Street Fighter EX plus Alpha
Expert practice mode requirements listing
by
Henry LaPierre
[email protected]
Guile player
Key:
Buttons:
Jab: Light punch
Strong: Medium punch
Fierce: Hard punch
Short: Light kick
Forward: Medium kick
Roundhouse: Hard kick
Terms:
Crossup: An attack done as you are jumping over the opponent so that
it hits them from behind before you land
Cancel: Performing a second motion move while a first one is
connecting with the opponent, thus making the second
one override the first
Move names: Some move names may not be the official Capcom names as I
tried to use the most common names so people using this
guide wouldn't have to keep cross referencing the
moves lists
____Ryu
1. Fireball
2. Windmill kick(3 part)
3. Dragon punch
4. Super Fireball
5. Super Windmill kick
6. Jumping Roundhouse, Crouching Roundhouse
7. Crouching Strong, Crouching Forward
8. Crouching Forward, Fireball
9. Fireball, Cancel into Super Fireball
10. Windmill kick(3 part), Super Windmill kick
11. Jumping Roundhouse, Standing Roundhouse, Super Fireball
12. Crouching Short, Crouching Short, Super Fireball
13. Windmill kick(2 part, use Forward or Roundhouse),
Super Fireball, Cancel into Super Windmill kick
14. Dragon punch(use Jab), Cancel into Super Windmill kick
15. Jumping Roundhouse, Crouching Strong, Crouching Forward,
Fireball, cancel into Super Fireball, Cancel into
Super Windmill kick
16. Windmill kick(2 part, use Roundhouse), Cancel into Super Windmill
kick(use Forward), Cancel into Super Fireball, Cancel into
Super Windmill kick(Cancel into the Super Fireball as soon as
you hit the ground, then immediately cancel into the second
Super Windmill kick or it will not connect)
____Motions
Fireball: Down to Forward+Punch
Dragon punch: Forward to Down to Down/Forward+Punch
Windmill kick: Down to Back+Kick(once per part, up to 3 times)
Super Fireball: Down to Forward to Down to Forward+Punch
Super Windmill kick: Down to Back to Down to Back+Kick
____Ken
1. Fireball
2. Dragon punch
3. Windmill kick(4 part)
4. Super Dragon punch
5. Super Kick Dragon punch
6. Air throw
7. Standing Jab, Standing Jab, Crouching Jab
8. Jumping Forward, Standing Strong, Dragon punch
9. Fireball, Cancel into Super Dragon punch
10. Super Dragon punch, Cancel into Super Kick Dragon punch
11. Jumping Roundhouse, Standing Roundhouse, Super Dragon punch
12. Guard break, Guard break, Cancel into Super Dragon punch
13. Jumping Fierce, Crouching Fierce, Fireball, Cancel into
Super Dragon punch, Cancel into Super Kick Dragon punch
14. Jumping Roundhouse, Crouching Forward, Windmill kick(3 part,
use Roundhouse version), Cancel into Super Dragon punch,
Cancel into Super Kick dragon punch
15. Dragon punch, Cancel into Super Dragon punch, Cancel into
Super Kick Dragon punch
16. Jumping Roundhouse, Crouching Forward(hold D/F for this),
Dragon punch(I recommend Fierce version), Cancel into
Super Kick Dragon punch
____Motions
Fireball: Down to Forward+Punch
Dragon punch: Forward to Down to Down/Forward+Punch
Windmill kick: Down to Back+Kick(once per part, up to 4 times)
Super Dragon punch: Down to Forward to Down to Down/Forward+Punch
Super Kick Dragon punch: Down to Forward to Down to Down/Forward+Kick
____Chun li
1. Flip kick
2. Lightning kicks
3. Spinning bird kick
4. Super Force ball
5. Super Lightning kicks
6. Air throw
7. Crouching Forward, Crouching Forward
8. Standing Fierce, Crouching Forward
9. Flip kick over Ryu's fireball(hit Ryu with it), Crouching Roundhouse
10. Guard break, Air throw
11. Head stomp(aim for Ryu's feet), Jumping Fierce(while still in air)
12. Spinning bird kick, Cancel into Super Force ball
13. Spinning bird kick, Head stomp, Head stomp, Head stomp(do not attempt
this in the corner or the first Head stomp will bounce Chun li
backwards, also use Forward for the Spinning bird kick so Ryu
won't travel as far)
14. Flip kick, Standing Fierce, Super Lightning kicks
15. Super Force ball, Cancel into Super Lightning kicks, Cancel into
Super Force ball
16. Flip kick, Lightning kicks, Cancel into the Super Lightning kicks,
Cancel into the Super Forceball, Cancel into the Super Lightning
kicks
____Motions
Head stomp: Down+Forward(the Kick) while in the air
Flip kick: Down to Back+Kick
Lightning kicks: Press any Kick button rapidly
Spinning bird kick: Down to Forward+Kick
Super Force ball: Down to Forward to Down to Forward+Punch
Super Lightning kicks: Down to Forward to Down to Forward+Kick
____Guile
1. Sonic boom
2. Somersault kick
3. Super Opening gun punch
4. Super Somersault kick
5. Air Backbreaker(Air throw)
6. Jumping Fierce, Crouching Roundhouse
7. Crouching Jab, Crouching Jab, Sonic boom
8. Jumping Fierce, Crouching Strong, Somersault kick
9. Jumping Fierce, Crouching Jab, Sonic boom, Super Opening gun punch
10. Jumping Fierce, Crouching Strong, Crouching Short, Somersault kick
11. Sonic boom, Super Opening gun punch, Cancel into Super Somersault
kick(the timing on the Super Somersault kick should be so that
the Kick button is pressed on the fourth syllable of Guile's yell)
12. Sonic boom, Super Somersault kick
13. Somersault kick, Cancel into Super Somersault kick
14. Jumping Forward, Crouching Strong, Crouching Short, Somersault kick,
Cancel into Super Somersault kick
15. Jumping Forward, Standing Short, Sonic boom, Crouching Forward,
Super Opening gun punch
16. Super Somersault kick, Cancel into Super Opening gun punch(the timing
on the Super Opening gun punch is so that the button press is as
Guile is about to rise for the second Somersault kick)
____Motions
Sonic boom: Charge Back to Forward+Punch
Somersault kick: Charge Down to Up+Kick
Super Opening gun punch: Charge Back to Forward to Back to
Forward+Punch
Super Somersault kick: Charge Down/Back to Down/Forward to
Down/Back to Up/Forward+Kick
____Zangief
1. Double lariot
2. Quick Double lariot
3. Russian suplex
4. Screw piledriver
5. Super stomping
6. Final atomic buster
7. Level 3 Final atomic buster
8. Stomach block(use the Guard break to stun Ryu so you can jump over
him, do not attempt this in the corner)
9. Crouching Strong, Crouching Forward
10. Avoid Ryu's fireball with a Double lariot that also hits Ryu
11. Flying body attack, Standing Jab, Double lariot
12. Super stomping, Cancel into Final atomic buster(Do not connect
with the Super stomping)
13. Jumping Roundhouse, Standing Short, Quick Double lariot(the trick
to this is you need to hit Ryu extremely high with the
Roundhouse, otherwise when you get to the Quick Double lariot
it will pass through Ryu. Do not attempt this in the corner)
14. Jumping Roundhouse, Crouching Forward, Super stomping
15. Screw piledriver(just stand under Ryu and start the motion as he's
coming down. A trick with 360 degree(F/D/B/U/F) motions is that
you only need to rotate the pad 270 degrees(F/D/B/U), this makes
it so the button press is at the point where you are pressing
up on the Directional pad, which if the move is done correctly
makes it so that your character doesn't jump instead)
16. Super stomping, Cancel the Super stomping, Standing Forward, Super
stomping
____Motions
Flying body attack: Down+Fierce while in the air
Double lariot: Press all 3 Punch buttons together(moveable)
Quick Double lariot: Press all 3 Kick buttons together(moveable)
Russian suplex: 360(F/D/B/U/F) degrees+Kick
Screw piledriver: 360(F/D/B/U/F) degrees+Punch
Stomach block: Throw with Kick from behind opponent
Super stomping: Down to Forward to Down to Forward+Kick
Super stomping cancel: Down to Back+Kick during Super stomping
Final atomic buster: 720(F/D/B/U/F/D/B/U/F) degrees+Punch
Level 3 Final atomic buster: 720(F/D/B/U/F/D/B/U/F) degrees+ all 3 Punch
buttons
____Hokuto
1. Violent elbow
2. Violent elbow, Crushing palm
3. Vacuum Wave attack
4. Wave leg attack
5. Counter attack
6. Phoenix ability attack
7. Super Fireball
8. Throw past
9. Hit Ryu with a Crouching Roundhouse while he's throwing a Fireball
10. Crouching Strong, Violent elbow, Crushing palm(use the Jab version
of the Violent elbow and Crushing palm as they connect faster)
11. Crouching Strong, Violent elbow, Cancel into the Phoenix ability
attack, Cancel into the Super Fireball(use the Jab version
of the Violent elbow during this combo)
12. Throw past, Crouching Short
13. Counter attack, Cancel into Super Fireball
14. Wave leg attack(any version, this will go under Ryu's Fireball),
Cancel into Super Fireball
15. Jumping Fierce, Crouching Strong, Violent elbow(Jab version),
Cancel into Phoenix ability attack, Cancel into the Super
Fireball, Cancel into the Phoenix ability attack
16. Jumping Fierce, Crouching Strong, Violent elbow(Jab version),
Crushing palm(Jab version), cancel into the Super Fireball,
Cancel into the Phoenix ability attack, Cancel into the
Super Fireball(the Supers must all be cancelled very quickly)
____Motions
Violent elbow: Down to forward+Punch
Crushing palm: Down to Forward+Punch during Violent elbow
Vacuum Wave attack: Down to Back+Punch
Wave leg attack: Down to Back+Kick
Wave attack cancel: Back+Punch or Kick during Vacuum Wave or Wave
leg attacks(causes Hokuto to spin in place
instead of attacking, can be used as a dodge)
Counter attack: Back to Down to Down/Back+Punch
Throw past: 360(F/D/B/U/F) degrees+Punch
Phoenix ability attack: Down to Back to Down to Back+Kick
Super Fireball: Down to Back to Down to Back+Punch
____Doctrine Dark
1. Kill blade
2. Explosive
3. Dark wire, Dark spark
4. Dark wire, Dark hold, Standing Fierce
5. Kill trump
6. Dark shackle
7. Jumping Roundhouse, Crouching Forward, Kill blade
8. Explosive, Jumping Fierce, Crouching Roundhouse(the trick to this
combo is to lay a Roundhouse version Explosive next to Ryu's
feet and time the Jumping Fierce so that it hits just after the
Explosive has detonated, while Ryu is still on fire)
9. Crouching Forward, Explosive, Dark wire, Dark spark(the trick to
this combo is to lay the Roundhouse version of the Explosive
at Ryu's feet first, then quickly jump over him and perform
the Crouching Forward from the opposite side, knocking Ryu
back into the Explosive and allowing for the completion of the
combo)
10. Dark wire, Dark hold, Death spin kick, Standing Jab, Jumping
Roundhouse
11. Jumping Fierce, Crouching Forward, Explosive, Cancel into Dark
shackle(very quickly)
12. Dark wire, Dark hold, Standing Jab, Standing Roundhouse, Kill trump
13. Jumping Roundhouse, Standing Roundhouse, Dark shackle, Cancel into
Kill trump, Cancel into Dark shackle(the trick to this one is
to cancel the Kill trump as Doctrine Dark is coming down from
it's first rise, this will allow the second Dark shackle to be
performed in it's entirety on Ryu. Use the Forward or Short
version for the second Dark shackle)
14. Dark wire, Dark hold, Jumping Fierce, Crouching Fierce, Kill trump
(the trick to this is to jump straight up instead of Forward
for the Jumping Fierce)
15. Dark wire, Dark spark, Standing Roundhouse, Kill trump
16. Jumping Fierce, Crouching Strong, Crouching Strong, Explosive,
Explosive, Kill trump(the trick on this is to lay a Roundhouse
version Explosive on the ground slightly away from Ryu, then
quickly cross him up with the Jumping Fierce so that you go
over him and then deliver the two Crouching Strongs from the
opposite side from the Explosive. This will knock Ryu back
into the Explosive, which allows you to finish the combo)
____Motions
Kill blade: Forward to Down to Down/Forward+Punch
Explosive: Down to Forward+Kick(the harder the Kick,
the longer the timer on the explosive)
Dark wire: Down to Forward+Punch
Dark spark: Press any Punch button while opponent is
caught in the Dark wire
Dark hold: Back+Punch while opponent is caught in the
Dark wire
Death spin kick: Forward(dir)+Forward(Kick)
Dark trump: Down to Forward to Down to Down/Forward+Punch
Dark shackle: Down to Forward to Down to Down/Forward+Kick
____Skullomania
1. Skull crusher
2. Skull slide
3. Skull head
4. Skull dive
5. Skull catch
6. Super Skull crusher
7. Super Skull slide
8. Skull dream
9. Skull dash(connect with it so that it performs the Skull tackle),
Super Skull crusher
10. Jumping Roundhouse, Crouching Fierce, Skull crusher
11. Skull dive, Cancel into Super Skull crusher(the trick to this is
to do the Skull dive from across the screen)
12. Jumping Roundhouse, Crouching Fierce, Skull dive(use the Jab version
of the Skull dive)
13. Jumping Roundhouse, Crouching Short, Skull head
14. Super Skull crusher, Cancel into the Super Skull slide(the trick is
to do the Super Skull crusher from across the screen so that you
only hit Ryu 4 times, as if you hit him 5 times, he will fall
over and the Super Skull slide won't connect)
15. Crouching Forward, Super Skull slide, Cancel into Super Skull crusher
16. Jumping Roundhouse, Crouching Strong, Standing Strong, Skull slide,
Cancel into the Super Skull crusher(the trick is that you need
to cross Ryu up with the Jumping Roundhouse)
____Motions
Skull crusher: Down to Forward+Punch
Skull slide: Down to Forward+Kick
Skull head: Forward to Down to Down/Forward+Punch
Skull dive: Back to Down to Down/Back+Punch
Skull catch: Back to Down to Down/Back+Kick(the harder the Kick,
the further the jump)
Skull dream: Jab, Jab, Forward(dir), Short, Fierce
Skull dash: Tap Forward(dir), Forward(dir), if you connect
with the Skull dash, it will perform the
Skull tackle which knocks the opponent back
Super Skull crusher: Down to Forward to Down to Forward+Punch
Super Skull slide: Down to Forward to Down to Forward+Kick
____Pullum Purna
1. Drill press
2. Air Drill press
3. Toenail kick
4. Pullum kick
5. Resuaru kana
6. Puraeku ramu
7. Dance wind
8. Air Drill press, Crouching Roundhouse(aim for Ryu's feet with the
Air Drill press)
9. Jumping Strong, Crouching Strong, Crouching Strong(this is easier
if you cross Ryu up with the Jumping Strong)
10. Jumping Fierce, Air Drill press(hit Ryu very high with the Jumping
Fierce, use the Short version of the Air Drill press)
11. Standing Forward, Pullum kick
12. Drill press, Cancel into Resuaru kana
13. Pullum kick, Cancel into Puraeku ramu
14. Jumping Fierece, Crouching Fierce, Resuaru kana, Cancel into
Puraeku ramu
15. Jumping Fierce, Air Drill press(use Forward version), Crouching
Forward, Pullum kick, Cancel into Puraeku ramu
16. Toenail kick, Cancel into Puraeku ramu, Cancel into Resuaru kana,
Cancel into Puraeku ramu(the difficult part of this combo is
that Ryu gets tossed random directions from the first Puraeku
ramu depending on when you cancel it. This makes it hard to
connect with the Reuaru kana)
____Motions
Dance wind: Air throw
Drill press: Down to Forward+Kick
Air Drill press: Down to Forward+Kick in the air
Toenail kick: Down to Back+Kick
Pullum kick: Forward to Down to Down/Forward+Kick
Resuaru kana: Down to Forward to Down to Forward+Kick
Puraeku ramu: Down to Back to Down to Back+Kick
____Cracker Jack
1. Dash straight
2. Dash upper
3. Batting hero
4. Soccer ball kick
5. Final punch
6. Raging buffalo
7. Home run hero
8. Crazy Jack
9. Crouching Jab, Crouching Jab, Dash straight
10. Jumping Short, Crouching Short, Batting hero
11. Jumping Fierce, Crouching Fierce, Final punch, Cancel into
Crazy Jack(the trick to this is to press and hold all 3
Kick buttons before you start the combo, then release
them as soon as the Crouching Fierce makes contact with Ryu)
12. Crouching Strong, Crouching Fierce, Dash upper
13. Jumping Fierce, Crouching Fierce, Final punch, Cancel into Home
run hero, Soccer ball kick(same as in #11, the trick to this is
to press and hold all 3 Kick buttons before you start the combo,
then release them as soon as the Crouching Fierce makes contact
with Ryu)
14. Hit 10 Fireballs with the Batting hero in a row(do not jump over/
block/or hit in any other way or the counter will start over.
You can however hit Ryu with the bat, knocking him back and
giving you time to regain some distance from him)
15. Guard break, Home run hero, Jumping Fierce, Crouching Fierce, Home
run hero(the trick to this is to hit Ryu with the Jumping
Fierce on Cracker Jack's descent from the jump, this will
allow the Crouching Fierce to connect. Also, take a step
forward before performing the first Home run hero)
16. Home run hero, Batting hero, Cancel into Crazy Jack, Cancel into
Home run hero(the trick is to use uppercuts during the Crazy
Jack so Ryu won't be knocked away before you can cancel into
the second Home run hero)
____Motions
Dash straight: Charge Back to Forward+Punch
Dash upper: Charge Back to Forward+Kick
Batting hero: Back to Down to Forward+Punch
Soccer ball kick: Back to Down to Forward+Kick
Final punch: Press and hold all 3 Punch or all 3 Kick buttons,
then release. The longer you hold, the harder
the hit
Raging buffalo: Charge Back to Forward to Back to Forward+Kick
Home run hero: Down to Back to Down to Back+Punch
Crazy Jack: Charge Back to Forward to Back to Forward+Punch
After the intitial hit, press Punches for
straight punches, and Kicks for uppercuts
for the subsequent hits
____Kairi
1. Fireball
2. Dragon punch
3. Windmill kick(3 part)
4. Air Super Fireball
5. Sairoukyousyu
6. Raging demon
7. Super diving kick
8. Standing Strong, Dragon punch
9. Jumping Fierce, Crouching Fierce, Fireball
10. Crouching Forward, Fireball, Sairoukyousyu
11. Super diving kick, Cancel into Super Air Fireball, Cancel into
Super diving kick
12. Super Air Fireball, Cancel into Super diving kick, Cancel into
Sairoukyousyu(the trick is that you must cancel the Super
diving kick before it rises for the knee strike or the
Sairoukyousyu will not connect)
13. Jumping Forard, Knee strike, Cancel into Super Air Fireball,
Cancel into Super diving kick(you must kick Ryu deep with
the Jumping Forward)
14. Jumping Roundhouse, Crouching Forward, Windmill kick(3 part),
Cancel into the Super Air Fireball(for this combo you must
perform the 3 part Windmill kick with Roundhouse in order for
all 3 hits to connect)
15. Jumping Forward, Crouching Fierce, Dragon punch, Cancel into
Sairoukyousyu, Cancel into Super Air Fireball(this one's
difficult, you must cancel the Dragon punch instantly, and
perform the Super Air Fireball towards the end of the
Sairoukyousyu or it will pass by Ryu)
16. Stay airborne for 10 seconds(start with the Sairoukyousyu and
at it's crest Cancel into the Super Air Fireball, from
that Cancel into the Super diving kick, then go back and forth
between the two. The timing should be that you cancel the
Air Fireball almost instantly, so it doesn't push Ryu too
far away, but try and cancel the Super diving kick late to
eat up time)
____Motions
Knee strike: Forward(dir)+Forward(the Kick)
Fireball: Down to Forward+Punch
Dragon punch: Forward to Down to Down/Forward+Punch
Windmill kick: Down to Back+Kick(once per part, up to 3 times)
Super Air Fireball: Down to Forward to Down to Forward+Punch in the air
Sairoukyousyu: Down to Back to Down to Back+Punch
Super diving kick: Down to Forward to Down to Forward+Kick in the air
Raging demon: Jab, Jab, Forward(dir), Short, Fierce
____Allen snider
1. Soul force
2. Justice fist
3. Rising dragon
4. Fire force
5. Triple break
6. Vaulting kick
7. Jumping Fierce, Crouching Strong, Crouching Roundhouse(hit Ryu
extremely deep with the Jumping Fierce)
8. Standing Strong, Justice fist
9. Jumping Roundhouse, Standing Forward, Rising dragon
10. Hit both Ryu and a Fireball with a Justice fist(just get close
to Ryu and perform a Justice fist as he's throwing a fireball
so it hits both at once)
11. Jumping Roundhouse, Crouching Forward, Soul force, Cancel into
Fire force
12. Jumping Forward, Crouching Short, Crouching Short, Rising dragon
13. Jumping Forward, Crouching Short, Crouching Short, Triple break,
Fire force
14. Jumping Fierce, Crouching Fierce, Fire force, Cancel into Triple
break, Jumping Roundhouse(the trick is to cancel the Fire
force into the Triple break very quickly, so that as soon as
you land and jump again your Roundhouse will connect. This is
due to the fact that the beginning hits of the Fire force
actually bring Ryu slightly towards you, keep this in mind for
#16 also)
15. Jumping Roundhouse, Standing Forward, Justice fist, Cancel into
Fire force, Cancel into Triple break
16. Keep Ryu airborne for 10 seconds with a super combo(This is my
combo to accomplish this... Justice fist(Fierce), Cancel into
Fire force, Cancel into Triple break, Cancel into Fire force,
Cancel into Triple break, Cancel into Fire force, Cancel into
Triple break(let rise), Juggle with Fire force, as soon as you
throw the Fire force, do the Triple break(last hit or two will
catch Ryu and send him up again), Juggle with Fire force. This
will keep Ryu airborne for about 12 seconds :)
____Motions
Soul force: Down to Forward+Punch
Justice fist: Back to Down to Down/Back+Punch
Vaulting kick: Forward to Down to Back+Kick when next to opponent
Rising dragon: Forward to Down to Down/Forward+Punch
Fire force: Down to Forward to Down to Forward+Punch
Triple break: Down to Forward to Down to Forward+Kick
____Darun Mister
1. Lariot
2. Ganges D.D.T.
3. Brafma bomb
4. Indra bash
5. Darun catch
6. Super Brafma bomb
7. Super Lariot
8. Super Indra bash
9. Ganges D.D.T. in air(air throw)
10. Crouching Strong, Crouching Strong
11. Crouching Strong, Lariot
12. Super Indra bash, Darun catch
13. Super Lariot, Cancel into Super Brafma bomb(Ryu must block the
Super Lariot in order for the Super Brafma bomb to connect)
14. Jumping Fierce, Crouching Strong, Lariot, Cancel into Super Lariot,
Cancel into Super Indra bash, Darun catch
15. Catch Ryu on the way down from a Dragon punch with the Darun catch
(take a step towards Ryu just as he reaches the height of the
Dragon punch, before doing the Darun catch)
16. Standing Roundhouse, Super Indra bash, Standing Fierce, Super Indra
bash, Crouching Fierce, Super Indra bash, Darun catch(the
timing on the 2 Fierces, Standing/Crouching, should be so that
you press the button as soon as you see Ryu fall back into view
from the Super Indra bashes)
____Motions
Lariot: Forward to Down to Down/Forward+Punch
Ganges D.D.T.: Forward to Down to Down/Forward+Kick
Brafma bomb: 360(F/D/B/U/F) degrees+Punch
Indra bash: 360(F/D/B/U/F) degrees+Kick
Darun catch: Back to Down to Down/Back+Punch
Super Brafma bomb: 720(F/D/B/U/F/D/B/U/F) degrees+Punch
Super Indra bash: Down to Back to Down to Back+Kick
Super Lariot: Down to Forward to Down to Down/Forward+Punch
____Blair Dame
1. Shoot upper
2. Lightning knee
3. Sliding arrow
4. Shoot kick(3 part)
5. Mirage combo kick
6. Spin side shoot
7. Crouching Short, Crouching Short, Shoot kick(3 part)
8. Crouching Strong, Crouching Forward, Sliding arrow(use Roundhouse
version of the Sliding arrow)
9. Jumping Roundhouse, Crouching Forward, Lightning knee
10. Jumping Fierce, Crouching Fierce, Shoot upper
11. Jumping Fierce, Crouching Strong, Crouching Short, Shoot kick(3 part),
Standing Roundhouse(use the Roundhouse version of the 3 part
Shoot kicks so Ryu will be knocked high, allowing the Standing
Roundhouse to connect)
12. Jumping Roundhouse, Crouching Forward, Shoot kick(2 part), Cancel
into Mirage combo kick, Cancel into Spin side shoot(make sure the
second part of the Shoot kick is performed)
13. Shoot kick(2 part), Cancel into Spin side shoot, Cancel into Mirage
combo kick, Cancel into Spin side shoot
14. Jumping Roundhouse, Crouching Forward, Sliding arrow, Cancel into
Spin side shoot(you must cancel into the Spin side shoot as
soon as contact is made from the Sliding arrow)
15. Jumping Fierce, Crouching Fierce, Shoot kick(3 part), Crouching
Short, Lightning knee
16. Standing Forward, Shoot kick(3 part), Shoot upper, Cancel into Spin
side shoot, Cancel into Mirage combo kick(start this combo towards
the center so that Ryu will hit the corner after the 3rd part of
the Shoot kick. This will make him not travel so far from the hit
and allow you to connect with the Shoot upper. Don't cancel the
Shoot upper or Spin side shoot too early or you'll pass under
Ryu)
____Motions
Shoot upper: Forward to Down to Down/Forward+Punch
Lightning knee: Forward to Down to Down/Forward+Kick
Sliding arrow: Down to Forward+Kick
Shoot kick: Down to Back+Kick(once per part, up to 3 times)
Mirage combo kick: Down to Forward to Down to Forward+Punch
Spin side shoot: Down to Forward to Down to Forward+Kick
____Vega
1. Psycho crusher
2. Double knee press
3. Head press
4. Somersault skull dive
5. Knee press nightmare
6. Psycho cannon
7. Crouching Strong, Crouching Forward
8. Kick throw, Standing Roundhouse(the trick to this is to perform the
Standing Roundhouse when Ryu hits the ground from the Kick throw,
he will then bounce up into the Standing Roundhouse)
9. Jumping Roundhouse, Crouching Forward, Double knee press
10. Jumping Roundhouse, Crouching Fierce, Psycho crusher
11. Guard break, Jumping Fierce, Crouching Fierce, Head press(the trick
is to perform the Jumping Fierce on Vega's descent from the
jump, so that the Crouching Fierce will connect. Two in one
the head press with the Crouching Fierce, using the Short
version for the Head press)
12. Guard break, Kick throw, Knee press nightmare(the trick to this is
to charge the Knee press nightmare as if you were going to stay
on the side of the opponent that you threw them from, in other
words, do the move backwards. Also time the Knee press nightmare
so that the Kick button is pressed just after Ryu bounces off
the ground, this will allow him to be hit with it as he's
airborne from the bounce)
13. Jumping Roundhouse, Crouching Strong, Crouching Strong, Crouching
Forward, Double knee press
14. Jumping Fierce, Crouching Short, Psycho cannon, Cancel into Knee
press nightmare, Cancel into Psycho cannon(the timing of the
Knee press nightmare cancel into the Psycho cannon is so that
the Punch button is pressed during the fourth hit of the Knee
press nightmare)
15. Jumping Roundhouse, Crouching Strong, Crouching Strong, Crouching
Forward, Knee press nightmare, Cancel into Psycho cannon(the
timing of the Knee press nightmare cancel into the Psycho
cannon is so that the Punch button is pressed during the fourth
hit of the Knee press nightmare)
16. Guard break, Kick throw, Knee press nightmare, Cancel into Psycho
cannon, Cancel into Psycho crusher(as in #12, charge the Knee
press nightmare as if you were going to stay on the side of the
opponent that you threw them from. Also time the Knee press
nightmare so that the Kick button is pressed just after Ryu
bounces off the ground. The timing of the Knee press nightmare
cancel into the Psycho cannon is so that the Punch button is
pressed during the fourth hit of the Knee press nightmare, just
after Vega's second flip touches the ground)
____Motions
Psycho crusher: Charge Back to Forward+Punch
Double knee press: Charge Back to Forward+Kick
Head press: Charge Down to Up+Kick
Somersault skull dive: Press Punch after connecting with the Head press
Knee press nightmare: Charge Back to Forward to Back to Forward+Kick
Psycho cannon: Charge Back to Forward to Back to Forward+Punch
(hold Punch to charge, release Punch to throw)
_____Gouki
1. Fireball
2. Triple hit fireball
3. Air Fireball
4. Dragon punch
5. Windmill kick(4 part)
6. Super Fireball
7. Super Dragon punch
8. Super Air Fireball
9. Raging demon
10. Crouching Fierce, Triple hit fireball
11. Fireball, Cancel into Super Fireball
12. Windmill kick(2 part), Dart kick, Crouching Forward, Fireball(use
Forward for the 2 part Windmill kick, this will allow Gouki
to rise high enough to perform the Dart kick without Ryu
being knocked over)
13. Crouching Short, Crouching Short, Dragon punch
14. Air Fireball, Dart kick, Crouching Forward, Windmill kick(3 part),
Super Dragon punch(aim for Ryu's face with the Air Fireball
or the Dart kick will hit too high, allowing Ryu to block the
Crouching Forward. Use Roundhouse for the 3 part Windmill kick
so that Ryu will stay on the ground and allow the Super Dragon
punch to connect)
15. Jumping Fierce, Air Fireball, Cancel into Super Air Fireball(hit
Ryu deep with the Jumping Fierce)
16. Jumping Fierce, Crouching Fierce, Triple hit fireball, Cancel into
Super Fireball, Cancel into the Super Dragon punch, Cancel
into Super Air Fireball(all cancels must be performed extremely
fast in order for the next move to connect. This is especially
true of the cancel into the Super Air Fireball. One thing about
this combo is that you don't always need to perform the ground
Super Fireball in order for it to be counted as a success)
____Motions
Dart kick: Down+Forward(Kick) in the air
Fireball: Down to Forward+Punch
Triple hit fireball: Forward to Down to Back+Punch
Air Fireball: Down to Forward+Punch in the air
Dragon punch: Forward to Down to Down/Forward+Punch
Windmill kick: Down to Back+Kick(once per part, up to 4 times)
Super Fireball: Down to Back to Down to Back+Punch
Super Dragon punch: Down to Forward to Down to Down/Forward+Punch
Super Air Fireball: Down to Forward to Down to Forward+Punch in the air
Raging demon: Jab, Jab, Forward(dir), Short, Fierce
____Garuda
1. Shoulder spike
2. Spike pinwheel
3. Chest spike
4. Spike drop
5. Spinning dive
6. Super Spike top spin
7. Super Rising spike spin
8. Air throw
9. Jumping Fierce, Hopping Triple kick(hit Ryu deep with the Jumping
Fierce)
10. Jumping Roundhouse, Double smash
11. Crouching Forward, Chest spike
12. Perform a 21 hit combo(my combo, Crouching Forward, Fierce Chest
spike, Cancel at last hit into Super Rising spike spin, at
height of Super Rising spike spin Cancel into Super Spike top
spin. This can get up to 22 hits)
13. Jumping Roundhouse, Crouching Forward, Spinning dive, Cancel into
Super Spike top spin, Cancel into Super Rising spike spin(the
trick is to perform all the cancels extremely quick)
14. Crouching Strong, Crouching Forward, Spike pinwheel, Cancel into
Super Spike top spin(the trick is to cancel the Spike pinwheel
at it's height into the Super Spike top spin or it won't
connect)
15. Guard break, Jumping Roundhouse, Shoulder spike, Cancel into Super
Rising spike spin, Cancel into the Super Spike top spin(perform
the Guard break as Ryu is about to fall from his jump, this will
allow him to be knocked into the air instead of hit on the ground.
Perform the Jumping Roundhouse as Garuda is on his descent from
the jump, and two in one the Shoulder spike with it. Immediately
cancel the Shoulder spike into the Super Rising spike spin, then
immediately cancel that into the Super spike top spin or it won't
connect)
16. Jumping Fierce, Crouching Fierce, Super Spike top spin, Cancel into
Super Rising spike spin, Cancel into Super Spike top spin(make
sure to hold the directional pad towards Ryu as soon as the 1st
Super Spike top spin kicks in so it will travel towards him and
connect. Cancel into the Super Rising spike spin after a few hits
or you will not be close enough to connect with it. Cancel into
the second Super Spike top spin at the height of the Super Rising
spike spin for it to connect)
____Motions
Double smash: Forward(dir)+Fierce
Hopping Triple kick: Forward(dir)+Roundhouse
Shoulder spike: Forward to Down to Down/Forward+Kick
Spike pinwheel: Forward to Down to Down/Forward+Punch
Chest spike: Down to Forward+Punch
Spike drop: Back to Down to Down/Back+Punch
Spinning dive: Back to Down to Forward+Kick
Super Spike top spin: Down to Back to Down to Back+Punch(can be done
inthe air, also directable)
Super Rising spike spin: Down to Forward to Down to Down/Forward+Punch
____Dhalsim
1. Yoga fire
2. Yoga flame
3. Yoga blast
4. Super Yoga inferno
5. Super Yoga Legend
6. Super Yoga drill kick
7. Crouching Forward(Down/Back version, not sliding), Yoga fire
8. Yoga fire, Cancel into Super Yoga inferno
9. Yoga flame, Cancel into Super Yoga legend
10. Jumping Roundhouse, Standing Forward, Super Yoga inferno(do this
one in the corner and start the Jumping Roundhouse by jumping
straight up slightly in front, but not directly next to Ryu)
11. Yoga drill kick, Crouching Forward(sliding), Cancel into Super
Yoga inferno(aim for Ryu's feet with the Yoga drill kick)
12. Yoga fire, Standing Roundhouse(stand half screen away from Ryu and
throw a Jab version of the Yoga fire, then immediately press
Roundhouse)
13. Yoga fire, Jumping Forward, Cancel into Super Yoga drill kick(stand
slightly more than half screen and throw a Fierce version of
the Yoga fire. Immediately perform the Jumping Forward and as
soon as it connects Cancel into the Short version of the Super
Yoga drill kick, holding slightly upwards as soon as it starts
so that it will angle towards Ryu)
14. Perform a 30 hit super combo(my combo, Jumping Jab, Cancel into
Short version-angled up slightly-Super Yoga drill kick, Super
Yoga legend as soon as Dhalsim hits the ground, Cancel into
Short version Super Yoga drill kick at last hit of Super Yoga
legend. If you need an extra hit, you can perform a Crouching
Roundhouse as soon as Dhalsim lands, which will cause him to
slide into Ryu)
15. Yoga blast, Cancel into Super Yoga inferno, Cancel into Super Yoga
legend, Cancel into Super Yoga drill kick, Standing Fierce(the
trick is to use Roundhouse for the Yoga blast and immediately
cancel into the Super Yoga inferno. Quickly cancel from the
Super Yoga inferno to the Super Yoga legend, cancel after the
last hit of the Super Yoga legend into the Short version of the
Super Yoga drill kick and angle it up slightly. Press Fierce as
soon as Dhalsim lands to connect with the Standing Fierce)
16. Yoga fire, Crouching Forward(sliding), Cancel into Super Yoga legend,
Cancel into Super Yoga drill kick(stand close to, but not directly
in front of Ryu and throw a Jab version of the Yoga fire.
Immediately perform the Crouching Forward and cancel it as soon as
it connects, into the Super Yoga legend. Cancel the Super Yoga
legend into the Super Yoga drill kick at your leisure)
____Motions
Yoga fire: Down to Forward+Punch
Yoga flame: Down to Back+Punch
Yoga blast: Down to Back+Kick
Yoga drill kick: Down+Kick in the air(angle determined by Kick)
Super Yoga drill kick: Down to Forward to Down to Forward+Kick in the air
(controllable)
Super Yoga inferno: Down to Forward to Down to Forward+Punch
Super Yoga Legend: Down to Back to Down to Back+Kick
____Sakura
1. Fireball
2. Dragon punch
3. Windmill kick
4. Super Fireball
5. Super Dragon punch
6. Super Windmill kick
7. Raging demon
8. Crouching Strong, Crouching Forward
9. Crouching Fierce, Fireball
10. Jumping Roundhouse, Crouching Forward, Windmill kick
11. Jumping Roundhouse, Standing Short, Dragon punch
12. Jumping Roundhouse, Standing Roundhouse, Super Fireball
13. Jumping Fierce, Crouching Fierce, Fireball, Cancel into Super Fireball
14. Jumping Fierce, Crouching Fierce, Fireball, Cancel into Super Windmill
kick, Cancel into Super Dragon punch, Cancel into Super Fireball
(cancel the Super Windmill kick into the Super Dragon punch a bit
late. Cancel the Super Dragon punch into the Super Fireball
immediately)
15. Jumping Forward, Crouching Short, Crouching Short, Crouching Short,
Dragon punch, Cancel into Super Dragon punch, Cancel into Super
Windmill kick(you must cancel the Dragon punch into the Super
Dragon punch immediately, the same goes for the cancel of the
Super Dragon punch into the Super Windmill kick, you must do it
as soon as they connect. Use the Fierce version for the Dragon
punch so that it will reach)
16. Jumping Fierce, Crouching Strong, Crouching Forward, Windmill kick,
Cancel into Super Dragon punch(use the Short version for the
Windmill kick and cancel it immediately into the Super Dragon
punch)
____Motions
Fireball: Down to Forward+Punch(press Punch repeatedly for
larger Fireball)
Dragon punch: Forward to Down to Down/Forward+Punch
Windmill kick: Down to Back+Kick
Super Fireball: Down to Forward to Down to Forward+Punch
Super Dragon punch: Down to Forward to Down to Down/Forward+Kick
Super Windmill kick: Down to Back to Down to Back+Kick
Raging demon: Jab, Jab, Forward(dir), Short, Fierce
Credits
This Helpfile was written by Henry LaPierre
[email protected]
and
Pup
The original Mr. Bitey Ferret
Boy, he plays a mean Cracker Jack
Please do not use this faq on your website without asking me for
permission first. Permission is NOT granted to reprint this summary in
a for-profit magazine or publication. In no way do I wish this faq to be
cut up into sections or altered in any way, and used on people's websites.
Nor do I wish for import game dealers to use this or any of my faqs to
sway people into buying the game from them, when without a
walkthrough/translation they wouldn't have purchased the game(ring any
bells Game cave? I don't write faqs to make you money). It is to remain
in it's original state and in one piece if used on websites.
This faq is copyright 1997, Henry LaPierre
All rights reserved
Hope you like it :)
Thanks.