XZ   Final Destruction               qcf,qcf + P
Z   Dead End Irony                  qcf,qcf + K

Zero Counter (Z-ISM):  Shoulder Throw
Zero Counter (V-ISM):  Crouching HK

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a   n/a   n/a
 - standing (far)      xz    xz    xz    xz
 - crouching           xz    xz    xz    xz
 - armed with knife    xzv   xzv*

 * When armed with the knife, all of Cody's punches cancel except
   for HP, whether he is standing or crouching.

- An enemy hit by the Bad Stone is momentarily stunned.  Up close,
  you can follow up with an LP or LK, but from a distance, Cody
  will finish the move while his opponent is being stunned, and
  you can then perform moves like the Ruffian Kick, Z-ISM Final
  Destruction, or Dead End Irony, and that move will combo.  Note
  that you _can_ deflect this move with a well-timed punch or kick,
  but due to the trajectory of the flying stones, it's pretty difficult.
- The Bad Spray doesn't do much damage, but an opponent hit by it will
  end up rolling all the way across the screen.
- When you pick up a knife using the Knife Hiroi, there's a momentary
  delay.  You can cancel the delay by pressing P though, which makes
  Cody attack with the knife (useful against opponents who try to hit
  you when you grab the knife).
- When Cody is armed with a knife:
   * Any Punch attack does more damage and even does block damage.
     It also does more guard crush damage to a blocking opponent.
   * His Bad Stone attack is replaced by the Knife Nage, and the
     Fake Throw move is done using his knife (you can't delay this
     move when you have the knife).  He's unable to use the Stomach
     Blow, either.
   * Just like the Bad Stone, you can deflect a thrown knife with a well
     placed attack (just like with Rolento's Stinger).  On the plus side,
     the knife is thrown high enough to go over most projectiles, so you
     can hit someone with it even if a fireball is heading your way.
     Then again, you'll still have to do something about that fireball
     before it hits you ;)
   * Cody will lose his knife if he is hit, if he taunts, performs a
     throw, uses his Z-ISM Zero Counter, or uses the Final Destruction.
- Cody's V-ISM move, the Yoke, is a sort of "auto-dodge" technique.
  Instead of blocking, Cody shifts to the side and the attack passes
  harmlessly through him.  This sort of defense doesn't work against
  all attacks, including jump-ins, extremely high or low attacks,
  and certain special moves, and it can't be used in the air.
- During the X-ISM Final Destruction, you can move around freely and
  tap P or K when close for an auto-combo.  In the air, pressing any
  button results in a jump kick.  Crouching, Cody performs a single
  punch attack.  Just like in the original Final Fight, you can throw
  someone while auto-comboing them: in this game, just press d + P / K
  after Cody does the 3rd hit of the auto-combo (the Stomach Blow).
  This SC ends after a certain amount of time, or if you are hit.
- The best way I've found so far to get the most hit out of the X-ISM
  Final Destruction is to get your opponent in a corner, start the SC,
  juggle them with a jumping attack, then keep tapping any button until
  Cody does the Stomach Blow.  When he does, do a crouching punch,
  stand, and repeat.  The only really tricky part is making sure you
  do a crouch punch after the Stomach Blow, since it'll come out
  after the 2nd hit sometimes, instead of coming out on the 3rd hit.
- Another good thing about the X-ISM Final Destruction is his jumping
  Crack Kick--the range is great, and it's even possible to juggle
  your opponent with it three times across the screen, then juggle them
  in the corner with the punches.  Ow!
- Cody's taunt makes him invincible to everything but low attacks; this
  is really useful in V-ISM since you can't block during an Original
  Combo.  On the other hand, it doesn't work in a Cody vs. Cody match.


-------------------------------------------------------------------------
DAN HIBIKI
-------------------------------------------------------------------------

XZV  Seoi Nage                       b / f + PP
XZV  Otoko Nage                      Any direction but u / d + PP  (air)

XZV  Gadou Ken                       qcf + P
XZV  Kouryuu Ken                     f,d,df + P
XZV  Dankuu Kyaku                    qcb + K
ZV  Kuuchuu Dankuu Kyaku            In air, qcb + K
XZV  Zenten Chouhatsu                qcf + Select
XZV  Kouten Chouhatsu                qcb + Select
 V  Saikyou-ryuu Bougyo             Block b / db, then f + PPP  (air)
XZV  Shagami Chouhatsu               Press Select while crouching
XZV  Kuuchuu Chouhatsu               Press Select while in air

Z   Shin Kuu Gadou Ken              qcf,qcf + P
XZ   Hisshou Burai Ken               qcb,qcb + K
Z   Kouryuu Rekka                   qcf,d,df + K
Z   Chouhatsu Densetsu              qcf,qcf + Select
Z   Chouhatsu Shinwa                qcb,qcb + Select at Level 3
Z   Zenten / Kouten Chouhatsu       db / df + P / K during C. Shinwa

Zero Counter (Z-ISM):  Chouhatsu (standing taunt)
Zero Counter (V-ISM):  Crouching HK

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
 - standing (far)      xzv   xzv         xzv
 - crouching           xzv   xzv   xzv   xzv   xzv

- Every so often, when you use the Kouryuu Ken, Dan will flash and
  will be totally invincible while flashing.  However, it's not a
  random occurance.  At the start of each round, Dan's 23rd action,
  if it is a Koryuu Ken, will flash.  Afterwards, every fifteenth
  action is a potential flashing Kouryuu Ken.  "Actions" do not
  include using the air recovery, initiating Original Combos, using
  Dan's Saikyou-ryuu Bougyo, or using his Chouhatsu Shinwa (and any
  move or taunt you do during the Chouhatsu Shinwa).  It doesn't
  include any type of movement (walking, jumping, getting hit), nor
  does it include blocking attacks or getting hit by attacks.
  Everything else is an "action", including punches or kicks that hit,
  miss, or are blocked, attacking during a V-ISM combo, using taunts
  or the Chouhatsu Densetsu, Zero Counters, Super Combos, and throws
  (missed or not).  Two-in-ones done off a single button press (like
  d + HP, qcf + release HP, which does a crouching HP into a HP Gadou
  Ken), count as two actions.  Note that multi-hit moves count as one
  action.  So, for example, I could throw 22 standing LPs with
  Dan, and if I then did a Kouryuu Ken, it would flash.  If my next
  14 moves were a combination of taunts, attacks, special moves, and
  Super Combos, then did a Kouryuu Ken for my 15th action, it would
  flash.   A big thanks to Paul Williams for this info.
- Using the Saikyou-ryuu Bougyo will push an enemy across the screen.
  You can combine this move with a Guard Protected block if someone
  comes at you with an attack and you block it just as it reaches you.
- Dan gains a small amount of energy from his standing, crouching,
  and rolling taunts.
- In X-ISM, Dan's taunts gain the ability to hit an opponent for
  minor damage, depending on the situation:
    * His standing taunt hits someone in the air, and will hit if
      your opponent is attacking (it becomes a Counter Hit).  It
      will also hit exceptionally tall characters, like T. Hawk.
    * His crouching taunt will hit someone who is standing or
      crouching.  If they are jumping and are low to the ground,
      it will also hit.
    * Dan's jumping taunt seems to work best if Dan jumps up
      underneath his opponent (who must also be in the air).  Size is
      also a factor (it's easy to hit T. Hawk, but much harder to hit
      Chun-Li consistently).
    * His rolling taunts will hit someone in the air, or a standing
      opponent if you cross them up (i.e., Dan rolls underneath them,
      stands up on the other side, and taunts).
- During the Chouhatsu Shinwa, you can move around freely.  Pressing
  any button makes Dan taunt, while pressing the Select button makes
  him do a special taunt.  You can also perform the jumping, crouching
  or rolling taunts (using db / df + a button) during this move, but
  you must do them with P or K and you won't gain energy from Dan
  taunting.  Furthermore, all of Dan's taunts can be cancelled into
  anything (i.e. you can jump during a roll taunt, cancel a standing
  taunt into a crouching one, etc.)  This move ends after a certain
  period of time or when Dan is hit.


-------------------------------------------------------------------------
DHALSIM
-------------------------------------------------------------------------

XZV  Yoga Smash                      b / f + PP
XZV  Yoga Throw                      b / f + KK
XZV  Yoga Trip                       Any direction but u / d + PP  (air)

XZV  Yoga Fire                       qcf + P
XZV  Yoga Flame                      hcb + P  (hcf + P in X-ISM)
XZV  Yoga Blast                      hcb + K  (hcf + K in X-ISM)
ZV  Yoga Escape                     b,db,d + K  (reversal only)
X    Yoga Teleport                   f,d,df / b,d,db + PPP / KKK
ZV  Yoga Teleport                   f,d,df / b,d,db + PPP / KKK  (air)
Z   Yoga Shock                      b + LP, hold LP until you attack
ZV  Yoga Palm                       f + LP
XZV  Drill Zutsuki                   In air, d + HP
XZV  Drill Kick                      In air, d + K
ZV  Kuuchuu Chouhatsu               In air, press Select

X    Yoga Tempest                    hcf,hcf + P
Z   Yoga Inferno                    qcf,d,df + P
Z   Yoga Strike                     qcf,d,df + K
Z   Yoga Stream                     qcb,qcb + P

Zero Counter (Z-ISM):  Close Standing MP
Zero Counter (V-ISM):  Far Crouching HK

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - standing close      x     x     x1    x     x     x
 - standing far        x
 - crouching close     x     x     x     x     x
 - crouching far                         x

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - standing netural     z     z     z1
 - stand b + P / K      z
 - crouching neutral    z     z
 - crouch db + P / K                      z

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - standing neutral      v     v     v1    v     v     v
 - stand b + P / K       v     v           v
 - crouching neutral     v     v     v     v     v
 - crouch db + P / K                       v

- Normally, Dhalsim's limbs stretch out quite far.  However, you
  can make them shorter by holding b or db when pressing Punch or
  Kick.  This even works while airborne.  In X-ISM, you can't
  control his limbs, however, they'll automatically become shorter
  when you attack from up close.
- The Yoga Shock is an overhead attack, but only if you wait until
  Dhalsim attacks.
- The Yoga Stream hits low and must be crouch-blocked.
- If you play a Dhalsim vs. Dhalsim match, both wives will appear in
  the background.  Freaky!


-------------------------------------------------------------------------
EDMOND HONDA
-------------------------------------------------------------------------

XZV  Tawara Nage                     b / f + PP
XZV  Saba Ori                        b / f + KK
XZV  Tsuriyane Nage                  Any direction but u / d + PP  (air)

XZV  Hyakuretsu Harite               Tap P rapidly
XZV  Super Zutsuki                   Charge b,f + P
XZV  Super Hyakkan Otoshi            Charge d,u + K
XZV  Ooichou Nage                    Rotate 360 + P
XZV  Flying Sumo Press               Jump, press MK  (d + MK in X-ISM)
XZV  Hiza-geri                       f + MK  (b / f + MK in X-ISM)
XZV  Harai-geri                      f + HK  (b / f + HK in X-ISM)

XZ   Oni Musou                       Charge b,f,b,f + P
Z   Fuji Oroshi                     Charge b,f,b,f + K
Z   Orochi Kudaki                   Rotate 720 + P at Level 3

Zero Counter (Z-ISM):  Standing HP
Zero Counter (V-ISM):  Crouching HK

Cancellable Attacks:
       - Only his crouching LK is cancellable (in any ISM).

- Honda won't continue the rest of the Fuji Oroshi if the initial
  headbutt-and-toss part is blocked.  If it isn't, he finishes the
  move with a multi-hit Super Hyakkan Otoshi.


-------------------------------------------------------------------------
GEN
-------------------------------------------------------------------------

ZV  Ansatsu Ken: Sou-ryuu           Press PPP at any time  (air)
XZV    Juraku                        b / f + PP
XZV    Houzen                        b / f + KK
XZV    Shuuga                        Any direction but u / d + KK  (air)
XZV    Hyakurenkou                   Tap P rapidly
XZV    Gekirou                       f,d,df + K, tap K  (see notes)
XZ     Zan'ei                        qcf,qcf + P
Z     Shitenshuu                    qcb,qcb + P

ZV  Ansatsu Ken: Ki-ryuu            Press KKK at any time  (air)
XZV    Juraku                        b / f + PP
XZV    Houzen                        b / f + KK
XZV    Shuuga                        Any direction but u / d + KK  (air)
XZV    Jasen                         Charge b,f + P
ZV    Ouga                          Charge d,ub~uf + K
XZV    Kyoutetsu                     Press MP
XZV    Onkyou                        Press HP
ZV    Kirou                         d + HP
ZV    Satsu Jin                     d + LK
XZV    Saizu                         Jump over someone, press MK
ZV    Uken -> Shakudan              In air, quickly press HK twice
Z     Kouga                         In air, qcb,qcb + K
Z     Jakouha                       qcf,d,df + K

Zero Counter (Z-ISM):  Sou-ryuu:  HK Gekirou
Zero Counter (Z-ISM):  Sou-ryuu:  Advancing Shakudan
Zero Counter (V-ISM):  Ki-ryuu:   Palm Thrust
Zero Counter (V-ISM):  Ki-ryuu:   Sou-ryuu Standing HP

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close: X-ISM        x     x     x1    X     n/a
 - far: X-ISM          x                       x
 - crouching: X-ISM    x     x           x     x*
 - standing Sou-ryuu    zv    zv    zv1   zv    zv
 - standing Ki-ryuu     zv                Zv    Zv
 - crouching Sou-ryuu   zv    zv          zv    zv
 - crouching Ki-ryuu    zv    zv          zv    Zv

 * This move must hit if you want to cancel it into the Zan'ei.
   However, if you want to cancel it into a special move, you must
   do so _before_ it hits.

- Gen has two different "styles" of play he can use by pressing PPP
  or KKK.  Once you've changed into a certain style, you can only
  use the moves in that style (for example, in Sou-ryuu style, you
  could use the Shitenshuu but not the Ouga).  Gen normally starts
  in his PPP style, but if you switch to his KKK style, he'll
  remain in it for the rest of the game.  You can switch Gen's
  styles at any time, while jumping, blocking, attacking, when
  knocked down, while dizzy, and so on.
- In X-ISM Gen cannot change styles.  He instead uses a mishmash
  of moves taken from both style instead.  He cannot chain combo
  and has his fast Ki-ryuu style jump.  Also, his normal attacks
  change depending on whether he is close or far from his opponent,
  unlike in Z-ISM or V-ISM.
- In his Sou-ryuu style, Gen can chain together his normal attacks.
  The sequence is pretty loose--the only real restriction is that
  you can't chain a stronger attack into a weaker one (like HP into
  LK).  Otherwise, just about anything is possible.
- During the Geki Rou, you need to tap the Kick button as your
  opponent goes higher and higher into the air if you want to get the
  full hits (you'll know if you did this correctly because he'll
  finish with a kick that knocks your foe away).
- If hit by a Shitenshuu, a timer will appear over the head of Gen's
  opponent and count down.  When it reaches zero, Gen's foe falls to
  the ground and is dizzied.  You can increase the timer speed by
  hitting your foe with multiple Shitenshuus, but your opponent can
  stop the timer by hitting you with an attack.  Note that your
  opponent is damaged during the intitial hits, each time the counter
  goes down by one, and when it hits zero and he / she is dizzied.
  The higher level you use, the more damage the Shitenshuu does during
  the intial hits and for each timer countdown.
- During the Ouga, you can:
     * Direct your initial leap left or right by charging d,ub / uf
       instead of charging d,u (which always takes you to the wall
       behind you).
     * Do nothing when you touch a wall for a jump kick
     * Press b when you touch a wall to abort the move
     * Press f when you touch a wall for a long kick toward your foe
     * Press u when you touch a wall to move to the ceiling
        + Do nothing when you touch the ceiling to do a head stomp
        + Press ub~uf when on the ceiling to abort the move and drop
          in either direction
        + Press b / f when on the ceiling to use a dive kick in either
          direction
- The Kyoutetsu is an overhead attack.
- The Onkyou hits low and must be crouch-blocked.
- The Kirou causes huge amounts of damage if it hits someone who is in
  the middle of an attack (3.5-4.0 times more damage).  However, if you
  are hit out of it, you may take lots of damage yourself.  The move
  also has a considerable delay.
- The Satsu Jin will knock an opponent up into the air.  You can
  follow it with a Jakouha or jump after them with the attack of
  your choice.  If you use the Uken, they can't flip out afterwards.
- Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
  attack.
- During the Kouga you can:
     * Press LK for a jump kick off the left wall,
        + Then, press MK or do nothing instead for a long kick towards
          your enemy.
        + Or, press HK instead for a higher, faster long kick.
     * Press MK for a head stomp off the ceiling,
        + Then press LK instead to dive left.
        + Or, press HK instead to dive right.
     * Press HK for a jump kick off the right wall,
        + Then, press MK or do nothing instead for a long kick towards
          your enemy.
        + Or, press LK for a higher, faster long kick.
  If you do nothing, Gen will just keep jumping off opposite walls
  and kicking.  Gen can perform one extra attack per level.
- It's easy to accidentally tap a button too much so that if you "do
  nothing" after using LK or HK to go to a wall, you'll end up doing
  the following LK or HK move instead.  To prevent this, pressing MK
  has the same effect as "doing nothing".


-------------------------------------------------------------------------
GOUKI
-------------------------------------------------------------------------

XZV  Seoi Nage                       b / f + PP
XZV  Tomoe Nage                      b / f + KK
XZV  Jigoku-guruma                   Any direction but u / d + KK  (air)

XZV  Gou Hadou Ken                   qcf + P
XZV  Zankuu Hadou Ken                In air, qcf + P
XZV  Shakunetsu Hadou Ken            hcb + P
XZV  Gou Shouryuu Ken                f,d,df + P
XZV  Tatsumaki Zankuu Kyaku          qcb + K  (air)
ZV  Zenpou Tenshin                  qcb + P
XZV  Ashura Senkuu                   f,d,df / b,d,db + PPP / KKK
ZV  Hyakki Shuu                     qcf,uf + P
ZV  Hyakki Gou Zan                  qcf,uf + P, then do nothing
ZV  Hyakki Gou Shou                 qcf,uf + P, then press P
ZV  Hyakki Gou Sen                  qcf,uf + P, press K
ZV  Hyakki Gou Sai                  any dir. but d / u + P when close
ZV  Hyakki Gou Tsui                 Perform Gou Sai with K w/ foe in air
XZV  Tenma Kuujin Kyaku              Jump forward, d + MK at apex
XZV  Zugai Hasatsu                   f + MP
XZV  Senpuu Kyaku                    f + MK

Z   Messatsu Gou Hadou              hcb,hcb + P
Z   Messatsu Gou Shouryuu           qcf,d,df + P
Z   Tenma Gou Zankuu                In air, qcf,d,df + P
XZ   Shun Goku Satsu                 LP,LP,f,LK,HP

Zero Counter (Z-ISM):    HP Gou Shouryuuken
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + MP / MK / HP / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   n/a   xzv
 - standing (far)        xzv               xzv
 - crouching             xzv   xzv   xzv   xzv   xzv

- The Zugai Hasatsu is an overhead attack.
- In Z-ISM, you can only use the Shun Goku Satsu at Level 3.


-------------------------------------------------------------------------
GUY
-------------------------------------------------------------------------

XZV  Seoi Nage                       b / f + PP
XZV  Tsukami Nage                    b / f + KK
XZV  Izuna Otoshi                    Any direction but u / d + PP  (air)

XZV  Bushin Izuna Otoshi             qcf + P,P when close
XZV  Izuna no Hiji Otoshi            qcf + P,P when far
XZV  Houzantou                       qcb + P</pre><pre id="faqspan-2">
XZV  Bushin Senpuu Kyaku             qcb + K
XZV  Hayagake                        qcf + K
XZV  Hayagake: Kyuuteishi            qcf + LK,K
XZV  Hayagake: Kage Sukui            qcf + MK,K
XZV  Hayagake: Kubikari              qcf + HK,K
XZV  Hiji Otoshi                     In air, d + MP
XZV  Kubi Kudaki                     f + MP
XZV  Kamaitachi                      df + HK
XZV  Bushin Gokusa Ken               When close, tap LP,MP,HP,HK
X    Bushin-ryuu Seoi Nage           When close, tap LP,MP,HP, d + HK
XZV  Bushin-ryuu Seoi Nage           f + MP / HP during Tsukami Nage
XZV  Sankaku Tobi                    Jump against a wall, press f

Z   Bushin Hassou Ken               qcf,d,df + P
Z   Bushin Gourai Kyaku             qcf,d,df + K
XZ   Bushin Musou Renge              hcb,hcb + P

Zero Counter (Z-ISM):    Crouching HP
Zero Counter (V-ISM):    Crouching MK
V-ISM Variable Attacks:  b + MP / HK / MK / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   xzv   xzv
 - standing (far)        xzv   xzv         xzv
 - crouching             xzv   xzv         xzv

- The Kubi Kudaki and Hayagake: Kubikari are overhead attacks.
- The Hayagake: Kage Sukui hits low and must be crouch-blocked.
- In Z-ISM, you can only use the Bushin Musou Renge at Level 3.


-------------------------------------------------------------------------
KARIN KANZUKI
-------------------------------------------------------------------------

XZV  Yashiro Kuzushi                 b / f + PP
XZV  Homura-geri                     b / f + KK
XZV  Abise Yashiro Kuzushi (front)   Any direction but u / d + PP  (air)
XZV  Abise Yashiro Kuzushi (back)    Any direction but u / d + KK  (air)

XZV  Guren Ken                       qcf + P,P
XZV  Hou Shou                        f,d,df + P
XZV  Mujin Kyaku                     f,d,df + K
XZV  Ressen Chou                     b,d,db + P
XZV  Ressen Chuu                     Press P during Ressen Chou
XZV  Ressen Ha                       qcf,uf + K
XZV  Yasha Gaeshi (Joudan)           qcb + P
XZV  Yasha Gaeshi (Gedan)            qcb + K
XZV  Arakuma Inashi                  Rotate 360 + K
XZV  Tsumuji-gari                    f + MK

XZ   Kanzuki-ryuu Shinpikaibyaku     qcf,qcf + P
Z   Kanzuki-ryuu Kou'ou Ken         qcf,qcf + K

Zero Counter (Z-ISM):   Standing HP
Zero Counter (V-ISM):   Crouching HK

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
 - standing (far)      xzv   xzv         xzv   xzv*
 - crouching           xzv   xzv   xzv   xzv

 * Either part of this attack can be cancelled from.

- The Tsumuji-gari and Ressen Ha are overhead attacks.
- You can interrupt or follow the Guren Ken with another attack, as
  shown below:

   Guren Hou Shou                   f + P after 1st punch
   Guren Hou Shou                   P after 2nd punch
   Guren Mujin Kyaku                K after 1st or 2nd punch
   Guren Chouchuu                   df + P,P after 1st or 2nd punch
   Guren Yasha (Joudan)             b + P after 1st or 2nd punch
   Guren Yasha (Gedan)              b + K after 1st or 2nd punch
   Guren Ressen Ha                  u + K after 1st or 2nd punch
   Guren Kusabi                     d + K after 1st or 2nd punch

- For example, to perform the Guren Hou Shou, you'd input (qcf + P,P,P)
  or (qcf + P, f + P).  To use the Guren Kusabi, you'd input
  (qcf + P, d + K) or (qcf + P,P, d + K).  Note that the Guren Kusabi
  hits low and must be crouch-blocked.
- The Yasha Gaeshi moves are used to reverse attacks.  The Joudan
  version works against high attacks and jumping attacks, while the
  Gedan version works against low attacks and sweeps.  While there
  is some start-up lag to either version, you can attack someone
  while they are getting hit by the counter, with a little timing.


-------------------------------------------------------------------------
KEN MASTERS
-------------------------------------------------------------------------

XZV  Jigoku-guruma                   b / f + PP
XZV  Tsukami Nage                    b / f + KK
XZV  Jigoku Fuusha                   Any direction but u / d + PP  (air)

XZV  Hadou Ken                       qcf + P
XZV  Shouryuu Ken                    f,d,df + P
XZV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
ZV  Zenpou Tenshin                  qcb + P
ZV  Zentou                          qcf + Select
XZV  Inazuma Kakato Wari             f + MK
XZV  Ushiro Mawashi-geri             f + HK

XZ   Shouryuu Reppa                  qcf,d,df + P
Z   Shinryuu Ken                    qcf,d,df + K, tap P / K rapidly
Z   Shippuujinrai Kyaku             qcb,qcb + K at Level 3

Zero Counter (Z-ISM):    HP Shouryuuken
Zero Counter (V-ISM):    Standing HK
V-ISM Variable Attacks:  b + MP / MK / HP / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xz    xz    xz    xzv*  xzv
 - standing (far)        xz
 - crouching             xz    xz    xz    xz    xz

 * In V-ISM, this move cancels on either hit.  In X- or Z-ISM, you
   can only cancel into special moves on the first hit; however,
   you can cancel into a Super Combo on the first _or_ second hit.

- The Inazuma Kakato Wari is an overhead attack.


-------------------------------------------------------------------------
NASH
-------------------------------------------------------------------------

XZV  Dragon Suplex                   b / f + PP
XZV  Knee Gatling                    b / f + KK
XZV  Flying Buster Drop              Any direction but u / d + PP  (air)
XZV  Airjack                         Any direction but u / d + KK  (air)

XZV  Sonic Boom                      Charge b,f + P
XZV  Somersault Shell                Charge d,u + K
ZV  Dash                            Tap f,f  (or tap uf~df,uf~df)
ZV  Knee Bazooka                    Press K during Dash
X    Knee Bazooka                    b / f + LK
XZV  Jump Sobat                      b / f + MK
XZV  Step Kick                       b / f + HK
XZV  Spin Back Knuckle               Press HP

XZ   Somersault Justice              Charge db,df,db,uf + K
Z   Sonic Break                     Charge b,f,b,f + P, tap P,(P),(P)
Z   Crossfire Blitz                 Charge b,f,b,f + K

Zero Counter (Z-ISM):    Spin Back Knuckle
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + MP / HP

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   n/a   n/a   n/a
 - standing (far)        xzv               xzv
 - crouching             xzv   xzv         xzv

 - The Jump Sobat is no longer an overhead.
 - You can throw an extra Sonic Boom per level during the Sonic Break.
   So you can tap P once at Level 1, twice at Level 2, or thrice at
   Level 3 (for four Sonic Booms in all).  You don't have to throw
   them all at once, but once a Sonic Boom leaves the screen, the move
   is over, so don't delay for too long.


-------------------------------------------------------------------------
RAINBOW MIKA  (Mika Nanakawa)
-------------------------------------------------------------------------

XZV  German Suplex                   b / f + PP
XZV  Brain Buster                    b / f + KK
XZV  Headbutt                        db / df + PP
XZV  Hip Buster                      Any direction but u / d + PP  (air)
XZV  Neck Breaker                    Any direction but u / d + KK  (air)

XZV  Flying Peach                    qcb + P
XZV  Shooting Peach                  qcb + K
XZV  Paradise Hold                   Rotate 360 + P
XZV  Daydream Headlock               Rotate 360 + K, tap P / K rapidly
XZV  Wingless Airplane               In air, hcb + K
XZV  Flying Body Press               Jump b / f, d + HP
XZV  Knee Drop                       Jump b / f, d + LK
XZV  Rainbow Sobat                   f + MK  (b / f + MK in X-ISM)
XZV  Sliding                         d + HK

Z   Heavenly Dyanamite              Rotate 720 + P, tap P / K rapidly
Z   Rainbow Hip Rush                qcf,d,df + P
XZ   Sardine's Beach Special         qcf,d,df + K
XZ   Hashiru                         Move b / f after S.B.S.
XZ   Dageki: J. Ocean Drop Kick      Press LP during Hashiru
XZ   Dageki: Mika Sliding            Press MP during Hashiru
XZ   Dageki: Mika Lariat             Press HP during Hashiru
XZ   Tobikoshi                       Press K during Hashiru
XZ   Tobikoshi                       Run into your enemy during Hashiru
XZ   Haigotori                       Tap P / K during Tobikoshi, then...
XZ   Moonsault Press                 Press P or do nothing after Dageki
XZ   Missile Kick                    Press K after Dageki
XZ   Paradise Hold                   Press b / f + P after Dageki
XZ   Paradise Hold                   Hold b / f after Dageki
XZ   Wingless Airplane               Press b / f + K after Dageki
XZ   Enzui Lariat                    Press P after Haigotori
XZ   Enzui Drop Kick                 Press K after Haigotori
XZ   Rainbow Suplex                  Press b / f + P after Haigotori
XZ   Daydream Headlock               Press b / f + K after Haigotori

Zero Counter (Z-ISM):  Crouching HP
Zero Counter (V-ISM):  Crouching MK

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    xzv   XZv         xzv
 - standing (far)
 - crouching           xzv         xzv   xzv

- Mika's crouching HP knocks her opponent really high into the air.
  For that reason, you can follow it with just about anything, and
  in the corner, _everything_ (short of a 360 / 720 throw).  Of
  course, this only works if your opponent doesn't flip out, though.
- Regarding the "hit area" on the Paradise Hold, it will only
  connect when Mika's legs are up in the air (this occurs shortly
  after the move begins).  Anything preceeding / following that
  won't connect.
- The Flying Peach has lag at the beginning, while the Shooting
  Peach has lag at the end.  You'll have to mix them up in order
  to use them successfully against a smart opponent.
- If you're caught in the Heavenly Dynamite, you can mash the buttons
  and the d-pad to try and escape.  However, if your opponent is
  rapping on his / her buttons to increase the hits, it'll also make
  it harder for you to break free.
- Using the Sardine's Beach Special is a little confusing, but it gets
  easier with practice.  Below is a step-by-step guide for using this
  Super Combo:

     1.   Perform the Super Combo by inputting qcf,d,df + K.

     2.   Move back or forth by hold b / f.

     3.   While moving, press P for an attack (Dageki), or K for a
          head spring jump (Tobikoshi).  You can also perform the
          Tobikoshi automatically simply by running into your enemy.

     4a.  If you hit your opponent with a Dageki Attack, Mika will jump
          atop a wrestling ring post.  From there, perform one of the
          available finishers:

            - Do nothing or press P while on the ring post.
            - Press K while on the ring post.
            - Press b / f (or b / f + P) while on the ring post.
            - Press b / f + K while on the ring post.

     4b.  If you managed to connect with the Tobikoshi, tap P or K
          when Mika starts to leap, otherwise she'll go too high up.

     5.   After she lands behind her opponent, perform one of the
          available finishers:

            - Press P while behind your opponent.
            - Press K while behind your opponent.
            - Press b / f + P while behind your opponent.
            - Press b / f + K while behind your opponent.

- Regarding the Dageki finishers, note that if your opponent is in
  the corner, Mika will always do the Moonsault Press.  Also, most
  of the Dageki moves will not combo unless you do them off the HP
  Dageki (the Mika Lariat).  This means that in some cases, a
  finisher will not hit, or your opponent may even be able to recover
  in time to avoid the attack or hit you out of it!
- Regarding the Tobikoshi; it's possible to flip back to your
  opponent's front (so you are still facing them), and do one of the
  four finishers anyway.


-------------------------------------------------------------------------
ROLENTO SCHUGERG
-------------------------------------------------------------------------

XZV  Colonel Carrier                 b / f + PP
XZV  Deadly Package                  b / f + KK
XZV  Fatality Package                Any direction but u / d + PP  (air)

XZV  Patriot Circle                  qcf + P  (perform 3 times)
XZV  Stinger                         f,d,df + K, then press P / K
XZV  Mekong Delta Air Raid           qcb + P, then press P
XZV  Mekong Delta Escape             qcb + K, then move b / f + P / K
XZV  Mekong Delta Attack             Press PPP, then P when you land
XZV  Trick Landing                   Just before you land, (b / f) + KKK
ZV  High Jump                       Tap db~df,ub~uf
XZV  Spike Rod                       In air, d + MK  (can repeat)
XZV  Fake Rod                        f + MK

XZV  Take No Prisoner                qcf,qcf + P
Z   Steel Rain                      qcf,qcf + K
Z   Mine Sweeper                    qcb,qcb + P

Zero Counter (Z-ISM):    Patriot Circle (final input)
Zero Counter (V-ISM):    Forward Leap (does no damage)
V-ISM Variable Attacks:  b + MK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   n/a   xzv   n/a   xzv   n/a
 - standing (far)        xzv           v   xzv
 - crouching             xzv               xzv   xzv

- Rolento's Stinger knives can be destroyed if they are hit with
  an attack (any attack will work, whether it's a standing LK or
  a fireball, etc.)  You have to time it right, though, or else
  you'll take the hit.
- The Spike Rod can be used repeatedly to keep Rolento bouncing.
  It can be used during a jump or High Jump, but not during the
  Mekong Delta Escape.  Much like the Trick Landing, you can control
  the direction in which you bounce by holding b~db or f~df right
  after you input the command for the move (or if you use db / df,
  during it).  If you're doing this move repeatedly, then you can
  even hop back and forth ;)
- In X-ISM, Rolento won't bounce after the Spike Rod, but he can
  use it during the Mekong Delta Escape as well as during jumps.
  Speaking of which, his normal b / f jumps become High Jumps.
- Like Sodom's Yagura Reverse, the Fake Rod can be used very
  effectively as a reversal.  Just do it as you're getting up and
  your would-be attacker is very likely to get Counter Hit.


-------------------------------------------------------------------------
ROSE
-------------------------------------------------------------------------

XZV  Soul Drain                      b / f + PP
XZV  Soul Fade                       Any direction but u / d + PP  (air)

XZV  Soul Spark                      hcf + P
XZV  Soul Throw                      f,d,df + P
XZV  Soul Reflect                    qcb + P
XZV  Soul Spiral                     qcf + K
XZV  Sliding                         df + MK
ZV  Soul-piette                     f + HK

Z   Aura Soul Spark                 qcb,qcb + P
XZ   Aura Soul Throw                 qcf,d,df + P
Z   Soul Illusion                   qcf,d,df + K

Zero Counter (Z-ISM):    Soul Collect (hop to other side)
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + MP / MK / HP / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   n/a
 - standing (far)        xzv   xzv         xzv
 - crouching             xzv   xzv   xzv   xzv   xzv

- If you absorb a projectile using the Soul Reflect (see below), then
  the next Soul Spark you perform will do slightly higher damage if
  it hits.  This only works for one Soul Spark, though.
- In addition to causing damage, the Soul Reflect can also be used
  against projectiles.  The LP version absorbs a projectile, giving
  Rose a small amount of SC power.  The MP version reflects a
  projectile directly forward.  And the HP version reflects a
  projectile at an up-forward angle.  If Rolento's Stinger knives are
  reflected, they go straight even if HP is used.  Rose cannot absorb
  or reflect Cody's Bad Stone and Bad Throw; instead, the rocks (or
  knife) simply hit the scarf and bounce off it and onto the floor.
  While Rose cannot use the Soul Reflect against an SC projectile,
  Dan's Shin Kuu Gadou Ken is an exception to this rule.
- Rose can reflect any SC projectile during the Level 3 Aura Soul
  Spark.
- During the Soul Illusion, Rose is trailed by illusions who add to
  the number of hits that any of her attacks inflict.  This move only
  ends once a certain amount of time has passed; Rose can be hit
  without having this SC end.


-------------------------------------------------------------------------
RYU
-------------------------------------------------------------------------

XZV  Seoi Nage                       b / f + PP
XZV  Tomoe Nage                      b / f + KK
XZV  Kuuchuu Seoi Nage               Any direction but u / d + PP  (air)

XZV  Hadou Ken                       qcf + P
ZV  Hadou no Kamae                  qcf + Select
XZV  Shakunetsu Hadou Ken            hcf + P
XZV  Shouryuu Ken                    f,d,df + P
XZV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
X V  Seichuu Nidan Tsuki             f + HP
XZV  Sakotsu Wari                    f + MP
ZV  Senpuu Kyaku                    f + MK
XZ   Shinkuu Hadou Ken               qcf,qcf + P
Z   Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
Z   Metsu Shouryuu Ken              qcf,d,df + K at Level 3
Z   Shin Shouryuu Ken               Perform the M.S. from a distance

Zero Counter (Z-ISM):    HP Shouryuuken
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + P / b + HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      xzv   xzv   xzv   n/a   n/a   xB
 - standing (far)        xzv         x
 - crouching             xzv   xzv   xzv   xzv   xzv

- The Sakotsu Wari is an overhead attack.
- To change the Metsu Shouryuu Ken into the Shin Shouryuu Ken, you have
  to perform it from a bit ouside of Ryu's sweep range.  If you got
  the right distance, Ryu will hit with the very tip of his elbow and
  do four hits total (and inflict a lot more damage, as well).  Be
  warned, though, it's really hard to do!


-------------------------------------------------------------------------
SAGAT
-------------------------------------------------------------------------

XZV  Tiger Carry                     b / f + PP
XZV  Tiger Rage                      b / f + KK
XZV  Kuuchuu Tiger Carry             Any direction but u / d + PP  (air)

XZV  Tiger Shot                      qcf + P
XZV  Ground Tiger Shot               qcf + K
X    Tiger Uppercut                  f,d,df + P
ZV  Tiger Blow                      f,d,df + P
ZV  Tiger Crush                     f,d,df + K  (qcf,uf + K in X-ISM)
ZV  Fake Kick                       Quickly press MK twice

Z   Tiger Cannon                    qcf,qcf + P
Z   Tiger Raid                      qcb,qcb + K
XZ   Tiger Genocide                  qcf,d,df + K
Z   Angry Charge                    qcf + Select

Zero Counter (Z-ISM):    Standing Heel Kick
Zero Counter (V-ISM):    HP Tiger Blow
V-ISM Variable Attacks:  b + MP / HP

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   n/a   n/a   n/a
 - standing (far)        xzv               xzv1        xzv1
 - crouching             xzv   xzv         xzv   x v

- After using the Angry Charge, the next Tiger Blow that you perform
  will do increased damage if it hits.  This only lasts for one use
  of the Tiger Blow, though.


-------------------------------------------------------------------------
SAKURA KASUGANO
-------------------------------------------------------------------------

XZV  Sakura-jime                     b / f + PP
XZV  Sailor Shoot                    b / f + KK
XZV  Sailor Fly                      Any direction but u / d + KK  (air)

XZV  Hadou Ken                       qcf + P,P,P
XZV  Shou'ou Ken                     f,d,df + P
ZV  Sakura Otoshi                   f,d,df + K, tap P,P,P
XZV  Shunpuu Kyaku                   qcb + K  (air)
XZV  Flower Kick                     f + MK

Z   Shinkuu Hadou Ken               qcf,qcf + P
Z   Haru Ichiban                    qcb,qcb + K
XZ   Midare-zakura                   qcf,d,df + K

Zero Counter (Z-ISM):    MP Shou'ou Ken
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + MP / HP / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   n/a   n/a
 - standing (far)        xzv   xzv         xzv
 - crouching             xzv   xzv   xzv   xzv

- During Sakura's Hadou Ken, tapping P makes her delay the throwing of
  the fireball and it shortens the overall range, but it does make the
  fireball larger.  (qcf + P) gets you a small, long-range fireball;
  (qcf + P,P) makes Sakura throw a larger fireball that goes about half-
  screen, and (qcf + P,P,P) is for a large fireball that dissapates
  almost as soon as it is thrown.
- The Flower Kick is an overhead attack.
- After the initial hit of the Sakura Otoshi, you can add more hits
  by tapping any Punch button (this requires a bit of timing, though).
  Not only is the Sakura Otoshi invincible on the way up, but if
  you're about to land on a projectile and press P, it's possible to
  hit it and bounce off of it, even SC projectiles!  You can still
  press P (or P,P, depending) afterwards to hit your opponent.
- The Haru Ichiban hits low and must be crouch-blocked.


-------------------------------------------------------------------------
SODOM
-------------------------------------------------------------------------

XZV  Shogun Throw (long toss)        b / f + PP
XZV  Shogun Throw (short toss)       b / f + KK
XZV  Daimyo Throw                    Any direction but u / d + PP  (air)

XZV  Jigoku Scrape                   qcf + P
XZV  Butsumetsu Buster               Rotate 360 + P
XZV  Daikyou Burning                 Rotate 360 + K
XZV  Shiraha Catch                   f,d,df + K
XZV  Yagura Reverse                  b,d,db + K
XZV  Kouten Okiagari                 f,df,d + P  (reversal only)
XZV  Tengu Walking                   b,db,d + K  (reversal only)
XZV  Tengu Walking                   While getting up, qcf + K
XZV  Sliding                         d + HK

XZ   Meido no Miyage                 qcf,qcf + P
Z   Ten Chuu Satsu                  Rotate 720 + P

Zero Counter (Z-ISM):    MP Jigoku Scrape
Zero Counter (V-ISM):    Sliding
V-ISM Variable Attacks:  b + MP / HP

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv         n/a   n/a   n/a
 - standing (far)        xzv     v         xzv   xzv
 - crouching             xzv         xzv   xzv   XZ

- In X-ISM, Sodom's jitte are replaced by katana, giving his attacks
  a slightly longer range.
- When the Daikyou Burning is performed, Sodom rushes forward with his
  jitte out.  If his opponent is on the ground, he'll grab them and
  ram them into the wall (if he's closer to the wall than the distance
  he could cover during this move, he'll turn and do it instead).
  However, if his opponent is airborne, and in other circumstances,
  Sodom's foe will simply bounce off the jitte and take less damage.
- The Shiraha Catch is a counterattack move that can be used against
  overhead attacks or against jumping attacks.  If Sodom connects,
  he'll perform a throw.  However, this can be Tech. Hit out of.
- The Yagura Reverse is a fake Tengu Walking.  Used out of the blue,
  it doesn't have much use since it can't hit non-attacking characters
  (there are a few exceptions, such as Honda).  However, it can be
  used as a reversal, and can hit characters who are attacking you,
  although this is risky since it doesn't have much priority (though
  it counts as a Counter Hit should it connect).  It can also hit
  someone if Sodom blocked a move from up close (such as against a
  blocked Shou'ou Ken).  It's cool and insulting to counter someone
  with it, just like hitting someone with Dan's taunts ;)
- In V-ISM, you can follow the short Shogun Throw with an attack, like
  the Jigoku Scrape, Daikyou Burning, or Meido no Miyage.  And no,
  this isn't done during a VC, it just happens to be V-ISM specific.
  Why, I'm not sure ^_^;


-------------------------------------------------------------------------
VEGA
-------------------------------------------------------------------------

XZV  Deadly Throw                    b / f + PP
XZV  Psycho Fall                     Any direction but u / d + PP  (air)

X    Psycho Crusher Attack           Charge b,f + P
ZV  Psycho Shot                     Charge b,f + P
XZV  Double Knee Press               Charge b,f + K
XZV  Head Press                      Charge d,u + K
XZV  Somersault Skull Diver          b / f + P after Head Press
XZV  Somersault Skull Diver          Charge d,u + P, b / f + P
ZV  Vega Warp                       f,d,df / b,d,db + PPP / KKK

XZ   Psycho Crusher                  Charge b,f,b,f + P
Z   Knee Press Nightmare            Charge b,f,b,f + K

Zero Counter (Z-ISM):    Vega Warp (behind opponent)
Zero Counter (V-ISM):    Standing Palm Thrust
V-ISM Variable Attacks:  b + MP / HP / MK / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv         n/a
 - standing (far)        xzv   XZ          xzv         xzv1
 - crouching             xzv   xzv         xzv   xzv

- When you use the Head Press or Somersault Skull Diver, ending them
  with with ub makes Vega fly backwards.  Using uf makes him fly
  forward, and using u makes him simply fly over his opponent.


-------------------------------------------------------------------------
ZANGIEF
-------------------------------------------------------------------------

XZV  Back Drop                       b / f + PP
XZV  Kamitsuki                       b / f + KK
XZV  Stomach Claw                    db / df + PP
XZV  Piledriver                      db / df + KK
XZV  Flying Piledriver               Any direction but u / d + PP  (air)

XZV  Double Lariat                   Press PPP, move b / f
XZV  Quick Double Lariat             Press KKK, move b / f
XZV  Screw Piledriver                Rotate 360 + P
XZV  Flying Powerbomb                Rotate 360 + K
XZV  Atomic Suplex                   Rotate 360 + K when close
XZV  Banishing Flat                  f,d,df + P  (f,df,d + P in X-ISM)
XZV  Body Press                      Jump b / f, d + HP
XZV  Double Knee Drop                Jump b / f, d + LK / MK
XZV  Kuuchuu Headbutt                Jump up, u + MP / HP
XZV  Headbutt                        f + HP  (f + MP in V-ISM)
XZV  Dynamite Kick                   db + MK
XZV  Russian Kick                    db + HK

XZ   Final Atomic Buster             Rotate 720 + P
Z   Aerial Russian Slam             qcf,d,df + K

Zero Counter (Z-ISM):  Standing MK
Zero Counter (V-ISM):  Standing HP

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
 - standing (far)      xz                xz
 - crouching           xz                xz
 - dynamite kick (xzv)

- Either Double Lariat move can be used to avoid projectiles.  The
  KKK version has a shorter duration but also offers limited
  invincibility against low attacks.
- The Banishing Flat can negate non-SC projectiles.  You can actually
  combo this move from a Dynamite Kick, but it's hard to do.


=========================================================================
 3.  PSX CHARACTER MOVES LIST
=========================================================================

Although Juni, Juli, and M. Bison are available in the arcade version,
they're being listed here because there are some differences in the PSX
version regarding these three characters.


-------------------------------------------------------------------------
DEE JAY
-------------------------------------------------------------------------

XZV  (shoulder throw)                b / f + PP
XZV  (double leg toss)               b / f + KK
XZV  (aerial double leg toss)        Any direction but u / d + KK  (air)

XZV  Air Slasher                     Charge b,f + P
XZV  Double Rolling Sobat            Charge b,f + K
XZV  Machine Gun Upper               Charge d,u + P, tap P rapidly
X V  Jackknife Maximum               Charge d,u + K
XZV  Knee Shot                       Jump b / f, d + LK

XZ   Sobat Carnival                  Charge b,f,b,f + K
Z   Climax Beat                     Charge db,df,db,uf + P
Z   Theme of Sunrise                Charge db,df,db,uf + K

Zero Counter (Z-ISM):    HK Jackknife Maximum
Zero Counter (V-ISM):    Crouching MK
V-ISM Variable Attacks:  b + LP / HP / b + K

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      xzv   n/a         xzv
 - standing (far)        xzv   xzv
 - crouching             xzv               xzv

- If you tap P during the Machine Gun Upper, Deejay will make two
  additional attacks before the final hit.  So instead of having
  the possibility to hit twice, it's possible to hit with the Machine
  Gun Upper 3 or 4 times.  However, these hits don't combo (only the
  first and last hit, or third and last hit), so I don't know what the
  benefit is of tapping P.  Furthermore, you have to tap P really fast.
  In my case, I can only do this on Normal speed, as you have to be
  super-human to do it on a Turbo speed setting.


-------------------------------------------------------------------------
FEI LONG
-------------------------------------------------------------------------

XZV  (rapid punches)                 b / f + PP
XZV  (hop behind head throw)         b / f + KK
XZV  (aerial head throw)             Any direction but u / d + KK  (air)

XZV  Rekka Ken                       qcf + P  (perform 3 times)
XZV  Shien Kyaku                     b,d,db + K
X V  Rekkuu Kyaku                    hcf,uf + K
XZV  Chokka Raku Shuu                b / f + MK  (f + MK in V-ISM)
XZV  Engeki Shuu                     f + HK

XZ   Rekka Shin Ken                  qcf,d,df + P
Z   Shien Renkyaku                  qcb,qcb + K
Z   Ryuu Yassai                     qcb,qcb + P at Level 3
Z   Ryuu Shin Yassai                Perform R.Y. from a distance

Zero Counter (Z-ISM):    HK Shien Kyaku
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + P / b + K

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      xzv   xzv   xzv   xzv   xzv
 - standing (far)        xzv   XZ    XZ    XZ
 - crouching             xzv   XZ          XZ    XZ

- The Chokka Raku Shuu is an overhead attack.
- Like Ryu's Metsu Shouryuu Ken, the Ryuu Yassai can be upgraded
  into a stronger version.  To do it, position yourself so that
  the flame on Fei's hand touches your opponent, not his actual
  fist.  If you do it right, the hits and damage done will increase.


-------------------------------------------------------------------------
GUILE
-------------------------------------------------------------------------

XZV  (dragon suplex)                 b / f + PP
XZV  (shoulder throw)                b / f + KK
XZV  (flying buster drop)            Any direction but u / d + PP  (air)
XZV  (aerial toss)                   Any direction but u / d + KK  (air)

XZV  Sonic Boom                      Charge b,f + P
XZV  Somersault Kick                 Charge d,u + K
XZV  Knee Bazooka                    b / f + LK  (b / f + MK in V-ISM)
XZ   Rolling Sobat                   b / f + MK
XZ   Reverse Spin Kick               When close, b / f + HK
XZV  Spinning Back Knuckle           f + HP

Z   Sonic Hurricane                 Charge b,f,b,f + P
XZ   Somersault Strike               Charge db,df,db,uf + K

Zero Counter (Z-ISM):    Spinning Back Knuckle
Zero Counter (V-ISM):    Rolling Sobat
V-ISM Variable Attacks:  b + MP / HP / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv   xzv   n/a
 - standing (far)        xzv               xzv
 - crouching             xzv   xzv         xzv

- The Rolling Sobat is an overhead attack.


-------------------------------------------------------------------------
JULI
-------------------------------------------------------------------------

XZV  Hooligan Suplex                 b / f + PP
XZV  Frankensteiner                  b / f + KK
XZV  Flying Neck Hunt                Any direction but u / d + PP  (air)
XZV  Air Frankensteiner              Any direction but u / d + KK  (air)

XZV  Sniping Arrow                   qcf + K
XZV  Cannon Spike                    f,d,df + K
XZV  Axle Spin Knuckle               hcb + P
XZV  Falling Arc                     f + MK

XZ   Reverse Shaft Breaker           qcb,d,db + K, tap P / K rapidly
Z   Spin Drive Smasher              qcf,d,df + K

    The following moves only work in Dramatic Battle Mode:

XZV  Psycho Charge Beta              Press KKK
XZV  Psycho Charge Gamma             CPU Juli only
Z   Psycho Rolling                  qcf,qcf + P
Z   Death Cross Dancing             LP,LP,f,LK,HP at Level 3

Zero Counter (Z-ISM):  HK Mach Slide
Zero Counter (V-ISM):  HK Cannon Spike

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
 - standing (far)      xzv   xzv   xzv   xzv   xzv
 - crouching           xzv   xzv         xzv

- The Falling Arc is an overhead attack.
- The Psycho Charge Beta will restore lost life.
- The Psycho Charge Gamma can only be used by CPU Juli.  She'll
  summon Juni to help heal her if Juni isn't attacking.
- Both characters are required in order to use the Psycho Rolling
  or Death Cross Dancing.


-------------------------------------------------------------------------
JUNI
-------------------------------------------------------------------------

XZV  Hooligan Suplex                 b / f + PP
XZV  Frankensteiner                  b / f + KK
XZV  Flying Neck Hunt                Any direction but u / d + PP  (air)
XZV  Air Frankensteiner              Any direction but u / d + KK  (air)

XZV  Spiral Arrow                    Charge b,f + K  (air)
XZV  Cannon Spike                    Charge d,u + K
XZV  Mach Slide                      qcf + K
XZV  Cannon Strike                   Jump forward, qcf + K
X    Psycho Shield                   Block b / db, then f + PPP
ZV  Psycho Shield                   Block b / db, then f + PPP  (air)
XZV  Hooligan Combination            hcf,uf + P  (press K to cancel)
XZV  Razor Edge Slicer               Do nothing after after H.C.
XZV  Fatal Leg Twister               b / f + K when close after H.C.
XZV  Cross Scissor Pressure          Do F.L.T. when low to the ground
XZV  Earth Direct                    Rotate 360 + P
XZV  Falling Arc                     f + MK

XZ   Psycho Streak                   Charge b,f,b,f + P
Z   Spin Drive Smasher              Charge db,df,db,uf + K

    The following moves only work in Dramatic Battle Mode:

XZV  Psycho Charge Alpha             Press PPP
Z   Psycho Rolling                  qcf,qcf + P
Z   Death Cross Dancing             LP,LP,f,LK,HP at Level 3

Zero Counter (Z-ISM):  HK Mach Slide
Zero Counter (V-ISM):  HK Cannon Spike

Cancellable Attacks:   LP    MP    HP    LK    MK    HK
 - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
 - standing (far)      xzv   xzv   xzv   xzv   xzv
 - crouching           xzv   xzv         xzv

- The Falling Arc is an overhead attack.
- Using the Psycho Shield will push an enemy across the screen.  You
  can combine this move with a Guard Protected block if someone comes
  at you with an attack and you block it just as it reaches you.
- After you begin the Hooligan Combination, doing nothing will result
  in the Razor Edge Slicer.  If you press b / f + K when Juli is
  higher than her opponent's midsection or if they are crouching,
  she'll perform the Fatal Leg Twister.  If you press b / f + K when
  Juli is lower than her opponent's midsection, or if her enemy is
  in the air, she'll use the Cross Scissor Pressure.  Alternately,
  you can press K while in the air to cancel the Hooligan Combination
  and land on your feet.
- The Psycho Charge Alpha will restore lost SC / OC power.
- Both characters are required in order to use the Psycho Rolling
  or Death Cross Dancing.


-------------------------------------------------------------------------
MIKE BISON
-------------------------------------------------------------------------

XZV  Head Bomber                     b / f + PP
XZV  Kuuchuu Head Bomber             Any direction but u / d + PP  (air)

XZV  Dash Straight                   Charge b,f + P
XZV  Dash Upper                      Charge b,f + K
ZV  Dash Ground Straight            Charge b,df + P
ZV  Dash Ground Upper               Charge b,df + K
 V  Buffalo Head                    Charge d,u + P
Z   Buffalo Head                    Charge d,u + P  (reversal only)
XZV  Turn Punch                      Hold and release PPP / KKK

X    Crazy Buffalo                   Charge b,f,b,f + P / K
Z   Crazy Buffalo                   Charge b,f,b,f + P
Z   Gigaton Blow                    Charge b,f,b,f + K at Level 3

Zero Counter (Z-ISM):    LP Buffalo Head
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + MP / HP / MK / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a               n/a   xzv
 - standing (far)        xzv               xzv
 - crouching             xzv   xzv   XZv   xzv

- The longer you charge the Turn Punch, the more damage it does, as
  shown below:

  Time that move is charged            Result

    0 - 2 seconds                      Level 1
    3 seconds                          Level 2
    4 - 6 seconds                      Level 3
    7 - 12 seconds                     Level 4
    13 - 18 seconds                    Level 5
    19 - 24 seconds                    Level 6
    25 - 30 seconds                    Level 7
    31 - 36 seconds                    Level 8
    37 - 42 seconds                    Level 9
    43+ seconds                        Final

  The times are listed in real-life seconds, not game timer ticks.  No
  matter what speed setting you use, you still have to hold down PPP
  for the number of seconds listed.  Charging this move results in more
  damage (we're talking 60% at Final, here) and increased range on the
  Turn Punch (at Final, it goes full-screen).  If the move is blocked,
  the amount of Guard Meter damage it does is also increased.
- You can charge the Turn Punch before the round begins--you can charge
  it even more if you do so during a mid-boss conversation.
- During the Crazy Buffalo, you can press and hold Kick to make
  Bison perform multiple Dash Uppers, or hold Punch to switch him
  back to Dash Straights.


-------------------------------------------------------------------------
THUNDER HAWK
-------------------------------------------------------------------------

XZV  (choke hold)                    b / f + PP
XZV  (typhoon head slam)             Any direction but u / d + PP  (air)

XZV  Condor Dive                     Press PPP at apex of jump
ZV  Condor Spire                    b,d,db + P
XZV  Tomahawk Buster                 f,d,df + P
XZV  Mexican Typhoon                 Rotate 360 + P
XZV  Heavy Body Press                Jump b / f, d + HP

XZ   Raging Typhoon                  Rotate 720 + P
Z   Canyon Splitter                 qcf,qcf + P

Zero Counter (Z-ISM):    Close Standing HK
Zero Counter (V-ISM):    Crouching HK  (single sweep)
V-ISM Variable Attacks:  b + MP / HP / MK / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   xzv         n/a   XZ
 - standing (far)        xzv               xzv
 - crouching             xzv               xzv   X

- The Condor Spire is an overhead attack, as is the Canyon Splitter.
  It's cool to have an SC that is an overhead, but then again, the
  Canyon Splitter is arguably the weakest SC in the whole game.
- T. Hawk only has two SCs--his "Double Typhoon" from SSF2T was
  renamed "Raging Typhoon" in this game.


-------------------------------------------------------------------------
SATSUI NO HADOU NI MEZAMETA RYU
Hadou of Murderous Intent Awakened in Ryu  (aka "Evil Ryu")
-------------------------------------------------------------------------

XZV  Seoi Nage                       b / f + PP
XZV  Tomoe Nage                      b / f + KK
XZV  Kuuchuu Seoi Nage               Any direction but u / d + PP  (air)

XZV  Hadou Ken                       qcf + P
XZV  Shakunetsu Hadou Ken            hcf + P
XZV  Shouryuu Ken                    f,d,df + P
XZV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
XZV  Ashura Senkuu                   f,d,df / b,d,db + PPP / KKK
X V  Seichuu Nidan Tsuki             f + HP
XZV  Sakotsu Wari                    f + MP
XZV  Senpuu Kyaku                    f + MK

Z   Shinkuu Hadou Ken               qcf,qcf + P
Z   Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
Z   Messatsu Gou Shouryuu           qcf,d,df + K
XZ   Shun Goku Satsu                 LP,LP,f,LK,HP

Zero Counter (Z-ISM):    HP Shouryuuken
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + P / b + HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      xzv   xzv   xzv   n/a   n/a   xB
 - standing (far)        xzv         x
 - crouching             xzv   xzv   xzv   xzv   xzv

- The Sakotsu Wari is an overhead attack.
- In Z-ISM, you can only use the Shun Goku Satsu at Level 3.
- If you're scratching your head in confusion over the translation of
  Evil Ryu's name, keep in mind that while Capcom calls Ryu's fighting
  style "Shotokan Karate", his special moves are considered part of
  the "Hadou" fighting style (and according to the storyline, Goutetsu
  removed the evil, murderous techniques of Hadou fighting when he
  taught it to Gouken [the mentor of Ryu, Ken, and Dan] and Gouki,
  though Gouki re-discovered them later).  So Evil Ryu's title is really
  supposed to mean something like "Ryu, who has realized the evil,
  killing techniques of the Hadou fighting style".  Sounds a little
  awkward, huh?


-------------------------------------------------------------------------
EXTRA M. BISON
-------------------------------------------------------------------------

XZV  Head Bomber                     b / f + PP
XZV  Kuuchuu Head Bomber             Any direction but u / d + PP  (air)

XZV  Dash Straight                   Charge b,f + P
XZV  Dash Upper                      Charge b,f + K
ZV  Dash Ground Straight            Charge b,df + P
ZV  Dash Ground Upper               Charge b,df + K
ZV  Buffalo Head                    Charge d,u + P  (reversal only)
XZV  Turn Punch                      Hold and release PPP / KKK

XZ   Crazy Buffalo                   Charge b,f,b,f + P / K
Z   Crazy Buffalo                   Charge b,f,b,f + P
Z   Gigaton Blow                    Charge b,f,b,f + K at Level 3

Zero Counter (Z-ISM):    LP Buffalo Head
Zero Counter (V-ISM):    Crouching HK
V-ISM Variable Attacks:  b + MP / HP / MK / HK

Cancellable Attacks:     LP    MP    HP    LK    MK    HK
 - close / variable      n/a   n/a   n/a   n/a   n/a   n/a
 - standing (far)        xzv   xzv         xzv   xzv
 - crouching             xzv   xzv     v   xzv   xzv

- This version of M. Bison plays similar to the the PSX version,
  although he uses the same frames for many of his Punch and Kick
  attacks, just like the arcade version of M. Bison.  Because of this,
  he also has no variable attacks in V-ISM.  Furthermore, his Buffalo
  Head move can only be used as a counterattack.  If you've gotten the
  message in World Tour Mode saying that he's been enabled, then go
  highlight M. Bison, hold L2 and press any button to select him.
- The longer you charge the Turn Punch, the more damage it does, as
  shown below:

  Time that move is charged            Result

    0 - 2 seconds                      Level 1
    3 seconds                          Level 2
    4 - 6 seconds                      Level 3
    7 - 12 seconds                     Level 4
    13 - 18 seconds                    Level 5
    19 - 24 seconds                    Level 6
    25 - 30 seconds                    Level 7
    31 - 36 seconds                    Level 8
    37 - 42 seconds                    Level 9
    43+ seconds                        Final

  The times are listed in real-life seconds, not game timer ticks.  No
  matter what speed setting you use, you still have to hold down PPP
  for the number of seconds listed.  Charging this move results in more
  damage (we're talking 60% at Final, here) and increased range on the
  Turn Punch (at Final, it goes full-screen).  If the move is blocked,
  the amount of Guard Meter damage it does is also increased.
- You can charge the Turn Punch before the round begins--you can charge
  it even more if you do so during a mid-boss conversation.
- During the Crazy Buffalo, you can press and hold Kick to make
  Bison perform multiple Dash Uppers, or hold Punch to switch him
  back to Dash Straights.


-------------------------------------------------------------------------
SHIN GOUKI
True Great Devil
-------------------------------------------------------------------------

This version of Gouki plays just like the normal Gouki, but he throws
two air fireballs instead of one and they have a much wider range.  His
Shun Goku Satsu is also much faster and goes full-screen.  If you've
gotten the message in World Tour Mode saying that he's been enabled,
then go highlight Gouki, hold L2 and press any button to select him.


=========================================================================
 4.  SECRETS AND CODES
=========================================================================

Some information for the following two tables were taken from Fred
Davis' SFA3 Time Release Secrets FAQ v1.0 and from various FAX files
found at <http://www.capcom.co.jp>.

-----------------------------------------------------------------------
RELEASING THE SECRET STUFF THROUGH TIME RELEASE
-----------------------------------------------------------------------

What's available:              At what time it becomes usable:

Classical Mode                         3:00
Mazi Mode                              4:00
Saikyou Mode                           5:00
Extra M. Bison                         8:00
Team Battle Mode                      16:00
Survival Battle Mode                  24:00
Final Battle Mode                     32:00
Alternate Intro. Sequence             48:00
Dramatic Battle Mode                  72:00
Guile                                 96:00
'Satsui no Hadou' Ryu                120:00
Shin Gouki                           200:00+

I don't know the exact time for unlocking Shin Gouki as I used the
"timer increase" GS code (found below), and it's not exactly a precise
way to measure time ;)


-----------------------------------------------------------------------
RELEASING THE SECRET STUFF MANUALLY
-----------------------------------------------------------------------

What's available:              How to release it:

Classical Mode                 Beat Arcade Mode on difficulty #4.
Mazi Mode                      Beat Arcade Mode on difficulty #4.
Saikyou Mode                   Beat Arcade Mode on difficulty #4.

When the secret modes are released, you can access them by pressing
Select while at the Player Select Screen.

Team Battle Mode               Clear the first China course in World
                               Tour Mode.
Survival Battle Mode           Clear Point 48106 in World Tour Mode.
Final Battle Mode              Beat Arcade Mode on difficulty #7.
Dramatic Battle Mode*          Beat Arcade Mode on difficulty #8.
Dual Battle (A + A Prime)      Beat Dramatic Battle Mode once with
Dramatic Battle (A + B)        Juni + Juli, and once with Ryu + Ken.

When the secret battle modes are released, they will be accessable
from the Main Menu (excluding the A + A Prime and A + B battles,
which are found under the Dramatic Battle listing).

Guile                          Clear the 'vs. Sakura' USA course in
                               World Tour Mode.  You must have cleared
                               19 courses previously, and your total
                               level must be at 27 or higher to access
                               this course.
'Satsui no Hadou' Ryu          Clear the 'vs. Ryu' Japan course (on
                               Gouki's island) in World Tour Mode.
                               You must be at level 30 or higher to
                               access this course.

When Guile and 'Satsui no Hadou' are released, they will appear on the
Player Select Screen.

Extra M. Bison                 Clear the bonus USA course in World
                               Tour Mode. (Although apparently some</pre><pre id="faqspan-3">
                               people got it after fighting Vega the
                               second time, so....)
Shin Gouki                     Clear the 'vs. Gouki' Japan course (on
                               Gouki's island) in World Tour Mode.
                               You must be at level 31 with at least
                               2 ISMs mastered to access this course.

When Extra Bison and Shin Gouki are released, you can select them by
highlighting Bison or Gouki, holding L2, and pressing any button.

* Weirdly enough, in this mode, if you use Ryu and Ken, they have
  their old SF2-style fireballs back.  And if you use Juni and Juli,
  they have a special dual-person win pose (they both do their taunts
  at the same time--with their backs facing each other, it sort of
  looks like the wings of the Shadowlaw insignia.  Neat!)


-----------------------------------------------------------------------
FIGHT SHIN GOUKI in FINAL BATTLE MODE
-----------------------------------------------------------------------

Any character can fight Shin Gouki in this mode, not just Evil Ryu.
In order to do this, select the character of your choice, then hold
L1 + L2 while you choose your ISM (or hold it right after you select
your character, if you're using Classical Mode).  Keep holding L1 and
L2 and Shin Gouki should be listed as your opponent on the VS screen.


-----------------------------------------------------------------------
ALMOST-FULL ANIMATION
-----------------------------------------------------------------------

Simply do a same character versus same character match (i.e. Cody vs.
Cody), to get more animation than before.  The ISM or secret mode you
use doesn't matter.  While you do get more animation (more win poses,
taunts, walking animations, etc.), it isn't completely full.  For
example, in a Gen vs. Gen match, Gen is still missing the post-Zan'ei
animation where he clutches his hand.


-----------------------------------------------------------------------
TURN PUNCH TIME COUNTER FOR M. BISON
-----------------------------------------------------------------------

Simply pick M. Bison or Extra M. Bison, then press and hold LK + HP
prior to a round beginning.  Now, if you charge the Turn Punch (press
and hold PPP or KKK), a timer will appear in the corner of the screen
beneath your name to inform you what level the Turn Punch has been
charged to (1 is Level One, F is for Final Level).  If you hold down
PPP and KKK, then two counters appear for each Turn Punch.


-----------------------------------------------------------------------
DHALSIM'S LOVING WIFE
-----------------------------------------------------------------------

Even during the fiercest battles, Dhalsim always has someone rooting
for him...his wife!  You can make Sally / Sari appear in any stage,
not just Dhalsim's, by holding down LP + HK prior to a round beginning,
and she will appear in the background, clapping when Dhalsim hits his
foe and looking away when her hubby takes a hit.  While this works on
any stage, it can't be done in Training mode or in the Dramatic Battle
mode.


-----------------------------------------------------------------------
BIO ERROR
-----------------------------------------------------------------------

Pick X-ISM Sodom in Arcade Mode and you'll see that his biography and
moves are actually Gen's.  I'm not sure why this mistake was made, but
considering that "Sword Sodom" (as he is listed in the CD) is a
different character than normal Sodom, perhaps the game was programmed
to load up the wrong bio.


-----------------------------------------------------------------------
GAME SHARK CODES
-----------------------------------------------------------------------

All of these were written by me, please don't repost them without
crediting me, thanks.  Although I usually write the variable number
as 'xx', this seems to confuse people, so I'm leaving the original
code intact (i.e., unchanged, the Character Select code gives you
Cody, since he's character 1B in the game's memory).

And please don't ask about a Final Vega code, because the only ones
I know of require a higher version Game Shark than the one I have, so
I can't test them.  You can find those codes at the Game Shark Code
Creator's Club, at <http://www.gsccc.com>, in the 'Import' section
for the PlayStation.

-----------------------------------------------------------------------
Player 1 Infinite Life                                    80194078 0090
-----------------------------------------------------------------------

The infinite life code doesn't work for your partner if you're in
Dramatic Battle mode.  Using 0090 instead of 0075 (how I had the code
written originally), gives you 100% life so that you always get
Perfects.  Very useful for earning levels in World Tour Mode.


-----------------------------------------------------------------------
Player 1 Infinite SC / OC Gauge                           8019416A 0090
-----------------------------------------------------------------------

This code is kind of cool, because if you're using Classical Mode,
you can still perform your X-ISM Super Combo at will ^_^;  If you
use it in V-ISM, it's not exactly infinite--your Original Combo ends
when the timer runs out, but the gauge instantly refills so you can
do another one right afterwards, if you wish.


-----------------------------------------------------------------------
Player 1 Cody always has Knife                            80194324 00FF
-----------------------------------------------------------------------

Does just what it says.  If you play with Balrog, his mask will keep
falling off, which isn't quite as useful as always having the knife
but certainly is pretty fun to watch ;)


-----------------------------------------------------------------------
Player 1 Character Select                                 8019414E 001B
-----------------------------------------------------------------------

Rather than list all the possibilities, I'll just list the fun ones.
Change 001B for the character of your choice:

  0004  Chun-Li         (in her Zero series costume)
  0006  Sodom           (with his Zero series jitte)
  0011  Gen             (in permanent Sou-ryuu mode)
  0012  Chun-Li         (in her X-ISM cheongsam)
  0013  Gen             (in permanent Ki-ryuu mode)
  0014  Sodom           (with X-ISM katana)
  0015  Extra M. Bison  (the arcade-only version of M. Bison)
  0017  Evil Ryu        (aka 'Satsui no Hadou' Ryu)
  0020  Guile
  0024  Shin Gouki

Trying to do certain X-ISM moves with Chun-Li in her Alpha costume
will cause the game to crash.  You'll get lots of glitches using
the other characters in the 'wrong' ISM, too (like Sodom w/ katana
in Z-ISM), though they're mostly just graphical glitches and nothing
too serious.

If you use this code to make Guile the first player, then use the
second player controller to play Dramatic Battle (Ryu and Ken),
you may hear a Guile quote that sounds like "Oh my, you're alive!"
This doesn't seem to appear anywhere in the game, not even in the
Guile vs. Charlie pre-fight sequence.  I assume it's an unused voice
sample or something, but in any case, it's in there.


-----------------------------------------------------------------------
Player 1 can use Final Vega                             801941A6 - 0F00
Player 2 can use Final Vega                             801945EE - 0F00
-----------------------------------------------------------------------

I'd like to thank Clarence for telling me about this code.  Simply
pick Vega and choose Z-ISM, and you get Final Vega, complete with his
new intro, new HP attacks, and the super Psycho Crusher.  You have to
put in both codes if you want to use Final Vega in Dramatic Battle
mode, and no, you can't save him into memory if you use him in World
Tour Mode (although it's a great way to build up a normal Vega in that
mode).


-----------------------------------------------------------------------
Player 1 Mode Select                                      801941AE 0000
-----------------------------------------------------------------------

You can replace '0000' with:  0000  Normal
                              0100  Com (the CPU plays for you)
                              0200  Mazi
                              0300  Saikyou
                              0400  Classical

This code is really only useful for those people who haven't earned
the hidden modes yet.  It won't affect the first player if it's the
CPU (i.e., you couldn't always fight Classical opponents in Arcade
Mode), but if you set it to 'Com' you can have the CPU control the
first player in any mode where you can set the mode normally (i.e.
choose Mazi, Saikyou, or Classical).  If you pick Arcade Mode, after
the CPU controlled player wins for you, you're asked to continue, just
as if you had lost.


-----------------------------------------------------------------------
Training Mode Damage Select                               8019475C 0000
-----------------------------------------------------------------------

You can change the last three digits in '000' to whatever you want
although the damage doesn't go any higher than 255 points (00FF).
I basically made this code so that I could reset the damage counter
when testing out moves and combos instead of having to exit all the
way out and re-select my characters.  Just remember that if you
leave the code on, it will keep displaying '00' for the damage until
you flick the switch off.


-----------------------------------------------------------------------
Battle Mode Select                                        80193F9A 0000
-----------------------------------------------------------------------

You can replace '0000' with:  0006  Team Battle
                              0007  Surivival Mode
                              0008  Dramatic Battle
                              0009  Final Battle

Obviously setting the code to another number enables an already-
usable mode (i.e.  '0003' lets you use World Tour Mode).  This code
is just for those who haven't accessed the hidden battle modes yet
and want to try them.  However, when you're done playing, you must
reset your game, as if you exit out (you can do this in Survival
Mode) back to the main menu screen, the game will hang.


-----------------------------------------------------------------------
All ISM Plus powers for 1P                                80194304 FFFF
-----------------------------------------------------------------------

I'd like to thank Kwan for this great code.  You don't even need to
make a World Tour character, you can just select any character in any
mode and they'll have all 13 ISM Plus powers activated (i.e. chain
combos, Custom Combos in X-ISM or V-ISM, a refilling SC / OC gauge,
etc.)  The only thing you don't get are the Power Balance units (for
offense and defense).


-----------------------------------------------------------------------
Infinite ISM Plus Units                                   801CC64E 0000
-----------------------------------------------------------------------

A really fun code, even if it doesn't work quite as well as I wanted it
to.  Anyway, here's how it works:

 - Go into Entry Mode or World Tour mode and choose Setup so that you
   can select the ISM Plus powers you want to use.
 - When in the ISM Plus menu, turn on the code.  You'll notice that
   with the code activated, you can't select any ISMs aside from those
   on the uppermost row.  However, that's just a side effect--what
   this code also does is that it empties the little 3 unit box even
   if you've selected an ISM Plus.
 - So, what you can do is turn the code on, then off, select the ISM
   Plus powers that you want, and if you want more than the maximum
   limit, just turn the code on again, then off, so that the unit
   meter empties once again.  You can have all of the abilites turned
   on at once, too (for example, I have an X-ISM Dan with air blocking,
   no Guard Power Gauge, Zero Combos, Zero Cancels, Super Zero Cancels,
   Gauge Plus, and Original Combos all activated.)
 - If you do this in Entry Mode, either character can select your
   'enhanced' character for some really fun fights.


-----------------------------------------------------------------------
Game Timer Increase                                       8017DD0E 3B3B
-----------------------------------------------------------------------

This code affects the timer that appears in the Options Menu.  For
every minute the code is left on, the timer increases by 60 hours.
Leave it on long enough and everything that is normally hidden becomes
available (excluding the A + A prime and A + B Dramatic Battles, which
you have to get by beating Dramatic Battle with Ryu + Ken and Juni +
Juli).

Note that all of the hidden stuff appears as you play, so if you hang
out in the Main Menu for a little while the hidden battle modes will
appear, etc.  This doesn't apply to 'Satsui no Hadou' Ryu or Guile,
though--if you're waiting around in the Player Select Screen, they
won't appear even if they're already been enabled; you have to exit
out and go back in again.


-----------------------------------------------------------------------
Give Dan Long Range Fireballs                             801C3D08 0000
                                                          D01C3D08 FFFF
-----------------------------------------------------------------------

Big props go to Senio Rotondi ([email protected]) for this cool code.
Now, Dan's Gadou Ken and Shin Kuu Gadou Ken will always go full-screen!
The only tradeoff, though, is that since a fireball's damage decreases
the further it travels, these moves do pitiful damage from afar (even
an HP Gadou Ken does only 1 point of damage from one end of the
screen)!  A really fun code, nonetheless.


-----------------------------------------------------------------------
Play as Air Jordan (Player 1)                             80194074 D800
-----------------------------------------------------------------------

Well, try it and you'll see what I mean :)  This was a botched attempt
at a "any move in mid-air" code but it's pretty fun so I kept it.
Basically, jumping or performing any move that takes you into the air
takes you up really high.  It also affects some other moves, such as
rolling ones (like Rolento's Mekong Delta Attack or Balrog's Rolling
Crystal Flash).  Not exactly the greatest code, but it's worth a laugh
or two and makes the game pretty challenging (or easy, depending on how
you look at it).


=========================================================================
 5.  MENU EXPLANATIONS
=========================================================================

-----------------------------------------------------------------------
LOADING AND SAVING DATA
-----------------------------------------------------------------------

What's given here are not exact translations, but it's not like what
I wrote is that different. ;)  To get to these menus, go into the
OPTION MENU and choose MEMORY CARD.  From there, you have the following
options:

SLOT SELECT
-----------------------------------------------------------------------
       Which slot do you want to read?
               top:  Slot 1            bottom:  Slot 2


OPTION DATA
-----------------------------------------------------------------------
       Slot 1  (or Slot 2)
               top:  Load              bottom:  Save

       If you choose Load, read DATA LOAD.  If you choose Save,
       go to DATA SAVE.


DATA LOAD
-----------------------------------------------------------------------
       Do you want to load the data?
               top:  Yes               bottom:  No


DATA SAVE
-----------------------------------------------------------------------
      Saving costs 1 block.  Do you want to save?
               top:  Yes               bottom:  No

      If you choose Yes, but have previous data:


DATA SAVE
-----------------------------------------------------------------------
       Do you want to overwrite the existing data?
               top:  Yes               bottom:  No

Remember that you use the Circle button to accept an option and can
press X at any time (unless it's checking the data and reads DATA
CHECK), to cancel an option.  The game will normally autoload your
data, but only if you have the Memory Card in the first slot.  If you
have Auto Save on, it will automatically save when changes are made to
the data without asking you (it's automatic, after all!) :)


-----------------------------------------------------------------------
WORLD TOUR MODE
-----------------------------------------------------------------------

In this mode, you get to pick a character and go around the world
fighting different people.  Your score is converted into experience
points that you can use to augment your abilities.  This section
offers a brief explanation of how to use this mode:

LOAD GAME
-----------------------------------------------------------------------
If you already have a saved character file, you can pick this option
to reload it.

NEW GAME
-----------------------------------------------------------------------
If you want to start World Tour with a new character, choose this
option.  If you pick this, you're given several options:

  top:     Begin  (pick this to start with a new character)
  middle:  Pocket Zero  (pick this to play Pocket Station SFZ3)
  bottom:  Exit  (returns you to the Option menu).

The Pocket Station is currently only available in Japan; I have no
idea if it will be released in the US.  I don't own a Pocket Station so
I can't comment on this mode, although there are quite a few pages
devoted to it in the instruction manual (I doubt I could do a very good
translation on it, though).

Anyway, if you choose to begin a new game, you'll be taken to the
Character Select screen.  Pick your character and ISM (don't fret if
you don't like the ISM you chose, you can change it at anytime).


-----------------------------------------------------------------------
WORLD MAP AND SETUP MENU
-----------------------------------------------------------------------

Okay!  Here you are at the World Map.  Displayed at the top of the
screen are your character, his / her master level, and current ISM
level.  Listed at the bottom of the screen are your current location,
who can fight here, and what type of battle it is.

In the World Map, you can press Left or Right to choose a new area
to fight at, if one is available.  Pressing the Circle button will
send you to that area, or pressing Start brings up the World Tour
Menu, explained below:

BATTLE
-----------------------------------------------------------------------
Choosing this option is the same as pressing Circle while in the World
Map; it sends you to the listed location to fight.


SET UP
-----------------------------------------------------------------------
This option takes you to the Setup Menu.  You'll be in here a lot, so
familiarize yourself with it.  Shown on the right side are the various
menus:

 - Listed at the top of the screen is the current fight you'll be
   partaking in if you go to this area.

 - Beneath that is the ISM SELECT.  You can choose what ISM you want
   to use from here, just like choosing your ISM in any other mode.

 - After that is the SPEED SELECT.  If you preset a speed from the
   Options menu, you can't change the speed, otherwise, you can set
   it to whatever you want.

 - Next up is the ISM PLUS menu.  As you play World Tour mode, you
   will earn ISM PLUS abilities.  See the "ISM Plus Information"
   section for more details.

 - At the bottom of the screen is the POWER BALANCE menu.  As you
   play World Tour mode, you will earn balance points.  You can
   press Left or Right to choose how you wish to distribute these
   points; give more to POW by pressing Left and your attack power
   goes up, but you'll take more damage.  Likewise, press Right to
   increase your DEF; this makes you take less damage from attacks,
   but your own attacks will do less damage.  Leave an equal amount
   of red POW and blue DEF points on either side to play with a
   balanced character.

On the left side of the screen is your character's status:

 - MAX COMBO shows the highest-hitting combo that you've performed
   so far.  As far as I can tell, this doesn't have any effect on
   the game.

 - EXP and NEXT apply to your master level.  EXP shows how many
   experience points you've gathered so far, and NEXT shows how many
   more you need to raise a level.  Your level maxes out at 32, at
   which point gaining extra EXP won't do anything.

 - Below that are the EXP and NEXT scores for each of your ISMs.
   Each ISM maxes out at Level 6.


SAVE
-----------------------------------------------------------------------
If you want to save your data, choose this option.  This works just
like the DATA SAVE procedure in the 'Loading and Saving Data' section
listed previously.  However, after picking the slot you want to save
in, you have to pick the character file you want to save in.  You can
have seven saved character files at any given time, and if you're
saving over an already taken file, you'll be told that there's old
data and be asked if you want to overwrite it.


EXIT
-----------------------------------------------------------------------
This returns you to the World Map screen.


MODE MENU
-----------------------------------------------------------------------
This exits you all the way back out into the main menu.


-----------------------------------------------------------------------
WORLD TOUR BATTLES
-----------------------------------------------------------------------

Obviously, most of your time in World Tour is spent fighting.  Your
goal is to clear each location while earning as much EXP as possible;
the best way to do this is to finish rounds quickly and with a Perfect,
if at all possible, because you get 30000 points from a Perfect
victory!  Finishing with Super Combos or Custom Combos is also a good
way to rack up extra points.

Combo Attack:          Only hurt by combos over 3 hits; block damage
                       does not apply.
Time Attack:           Only have 30 seconds to win the match, but you
                       can still win by having more life at time out.
Super Combo:           Only hurt by Super Combo damage.
Original Combo:        Only hurt when you're in an Original Combo.
Guard Crush Mission:   Only hurt if attacked while in Guard Crush
                       animation.
Infinite SC gauge:     Your opponent always has a Level 3 SC gauge
                       no matter how many times they use an SC.
Team Battle:           Your life is restored in the next battle, but
                       your SC / OC gauge is not.

(I'm listing the ISM of your opponent because sometimes it seems as
if a particular character always uses a certain ISM.  But I guess
it's actually random, excluding those who use Shadowlaw-ISM).

LOCATION   OPPONENT   ROUNDS   LIFE   TIME   NOTES
---------------------------------------------------------------------
Japan      X Dan        1      100%    80
U.S.A.     S M. Bison   1      60%     80
           V Ken        2      80%     80

* China and second USA courses are now available.

China      X Dan        2      80%     80
           X Gen        1      70%     90
           Z Chun-Li    1      70%     90
U.S.A.     Z Sodom      2      65%     80
           X Nash       1      20%     99    Combo Attack

* Hong Kong, Thailand, and USSR courses are now available.

Hong Kong  X Chun-Li    1      50%     Inf.  vs. 2 Chun-Lis.
           X Gen        1      100%    30    Time Attack
           Z Fei Long   2      100%    90
Thailand   Z Adon       1      65%     Inf   vs. 2 Adons
           X Sagat      2      90%     80
U.S.S.R    X R. Mika    2      50%     99
           X Zangief    1      50%     99    Super Combo Attack

* Point 48106 is now available.

Pt 48106   X Juli/Juni  1      100%    80
           V Cammy      1      45%     Inf.  vs. 4 Cammys
           S Vega       2      100%    99

* India, Greece, and Italy courses are now available.

Greece     Z Balrog     2      90%     80
           V Rose       1      50%     Inf.  vs. 2 Roses
Italy      V Cammy      2      65%     90
           Z Birdie     1      50%     99    Original Combo Attack
India      X Adon       2      90%     30    Time Attack
           X/Z Dhalsim  2      100%    80

* Brazil and Mexico courses are now available.

Brazil     X Blanka     2      100%    30    Time Attack
           Z Blanka     1      50%     Inf.  vs. 4 Blankas
Mexico     S M. Bison   2      90%     80
           V T. Hawk    1      40%     99    Combo Attack

* Jamaica and third USA courses are now avialable.

Jamaica    Z E. Honda   1      100%    Inf.  vs. 2 Hondas
           Z Dee Jay    1      55%     99    Original Combo Attack
U.S.A.     V Guy        1      50%     Inf.  vs. 3 Guys
           V Cody       1      40%     99    Super Combo Attack
           X Sodom      1      90%     80
           Z Rolento    1      80%     80

* The second and third Japan courses, as well as the fourth USA
  course, are now available.

Japan      V Dan        1      40%     Inf.  vs. 5 Dans
           Z/V Sakura   1      100%    99
           Z Karin      1      100%    99
Japan      Z Honda      2      100%    80
           Z Ryu        2      100%    99    Infinite SC gauge

U.S.A.     X Sakura     1      100%    80
           X Cody       1      90%     99
           X Guy        1      90%     99
           Z Ken        1      90%     99

* The second Thailand course is now available.

Thailand   X Sagat      1      90%     Inf.  vs. 2 Sagats
           Z Balrog     1      100%    80
           X Cammy      1      100%    80
           S Vega       2      90%     99    Infinite SC gauge

* The fifth USA course is now available.

USA        X Rolento    1      45%     Inf.  vs. 4 Rolentos
           V Nash       1      45%     99    Guard Crush Mission
           Z Guile      2      80%     99    Super Combo Attack

* The fourth Japan course is now available.

JAPAN      X Ryu        2      100%    99
           Z Ryu        1      50%     Inf.  vs. 3 Ryus
           Z Evil Ryu   1      100%    99

* The fifth Japan course is now available.

JAPAN      Z Gouki      1      70%     Inf.  vs. 4 Goukis
           Z Shin Gouki 2      100%    99


Stuff you can earn:

ZERO CANCEL  (costs 2 squares)
 - You can cancel any normal move into a special move.

SUPER ZERO CANCEL  (costs 2 squares)
 - You can cancel special moves into Super Combos (just like in SF3).

SUPER GUARD  (costs 2 squares)
 - You don't take block damage from special moves.

INFINITE GUARD  (costs 1 square)
 - Your Guard Power Gauge never decreases.

AUTO GUARD  (costs 1 square)
 - When not attacking, you'll automatically block an incoming attack.

AIR GUARD  (costs 1 square)
 - You can block in air.  Only useful in X-ISM.

GUARD POWER PLUS  (costs 1 square)
 - You lose less guard power when blocking.

ZERO COUNTER PLUS  (costs 1 square)
 - You do lots of damage when you Zero Counter an attack.

GAUGE PLUS  (costs 1 square)
 - Your SC / OC gauge slowly regenerates.  Very useful in all
   modes, particularly X-ISM.

DAMAGE PLUS  (costs 2 squares)
 - If your enemy blocks your special move, they take added block
   damage.

HARD BODY  (costs 1 square)
 - You cannot be dizzied (but can still be Guard Crushed).

ORIGINAL COMBO  (costs 2 squares)
 - You can use Original Combos along with any ISM.  This has no
   effect in V-ISM; in Z-ISM, think of it like the dual SC / CC
   meter of SFA2 (you could use the power for an Original Combo
   or a Super Combo).  The same goes for X-ISM.

ZERO COMBO  (costs 2 squares)
 - You can cancel any normal move into any other normal move.  Not
   quite like chain combos since you can cancel a move into itself
   and do other interesting stuff, since there's no rule to how you
   must combo together attacks.

At several points during World Tour, the game appraises your score
and then ends the game at a certain point (after the Final Vega battle
at Point 48106 is one of them).  This means that you didn't raise
enough overall levels.  The better you do, the more fights you can
get through, and of course, the more countries you clear and levels
you raise, the more characters that are unlocked.  If you manage to
get the best score (Level 32 with all ISMs mastered), you can earn
all the characters, a few modes, and fight Shin Gouki (the last boss)
in one fell swoop.


-----------------------------------------------------------------------
ENTRY MODE
-----------------------------------------------------------------------

Entry Mode allows you to load up a World Tour character, complete
with all his / her special abilities, and use them in any other mode.
The available options are:

LOAD
-----------------------------------------------------------------------
You have to choose this first, to specify what Memory Card you want to
load from.  Pick the appropriate slot and press the Circle button, and
the World Tour data will be loaded up.  After this, you'll want to go
to ENTRY to stick the appropriate character in the Entry roster.


SAVE
-----------------------------------------------------------------------
This works just like the DATA SAVE procedure in the 'Loading and
Saving Data' section listed previously.  What this does is save your
data if you've changed your character's abilities (like changing a
V-ISM Cody into X-ISM or removing / adding some of his ISM Plus
abilities).


SETUP
-----------------------------------------------------------------------
After selecting this, choose the character you want to mess around
with.  You'll be taken into the World Tour setup menu, just set it
up however you want, then exit.


ENTRY
-----------------------------------------------------------------------
If you want to delete or add a character to the Entry roster (you can
have six characters usable at a time), choose this option.  Then
choose the character you to add, and pick an empty slot and press
the Circle button.  If you want to delete that character, or any
others, just highlight the one you want to remove and press the X
button.


=========================================================================
 6.  MISCELLANEOUS
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ISM INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

One of SFZ3's new features is the ISM select.  After you pick your
character, you pick a particular ISM to use.  Each ISM has different
properties and changes the way your character plays, from giving them
new moves and abilities to disabling Zero Counters and air-blocking.
Each ISM has its' own strengths and weakness; it's up to you to discover
which one works best with your favorite characters.  An explanation of
each ISM is listed below:

------------------------------------------------------------------------
X-ISM  (Simple Mode)
------------------------------------------------------------------------

 The name "X-ISM" comes from SSFIIX, the Japanese name of our SSF2T
 game.

 MODE BENEFITS
  Like in other modes, your Guard Power Gauge length depends on the
  character.  However, all GPGs are longer in X-ISM than in other
  modes, making it harder for an X-ISM character to get Guard Crushed.
  Also, your attacks (punches, kicks, special moves, etc.) do more
  damage in this mode, excluding SCs, which do the same damage as in
  Z-ISM (why, I have absolutely no idea).

 MODE LOSSES
  You cannot air block, use the ground recovery roll, or Zero Counter.
  You cannot taunt either (excluding Dan, as usual).  X-ISM characters
  have only one, predetermined Super Combo.  They also take slightly
  more damage from attacks (blocked or not) than in other ISMs.


------------------------------------------------------------------------
Z-ISM  (Standard Mode)
------------------------------------------------------------------------

 The name "Z-ISM" comes from the title of the SFZ series (the SFA
 series in the States).

 MODE BENEFITS
  Z-ISM characters have just about everything available to them that
  other modes lack: air blocking, both ground and air recoveries,
  Zero Counters (these cost 1 level of SC power and 1 notch of your
  Guard Power Gauge), and taunting (once per round only, excluding
  Dan).  Plus, their SC gauge charges up at a decent pace, compared
  to X-ISM's slow-filling Super Combo gauge.  They also have access
  to all of their Super Combos (excluding Dhalsim).

 MODE LOSSES
  Characters in this mode do an average amount of damage per hit, but
  this is less than in X-ISM.  Each character's Guard Power Gauge
  varies depending on who you're using, which means that it's easy
  for certain characters to get Guard Crushed.


------------------------------------------------------------------------
V-ISM  (Variation Mode)
------------------------------------------------------------------------

 The name "V-ISM" comes from the Original / Variable combos used in
 this ISM.

 MODE BENEFITS
  Like Z-ISM characters, they have full access to special abilities
  such as air blocking, ground and air recoveries, Zero Counters
  (these cost 50% of a full OC gauge and drain 1 notch from your
  Guard Power Gauge), and taunting (again, once per round only,
  excluding Dan).  Also, you can determine which range of attacks
  you'll use (far or close), by leaving the controller neutral or
  holding it back when you press a Punch or Kick button (this doesn't
  apply to all characters).  The OC gauge also charges very quickly
  in this mode, giving you more frequent access to Original Combos.
  Most obvious is that you can use Original Combos, although this
  works in place of Super Combos.

 MODE LOSSES
  All characters in this mode do less damage per hit than in any other
  mode, making this the worst mode damage-wise.  Plus, it costs half
  an OC gauge to use an Zero Counter, which is still worse than
  Z-ISM's requirements, even though the OC gauge fills quickly.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
MODE INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

There are three hidden modes in this game that can be used along with
ISMs to change the way your character plays.  To unlock the modes, refer
to the "Secrets and Codes" section.  Information on the modes is found
below:

------------------------------------------------------------------------
SAIKYOU MODE
------------------------------------------------------------------------

This mode is named after Dan Hibiki's style of fighting, 'Saikyou' (in
English, "the strongest").  This is an in-joke, of course, since Dan is
a pathetic character and Saikyou Mode actually makes a character
significantly weaker than he or she would normally be.  In this mode,
you have a very short Guard Power Gauge, making it easy for you to get
Guard Crushed.  What's worse, you cannot interrupt normal moves with
special moves or Super Combos (hence, no two-in-ones).  It's also
twice as easy to get dizzed in this mode, and the damage you inflict
is slightly less than it would be if you just picked an ISM and no
special mode.

Unlike the arcade version, the PSX version of Saikyou Mode has been
fixed and there are no glitches, such as throws that do 99% damage,
etc.  And just for the record, I think Dan rocks ;)


------------------------------------------------------------------------
MAZI MODE
------------------------------------------------------------------------

Using Mazi Mode (in English, "serious") requires you to play carefully,
as one wrong move could cost you the battle.  In this mode, the damage
you inflict is greater than in Saikyou Mode.  However, you take around
2 times as much damage from your opponent.  I think you take the most
damage if you get hit while your lifebar is decreasing.  Furthermore,
you only need to lose one round and you will lose the entire match,
although you must win two rounds to progress (as you normally would).


------------------------------------------------------------------------
CLASSICAL MODE
------------------------------------------------------------------------

The name of this mode refers back to the original SF2 games, or in
other words, SF2-style gameplay without all the additions and features
added in over the years.  Note that you're forced into using X-ISM if
you use Classical Mode.  In this mode, there is:

    - No air blocking.                 - No SC or OC gauge!
    - No air recovery.                 - No Zero Counters.
    - No ground recovery.              - No Guard Power Gauge.
    - No taunts (except for Dan).

In terms of character moves, it's just like X-ISM (Sodom has his
katana, Vega has the Psycho Crusher as a normal move, etc.)  One
important change is that your character cannot be juggled much (he
or she falls to the floor), and no Guard Power Gauge means that
you don't have to worry about getting Guard Crushed, which is also
quite an asset.  Since this mode is essentially X-ISM, the damage
you inflict is the same as in X-ISM as well.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ABILITY INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

This section explains abilities and features available to each
character.  Some of them may not be available to a character depending
on who he / she is and what ISMs they're using.  More information on
the ISMs can be found in the next section.

 ---------------------------------------------------------------------
 BLOCK                        (air blocking is not available in X-ISM)
 ---------------------------------------------------------------------

 COMMAND:
  Hold b to block most standing attacks, jumping attacks, and
  overheads.  Hold db to block most standing and low attacks.  Note
  that you won't block unless the attack your opponent is using is
  relatively close to you.  You can also block in air by performing
  the block command while jumping or after an air recovery.

 NOTES:
  When you block, you take no damage from normal moves, and reduced
  damage from special moves and Super Combos.


 ---------------------------------------------------------------------
 GROUND RECOVERY                      (this is not available in X-ISM)
 ---------------------------------------------------------------------

 COMMAND:
  When you're knocked down, or if you've just air-blocked an attack,
  press any two Kick buttons as you're falling.  To do the roll behind
  Ground Recovery, do f + KK instead.  Then keep holding f and you'll
  roll all the way behind your opponent, even if they're in the corner.

 NOTES:
  By using the ground recovery, you can pass through your opponent or
  simply move closer towards them.  It's useful for escaping from
  corners and so that your foe can't attack you as you get up.


 ---------------------------------------------------------------------
 AIR RECOVERY
 ---------------------------------------------------------------------

 COMMAND:
  When you're knocked up into the air, press any two Punch buttons to
  flip upright and land a short distance away.  After some
  experimentation, I've noticed that b + PP makes you move further
  back upon flipping, while f + PP makes you stay in your same
  tragectory when you flip.  I've noticed that the PP flip cannot be
  done normally (?) unless you get hit while in the air.  I'm really
  not sure about this, but that's what my efforts resulted in, so
  perhaps someone can clear me up, here.

 NOTES:
  Normally, you can be juggled by another of your enemy's attacks
  when you're knocked into the air.  However, once you've flipped, you
  can air block (in certain modes), or perform an attack to prevent
  this from happening.  It's also a useful way to land on your feet
  rather than your back.


 ---------------------------------------------------------------------
 TAUNT                                (this is not available in X-ISM)
 ---------------------------------------------------------------------

 COMMAND:
  Press Select while standing or crouching.  Birdie, Cody*, Gouki,
  Shin Gouki, Ken, Nash, Ryu, and Satsui no Hadou Ryu all have a
  second taunt which is done by pressing f + Select.  Birdie has a
  third taunt which is done by pressing b + Select.

 NOTES:
  Realistically, taunts have no practical use since they leave you
  open to attack and can't be cancelled.  Rose has a random,
  alternate saying for her taunt, and the following characters have
  damaging taunts: Birdie, Chun-Li, Dan (only in X-ISM), Gouki, Shin
  Gouki, Rolento, Sakura, and Sodom.  These cause minor damage, but
  they can kill someone.  Dan and Dhalsim have an air taunt which can
  be done by pressing Select while in the air.  Dan can also taunt
  when he's crouching.  You can taunt once per round (Dan can taunt
  infinitely in each round).  You can also cancel a normal move into
  your taunt animation, if that move is normally cancelable.  Dan
  earns small amounts of SC energy from his crouching and standing
  taunts, as well.

  *  Only if you're playing Cody vs. Cody.


 ---------------------------------------------------------------------
 THROW
 ---------------------------------------------------------------------

 COMMAND:
  Press b / f + any two Punch buttons (some characters can also use
  any two Kick buttons).  This can be done in air.  Some characters
  have 'holding' ground throws, in which you can rap on the buttons
  to increase the number of times your enemy is squeezed / choked /
  bitten / etc.  You'll know if tapping the buttons is paying off
  as your character will shine white when an extra hit has been
  added.

 NOTES:
  If you're not close enough to your opponent, you'll go into a
  "missed throw" animation that leaves you vulnerable to attacks.
  Your opponent can reduce the damage he or she takes from a throw by
  doing a Tech. Hit (f + PP / KK when thrown), which also makes them
  land on their feet.  If you miss a throw, you'll still earn SC
  power, or if you're using V-ISM, you'll earn quite a bit of OC
  power (since your gauge charges the fastest in V-ISM).


 ---------------------------------------------------------------------
 REVERSAL-ONLY MOVES
 ---------------------------------------------------------------------

 Several characters have reversal-only moves.  However, these moves
 can be used in many different situations, not just when you're
 getting up after being knocked down:

  Bison, Extra Bison, and Chun-Li can use their reversal-only moves
  (the Buffalo Head and X-ISM Tenshou Kyaku) in the following
  situations:

   - When knocked down.
   - When coming out of hitstun (after being damaged).
   - When coming out of blockstun (after blocking an attack).

  Cody and Dhalsim can use their reversal-only moves (the Bad Spray
  and Yoga Escape) under the following conditions:

   - When knocked back into the air (i.e. getting hit by Sakura's
     HK Shunpuu Kyaku would work, but getting sweeped by her d + HK
     kick would not).  The general rule with this is that if you
     can air recover (PP flip) out of a move, you can probably use
     the Bad Spray or Yoga Escape, instead.
   - After an air block (it doesn't matter how close or far you are
     from the floor, you'll only do it once you hit the ground).

  Sodom (the King of Reversals), can use his b,db,d + K Tengu Walking
  and Kouten Okiagari under these conditions:

   - When knocked down.
   - When coming out of hitstun (after being damaged).
   - When coming out of blockstun (after blocking an attack).
   - When knocked back into the air (i.e. getting hit by Sakura's
     HK Shunpuu Kyaku).  Again, if you can air recover (PP flip)
     out of a move, you can probably use the Tengu Walking instead.
   - After an air block (it doesn't matter how close or far you are
     from the floor, you'll only do it once you hit the ground).

  He can use his qcf + K Tengu Walking while getting up off the floor
  (like a normal reversal).


 ---------------------------------------------------------------------
 ZERO COUNTER                        (this is not available in X-ISM)
 ---------------------------------------------------------------------

 COMMAND:
  While you're blocking an attack on the ground, press f + the same
  Punch and Kick buttons.  You need to have at least 1 level of your
  SC gauge filled (in Z-ISM), or 50% or higher of your OC gauge filled
  (in V-ISM), in order to do this.  You also need at least one spare
  notch in your Guard Power Gauge.  When you use a ZC, the animation
  will pause briefly and you'll stop blocking and perform a preset
  attack.  The attack you use changes depending on what "-ISM" you're
  using.

 NOTES:
  ZCs are handy if your opponent is aggressive or is trying to kill
  you via block damage and you want to get away from them.  ZCs do
  little damage but can kill someone.  However, because they shorten
  the length of your GPG, they're best saved for do-or-die situations,
  as a small Guard Power gauge is not a good thing to have.


 ---------------------------------------------------------------------
 SUPER COMBO                          (this is not available in V-ISM)
 ---------------------------------------------------------------------

 COMMAND:
  The command for a SC changes depending on the character.  Usually
  it's a double motion (like qcf,qcf), plus a Punch or Kick button.
  The button used has no purpose in X-ISM; in Z-ISM, it affects the
  level of power used (LP / LK for Level 1, MP / MK for Level 2, HP
  / HK for Level 3).  Some Z-ISM characters have SCs that can only be
  used at Level 3--in that case, the button used is unimportant.  If
  you have one level of power and use a Medium or Hard attack, you'll
  still do a Level 1 SC; the same applies to using HP or HK if you
  have only 2 levels.

 NOTES:
  Super Combos share many traits: they are generally faster and have
  more priority than normal moves; they can juggle an opponent, and
  they hit multiple times and usually do lots of damage.  In Z-ISM,
  these traits improve depending on the level of SC energy expended
  (so a Level 3 SC costs more but does more damage, etc. than a Level
  1 SC).  X-ISM SCs can be considered as "Level 4" SCs; they are
  generally better than even a Level 3 SC but take a longer amount of
  time to charge up.


 ---------------------------------------------------------------------
 ORIGINAL COMBO                      (this is only available in V-ISM)
 ---------------------------------------------------------------------

 COMMAND:
  Press the same strength Punch + Kick buttons together.  You need to
  have at least 50% of your OC energy built up in order to use this.
  When you activate an OC, you are trailed by shadows that mimic your
  every action, but only the last one (it's colored differently) can
  actually hit an opponent.  What strength P + K you use determines
  the amount of space between each shadow; use LP + LK for them to be
  close together, MP + MK to space them further apart, and HP + HK
  for a wide gap between each shadow.  Basically, the closer your
  last shadow is to you, the sooner it attacks after you perform an
  attack.

 NOTES:
  OCs are very different from the way they were in SFA2.  You can't
  block during an OC, and you can taunt infinitely and use charge
  moves without charging (i.e. simply tap b,f + P for Birdie's
  Bullhead).  You can still juggle an opponent easily with your
  attacks, and can cancel normal attacks (not special moves, although
  there's still no delay time after performing one so you can go into
  another move faster than you could normally).  Unlike a SFA2 CC,
  you can walk wherever you want to or jump without always moving
  forward.  Also, you can throw / air throw during a OC as well.  If
  you're hit while your OC is activated, it ends, and you lose all
  remaining OC power above 50%  (more if you were closer to reaching
  50%).  If you started with 50%, then you lose it all if you're hit.


 ---------------------------------------------------------------------
 GUARD POWER GAUGE
 ---------------------------------------------------------------------

 NOTES:
  When you block or air block an attack, this gauge decreases
  slightly.  If you keep blocking attacks, it will keep decreasing
  until it empties.  If this happens, your character gets Guard
  Crushed and will become dizzy (and open to an attack) for a moment</pre><pre id="faqspan-4">
  before it recharges.  However, when it recharges, it's overall
  length is reduced by a notch, making it easier for you to be Guard
  Crushed.  When not blocking, the GPG refills slowly, but only to the
  current length of the GPG and not any further if you've lost a notch
  or more.  Another way to lose GPG notches is to use a Zero Counter.
  If your opponent can block in the air, you can Guard Crush them in
  the air, although they'll fall to the ground after getting GC'd.


 ---------------------------------------------------------------------
 COUNTER HIT
 ---------------------------------------------------------------------

 COMMAND:
  Hit your opponent with an attack while they're in the midst of
  performing their own attack.

 NOTES:
  When you perform a Counter Hit, the hit sound is much louder and the
  action pauses for a brief moment.  A move that becomes a Counter Hit
  does more damage than it normally would.


 ---------------------------------------------------------------------
 DAMAGE REDUCTION
 ---------------------------------------------------------------------

 COMMAND:
  When getting hit by an attack, press in any direction plus any
  button.  Sometimes it's possible to do this with just a controller
  press, I don't know why.

 NOTES:
  Doing this slightly reduces the amount of damage you take from an
  attack.  You'll know if it worked because you'll flash red while in
  your 'damaged' pose.  This can be done repeatedly against multi-hit
  attacks in order to conserve more life.

  Furthermore, if you're in the midst of an attack and are hit, you
  can perform the Damage Reduction and your character will continue
  the attack, instead of going into hitstun.  Think of it like the
  Super Armor found in the VS. games.  Thanks to gdawson@angelfire
  for this bit of info.

  [email protected] also suggests that doing the Damage Reduction
  command can result in your attacker taking added damage (sort of
  like a Counter Hit).  I haven't been able to confirm this, but
  it's entirely possible.


 ---------------------------------------------------------------------
 GUARD CRUSH PROTECTION
 ---------------------------------------------------------------------

 COMMAND:
  Try to block an attack as it comes out instead of blocking it in
  advance (like parrying in reverse).  This works against high and
  low attacks, and can be done in the air as well, if your character
  can air block.

 NOTES:
  Doing this reduces the amount of Guard Power you lose from your
  Guard Power Gauge.  Your character will flash blue if you've done
  this properly.




+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
CHARTS A PLENTY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

This section contains a bunch of short charts showing the abilities
of different characters.

To see which of the abilities mentioned in the 'Basic Abilities List'
is available in each ISM, refer to the chart below.  Detailed
information on the basic abilites can be found in the 'Miscellaneous'
section.

------------------------------------------------------------------------
ABILITIES              X-ISM           Z-ISM           V-ISM
------------------------------------------------------------------------

Air Blocking           No              Yes             Yes
Air Recovery           Yes             Yes             Yes
Ground Recovery        No              Yes             Yes
Taunts                 Only Dan        Yes             Yes
Guard Power Rating     High            Varies          Varies
SC/OC Gauge Speed      Slow            Normal          Fast
Levels Available       1               3               2  (50% / 100%)
Zero Counter Cost      n/a             1 SC + 1 GP     50% OC + 1 GP
Damage Rating          x1.2*           x1.0            x0.8
Defense Rating         x0.8            x1.0            x1.0

 * This is excluding Super Combos.  An X-ISM Super Combo does the same
   damage as a Level 3 Z-ISM Super Combo (if they are the same SC; so
   obviously Dhalsim and Cody are excluded).  However, using a hidden
   Mode (see below) will affect all damage inflicted, including SC
   damage).  Why SCs would not get a damage increase makes no sense
   to me, but that's Capcom for ya.


Here's a chart showing the hidden Mode differences:

------------------------------------------------------------------------
MODE NAME    EXPLANATIONS
------------------------------------------------------------------------

SAIKYOU*     - The damage your attacks inflict is slightly lessened
(Strongest     regardless of the ISM used.
      Mode)  - Your Guard Power Gauge is drastically shortened.
             - You cannot cancel a ground attack into a special move.
             - You can get dizzied easier (your resistance is halved).

MAZI         - The damage your attacks inflict is considerably
(Serious       increased, regardless of the ISM used.
      Mode)  - You take double damage from any attack.
             - Your opponent only needs to win one round to defeat you.

CLASSICAL    - The damage rating is the same as in X-ISM (x1.2), and
(Classical     the gameplay is also the same (i.e. Chun-Li is in her
      Mode)    SF2 outfit and has moves like the Sou Hakkei, etc.)
             - In addition to all of X-ISM's restrictions, you lose
               the ability to air recover, reduce block damage, or
               reduce damage taken.
             - Furthermore, you have no Super Combo gauge and no
               Guard Power Gauge (although the latter, if you think
               about it, is beneficial).

*  Dan doesn't gain any special abilities in this mode, I kinda wish
   he did, but oh well....  Oh yeah, for those of you unfamiliar with
   Dan lore, don't take the translation seriously, "strongest" is just
   a joke.


This chart illustrates who takes the most damage from attacks:

------------------------------------------------------------------------
DAMAGE RANKING         WHO FALLS UNDER WHICH RANKING
------------------------------------------------------------------------

Least Damage        :  Zangief

Less Damage         :  Birdie, Dan, E. Honda, Gen, Ken, R. Mika,
                       Ryu, Sodom, and T. Hawk

Average Damage      :  Everyone else, mainly:  Adon, Blanka, Cammy,
                       Cody, Chun-Li, Dhalsim, Gouki, Guy, Karin,
                       Nash, Rolento, Rose, Sagat, Sakura, Vega, Dee
                       Jay, Fei Long, Guile, M. Bison, 'Satsui no
                       Hadou' Ryu, Extra M. Bison

More Damage         :  Balrog, Juli, and Juni

Most Damage         :  Shin Gouki


This one shows how large each character's Guard Crush gauge is (all
the information is according to Jack Lin):

------------------------------------------------------------------------
PERSON                                      GAUGE SIZE (IN POINTS)
------------------------------------------------------------------------

Birdie, Zangief                              :  80  (8 points is approx.
Karin, Sakura, Vega                          :  76  half a Guard Meter
Adon, Cody, Honda, Gen, Mika, Sodom, Vega    :  72  section, so 16 is
Balrog, Cammy, Chun-Li, Nash, Juni, Juli     :  64  one full "block" of
Everyone else                                :  68  guard power).

What's written is for the Guard Meters in Z-ISM.  If you're playing
with an X-ISM character, add 8 points to the numbers shown.  If
you're using V-ISM, subtract 8.  The lone exception is V-ISM Cody,
his V-ISM ranking is 48 points (this is because he has the dodge and
so it's harder to get him to block).  So, Zangief and Birdie have
the largest guard meter, and V-ISM Cody has the smallest.

Personally, it seems to me that people in V-ISM have the same size
Guard Crush meter, but I think this info. was for the Arcade version,
which might explain why.

The last of the charts shows who gets dizzied the easiest:

------------------------------------------------------------------------
PERSON            NEEDED TO DIZZY (IN POINTS)
------------------------------------------------------------------------

Gouki            :    34       Note that I don't have the scores for
Blanka           :    43       any of the PSX characters (Shin Gouki,
E. Honda         :    44       Dee Jay, etc.)  I'm not sure if the
Sodom            :    46       points are damage points or what, but
Birdie           :    48       what is basically means is that Gouki is
Zangief          :    50       easy to dizzy, and Zangief is not.
Everyone else    :    40

Thanks to Jack Lin for this info (guard size and dizzy info.), and to
Dan GC for reposting it for me.


------------------------------------------------------------------------
Doujioshi SP  (Simultaneous Press Special)
------------------------------------------------------------------------

This is an ability limited to certain characters (though I'm sure there
are more undiscovered combinations).  What it basically allows you to
do is link two attacks together, by pressing LP / LK, then pressing that
button plus HP / HK as the light attack ends.  This only works for
X-ISM characters.  If a character has a long range / close range
attack, you can use either one (for example, Deejay can use his close
or far LK, and Bison can use his close or far HP attack).  If the
finishing HP or HK is comboable, you can cancel it into a special move
or Super Combo.

Below is a listing of the various types of Doujioshi SP attacks and
who can use them:

d + LK, LK + HP:       Ryu, Ken, Gouki, Shin Gouki, Evil Ryu, Gen,
                       Karin, Sakura, Cammy, Juni, Juli, Deejay, Guile
d + LK, d + LK + HP:   Ryu, Ken, Gouki, Shin Gouki, Evil Ryu, Gen,
                       Karin, Sakura, Cammy, Juni, Juli, Deejay, Guile
LK, LK + HP:           Guy, Cammy, Juni, Juli, Deejay
LK, d + LK + HP:       Guy, Cammy, Juni, Juli, Deejay
LP, LP + HP:           Bison, Extra Bison
LP, d + LP + HP:       Bison, Extra Bison
LP, LK + HP:           Adon, Chun-Li, Fei Long
d + LP, d + LK + HP    Fei Long
LP, d + LK / HP:       T. Hawk

There are more than just these--I was in the process of writing them
all down and I lost the paper I had put my notes on :)  It sucked too,
since that paper had a list of KoF '98 cancellable attacks I had been
compiling on the other side ;(  Now I gotta do it all over again, argh.
So, look for a more complete listing in the next update, eheheh.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
BOSS BATTLE CHART
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

SFZ3's game progression has been changed significantly from SFA2.  It
works like this:

 - After picking a character, you'll get to see a little intro
   explaining who they are and what they're up to.
 - Your 5th battle is against your mid-boss.  There are no special
   requirements to fight him / her, it's automatic.  The only thing
   notable about a mid-boss battle is that you will exchange some
   words with your opponent before the fight begins and sometimes,
   after it ends.
 - Your 9th battle is against your second mid-boss.  Nothing too
   special about this, either.
 - Your 10th battle is usually against Final Vega, a really powerful
   version of Vega.  Some characters will fight someone else for
   their 10th battle, in which case they will then proceed to an
   extra 11th match against Final Vega.
 - If you beat your 10th/11th match, you beat the game and get to
   see your character's ending.  Lose to any character and the game
   ends, but lose to Final Vega and you get to watch a bad ending
   while the credits scroll ;)

Below is a listing of each character's mid-bosses and final boss:

Name           5th Battle     9th Battle     10th Battle    11th Battle
-----------------------------------------------------------------------
Adon           Ken            Rose           Vega
Balrog         Zangief        Cammy          Vega
Birdie         E. Honda       Blanka         M. Bison       Vega
Blanka         Dan            Zangief        M. Bison       Vega
Cammy          Dhalsim        Balrog         Juli & Juni    Vega
Chun-Li        Birdie         Cammy          Juli & Juni    Vega
Cody           Birdie         Guy            Vega
Dan            Chun-Li        Sagat          M. Bison       Vega
Dhalsim        Rose           Birdie         Juni & Juli    Vega
E. Honda       Ryu            Sodom          Vega
Gen            Ryu            Gouki          Vega
Gouki          Adon           Guy            Vega
Guy            Karin          Gen            Vega
Karin          Blanka         Sakura         Juni & Juli    Vega
Ken            Karin          Sakura         Vega
Nash           Cammy          Rolento        Vega
R. Mika        Karin          Zangief        M. Bison       Vega
Rolento        Sodom          Cody           M. Bison       Vega
Rose           Guy            Balrog         Juni & Juli    Vega
Ryu            Rose           Ken            Vega
Sagat          Dan            Ryu            Vega
Sakura         E. Honda       Ryu            Vega
Sodom          Rolento        Chun-Li        Vega
Vega           Gouki          Sagat          Ryu
Zangief        Rolento        Chun-Li        Vega

(PSX characters) ------------------------------------------------------

Dee Jay        Adon           Sagat          Vega
Fei Long       M. Bison       Balrog         Vega
Guile          Chun-Li        Nash           Vega
Juli           T. Hawk        Cammy          Vega
Juni           E. Honda       Ryu            Vega
M. Bison       Gen            Birdie         Vega
T. Hawk        Nash           Juli           Vega
'Satsui' Ryu   Sagat          Vega           Shin Gouki
Extra Bison    Gen            Birdie         Vega
Shin Gouki     Adon           Guy            Vega


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
WIN POSE LIST
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

Below is a listing of each character's win pose.  Some win poses can
be gotten by using more than one button, but because it can be random
in some cases (like using MK with Ryu), use with caution.  For some
characters, you can only get all poses if you're in a same player
vs. same player match.  Thanks to NRX for correcting the Japanese
listed here and providing me with quotes and their meanings.


-----------------------------------------------------------------------
ADON
-----------------------------------------------------------------------

LP  Adon laughs and gives his opponent a thumbs down.
MP  Adon flips back, takes off his tong, and says "Yeah!"
HP  Adon crosses his arms and laughs.
LK  Adon turns away, holds out his arms, and looks over his shoulder,
    his teeth gleaming.
MK  Adon rocks back and forth, then prostrates himself on one knee.
HK  Like in MK, but he keeps rocking back and forth.


-----------------------------------------------------------------------
BALROG
-----------------------------------------------------------------------

LP, MK, HK    Balrog stands up, giggles, and sweeps outward with either
              hand.
MP, HP        Balrog stands up and removes his mask.
LK            Balrog jumps up, then crouches and giggles.
MP (no mask)  Balrog stands up and puts a rose in his mouth and says
              "Adios."  (Goodbye.)
HP (no mask)  Balrog stands up and hangs his braided tail over his
              chest and says "Adios."


-----------------------------------------------------------------------
BIRDIE
-----------------------------------------------------------------------

LP      Birdie takes out his knife and flips it open.
MP, HK  Birdie gives a thumbs up, then sticks out his tongue and gives
        a thumbs down as his mohawk gets messed up.
HP      Birdie licks his chain and says "I'm number one."
LK      Birdie holds up two fingers and says "...to heaven."
MK      Birdie holds up three fingers and says "I'm number one."


-----------------------------------------------------------------------
BLANKA
-----------------------------------------------------------------------

LP      While grinning, Blanka jumps and rolls in place.
MP      Blanka howls while thrusting his arms into the air.
HP      Blanka uses his electric powers to start up a blender, then
        drinks the fruit juice inside.
LK, MK  Blanka does the MP pose repeatedly, without howling.
HK      Blanka eats a piece of fruit then throws the rind/skin/core
        (depending) onto his opponent's body.  He keeps doing this so
        that soon there's a little pile of stuff lying atop his foe ;)


-----------------------------------------------------------------------
CAMMY
-----------------------------------------------------------------------

LP, HK  Cammy poses and then looks towards the screen.
MP      Cammy salutes Vega, who appears in the air, and says "Yes,
        sir!"
HP      As with MP, but she simply stands at attention and says
        nothing.
LK      Cammy turns her back to the screen, gives a thumbs up, and
        looks behind her.
MK      As with LK, but she turns around and smiles while giving a
        thumbs up at the end.


-----------------------------------------------------------------------
CHUN-LI
-----------------------------------------------------------------------

LP, LK  Chun-Li crosses her arms and bows her head.
MP, MK  While laughing, Chun-Li jumps up and down.  She stops, shakes
        her head, and flashes a peace sign while saying "Yatta!"
        (I did it!)
HP, HK  Chun-Li performs several swift kicks, then draws her leg back
        while shouting.
*       Chun-Li does her taunt and says "Gomen ne!" (Sorry!"

*       You'll always get this pose if you get a Perfect Victory.


-----------------------------------------------------------------------
CODY
-----------------------------------------------------------------------

Any  Cody holds his arms out in an "I dunno" gesture and says "Whew!"
*    Cody looks behind him and runs off screen.  Edi. E runs onscreen,
     shouts, and fires his gun before chasing after Cody.  Cody then
     runs back, Crack Kicks Edi. E offscreen, and does his LP pose.
*    Same as above, but Edi. E just chases Cody offscreen, and that's
     it.

*  Usually, you can get this by holding any button (except LP) after
   winning the final round.  But which pose you get is random, and
   you may just get his "Whew!" gesture anyway.


-----------------------------------------------------------------------
DAN HIBIKI
-----------------------------------------------------------------------

LP, HK  Dan flexes an arm and shakes it while saying "Yoshaa!"
        (Alright!)
MP      Dan frees his arm from his gi, taunts, and says "Rakushou!"
        (Easy win!)
HP      Dan stands with his legs close together and with one hand by
        his side.  He gives a thumbs up with his other shaking hand
        and says "Yoyuussu!"  (Piece of cake!) - I guess?
LK      Same as the LP pose, but Dan is crying and says "Yattaze,
        oyaji!" (I did it, father!)
MK      Same as the LP pose, but Dan says "Hyaah!"


-----------------------------------------------------------------------
DEE JAY
-----------------------------------------------------------------------

LP, HK  He sticks his hands in his pants and whistles, saying "Thank
        you everyone!"
MP      He waves two castanets in the air and says "Feel my beat!"
HP      As in MP, but he poses and says "Oh yeah!" between waves.
LK      As in LP, but he says "I did okay!"
MK      As in MP, but he says "Loser!"*

*  Doesn't the voice acting for Dee Jay just completely suck?


-----------------------------------------------------------------------
DHALSIM
-----------------------------------------------------------------------

LP      Dhalsim floats in air while mumbling.
MP      Dhalsim bows his head and clasps his hands while saying "Yoga!"
HP      Dhalsim floats in his taunt pose while mumbling quickly.
LK      Same as LP, but Dhalsim says "Samadhi...."  (It's a state of
        enlightment)
MK, HK  Same as MP, but Dhalsim has the same quote as in LK.


-----------------------------------------------------------------------
E. HONDA
-----------------------------------------------------------------------

LP, MK, HK  Honda stands up, lifts his arms up, and laughs.
MP          Honda sticks out an arm and rotates his neck, and says
            "Dosukoi!"  (No real meaning,  it's a traditional sumo
            kiai.)  According to Wanderer, a 'kiai' is something said
            while you attack in martial arts.  The principle is that
            you exert more force when you do something while shouting.
HP          Honda stands up and holds his arms in a thinking pose,
            with one hand on his chin.  He says, "Sekai wa hiroi nou!"
            (The world is large! - referring to the great number of
            worth opponents)
LK          Honda gives a thumbs up and says "Donna mon jai!"
            (Anything! - referring to his believe that he can outdo
            anything thrown at him.)


-----------------------------------------------------------------------
FEI LONG
-----------------------------------------------------------------------

P  Fei does several kicks, then yells and does a pose.
K  Fei yells and his whole body trembles.


-----------------------------------------------------------------------
GEN
-----------------------------------------------------------------------

LP, MK, HP  Gen folds his arms and says, "You are a big fool."
MP, LK, HK  Gen folds his arms and laughs.


-----------------------------------------------------------------------
GOUKI / SHIN GOUKI
-----------------------------------------------------------------------

LP, MK  Gouki gets into the horse stance and begins shaking.
MP, HK  Gouki gets into the horse stance and the screen shakes.
HP, LK  Gouki turns away and the kanji 'Ten' (heaven) appears on his
        back.  He says "Shoushi!" (Pathetic!)


-----------------------------------------------------------------------
GUILE
-----------------------------------------------------------------------

LP, MP, HK  Guile runs a comb through his hair and says "I'm
            impressed!"
HP          Guile's dog tag shines and he says "Amateur!"
LK          Guile lifts up an arm and flexes it, smiling and saying
            "Hmph!"
MK          Guile sticks out two fingers and says "Too easy!" ala Nash.


-----------------------------------------------------------------------
GUY
-----------------------------------------------------------------------

LP, LK  Guy crosses his arms.
MP, MK  Guy turns away, holds an arm up, then lets it fall.  He says
        "Waruku omou na."  (Don't think badly of me)
HP, HK  Guy holds his other arm by the wrist, with his fingers pointed
        up.  He says "Korezo, Bushin-ryuu!"  (This is Bushin style!)


-----------------------------------------------------------------------
JUNI / JULI
-----------------------------------------------------------------------

LP, MK  Either one does a salute and Vega appears in mid-air.
MP, HK  Either one stands at attention and Vega appears in mid-air.
HP, LK  Either one stands in a slightly-turned pose to reveal her back.


-----------------------------------------------------------------------
KARIN KANZUKI
-----------------------------------------------------------------------

LP  Karin covers her mouth while laughing.
MP  Karin rests her cheek on her hand with her eyes closed.  She
    says, "Kono Karin ni kateru to omotte?"  (Did you think you
    could beat me?)
HP  Karin poses, and her servant runs up and kneels, offering her a
    drink.
LK  Karin poses, and her servant runs up with a first aid kit and
    begins looking worriedly over Karin's opponent.
MK  Karin poses and her servant runs by with a dish, a poodle
    following him.
HK  Karin poses as in her HP win pose.


-----------------------------------------------------------------------
KEN
-----------------------------------------------------------------------

LP, LK  Ken lifts an arm into the air.
MP, MK  Ken runs a hand through his hair, gives a peace sign, and
        says "Yattaze!" (I did it!)
HP, HK  Ken holds out his arm and gives a peace sign while saying
        "Yattaze!"


-----------------------------------------------------------------------
M. BISON / EXTRA M. BISON
-----------------------------------------------------------------------

P, LK, MK  While chuckling, Bison turns towards the screen and flexes
           his arms.
HK         As with LK, but Bison rips off his shirt and keeps flexing.
           (If you use Extra M. Bison, he only flexes once while
           his shirt comes off).


-----------------------------------------------------------------------
NASH
-----------------------------------------------------------------------

P       Nash puts on his glasses and says "Hmph!"
LK, MK  Nash turns away, runs a hand through his hair, and says "Too
        easy!"
HK      Nash adjusts his jacket, squints, and says "Hmph!"


-----------------------------------------------------------------------
RAINBOW MIKA
-----------------------------------------------------------------------

LP          Mika jumps up and down with her arms out while saying
            "Katta!"  (I win!)
MP, MK, HK  Same as LP, but Mika stops afterwards while her trainer
            drives by in a little cart, holding a wooden sword.
HP          Same as LP, but her trainer drives up and nods.
LK          Same as LP, but her trainer leaves behind a tire which
            Mika ties to herself before running off-screen.


-----------------------------------------------------------------------
ROLENTO
-----------------------------------------------------------------------

LP  Rolento turns around, snaps his fingers, and says "Mission
    complete!"  While this is happening, a row of El Gatos descend and
    stab their knives downwards.
MP  Rolento tosses a grenade at his foe and laughs when they're hit.
HP  As in the LP win, but one of the El Gatos stabs out of sync.
LK  As in the HP win, but the same El Gato instead drops down with the
    Take No Prisoner hook, then pops offscreen.
MK  As in the LP win, but the El Gatos come down repeatedly in a wave
    formation.
HK  Rolento turns around, snaps his fingers, and says "Mission
    complete!"


-----------------------------------------------------------------------
ROSE
-----------------------------------------------------------------------

LP  Rose waves a finger while wind ruffles her scarf and says "Mada
    mada ne."  (You're too slow.)
MP  Rose lets her scarf drape to the ground and an orb of Soul Energy
    runs along it.  She then says, "Yaru janai."  (Not bad.)
HP  Rose creates a double and both perform her LP pose with a
    different quote, "Soreja, dame."  (That won't do.)
LK  Rose creates a double and they lean against each other.  Rose
    opens her eyes while the double's remain closed.  Rose then
    says, "Daijobu?"  (Are you all right?)
MK  Rose erects a large tarot card in front of her.  It flips around
    and vanishes, momentarily obscuring her.  When it's gone, she's
    wearing a ballgown and is holding several tarot cards.  She then
    says "Ciao!"  (Goodbye!)
HK  While the wind blows her hair and scarf, Rose takes out a tarot
    card, examines it, and lets it fall from her hand.  Rose remarks,
    "Nattenaiwa...."  (I'm not sure....)


-----------------------------------------------------------------------
RYU
-----------------------------------------------------------------------

LP, LK  Ryu raises one arm into the air.
MP, MK  Ryu crosses his arms and wind ruffles his hair.
HP, HK  Same as MP, but he notices a leaf blowing by his feet.
*       Ryu turns his back to the screen.

*  Only happens if you kill someone with the Metsu Shouryuu Ken or
   Shin Shouryuu Ken (I thought you got a different pose for each?)


-----------------------------------------------------------------------
SAGAT
-----------------------------------------------------------------------

LP, LK  Sagat gets into a thinking pose, grins, and laughs.
MP, MP  Sagat looks towards the screen, crosses his arms and laughs.
HP, HK  Sagat crosses his arms, then looks away and laughs.


-----------------------------------------------------------------------
SAKURA
-----------------------------------------------------------------------

LP  Sakura lifts an arm up while laughing, the wind blowing her
    clothes.
MP  Sakura sways back and forth, doing a little dance.
HP  Sakura throws several kicks while yelling, and her shoe flies off
    and hits her in the head.
LK  Same as her HP pose, but her shoe stays on.
MK  Sakura rubs her nose and then waves her hand while saying
    "Konna toko da ne!"  (That's how it's done!)
HK  Sakura crosses her arms and looks away ala Ryu, the wind blowing
    her skirt up.


-----------------------------------------------------------------------
SATSUI NO HADOU NI MEZAMETA RYU
-----------------------------------------------------------------------

LP, HP          Ryu turns his back to the screen.
LK, MP, MK, HK  Ryu crosses his arms and wind ruffles his hair.


-----------------------------------------------------------------------
SODOM
-----------------------------------------------------------------------

LP, HK  Sodom bows to his opponent.
MP      Sodom takes out a fan and waves it, making a font of water
        emerge.  He says "Appare!"  (Bravo!)
HP      Sodom takes out a fan and waves it, making some butterflies
        appear.  He says "Bureiko!"  (According to Nick Des Barres,
        he has no idea why Sodom says this.  The term means
        "dispensing with formalities," and is used to describe the
        attitude at special company parties, etc. in Japan, when
        bosses and underlings can party together, forgetting about
        rank entirely for one day).
LK *    Sodom crouches and spins his weapons around.
MK *    Same as in LK, but the weapons come out of his hands and he
        looks around.

*  X-ISM Sodom has his LK and MK poses replaced with his MP and HP
   poses, respectively.


-----------------------------------------------------------------------
THUNDERHAWK
-----------------------------------------------------------------------

LP, LK  He whistles and says "Ey!", and an eagle lands on his hand,
        making him smile.
MP, MK  He stands up and smiles and says "Huh!"
HP, HK  Same as in MP, but an eagle lands on his shoulder.


-----------------------------------------------------------------------
VEGA
-----------------------------------------------------------------------

LP, LK  Vega looks towards the screen and drags a thumb across his
        throat.
MP, MK  Vega crosses his arms and says "Hmph, nurui wa!"  (You suck!)
HP, HK  Vega teleports into the air and floats there while laughing.


-----------------------------------------------------------------------
ZANGIEF
-----------------------------------------------------------------------

LP  Zangief throws his arms up and grunts.
MP  As with LP, but he has a quote.
HP  Zangief flexes his chest muscles, then poses and grins while
    saying "Bolishoi paveida!"  (Big victory!) - I think! ;)
LK  As with HP, but he laughs instead.
MK  Zangief takes a flask of vodka from his belt, drinks it, and
    breathes out a blast of fire.  While he's breathing, Blanka drops
    down and holds out a fish so that Zangief ends up cooking it.
    Blanka goes off-screen with a grin, and Zangief looks back at the
    screen, grinning, his face covered in ash.
HK  As with MK, but Blanka stays hanging from the ceiling along with
    the fish, both of them charred.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
PRE-FIGHT ANIMATIONS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

Rather than attempt to list every situation under which you can see
these pre-fight animations, I'm just going to list what works.
Furthermore, it doesn't matter who is first or second player (i.e.
Gen vs. Shin Gouki or Shin Gouki vs. Gen will both work, if the
conditions are right).  Since the easiest way to test the animations
is in Versus Mode, that's where you should go if you want to see them
(with the exception of any animation involving Final Vega).

Some characters have different pre-fight animations when you use the
same character vs. the same character.  Such characters include:
Blanka, Cody, Karin, Rainbow Mika, and T. Hawk.  Some characters have
more than one intro, though, so even if you pick same chararcter vs.
same character, you may not get the intro anyway.

 ----------------------------------------------------------------------
 ANYBODY vs. MIKE BISON
 ----------------------------------------------------------------------

 Conditions:   M. Bison must be in Shadowlaw-ISM  (for instance, if you
               fight him in Survival Mode's Boss lineup).
 Description:  There is a punching bag hanging from the ceiling; Bison
               comes running in with a Dash Straight and destroys it.
               He then punches his hands together ala his taunt, and
               throws a quick series of punches at his opponent.


 ----------------------------------------------------------------------
 "SATSUI NO HADOU" RYU vs. GOUKI / SHIN GOUKI
 ----------------------------------------------------------------------

 Conditions:   None.
 Description:  Both characters warp towards each other and attempt
               a Shun Goku Satsu at the same time.  They both get
               knocked back from the result, just as if they had
               been Guard Crushed.


 ----------------------------------------------------------------------
 RYU vs. "SATSUI NO HADOU" RYU
 ----------------------------------------------------------------------

 Conditions:   None.
 Description:  Ryu attempts a Metsu Shouryuu Ken on Evil Ryu, who
               turns around in time to Zero Counter it, although he
               throws a 3-hit Shakunetsu Hadou Ken (like Gouki)
               instead of a sweep or Shouryuu Ken.  Ryu, however,
               blocks the fireball in the nick of time.


 ----------------------------------------------------------------------
 GEN vs. GOUKI / SHIN GOUKI
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  Gouki tries to surprise Gen with a Shun Goku Satsu,
               but Gen counters it and then tries his Zan'ei, which
               Akuma similarily blocks.  Although the characters start
               off on the wrong sides of the screen, they end up in
               their proper positions once they've finished attacking
               each other.


 ----------------------------------------------------------------------
 RYU vs. KEN
 ----------------------------------------------------------------------

 Conditions:   Won't work during Ryu's boss fight with Ken (it will if
               you lose and continue, though).
 Description:  Ken is giving Ryu a noogie; Ryu responds by throwing
               Ken aside, who lands on his feet on the other side of
               the screen.  While nooging Ryu, Ken says, "Tataki
               tsubushite yaruze!" which means "I'll beat you
               senseless!"


 ----------------------------------------------------------------------
 RYU vs. KEN  (sort of a special post-fight animation) ;-)
 ----------------------------------------------------------------------

 Conditions:   You must pick Z-ISM Ryu in Survival Mode (Arcade or
               Original style).
               Beat Ken with a Level 3 Shinkuu Hadou Ken or Shinkuu
               Tatsumaki Senpuu Kyaku.
 Description:  After Ken hits the floor, Ryu walks up to him and
               extends a hand, smiling.  Ken props himself up and
               takes Ryu's hand (sort of like the reverse of Ken's
               ending in SFA2).


 ----------------------------------------------------------------------
 KEN vs. RYU  (thanks to Fred Davis for explaining how this works)
 ----------------------------------------------------------------------

 Conditions:   You must pick Team Mode and make 2-man teams.  The
               second character for one player must be Ryu, and the
               other must be Ken.  Defeat your opponents so that you
               are on the final round with Ryu and Ken, then have
               Ken beat Ryu with a Level 3 version of the Shouryuu
               Reppa, Shinryuu Ken, or use the Shippuujinrai Kyaku.
 Description:  After Ryu hits the floor, Ken walks up to him and
               extends a hand, smiling.  Ryu props himself up and
               takes Ken's hand (just like in Ken's SFA2 ending).
 Extra:        This trick can be done in reverse (Ryu defeats Ken
               with a Level 3 Shinkuu Hadou Ken or Shinkuu Tatsumaki
               Senpuu Kyaku) to see the Ryu vs. Ken pose.  I've done
               the Ken vs. Ryu pose before in Survival Mode, but
               this method seems to be the only one that works every
               time.


 ----------------------------------------------------------------------
 GUY vs. CODY
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  On Cody's side of the screen, there are a pyramid of
               oil drums.  He walks on screen, destroying the drums as
               he goes with his Final Destruction combo (including the
               F.D. throw).  While this is going on, Guy is standing on
               the other side of the screen in his MP win pose.  A
               bunch of oil drums fall down on top of him, draining
               some of his life.  He then performs a Bushin Senpuu Kyaku
               (Final Fight-style) to destroy them all.  Left behind on
               the ground is a piece of food (gum, beef, etc.), which
               Guy then walks over, thereby restoring his missing life
               back to full.  Just like in Final Fight, a picture of the
               food item taken and it's name will appear beneath Guy's
               life gauge.
  Extra:       In Survival Mode, Guy will gain back all his life from
               eating the food, even if he has very little left!


 ----------------------------------------------------------------------
 ADON vs. SAGAT
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  Adon and Sagat are close to each other, throwing kicks
               which they both counter.  Their final attacks cancel
               out as if they had been Zero Countered.  Sagat does his
               LP pose, while Adon stands triumphantly and yells, his
               teeth gleaming while he gives a thumbs up.


 ----------------------------------------------------------------------
 RYU vs. SAGAT  (SATSUI NO HADOU RYU vs. SAGAT)
 ----------------------------------------------------------------------

 Conditions:   Sagat must be computer controlled.  The version of Ryu
               used and ISM of Sagat affects this animation.
 Description:  (Ryu vs. X-ISM Sagat)
               Sagat is standing nearby holding Dan in his PP throw.
               There is a flash of light and the screen turns black as
               Sagat performs a LP Tiger Uppercut on his opponent.  He
               then leaps back, rubs his scar (which glows), and laughs.

               (Ryu vs. Z-ISM Sagat / Satsui no Hadou Ryu vs. Sagat)
               Sagat is standing nearby.  He leaps back, rubs his scar,
               (which glows), and laughs.

               (Ryu vs. V-ISM Sagat)  Sagat is standing nearby, and
               Dan is lying on the ground, his head held by Sagat.
               Sagat tosses Dan aside and his geta fall off and bounce
               against the floor.  Sagat then leaps back, rubs his
               scar (which glows), and laughs.


 ----------------------------------------------------------------------
 DAN vs. SAGAT
 ----------------------------------------------------------------------

 Conditions:   None.
 Description:  While Sagat is doing his LP win pose, Dan rolls up and
               performs his MK win pose.


 ----------------------------------------------------------------------
 DAN vs. BLANKA
 ----------------------------------------------------------------------

 Conditions:   (Still unknown, may have been cut out)
 Description:  The truck that Blanka comes out of is onscreen, but
               instead Dan bursts out of it, rolls to a stop, and
               taunts.  Blanka then hops out of the back of the truck
               and bounces atop Dan's head dizzying him, before
               landing on the other side of the screen.


 ----------------------------------------------------------------------
 DAN vs. SAKURA
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  Dan does his normal introduction, but Sakura stands
               there and scratches her forehead, looking uneasy.


 ----------------------------------------------------------------------
 SODOM vs. HONDA
 ----------------------------------------------------------------------

 Conditions:   (Still unknown, may not even exist)
 Description:  I haven't ever seen this one.  Supposedly Honda and
               Sodom do traditional Sumo poses prior to the round
               beginning (remember that in Sodom's SFA2 ending, he
               appeared to fight Honda [aka Fujinoyama]).


 ----------------------------------------------------------------------
 SAKURA vs. KARIN
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  Karin does her normal introduction, but Sakura stands
               there and scratches her forehead, looking uneasy.
 Extra:        Supposedly there is another version of this intro in
               which Karin hops out of a helicopter.  I've never seen
               it, though, and it was probably cut out of the PSX
               version.


 ----------------------------------------------------------------------
 GUY vs. KARIN
 ----------------------------------------------------------------------

 Conditions:   (Still unknown, may have been cut out)
 Description:  See the 'Extra' description under Sakura vs. Karin.


 ----------------------------------------------------------------------
 MIKA vs. ZANGIEF
 ----------------------------------------------------------------------

 Conditions:   (Still unknown)
 Description:  Mika and Zangief do their normal intros, but there is
               a spotlight shining down on both of them.


 ----------------------------------------------------------------------
 NASH vs. GUILE
 ----------------------------------------------------------------------

 Conditions:   None (only in Versus Mode?)
 Description:  Nash and Guile salute each other (two fingers by the
               side of the head).


 ----------------------------------------------------------------------
 ROSE vs. VEGA / FINAL VEGA
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  While Vega is descending from the air, Rose gets pushed
               back by his Psycho Power.  She repsonds by throwing a
               tarot card at him, which he deflects.


 ----------------------------------------------------------------------
 CAMMY vs. VEGA / FINAL VEGA
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  Vega is standing on the ground with his cape surrounding
               him.  He gestures at Cammy with a glowing hand, then
               gets into his normal stance.


 ----------------------------------------------------------------------
 NASH vs. VEGA / FINAL VEGA
 ----------------------------------------------------------------------

 Conditions:   One character must be computer controlled.
 Description:  Nash's Harrier jet flies overhead and he drops down
               from it, tugs on his jacket, then turns to face Vega.


 ----------------------------------------------------------------------
 CHUN-LI vs. FINAL VEGA
 ----------------------------------------------------------------------

 Conditions:   Only works if you get to Final Vega in Arcade Mode.
 Description:  Chun-Li threatens Vega with a pistol, then tosses it
               aside.

Nicholas Cheung adds:  "Some of the special intros will not happen
the first time you face the CPU form of the character if it is one of
your mid-bosses.  If you lose to that character, then if you continue,
you will get to see the special intro when you face that character
again.  (Example is Ryu vs. CPU Ken on Stage 9)"


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
TRANSLATIONS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

These were done mostly by me and so may not be correct.  Some move
names are omitted if they've appeared previously in the list or if I
don't have the kanji and so can't make a proper translation.

BALROG

Kabe Hari Tsuki                Attach and Cling to Wall
Sankaku Tobi                   Triangle Hop
Hari Tsuki Rolling...          Attach and Cling Rolling

CHUN-LI

Koshuu Tou                     Attacking Tiger Overthrow
Ryuusei Raku                   Shooting Star Drop
Kikou Ken                      Chi Fist
Sen'en Shuu                    Spinning Circle Kick
Hyakuretsu Kyaku               Hundred Rending Kicks
Tenshou Kyaku                  Heavenly Ascention Kick
Sou Hakkei                     Dual Internal Energy Release
Kouhou Kaiten Kyaku            Backward Spinning Leg
Kaku Kyaku Raku                Crane Leg Drop
Yousou Kyaku                   Eagle Talon Kick
Kikou Shou                     Chi Palm
Senretsu Kyaku                 Thousand Rending Kicks
Hazan Tenshou Kyaku            Supreme Mountain Heavenly Ascention Kick

 - 'Chi' is a person's internal energy.

CODY

Tokushu Koudou: Knife Hiroi    Special Ability: Knife Pick-Up
Tokushu Koudou: Knife Kougeki  Special Ability: Knife Attack
Tokushu Koudou: Knife Nage     Special Ability: Knife Throw
Yoke                           Evading

DAN HIBIKI

Seoi Nage                      Shoulder Throw
Otoko Nage                     Masculine Throw
Gadou Ken                      Self-Taught Fist
Kouryuu Ken                    Shiny Dragon Fist
Dankuu Kyaku                   Sky Cutting Kick
Kuuchuu Dankuu Kyaku           Mid-Air Sky Cutting Kick
Zenten Chouhatsu               Forward Rolling Taunt
Kouten Chouhatsu               Backward Rolling Taunt
Saikyou-ryuu Bougyo            Strongest Style Defense
Shagami Chouhatsu              Crouching Taunt
Kuuchuu Chouhatsu              Mid-Air Taunt
Shin Kuu Gadou Ken             Quaking Sky Self-Taught Fist
Hisshou Burai Ken              Certain Victory Trustless Fist
Kouryuu Rekka                  Shiny Dragon Conflageration
Chouhatsu Densetsu             Legendary Taunt
Chouhatsu Shinwa               Mythical Taunt

 - 'Saikyou-ryuu' is also the name of Dan's self-made fighting style.

DHALSIM

Drill Zutsuki                  Drill Headbutt

EDMOND HONDA

Tawara Nage                    Straw Bag Throw
Saba Ori                       Mackerel Snapping
Tsuriyane Nage                 Hanging Roof Throw
Hyakuretsu Harite              One Hundred Rending Stretched Hands
Super Zutsuki                  Super Headbutt
Super Hyakkan Otoshi           Super Hundredweight Drop
Ooichou Nage                   Gingko Tree Throw
Flying Sumo Press              Flying (Japanese wrestling) Press
Hiza-geri                      Knee Kick
Harai-geri                     Sweep Kick
Oni Musou                      Unrivaled Demon</pre><pre id="faqspan-5">
Fuji Oroshi                    Wind from Mt. Fuji
Orochi Kudaki                  Great Serpent Smasher

FEI LONG

Rekka Ken                      Conflageration Fist
Shien Kyaku                    Kindling Fire Blazing Leg
Rekkuu Kyaku                   Violent Air Kick
Chokka Raku Shuu               Falling Underneath Leg
Engeki Shuu                    Distant Attacking Kick
Rekka Shin Ken                 Pure Conflageration Fist
Shien Renkyaku                 Kindling Fire Rapid Blaze Leg
Ryuu Yassai                    Eight Dragon Crush
Ryuu Shin Yassai               True Eight Dragon Crush

GEN

Ansatsu Ken: Sou-ryuu          Assassin Fist: Mourning Style
Juraku                         Arresting Graze
Houzen                         Sealing Front
Shuuga                         Neck Bender
Hyakurenkou                    Hundred Rapid Capture
Gekirou                        Reverse Cascade
Zan'ei                         Cruel Phantom
Shitenshuu                     Death Point Curse
Ansatsu Ken: Ki-ryuu           Assassin Fist: Mourning Style
Jasen                          Serpent Drill
Ouga                           Wandering Fang
Kyoutetsu                      Cursed Chew
Onkyou                         Dark Shout
Kirou                          Dangerous Play
Satsu Jin                      Quick Kill
Saizu                          Head Smash
Uken -> Shakudan               Evil Blade -> Stature Cutter
Kouga                          Wandering Fang
Jakouha                        Snake Bite Opening

GOUKI

Tomoe Nage                     Comma Throw
Jigoku-guruma                  Hell Wheel
Gou Hadou Ken                  Great Surge Fist
Zankuu Hadou Ken               Air Slashing Surge Fist
Shakunetsu Hadou Ken           Scorching Heat Surge Fist
Gou Shouryuu Ken               Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku         Air Slashing Tornado Kick
Zenpou Tenshin                 Forward Roll
Ashura Senkuu                  (evil demonic spirit) Air Flash
Hyakki Shuu                    Hundred Demon Raid
Hyakki Gou Zan                 Hundred Demon Great Slash
Hyakki Gou Shou                Hundred Demon Great Raid
Hyakki Gou Sen                 Hundred Demon Great Edge
Hyakki Gou Sai                 Hundred Demon Great Smash
Hyakki Gou Tsui                Hundred Demon Great Crash
Tenma Kuujin Kyaku             Demon Air Blade Leg
Zugai Hasatsu                  Skull Destroyer
Senpuu Kyaku                   Whirlwind Kick
Messatsu Gou Hadou             Great Surge Deadly Attack
Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
Tenma Gou Zankuu               Great Demon Sky Killing
Shun Goku Satsu                Imprisoning Death Flash

GUY

Tsukami Nage                   Holding Throw
Izuna Otoshi                   Izuna Drop
Bushin Izuna Otoshi            Bushin Izuna Drop
Houzantou                      Mountain Demolishing Dipper
Bushin Senpuu Kyaku            Bushin Whirlwind Kick
Hayagake                       Rapid Running
Hayagake: Kyuuteishi           Rapid Running: Quick Stop
Hayagake: Kage Sukui           Rapid Running: Shadow Scoop
Hayagake: Kubikari             Rapid Running: Neck Cutter
Hiji Otoshi                    Elbow Drop
Kubi Kudaki                    Neck Breaker
Kamaitachi                     (a type of weapon)
Bushin Gokusa Ken              Bushin Imprisoning Fist Chain
Bushin-ryuu Seoi Nage          Bushin-style Shoulder Throw
Bushin Hassou Ken              Bushin Eight Paired Fist
Bushin Gourai Kyaku            Bushin Strong Lightning Kick
Bushin Musou Renge             Bushin Unparallelled Rapid Reap

- 'Bushin' translates as 'God of the Military Arts'.
- In the SFZ3:PP manual, Guy's Level 3 SC is spelled 'Musou Renka'.
  In the SF Collection manual, it's 'Musou Renge'.  Since I've seen
  'Musou Renge' elsewhere, I'll keep the spelling as it is, unless
  someone can correct me.  After all, the SFZ3:PP manual also lists
  Balrog's Scarlet Terror move as "Charge db,f"! ;-)

KARIN KANZUKI

Yashiro Kuzushi                Shrine Demolisher
Homura-geri                    Fire Kick
Abise Yashiro Kuzushi          Deluged Shrine Demolisher
Guren Ken                      Crimson Lotus Fist
Hou Shou                       Demolishing Palm
Mujin Kyaku                    Infinity Kick
Ressen Chou                    Violent Sharp Receival
Ressen Chouchuu                Violent Sharp Summit Receival
Ressen Ha                      Violent Massacre Destroyer
Yasha Gaeshi (Joudan)          Demoness Return (Upper Level)
Yasha Gaeshi (Gedan)           Demoness Return (Lower Level)
Arakuma Inashi                 Wild Bear (inashi?)
Tsumuji-gari                   Reaping Whirlwind
Kanzuki-ryuu Kou'ou Ken        Moon God Style Emperor Fist
Kanzuki-ryuu Shinpikaibyaku    Moon God Style Creation of God's Door
Guren Chouchuu                 Red Lotus Summit Receival
Guren Kusabi                   Red Lotus Wedge

- 'Kanzuki-ryuu' is also the name of Karin's fighting style.

KEN MASTERS

Jigoku Fuusha                  Hell Windmill
Hadou Ken                      Surge Fist
Shouryuu Ken                   Rising Dragon Fist
Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
Zentou                         Front Collapse
Inazuma Kakato Wari            Lighting Flash Heel Split
Ushiro Mawashi-geri            Backward Spinning Kick
Shouryuu Reppa                 Rising Dragon Render
Shinryuu Ken                   Divine Dragon Fist
Shippuujinrai Kyaku            Swift as Lightning Kick

MIKE BISON

Kuuchuu Head Bomber            Mid-Air Head Bomber

RAINBOW MIKA

Hashiru                        Running
Dageki                         Strike
J. Ocean Drop Kick             Japanese Ocean Drop Kick
Tobikoshi                      Hop Over
Haigotori                      Grab From Behind
Enzui Lariat                   Afterbrain Lariat

ROLENTO SCHUGERG

- The 'Mekong Delta' is a real place in Vietnam.

RYU

Kuuchuu Seoi Nage              Mid-Air Shoulder Throw
Hadou no Kamae                 Pretend Surge
Seichuu Nidan Tsuki            Mid-Level Two-Part Thrust
Sakotsu Wari                   Collarbone Splitter
Shinkuu Hadou Ken              Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Metsu Shouryuu Ken             Rising Dragon Fist of Destruction
Shin Shouryuuken               True Rising Dragon Fist

SAGAT

Kuuchuu Tiger Carry            Mid-Air Tiger Carry

SAKURA KASUGANO

Sakura-jime                    Sakura's Strangle
Shou'ou Ken                    Cherry Blossom Fist
Sakura Otoshi                  Sakura's Drop
Shunpuu Kyaku                  Spring Breeze Kick
Midare-zakura                  Cherry Trees Blossoming in Profusion
Haru Ichiban                   First Storm of Spring

 - 'Sakura' means 'cherry tree' or 'cherry blossom'.

SODOM

Shogun Throw                   (emperor's follower) Throw
Daimyo Throw                   (feudal lord) Throw
Jigoku Scrape                  Hell Scrape
Butsumetsu Buster              Unlucky Day Buster
Daikyou Burning                Worst Luck Burning
Shiraha Catch                  White Blade Catch
Yagura Reverse                 Oar Reverse
Kouten Okiagari                Roll Backwards and Get Up
Tengu Walking                  (type of demon) Walking
Meido no Miyage                Present from Hades
Ten Chuu Satsu                 Death in the Midst of Heaven?

 - I always assumed 'Ten Chuu Satsu' meant 'Destruction of the Pillars
   of Heaven'.  However, in Sodom's stage, the kanji is shown, and the
   'chuu' kanji represents 'middle' instead of 'pillar'.  Then again,
   this could be an intentional misspelling, just like the kanji on
   Sodom's outfit (which is probably supposed to be the kanji for
   'death', but was apparently mispelled by Sodom).

ZANGIEF

Kamitsuki                      Biting
Kuuchuu Headbutt               Mid-Air Headbutt


=========================================================================
 7.  AUTHOR'S NOTE
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
REVISION HISTORY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

VERSION 0.7  (June 10, 1999)
  A few more minor updates and whatnot.  The Turn Punch timer trick and
  Dan Kouryuu Ken tricks have been added, and the code to use Final
  Vega has been included and tested.

VERSION 0.6  (May 5, 1999)
  This is a rather minor update, but an important one--the disclaimer
  has been revised.  Although I'd like to think otherwise, the US
  version of SFA3 will be coming out any time now, and I'd be a dunce
  to believe that there's not some unscrupulous bastard out there
  waiting to make some quick cash off of this.  Oh yes, there have been
  a few FAQ-related updates as well ^_^;

VERSION 0.5  (April 7, 1999)
  I'd like to give a big thanks to Chris of Dash Taisen, an excellent
  site that you can find at (www.dashtaisen.com).  If you're a
  translation nut like me, you'll be glad to know that he even has the
  Japanese and English translations for normal attacks!  Anyway, I'd
  like to thank Chris for letting me use some information and move name
  info. from the Dash Taisen site.

VERSION 0.4  (March 3, 1999)
  Another update, lots of corrections and additions.  As you may
  notice, I haven't quite gotten everything in yet, though.  I
  was getting my copy of SFZ3 replaced since the original disc was
  faulty, hence the delay.

  Also, I _am_ busy as heck with college, so if you mail me, please
  don't mail again asking why I haven't responded yet.  A bunch of
  people have been doing this and I just don't have the time to sit
  down and answer everyone's mail.  I will address any important
  issues in the FAQ, though.

VERSION 0.3  (January 13, 1999)
  A real quick update, none of the stuff I promised in the last update
  has been stuck in yet, but there's been some other cool stuff added.
  (I just realized that I never mentioned how to get Extra M. Bison and
  Shin Gouki, although it does say how to in the game itself).  Next
  one should be good as I have a week's worth-plus of back mail to dig
  through and pick out the juicy SFZ3 stuff :)  So look for that next
  Friday or earlier.

  Oh yeah, anyone with World Tour questions should check out
  www.gamefaqs.com, there's a World Tour Guide up there that's really
  detailed.  Kudos to the author for such a good job.  My World Tour
  section is gonna look pitiful by comparison, I'm sure. ^_^;

  Also, now that I'm back hitting the books (end of Christmas vacation),
  I'm not gonna have a lot of free time.  So there will be the infamous
  KM-style hella long delay for answering mail.  If you don't get a
  reply, sorry, but that's life (hey, I have a guitar class now, it's
  time to jam!)

VERSION 0.2  (January 6, 1999)
  More updates and additions, as usual.  The 'pre-fight animations'
  stuff should all be completed by the next update, not to mention
  a bunch of other stuff (including World Tour instructions and menu
  info., which a couple of people have been asking for).

VERSION 0.1  (December 30, 1998)
  Whew!  I think I've just played this game for two days straight.
  Gotta stop for a while!  There's a lot more to add and quite a bit
  of stuff to put back in from my arcade SFA3 FAQ, but this will have
  to do for the first revision.

This FAQ was originally based on my 'Street Fighter Alpha 3' Arcade FAQ,
from Version 0.1  (July 1, 1998), to Version 2.0  (December 19, 1998).


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
SPECIAL THANKS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 I'd like to thank everyone who contributed to the SFA3 FAQ for all
 their help and information.  I'd also like to thank:

 Paul Williams                            <[email protected]>
 Andre Hopson                                         <[email protected]>
 Travis Fahling                                   <[email protected]>
 Ignacio De Lucas                                   <[email protected]>
 Paul Cordeiro                                 <[email protected]>
 Michael M. Wang                                       <[email protected]>
 Jonathan Lee                                      <[email protected]>
 Greg Lee Dawson                                 <[email protected]>
 Chris                                             <[email protected]>
 Kwan                                                <[email protected]>
 LB Dan GC                                             <[email protected]>
 sCruB                                        <[email protected]>
 M. Huynh                                          <[email protected]>
 Charles MacDonald                               (www.emucamp.com/cgfm2)
 RockMan X                                        <[email protected]>
 Kuri                                               <[email protected]>
 Marcos Hara                                      <[email protected]>
 Wanderer                                  <[email protected]>
 Andrew                                                   <[email protected]>
 Remy Muzikar                                <[email protected]>
 Jeff Hill                                               <[email protected]>
 Bill Wood                                     <[email protected]>
 Justin Pierce                                       <[email protected]>
 Clarence De Ramos                                   <[email protected]>
 Ryan Mulder                                         <[email protected]>
 Nick Des Barres                                 <[email protected]>
 Fred Davis                                       <[email protected]>
 Francis Ibanez                          <[email protected]>
 Ultima                                                <[email protected]>
 Ura no Ura                                     (www2.airnet.ne.jp/~tac)

Unpublished work Copyright 1998-2001 Chris MacDonald