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.