888
              888
S T R E E T    888   F I G H T E R        E X              8888888    88
              888                                       8888888888  888
8    888       888   888      888       888888          8888888888888888
88 8888888     888   888      888     8888888888       888888    8888888
88888   888    888   888      888    8888     888     888888      88888
888      888   888   888      888    888       88    888888        8888
888      888   888   888      888     888888        888888         8888
888      888   888   888      888       888888      88888          8888
888      888   888   888      888         888888    88888          8888
888      888   888   888      888    88       888   88888          888
88888   888    888    888    888     888     8888   88888         8888
888 888888     888     888888888      8888888888    88888        88888
888  888       888       88888  88      888888      888888      88888
888  -----------------------------------------      8888888    88888   8
888    Street Fighter EX plus Alpha FAQ v1.7         888888888888888 888
888             by Chris MacDonald                     88888888888888888
888      for the Sony Playstation (import)               88888888   888
    -----------------------------------------


Unpublished work Copyright 1997-2001 Chris MacDonald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 EX series is (c) Arika Co., LTD. and Capcom Co.,
LTD. All characters, move names, and character move names are
trademarks of Arika and Capcom.


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

1.  INTRODUCTION
      - FAQ Information and Notation
2.  NORMAL CHARACTER MOVELISTS
      - Allen Snider
      - Blair Dame
      - Chun-Li
      - Cracker Jack
      - Darun Mister
      - Dhalsim
      - Doctrine Dark
      - Guile
      - Hokuto
      - Kairi
      - Ken Masters
      - Pullum Purna
      - Ryu
      - Sakura Kasugano
      - Skullomania
      - Vega
      - Zangief
3.  HIDDEN CHARACTER MOVELISTS
      - Cycloid Beta
      - Cycloid Gamma
      - Garuda
      - Gouki
      - 'Chi no Fuuin Tokareta' Hokuto
      - 'Satsui no Hadou Mezameta' Ryu
4.  EXPERT MODE EXPLAINED
      - (characters listed in order)
      - Chain-Completing Missions
5.  SECRETS AND TRICKS
      - Interesting Stuff
      - Enable the Hidden Characters
      - Enable the 'Options Plus' Menu
      - Enable the Barrel Bonus Game
      - Fight Against CPU Gouki
      - Fight CPU Gouki Bug
      - Fight Garuda (in Alpha Mode)
      - Fight Garuda (in EX Mode)
      - Computer Controlled Team Battle
      - Survival Results
      - Hide Your Fighters
      - Special Skullo Dream Finish
      - Score With the Skullo T'katchev
      - Play as Miko Hokuto
      - Special Fan and Big Fan Win Pose using Hokuto
      - Use Cracker Jack With a Metal Bat
      - Make Ryu's Headband Grow
      - Make Darun's Belt Gleam
      - Make Darun's Eyes Shine
      - Make Gouki Lose his Bead Necklace
      - Select Your Colors
6.  GAMEPLAY NOTES
      - Gameplay Notes
      - Canceling
      - Level 2 Cancels for Darun and Zangief
      - Canceling with Button Press Supers
      - Super Combo Finishes
      - Guard Breaks
      - Tech. Hits
7.  MISCELLANEOUS
      - About the Barrel Bonus Game
      - Barrel Bonus Game Guide by Chris
      - Barrel Bonus Game Guide by Steve
      - Suggestions on Beating Garuda by Mairo
      - Impressive Combos by Mairo
      - Translations
8.  AUTHOR'S NOTE
      - Revision History
      - Special Thanks
      - In Closing

For the last four years, I had a notice in this FAQ accusing Tips &
Tricks magazine of ripping this guide off.  Now it appears that this
isn't the case.  I don't regret what I did, because a lot of game
magazines get their info. off of other people's FAQs, and it's easy
to think that someone is ripping you off.  Nonetheless, I'd still like
to offer my deepest apologies to Associate Editor Jason Wilson and the
Tips & Tricks staff for any trouble I may have caused.


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

------------------------------------------------------------------------
FAQ INFORMATION AND NOTATION
------------------------------------------------------------------------

Please note that this FAQ is for the Japanese version of this game, not
the English one.  That means that some things in this FAQ don't apply
(for instance, the bonus game code is done with Start instead of Select,
and the English version doesn't have the text endings, just the FMV
shorts).

Here is a quick run-down of the controls for those of you who are a
little rusty:

  ub   u   uf        Jump Backward        Jump Up       Jump Forward
    \  |  /
  b -- n -- f        Retreat/Block        (neutral)     Move Forward
    /  |  \
  db   d   df        Defensive Crouch     Crouch        Offensive Crouch

Keep in mind that you'll need to reverse the left- and right-based
directions if you are on the second player (right) side.

NOTE:  This game is very picky about the controls, and unless you enter
the motions fully, a move may not come out.  Even though it may be
tempting to simply wiggle the controller to pull off a qcf,qcf + P attack
in the middle of a combo, you have to take the time to actually go from
down to forward twice, and press Punch.  It takes a little getting used
to at first, though.

  LP    MP    HP     Light Punch      Medium Punch      Hard Punch

  LK    MK    HK     Light Kick       Medium Kick       Hard Kick

Other terminology includes:

  P      =  Use any strength Punch button.
  K      =  Use any strength Kick button.
  PPP    =  Press all three Punch buttons (LP + MP + HP).
  KKK    =  Press all three Kick buttons (LK + MK + HK).
  (air)  =  The move can be performed while jumping (airborne).
  (x#)   =  Repeat the whole motion and button press x number of times.


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

Although this game has an in-game movelist, most of them are incomplete.
The moves listed in this section are in my own order: normal throws,
that character's Guard Break, then their special moves, command attacks,
and Super Combos.  Afterwards are some notes about that character, if
needed.  Please refer to Section 3 for information about the hidden
characters.

------------------------------------------------------------------------
ALLEN SNIDER
------------------------------------------------------------------------

"Straight ni Body nagete
kiwameru waza"                 When close, b / f + MP / HP
Jumping Knuckle                Press the same strength P + K

Soul Force                     qcf + P
Rising Dragon                  f,d,df + P
Justice Fist                   b,d,db + P
Vaulting Kick                  When close, hcb + K
"Uryaa!" Kick                  f + MK

Fire Force                     qcf,qcf + P
Triple Break                   qcf,qcf + K

- The Justice Fist can deflect normal and Super Combo projectiles.
- The Vaulting Kick is unblockable.
- An opponent hit by the Triple Break is launched into the air and can
  be juggled.


------------------------------------------------------------------------
BLAIR DAME
------------------------------------------------------------------------

Neck Throw                     When close, b / f + MP / HP
Tsukami Hiza Kick              When close, b / f + MK / HK
Trick Kick                     Press the same strength P + K

Shoot Upper                    f,d,df + P
Lightning Knee                 f,d,df + K
Sliding Arrow                  qcf + K
Shoot Kick                     qcb + K  (perform 3 times)
Tegatana                       f + MP
Step Side Kick                 f + MK

Mirage Combo Kick              qcf,qcf + P
Spin Side Shoot                qcf,qcf + K

- You can rapidly wiggle the controller / tap the buttons during the
  Tsukami Hiza Kick for more hits and damage.
- The Tegatana and Step Side Kick are super cancelable into either
  Super Combo.
- The Sliding Arrow will result in a throw if it hits, or a simple
  kick if it is blocked or if you hit a crouching opponent.


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

Koshuu Da                      When close, b / f + MP / HP
Ryuusei Raku                   In air, any direction but u + MP / HP
Sen'en Shuu                    Press the same strength P + K

Hyakuretsu Kyaku               Tap K rapidly
Spinning Bird Kick             qcf + K
Hien Shuu                      qcb + K
Yousou Kyaku                   In air, d / df + MK  (can use repeatedly)
Sou Shouda                     f + MP

Kikou Shou                     qcf,qcf + P
Senretsu Kyaku                 qcf,qcf + K

- You can follow the Hien Shuu with an attack upon landing.
- The Sou Shouda is super cancelable into either Super Combo.
- The Kikou Shou can negate normal and Super Combo projectiles.


------------------------------------------------------------------------
CRACKER JACK
------------------------------------------------------------------------

Power Hunter                   When close, b / f + MP / HP
Power Lift Throw               When close, b / f + MK / HK
Double Arm Punch               Press the same strength P + K

Dash Straight                  Charge b,f + P
Dash Upper                     Charge b,f + K
Batting Hero                   hcf + P
Soccer Ball Kick               hcf + K
Final Punch                    Hold PPP / KKK to charge, then release

Crazy Jack                     Charge b,f,b,f + P  (press K, then P)
Raging Buffalo                 Charge b,f,b,f + K
Home Run Hero                  qcb,qcb + P

- The Batting Hero and Soccer Ball Kick can deflect normal and Super
  Combo projectiles.
- The longer you charge the Final Punch, the more damage it does.
- During the Crazy Jack, you can press K to make Jack do Upper Punches,
  and you can then press P to make him go back, or you can alternate
  between the two.
- The Raging Buffalo is unblockable.
- An opponent hit by the Home Run Hero is launched into the air and can
  be juggled.


------------------------------------------------------------------------
DARUN MISTER
------------------------------------------------------------------------

Backdrop                       When close, b / f + MP / HP
German Suplex                  When close, b / f + MK / HK
Ganges DDT (Kuuchuu)           In air, any direction but u + MP / HP
Ganges Chop                    Press the same strength P + K

Lariat                         f,d,df + P
Ganges DDT                     f,d,df + K
Darun Catch                    b,d,db + P
Brahma Bomb                    When close, rotate 360 + P
Indra Bashi                    When close, rotate 360 + K

Tasogare Lariat                qcf,qcf + P
Indra~ Bashi                   qcb,qcb + K
Chouzetsu Kishin Bomb          When close, rotate 720 + P

- The Lariat can deflect normal and Super Combo projectiles.
- The Ganges DDT is unblockable, but can be ducked under.
- The Darun Catch only hits airborne opponents, but can grab someone
  even as they start to jump, or out of moves like Ryu's Tatsumaki
  Senpuu Kyaku.
- The Darun Catch, Brahma Bomb, Indra Bashi, and Chouzetsu Kishin Bomb
  are all unblockable.
- An opponent hit by the Indra~ Bashi is launched into the air and can
  be juggled.
- You can perform a Chouzetsu Kishin Bomb off of a blocked Lariat or
  Tasogare Lariat, and it will still connect.


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

Yoga Smash                     When close, b / f + MP / HP
Yoga Throw                     When close, b / f + MK / HK
Yoga Shock                     Press the same strength P + K

Yoga Fire                      qcf + P
Yoga Flame                     qcb + P
Yoga Blast                     qcb + K
Yoga Teleport (Zen Idou)       f,d,df + PPP / KKK
Yoga Teleport (Go Idou)        b,d,db + PPP / KKK
Kuuchuu Fuyuu                  f,uf,u,ub,b + K  (air)
Drill Zutsuki                  In air, d + HP
Drill Kick                     In air, d + K
(alternate attacks)            b / db + P / K when standing / crouching

Yoga Inferno                   qcf,qcf + P
Yoga Legend                    qcb,qcb + K
Yoga Drill Kick                In air, qcf,qcf + K
Kidou Shuusei                  Direct d / u during Yoga Drill Kick

- You can rapidly wiggle the controller / tap the buttons during the
  Yoga Smash for more hits and damage.
- The LP Yoga Fire stuns an opponent, but won't knock them down.
- When you use the Yoga Teleport, PPP makes you appear further away from
  your opponent and in the background, while KKK makes you appear closer
  to them and in the foreground.  The command you input also has an
  effect: f,d,df makes you appear behind your opponent, while b,d,db
  makes you appear far away from your opponent, but still facing them.
  When done on the left side of the screen, the foreground and
  background positions are switched (so b,d,db + KKK still makes you
  appear close to your opponent, but the screen will rotate in from
  the background).
- The Drill Zutsuki and Drill Kick are super cancelable into the Yoga
  Drill Kick.
- You can hold b or db when attacking on the ground to shorten the
  length of your limbs.


------------------------------------------------------------------------
DOCTRINE DARK
------------------------------------------------------------------------

DEATH Moment                   When close, b / f + MP / HP
DARK Throw                     When close, b / f + MK / HK
SHUDDER Blade                  Press the same strength P + K

DARK Wire                      qcf + P
DARK Spark                     Press P after DARK Wire connects
DARK Hold                      b + P after DARK Wire connects
KILL Blade                     f,d,df + P
EX-plosive                     qcf + K
KNIFE Nightmare                f + MP
DEATH Spin Kick                f + MK

KILL Trump                     qcf,d,df + P
DARK Shackle                   qcf,d,df + K

- The DARK Wire can negate single-hit, normal projectiles.
- The EX-plosive goes off after a few moments, or when someone touches
  it.  In a same-player battle, a 1P or 2P mark will appear so you can
  tell who's EX-plosive is whose.
- The KNIFE Nightmare is an overhead attack that must be blocked high.


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

Judo Throw                     When close, b / f + MP / HP
Dragon Suplex                  When close, b / f + MK / HK
Flying Buster Drop             In air, any direction but u + MP / HP
Elbow Stamp                    Press the same strength P + K

Sonic Boom                     Charge b,f + P
Somersault Kick                Charge d,u + P
Heavy Stab Kick                b / f + HK
Rolling Sobat                  b / f + MK
Spinning Back Knuckle          f + HP

Opening Gambit                 Charge b,f,b,f + P
Double Somersault Kick         Charge db,df,db,uf + K

- Since the LP Sonic Boom is so slow, you can follow it with an attack
  and have the two hit at the same time, or even use in the middle of
  combos.
- The Heavy Stab Kick is super cancelable into the Opening Gambit.


------------------------------------------------------------------------
HOKUTO
------------------------------------------------------------------------

Kyaku                          When close, b / f + MP / HP
Keishukou                      When close, b / f + MK / HK
Bukyaku Zan                    Press the same strength P + K

Chuugeki Hou                   qcf + P
Shougeki Ha                    qcf + P from Chuugeki Hou
Shinkuu Geki                   qcb + P
Shinkyaku Geki                 qcb + K
Shin                           b + P / K from Shinkuu / Shinkyaku Geki
Ryuusui                        When close, rotate 360 + P
Gokyaku Kou                    b,d,db + P
Chuuhou                        f + HP
Kaishuu                        f + HK

Kiren'eki                      qcb,qcb + P, hold P to delay
Kyaku Hougi                    qcb,qcb + K

- You can use the Shinkyaku Geki to go under fireballs.
- The Shin is a 'fake out' move that can be used during the Shinkuu Geki
  or Shinkyaku Geki.  Hokuto will back away and twirl around instead of
  coming back in with a high or low kick.
- The Ryuusui is unblockable, and can be followed by an attack after
  Hokuto has switched places with her enemy.
- The Gokyaku Kou is a counter attack.  If Hokuto is hit while posing,
  she responds with an elbow strike.  Note that this move won't stop
  certain attacks, like jumping or low attacks.
- The Chuuhou is an overhead attack that must be blocked high.
- The Kaishuu is super cancelable into either Super Combo.
- The longer you delay the Kiren'eki, the larger the ball becomes, and
  the more hits and damage it does.


------------------------------------------------------------------------
KAIRI
------------------------------------------------------------------------

Kutei Kaku                     When close, b / f + MP / HP
Ura Jigoku Guruma              When close, b / f + MK / HK
Bukyaku                        Press the same strength P + K

Shinki Hatsudou                qcf + P
Mouryou Kasen                  qcb + K  (perform 3 times)
Maryuu Rekkou                  f,d,df + P
Ryuubu                         f + MK

Shinki Hatsudou                In air, qcf,qcf + P
Garyuu Messhuu                 In air, qcf,qcf + K
Sairou Kyoushu                 qcb,qcb + P
Kyouja Renbu                   LP,LP,f,LK,HP

- You can rapidly wiggle the controller / tap the buttons during the
  Kutei Kaku for more hits and damage.
- The Ryuubu is super cancelable into either mid-air Super Combo.
- The Kyouja Renbu is unblockable.


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

Seoi Nage                      When close, b / f + MP / HP
Jigoku Guruma                  When close, b / f + MK / HK
Jigoku Fuusha                  In air, any direction but u + MP / HP
Inazuma Kakato Wari            Press the same strength P + K

Hadou Ken                      qcf + P
Shouryuu Ken                   f,d,df + P
Tatsumaki Senpuu Kyaku         qcb + K  (perform 4 times)
Zenpou Tenshin                 qcb + P

Shouryuu Reppa                 qcf,d,df + P
Shinryuu Ken                   qcf,d,df + K, tap P / K / dir. rapidly

- Ken is not invincible during the Zenpou Tenshin, but you can roll
  under attacks or through your opponent with this move.
- You can rapidly wiggle the controller / tap the buttons during the
  Shinryuu Ken for more hits and damage.
- You cannot cancel the Shinryuu Ken into the Shouryuu Reppa.  Weird,
  huh?


------------------------------------------------------------------------
PULLUM PURNA
------------------------------------------------------------------------

Ordence Foot                   When close, b / f + MP / HP
Neck Factor                    When close, b / f + MK / HK
Dance Wind                     In air, any direction but u + MP / HP
Arakul Ankle                   Press the same strength P + K

Drill Purrus (Chijou)          qcf + K
Drill Purrus (Kuuchuu)         In air, qcf + K
Prim Kick                      f,d,df + K
Ten'el Kick                    qcb + K
Femina Wind                    While in air, press ub / u / uf
Arakul Wrist (Kuuchuu)         In air, d + MP
Arakul Wrist                   f + MP

Reswal Kahna                   qcf,qcf + K
Praec Larm                     qcb,qcb + K  (air)

- The mid-air Arakul Wrist is super cancelable into the Praec Larm.
- The Arakul Wrist an overhead attack that must be blocked high.


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

Seoi Nage                       When close, b / f + MP / HP
Tomoe Nage                      When close, b / f + MK / HK
Sakotsu Wari                    Press the same strength P + K

Hadou Ken                       qcf + P
Shouryuu Ken                    f,d,df + P
Tatsumaki Senpuu Kyaku          qcb + K  (perform 3 times)
Senpuu Kyaku                    f + MK

Shinkuu Hadou Ken               qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K  (air)


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

Sakura Jime                    When close, b / f + MP / HP
Sailor Shoot                   When close, b / f + MK / HK
Flower Kick                    Press the same strength P + K

Hadou Ken                      qcf + P  (press P,P to increase size)
Shou'ou Ken                    f,d,df + P
Shunpuu Kyaku                  qcb + K
Chouhatsu                      LK,LK,b,LP,HP

Shinkuu Hadou Ken              qcf,qcf + P
Haru Ichiban                   qcb,qcb + K
Midare Zakura                  qcf,d,df + K
Shun Goku Satsu                LP,LP,f,LK,HP

- You can rapidly wiggle the controller / tap the buttons during the
  Sakura Jime for more hits and damage.
- Pressing P during the Hadou Ken decreases it's range, but increases
  it's size and the damage it does.
- The Shun Goku Satsu is unblockable.


------------------------------------------------------------------------
SKULLOMANIA
------------------------------------------------------------------------

Skullo Stand                   When close, b / f + MP / HP
Skullo Space                   In air, any direction but u + MP / HP
Skullo Punch                   Press the same strength P + K

Skullo Crusher                 qcf + P
Skullo Slider                  qcf + K
Skullo Head                    f,d,df + P
Skullo Dive                    b,d,db + P
Skullo Stealer                 Skullo Dive into the ground
Skullo Shock                   hcb,ub,u + P
Skullo T'katchev               b,d,db + K
Tensuu Hyouji                  Press LP + MK + HP from Skullo T'katchev
Skullo Back Ten                Tap b,b
Skullo Dash                    Tap f,f
Skullo Tackle                  Skullo Dash into an opponent
Stepping Upper                 f + MP
Kakato Otoshi                  f + MK

Super Skullo Crusher           qcf,qcf + P
Super Skullo Slider            qcf,qcf + K
Skullo Dream                   LP,LP,f,LK,HP
Skullo Dream Alternate         Hold d + LP + MK before S. Dream hits
Skullo Dream Final             Hold LP + MK, tap d,b,f,f,d,db per frame

- The Skullo Crusher is only comboable from a crouching HP, but it can
  go over some low attacks.
- The Skullo Slider, Super Skullo Slider, and Skullo Stealer hit low and
  must be crouch-blocked.  However, you can block high for the last few
  hits of the Super Skullo Slider (when Skullo starts spinning around).
- The Skullo Head does less damage if Skullo hits with his shoulder
  instead of his head (this happens when you do it from far away.
- You can evade fireballs and other attacks with the Skullo Back Ten.
- The Stepping Upper and Skullo Tackle are super cancelable into either
  Super Combo.
- The Kakato Otoshi is an overhead attack that must be blocked high.
- The Skullo T'katchev and all versions of the Skullo Dream are
  unblockable.
- To do the Skullo Dream Final, you have to hold LP + MK before the
  Skullo Dream hits, then tap in the direction presses for each new
  'scene' of the Skullo Dream.  If you did it right, he'll do a laser
  attack for the last scene.  This, like the Skullo Dream Alternate,
  does no additional damage--it's for appearance only.


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

Deadly Throw                   When close, b / f + MP / HP
Death Suplex                   When close, b / f + MK / HK
Psychic Crush                  Press the same strength P + K

Psycho Crusher                 Charge b,f + P
Double Knee Press              Charge b,f + K
Head Press                     Charge d,u + P, move b / f afterwards
Somersault Skull Diver         Press P after Head Press
Vega Warp (Zen Idou)           f,d,df + PPP / KKK
Vega Warp (Go Idou)            b,d,db + PPP / KKK

Psycho Cannon                  Charge b,f,b,f + P  (hold P to delay)
Knee Press Nightmare           Charge b,f,b,f + K

- You can juggle an opponent off of the Death Suplex.
- When you use the Vega Warp, PPP makes you appear further away from
  your opponent and in the background, while KKK makes you appear closer
  to them and in the foreground.  The command you input also has an
  effect: f,d,df makes you appear behind your opponent, while b,d,db
  makes you appear far away from your opponent, but still facing them.
  When done on the left side of the screen, the foreground and
  background positions are switched (so b,d,db + KKK still makes you
  appear close to your opponent, but the screen will rotate in from
  the background).
- The longer you delay the Psycho Cannon, the larger the ball becomes,
  and the more hits and damage it does.


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

Iron Claw                      When close, b / f + MP / HP
German Suplex                  When close, b / f + MK / HK
Stomach Block                  When close, b / f + MK / HK from behind
Russian Headbutt               Press the same strength P + K

Double Lariat                  b / f + PPP, or press PPP, move b / f
Quick Double Lariat            b / f + KKK, or press KKK, move b / f
Spinning Piledriver            When close, rotate 360 + P
Russian Suplex                 Rotate 360 + K
Flying Body Attack             In air, d + HP

Super Stomping                 qcf,qcf + K
Chuudan                        qcb + K during Super Stomping
Final Atomic Buster            When close, rotate 720 + P
Final Atomic Buster (Level 3)  When close, rotate 720 + PPP at Level 3

- The Spinning Piledriver, Russian Suplex, and both F.A.B.s are all
  unblockable attacks.
- The Chuudan must be done before Zangief completes the Super Stomping.


========================================================================
3.  HIDDEN CHARACTER MOVELISTS
========================================================================

None of these characters are usable from the outset--you have to enable
them by earning enough points in Expert Mode first.  See Section 5 for
details on how this is done.

------------------------------------------------------------------------
CYCLOID BETA
------------------------------------------------------------------------

Beta Kutei Kaku                When close, b / f + MP / HP
Beta Tsukami Hiza Kick         When close, b / f + MK / HK
Beta Skullo Punch              Press the same strength P + K

Beta Shoot Upper               f,d,df + P
Beta Prim Kick                 f,d,df + K
Beta Justice Fist              b,d,db + P
Beta Tatsumaki Senpuu Kyaku    qcf + K
Beta Hien Shuu                 qcb + K
Beta Senpuu Kyaku              f + MK

Beta KILL Blade                qcf,d,df + P
Beta Kienshou                  qcf,d,df + K, tap P / K / dir. rapidly
Beta Garyuu Messhuu            In air, qcf,qcf + K
Beta Shinkuu Tatsumaki S.K.    qcb,qcb + K

- You can rapidly wiggle the controller / tap the buttons during the
  Beta Kutei Kaku, Beta Tsukami Hiza Kick, or Beta Kienshou for more
  hits and damage.
- The Justice Fist can deflect normal and Super Combo projectiles.
- Unlike the normal Tatsumaki Senpuu Kyaku, the button used determines
  how many kicks Cycloid will do.
- You can follow the Beta Hien Shuu with an attack upon landing.
- The Beta Shinkuu Tatsumaki Senpuu Kyaku cannot be done in air.


------------------------------------------------------------------------
CYCLOID GAMMA
------------------------------------------------------------------------

Gamma Seoi Nage                When close, b / f + MP / HP
Gamma Death Throw              When close, b / f + MK / HK
Gamma Dance Wind               In air, any direction but u + MP / HP
Gamma Buster Drop              In air, any direction but u + MK / HK
Gamma Ganges Chop              Press the same strength P + K

Gamma Skullo Crusher           Charge b,f + P
Gamma Sliding Arrow            Charge b,f + K
Gamma Head Press               Charge d,u + P
Gamma Somersault Kick          Charge d,u + K
Gamma Hyakuretsu Kyaku         Tap K rapidly
Gamma Final Punch              Hold PPP / KKK to charge, then release
Gamma Tenma Kuujin Kyaku       In air, d + MK
Gamma Heavy Stab Kick          b / f + HK

Gamma Gouga                    Charge b,f,b,f + P
Gamma Knee Press Nightmare     Charge b,f,b,f + K
Gamma Reswal Kahna             Charge db,df,db,uf + P
Gamma Double Somersault Kick   Charge db,df,db,uf + K

- The Gamma Skullo Crusher and Gamma Gouga can go over some low attacks.
- Unlike Blair's Sliding Arrow, this version is always a kick attack.
- Unlike Vega's Head Press, this version doesn't make Cycloid rebound
  away when it hits.
- The longer you charge the Gamma Final Punch, the more damage it does.
- The Gamma Heavy Stab Kick is super cancelable into the Gamma Gouga
  or Gamma Knee Press Nightmare.
- After the Gamma Gouga, Cycloid can be hit while lying on the ground.
- Unlike Vega's Knee Press Nightmare, this version does four Knee
  Presses, instead of finishing with the mid-air kicks as Vega's does.


------------------------------------------------------------------------
GARUDA
------------------------------------------------------------------------

Satsuga                        When close, b / f + MP / HP
Shouki                         When close, b / f + MK / HK
Shuuki                         In air, any dir. but u + MP/HP/MK/HK
Saiga                          Press the same strength P + K

Shuuga                         qcf + P
Gouga                          hcf + K
Jazan                          b,d,db + P
Kizan                          f,d,df + P
Raiga                          f,d,df + K
Bu                             f,d,df + PPP
Maboroshi                      Press PPP when damaged  (CPU Garuda only)
Zanki                          f + HP
Kyouja                         f + HK

Kienshou                       qcf,qcf + P, tap P / K / dir. rapidly
Kienbu                         qcb,qcb + P, move in any dir. (air)

- Yes, you can do Garuda's air throw with punch or kick buttons, and
  no, there's no difference between the two.
- After the Gouga, Garuda can be hit while lying on the ground.
- You can use the Jazan to go over attacks.
- The Raiga only hits airborne opponents.
- Garuda is invincible during the Bu.
- Only CPU Garuda can use the Maboroshi.  See below for details.
- Either hit of the Zanki can deflect normal and Super Combo fireballs.
- You can rapidly wiggle the controller / tap the buttons during the
  Kienshou for more hits and damage.
- During the ground Kienshou, you can move back or forward, or into the
  foreground or background.  During the mid-air version, all you can do
  is fall downward.


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

Seoi Nage                      When close, b / f + MP / HP
Tomoe Nage                     When close, b / f + MK / HK
Gouha Ken                      Press the same strength P + K

Gou Hadou Ken                  qcf + P
Zankuu Hadou Ken               In air, qcf + P
Shakunetsu Hadou Ken           hcb + P
Gou Shouryuu Ken               f,d,df + P
Ashura Senkuu (Zen Idou)       f,d,df + PPP / KKK
Ashura Senkuu (Go Idou)        b,d,db + PPP / KKK
Zenpou Tenshin                 qcb + P
Tatsumaki Zankuu Kyaku         qcb + K  (perform 4 times)
Tenma Kuujin Kyaku             In air, d + MK
Senpuu Kyaku                   f + MK

Messatsu Gou Hadou             qcb,qcb + P
Messatsu Gou Shouryuu          qcf,d,df + P
Tenma Gou Zankuu               In air, qcf,qcf + P
Shun Goku Satsu                LP,LP,f,LK,HP  (at Level 3)

- You can follow the Zankuu Hadou Ken or LK / MK Tatsumaki Zankuu
  Kyaku with the Tenma Kuujin Kyaku.
- When you use the Ashura Senkuu, the combination of commands and
  buttons you use makes Gouki move in a particular manner:

    Left Side (facing right)
    -----------------------------------------------------------------
    f,d,df + PPP  -  move close to the opponent, into the foreground
    f,d,df + KKK  -  move close to the opponent, into the background
    b,d,db + PPP  -  move away a long distance, into the background
    b,d,db + KKK  -  move away a short distance, into the foreground

    Right Side (facing left)
    -----------------------------------------------------------------
    f,d,df + PPP  -  move close to the opponent, into the background
    f,d,df + KKK  -  move close to the opponent, into the foreground
    b,d,db + PPP  -  move away a long distance, into the foreground
    b,d,db + KKK  -  move away a short distance, into the background

  No matter what type of move you do, the PPP version always takes
  about twice as long as the KKK version to complete, since you move
  further along the foreground / background.
- Gouki is not invincible during the Zenpou Tenshin, but you can roll
  under attacks or through your opponent with this move.
- The Tenma Kuujin Kyaku is super cancelable into the Tenma Gou Zankuu.
- The Shun Goku Satsu is unblockable.


------------------------------------------------------------------------
'CHI NO FUUIN O TOKARETA' HOKUTO
------------------------------------------------------------------------

Kyaku                          When close, b / f + MP / HP
Keishukou                      When close, b / f + MK / HK
Bukyaku Zan                    Press the same strength P + K

Chuugeki Hou                   qcf + P  (follow with Shourin Geki)
Kyaku Geki                     qcb + K  (follow with Shourin Geki)
Shourin Geki                   qcb + P
Ryuusui                        When close, rotate 360 + P
Gokyaku Kou                    b,d,db + P
Chuuhou                        f + HP
Kaishuu                        f + HK

Renshou Geki                   qcf,qcf + P
Kiren'eki                      qcb,qcb + P, hold P to delay
Kyaku Hougi                    qcb,qcb + K
Renbu                          LP,LP,f,LK,HP

- The Shourin Geki can deflect normal and Super Combo projectiles.
- You can use the Kyaku Geki to go under fireballs.  The LK version only
  stuns an opponent, it won't knock them down.
- The Ryuusui is unblockable, and can be followed by an attack after
  Hokuto has switched places with her enemy.
- The Gokyaku Kou is a counter attack.  If Hokuto is hit while posing,
  she responds with an elbow strike.  Note that this move won't stop
  certain attacks, like jumping or low attacks.
- The Chuuhou is an overhead attack that must be blocked high.
- The Kaishuu is super cancelable into any Super Combo.
- An opponent hit by the the second hit of the Renshou Geki is launched
  into the air and can be juggled.
- The longer you delay the Kiren'eki, the larger the ball becomes, and
  the more hits and damage it does.
- The Renbu is unblockable.


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

Seoi Nage                       When close, b / f + MP / HP
Tomoe Nage                      When close, b / f + MK / HK
Sakotsu Wari                    Press the same strength P + K

Hadou Ken                       qcf + P
Shouryuu Ken                    f,d,df + P
Ashura Senkuu (Zen Idou)        f,d,df + PPP / KKK
Ashura Senkuu (Go Idou)         b,d,db + PPP / KKK
Tatsumaki Senpuu Kyaku          qcb + K  (perform 3 times)
Senpuu Kyaku                    f + MK

Shinkuu Hadou Ken               qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K  (air)
Messatsu Gou Shouryuu           qcf,d,df + K
Shun Goku Satsu                 LP,LP,f,LK,HP  (at Level 3)

- When you use the the Ashura Senkuu, the combination of commands and
  buttons you use makes Ryu move in a particular manner:

    Left Side (facing right)
    -----------------------------------------------------------------
    f,d,df + PPP  -  move close to the opponent, into the foreground
    f,d,df + KKK  -  move close to the opponent, into the background
    b,d,db + PPP  -  move away a long distance, into the background
    b,d,db + KKK  -  move away a short distance, into the foreground

    Right Side (facing left)
    -----------------------------------------------------------------
    f,d,df + PPP  -  move close to the opponent, into the background
    f,d,df + KKK  -  move close to the opponent, into the foreground
    b,d,db + PPP  -  move away a long distance, into the foreground
    b,d,db + KKK  -  move away a short distance, into the background

  No matter what type of move you do, the PPP version always takes
  about twice as long as the KKK version to complete, since you move
  further along the foreground / background.
- The Shun Goku Satsu is unblockable.


------------------------------------------------------------------------
CPU CHARACTERS
------------------------------------------------------------------------

To choose CPU Vega, Garuda, or Gouki, go to the corresponding character
and hold START (in Arcade Mode, the green gauge will disappear; in any
other mode, the selection cursor will turn yellow).  Then, press any
button.  The CPU versions of these characters cause more damage with
their attacks, and take less damage from all attacks (except throws).
They are otherwise the same (although CPU Garuda gains one new move,
the Maboroshi).

The Maboroshi is done by pressing PPP when hit--it does about 17 points
of damage.  The neat thing about this move is that it works off all
kinds of stuff, even fireballs or knockdown attacks.  It won't work
against Super Combos or against special moves that knock down, though.
This move can also be done if you're hit while in air, or while
crouching.  It's super cancelable after it hits, too, into the mid-air
Kienbu.


========================================================================
4.  EXPERT MODE EXPLAINED
========================================================================

In this mode, you get to complete sixteen 'missions' for each character,
which are as simple as doing a special move to as complex as having to
keep an opponent in air for ten seconds, or creating a 30-hit combo.
As you beat the missions and earn points for doing so, you can unlock
hidden characters to play with, as well as other goodies (see Section 5
for details).

Listed below are the English translations for each person's mission.
If a certain mission is particularly tricky or difficult, I've included
a note in the following TIPS section.  For the majority of the missions,
they are much easier to do with your opponent pushed into the corner
(you can use the Select button to give yourself more room if you don't
want your opponent cornered).  So, if you're having trouble with a
mission, push Ryu until the screen stops scrolling.  Another trick you
can do is that you need not follow with mission steps exactly; you can
input extra moves and the mission will still count as completed when
you finish it.  For example, going from a crouching MK to a Super Skullo
Slider in Skullo's Missiion #15 is kind of hard.  You can get around
this by sticking in a Skullo Slider after the crouching MK, then
canceling into the Super Skullo Slider and continuing with the mission.

The following terminology is used in this section:

             c = Crouching   s = Standing   j = Jumping

Everything else is the same as the terminology used in the rest of
the FAQ.  Note that all characters are listed in the order they appear
in the Expert Mode screen setup.

Please note that there is a 'bug' in the Japanese version of SFEX+A (I
don't know about the US release).  Sometimes, a combo will not register
as complete, or the enemy will not crouch/jump when he is supposed to.
You can try saving your game, turning off the PSX, and playing again,
but most of the time, it seems as if the only solution is to erase your
SFEX+A file and start over.  Speaking of weird stuff, you can also
repeat missions to earn points, and if you pause the game as you
complete a mission, it will reappear instead of taking you to the next
mission.  Also (and this is very useful for some of one of Darun and
Zangief's missions), you can start a move in one mission, pause the
game and go to another one, and when the move finishes, it will be
counted for _that_ mission, and not the previous one.


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

 1  Hadou Ken
 2  Tatsumaki Senpuu Kyaku (x3)
 3  Shouryuu Ken
 4  Shinkuu Hadou Ken
 5  Shinkuu Tatsumaki Senpuu Kyaku
 6  j HK, c HK
 7  c MP, c MK
 8  c MK, Hadou Ken
 9  Hadou Ken, Shinkuu Hadou Ken
10  Tatsumaki Senpuu Kyaku (x3), Shinkuu Tatsumaki Senpuu Kyaku
11  j HK, s HK, Shinkuu Hadou Ken
12  c LK, c LK, Shinkuu Hadou Ken
13  Tatsumaki Senpuu Kyaku (x2), Shinkuu Hadou Ken, Shinkuu T.S.K.
14  Shouryuu Ken, Shinkuu Tatsumaki Senpuu Kyaku
15  j HK, c MP, c MK, Hadou Ken, Shinkuu Hadou Ken, Shinkuu T.S.K.
16  Tatsumaki Senpuu Kyaku (x2), Shinkuu T.S.K., Shinkuu Hadou Ken,
    Shinkuu Tatsumaki Senpuu Kyaku

[ TIPS ]  --------------------------------------------------------------

10  After the third T.S.K., input qcb,qcb + K for the S.T.S.K.
11  After the s HK, input qcf,qcf + P for the Shinkuu Hadou Ken.
12  Try doing this mission like so:  d + LK, df,f,d + LK, df, f + P.
    This will integrate the two c LKs into your Shinkuu Hadou Ken
    command, and pressing P makes the Shinkuu Hadou Ken come out.
13  The idea here is to hit Evil Ryu with the Shinkuu Hadou Ken while
    he's still reeling from the Tatsumaki Senpuu Kyaku blows.
14  Any Shouryuu Ken will work--just do the S.T.S.K shortly afterward.
15  After timing the c MP, c MK link, you must quickly supercancel
    from the Hadou Ken into the Shinkuu Hadou Ken, and from that move
    into the Shinkuu Tatsumaki Senpuu Kyaku.
16  Use HK for the T.S.K.s.  Do them up close and wait a split second
    after each one.  This way you'll be low enough that when you do the
    the mid-air Shinkuu Tatsumaki Senpuu Kyaku, you won't miss or only
    hit him once.  What should happen is that Evil Ryu takes one hit,
    then a bunch more as Ryu 'winds down' from the S.T.S.K.  As soon as
    you land, do the Shinkuu Hadou Ken, then quickly supercancel into
    the ground S.T.S.K.


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

 1  Hadou Ken
 2  Shouryuu Ken
 3  Tatsumaki Senpuu Kyaku (x4)
 4  Shouryuu Reppa
 5  Shinryuu Ken
 6  Jigoku Fuusha
 7  s LP, s LP, c LP
 8  j MK, s MP, Shouryuu Ken
 9  Hadou Ken, Shouryuu Reppa
10  Shouryuu Reppa, Shinryuu Ken
11  j HK, s HK, Shouryuu Reppa
12  Guard Break, Guard Break, Shouryuu Reppa
13  j HP, c HP, Hadou Ken, Shouryuu Reppa, Shinryuu Ken
14  j HK, c MK, Tatsumaki S.K. (x3), Shouryuu Reppa, Shinryuu Ken
15  Shouryuu Ken, Shouryuu Reppa, Shinryuu Ken
16  j HK, c MK, Shouryuu Ken, Shinryuu Ken

[ TIPS ]  --------------------------------------------------------------

8   You have to hit fairly deep with the j MK and use HP for the
    Shouryuu Ken, or it will miss.  Or you can cross up with the j MK
    and then use any type of Shouryuu Ken because you'll be so close.
11  After the s HK, input qcf,d,df + P for the Shouryuu Reppa.
12  After the first Guard Break, walk up, do another one, and cancel
    into the Shouryuu Reppa the moment it hits.
14  The idea here is to hit Evil Ryu with the Shouryuu Reppa while
    he's still reeling from the HK Tatsumaki Senpuu Kyaku blows.  You
    may need to wait a moment between hits to make sure the kicks
    don't go over Ryu's head.
16  The range on the Shinryuu Ken is very short, so at best you'll
    only get a few hits off it.  An easier way to do this is to
    supercancel the Shouryuu Ken into the Shouryuu Reppa, then go from
    there into the Shinryuu Ken.


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

 1  Hien Shuu
 2  Hyakuretsu Kyaku
 3  Spinning Bird Kick
 4  Kikou Shou
 5  Senretsu Kyaku
 6  Ryuusei Raku
 7  c MK, c MK
 8  s HP, c MK
 9  Hien Shuu, c HK against Ryu's fireballs.
10  Guard Break, Ryuusei Raku
11  Yousou Kyaku, j HP
12  Spinning Bird Kick, Kikou Shou
13  Spinning Bird Kick, Yousou Kyaku (x3)
14  Hien Shuu, s HP, Senretsu Kyaku
15  Kikou Shou, Senretsu Kyaku, Kikou Shou
16  Hien Shuu, Hyakuretsu Kyaku, Senretsu Kyaku, Kikou Shou, Senretsu
    Kyaku

[ TIPS ]  --------------------------------------------------------------

9   Use a LK Hien Shuu to pass over one of Ryu's Hadou Kens, then
    quickly follow with a c HK upon landing.  Remember, you have to pass
    over a moving Hadou Ken with the Hien Shuu in order for this one to
    count.
10  You need to catch Ryu with the Ryuusei Raku before he starts falling
    back down, or you'll get a mid-air MP or HP instead.
11  Make sure Ryu isn't in the corner for this one.  Jump in with a
    really late Yousou Kyaku (it should hit Ryu's ankles instead of
    his arms), then tap HP.  It should hit Ryu while Chun-Li rebounds
    from the Yousou Kyaku.
13  Make sure Ryu isn't in the corner for this one.  Do a LK Spinning
    Bird Kick, then immediately jump uf, and press d + MK repeatedly.
    Chun-Li should Yousou Kyaku Ryu's flying body three times in air.
16  Tap K during an LK Hienshuu so that the Hyakuretsu Kyaku comes out
    upon landing.  Cancel early so that you can keep Chun-Li
    relatively close to Ryu, since Ryu may recover and block if he's
    pushed out of range by the Super Combos.


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

 1  Sonic Boom
 2  Somersault Kick
 3  Opening Gambit
 4  Double Somersault Kick
 5  Flying Buster Drop
 6  j HP, c HK
 7  c LP, c LP, Sonic Boom
 8  j HP, c MP, Somersault Kick
 9  j HP, c LP, Sonic Boom, Opening Gambit
10  j HP, c MP, c LK, Somersault Kick
11  Sonic Boom, Opening Gambit, Double Somersault Kick
12  Sonic Boom, Double Somersault Kick
13  Somersault Kick, Double Somersault Kick
14  j MK, c MP, c LK, Somersault Kick, Double Somersault Kick
15  j MK, s LK, Sonic Boom, c MK, Opening Gambit
16  Double Somersault Kick, Opening Gambit

[ TIPS ]  --------------------------------------------------------------

 9  After the Sonic Boom, tap b,f for the Opening Gambit.
10  Hold db during the c MP and c LK link so that you can simply press
    u + K for the Somersault Kick.
11  After the Sonic Boom, tap b,f for the Opening Gambit.  You need to
    cancel into the Double Somersault Kick by the time the hit count
    reaches 6 (technically, the fifth hit of the Opening Gambit).
12  Charge db,uf + P for the Sonic Boom, then tap b,uf + K for the</pre><pre id="faqspan-2">
    Double Somersault Kick cancel.
13  Charge db,uf + K for the Somersault Kick, then tap b,uf + K for
    the Double Somersault Kick cancel.
15  After the Sonic Boom, start charging db, and time the crouching MK
    so that hit hits Ryu before he can block.  Then tap f,b,f + P for
    the Opening Gambit.
16  Charge db,df,db,ub + K for the Double Somersault Kick, so that you
    can hold ub to start the Opening Gambit charge.  You need to finish
    the Opening Gambit command so that you cancel during the 3rd hit of
    the D.S.K. (after Guile lands and just as he starts the next Double
    Somersault Kick).


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

 1  Double Lariat
 2  Quick Double Lariat
 3  Russian Suplex
 4  Screw Piledriver
 5  Super Stomping
 6  Final Atomic Buster
 7  Final Atomic Buster (Level 3)
 8  Stomach Block
 9  c MP, c MK
10  Use a Double Lariat to hit Ryu as he throws fireballs.
11  Flying Body Attack, s LP, Double Lariat
12  Super Stomping, Final Atomic Buster
13  j HK, s LK, Quick Double Lariat
14  j HK, c MK, Super Stomping
15  Use the Screw Piledriver on Ryu while he is jumping and kicking
16  Super Stomping, Chuudan, s MK, Super Stomping

[ TIPS ]  --------------------------------------------------------------

 8  Stun Evil Ryu with a Guard Break, then leap over him and do the
    Stomach Block from behind.
10  Since the Double Lariat can go through fireballs, simply wait for
    Evil Ryu to throw a Hadou Ken, then press PPP and move towards him.
11  Don't cross up with the Flying Body Attack--just jump straight up
    and do it on the way down.  You may want to hold f when doing the
    Double Lariat.
12  Do the F.A.B. while Ryu blocks the Super Stomping.
13  The secret here is to do the j HK early, so that Ryu has almost
    recovered by the time you land.  Then hit LK, and hold f + KKK,
    so that you'll move into Ryu when the Quick Double Lariat starts.
15  Start the Screw Piledriver motion as Ryu falls after the jump kick.
    An alternate way to do this is to go to another mission and start
    the Screw Piledriver, then just as Zangief grabs his opponent,
    pause the game and go back to this mission, and it will count.
16  Do the Chuudan during the Super Stomping, and as the move ends,
    input qcf + MK for the standing MK hit.  From there, you can simply
    input qcf + K to start the next Super Stomping.


------------------------------------------------------------------------
HOKUTO
------------------------------------------------------------------------

 1  Chuugeki Hou
 2  Chuugeki Hou, Shougeki Ha
 3  Shinkuu Geki
 4  Shinkyaku Geki
 5  Use the Gokyaku Kou to counter Ryu's s HK
 6  Kyaku Hougi
 7  Kiren'eki
 8  Ryuusui
 9  c HK under Ryu's Hadou Ken
10  c MP, Chuugeki Hou, Shougeki Ha
11  c MP, Chuugeki Hou, Kyaku Hougi, Kiren'eki
12  Ryuusui, c LK
13  Gokyaku Kou, Kiren'eki
14  Shinkyaku Geki, Kiren'eki vs. Ryu throwing fireballs
15  j HP, c MP, Chuugeki Hou, Kyaku Hougi, Kiren'eki, Kyaku Hougi
16  j HP, c MP, Chuugeki Hou, Shougeki Ha, Kiren'eki, Kyaku Hougi,
    Kiren'eki

[ TIPS ]  --------------------------------------------------------------

 5  Try to determine when Ryu is about to throw a fireball, then use
    b,d,db + HP for the Gokyaku Kou so that Hokuto will be ready to
    counter for a longer period.
 9  Wait until Ryu throws a fireball, then use the c. HK to slide
    under it and hit Ryu.
10  Use LP for the Chuugeki Hou, or else it won't combo.
11  Use LP for the Chuugeki Hou, or else it won't combo.
13  You have to wait until Hokuto actually hits Evil Ryu with her elbow
    before doing the Kiren'eki.  Otherwise, it won't count.
14  Time the Shinkyaku Geki so that you slide underneath the Hadou Ken,
    yet are close enough to Ryu to hit him with the Kiren'eki.
15  Use LP for the Chuugeki Hou, or else it won't combo.
16  Use LP for the Chuugeki Hou, or else it won't combo.  The problem
    with this mission is that you have to cancel out of the Kiren'eki
    really fast, or the Kyaku Hougi won't combo.


------------------------------------------------------------------------
DOCTRINE DARK
------------------------------------------------------------------------

 1  KILL Blade
 2  EX-plosive
 3  DARK Wire, DARK Spark
 4  DARK Wire, DARK Hold, s HP
 5  KILL Trump
 6  DARK Shackle
 7  j HK, c MK, KILL Blade
 8  EX-plosive, j HP, c HK
 9  c MK, EX-plosive, DARK Wire, DARK Spark
10  DARK Wire, DARK Hold, DEATH Spin Kick, s LP, j HK
11  j HP, c MK, EX-plosive, DARK Shackle
12  DARK Wire, DARK Hold, s LP, s HK, KILL Trump
13  j HK, s HK, DARK Shackle, KILL Trump, DARK Shackle
14  DARK Wire, DARK Hold, j HP, c HP, KILL Trump
15  DARK Wire, DARK Spark, s HK, KILL Trump
16  j HP, c MP, c MP, EX-plosive, EX-plosive, KILL Trump

[ TIPS ]  --------------------------------------------------------------

 8  Drop an HK EX-plosive at Ryu's feet, then jump over him.  Wait a
    moment, then jump.  Ryu should catch on fire as you're in air, so
    hit HP, then hit d + HK when you land.
 9  Drop an HK EX-plosive in front of Ryu, then leap over him.  The
    c MK should push him back into the EX-plosive, allowing you to
    do the DARK Wire.
10  A moment after the DEATH Spin Kick, press LP and it will combo.
    Then immediately jump uf and do an early HK.
11  You can either lay an EX-plosive before doing this mission, or
    simply do it after the c MK and supercancel into the DARK Shackle.
12  Like Mission 10, this requires a bit of timing.  Once the s HK
    hits after the s LP, input qcf,d,df + P for the KILL Trump.
13  You have to arrange it so that you cancel from the first landing
    of the KILL Trump into the DARK Shackle (at the 7th hit), or else
    the next hit of the KILL Trump will knock Evil Ryu into the air.
    The problem with that is that the DARK Shackle doesn't count
    unless the 'extended blade' part hits, and it won't if Ryu's not
    standing on the ground.
14  Do an HP DARK Wire from far away, so that Ryu will stagger in front
    of you rather than end up behind you.  Jump up while he approaches
    for the j. HP, then do the c. HP upon landing and supercancel.
15  Do an LP DARK Wire from up close.  Just after the DARK Spark hits,
    press HK.
16  Lay an HK EX-plosive a short distance in front of Ryu, then cross
    him up with a jumping HP (it's easier if you press HP just a little
    earlier than normal), and link the two crouching MPs.  The last
    should push Ryu into the EX-plosive, allowing you to toss another
    one and supercancel it into the KILL Trump.

    Buuzilla has another, easier method, which is to DARK Wire Ryu
    after the first EX-plosive hits.  Then simply DARK Hold him over
    to you and toss a second EX-plosive on him, then supercancel.


------------------------------------------------------------------------
SKULLOMANIA
------------------------------------------------------------------------

 1  Skullo Crusher
 2  Skullo Slider
 3  Skullo Head
 4  Skullo Dive
 5  Skullo T'kachev
 6  Super Skullo Crusher
 7  Super Skullo Slider
 8  Skullo Dream
 9  Skullo Dash, (Skullo Tackle), Super Skullo Crusher
10  j HK, c HP, Skullo Crusher
11  Skullo Dive, Super Skullo Crusher
12  j HK, c HP, Skullo Dive
13  j HK, c LK, Skullo Head
14  Super Skullo Crusher, Super Skullo Slider
15  c MK, Super Skullo Slider, Super Skullo Crusher
16  j HK, c MP, s MP, Skullo Slider, Super Skullo Crusher

[ TIPS ]  --------------------------------------------------------------

 9  Skullo Dash into your opponent, and as soon as Skullo headbutts
    them, supercancel into the Super Skullo Crusher.
11  Get Evil Ryu in the corner, then do the Skullo Dive from the far end
    of the screen, so that Skullo slides along the ground before he hits
    Ryu.  If Ryu's not in the corner, the Super Skullo Crusher will not
    connect.
12  Use LP for the Skullo Dive.
14  Do the Super Skullo Crusher from the far end of the screen, and
    super cancel after the 4th hit.
15  I recommend sticking in a Skullo Slider after the c MK; it makes it
    easier to cancel into the Super Skullo Slider.
16  Cross up Ryu with a j HK, then link the crouching and standing MP
    attacks (it takes a little practice).  You can always stick in a
    Super Skullo Slider after the Skullo Slider to make things easier.


------------------------------------------------------------------------
PULLUM PURNA
------------------------------------------------------------------------

 1  Drill Purrus
 2  Drill Purrus (air)
 3  Tenel Kick
 4  Prim Kick
 5  Reswal Kahna
 6  Praec Larm
 7  Dance Wind
 8  Drill Purrus (air), c HK
 9  j MP, c MP, c MP
10  j HP, Drill Purrus (air)
11  s MK, Prim Kick
12  Drill Purrus, Reswal Kahna
13  Prim Kick, Praec Larm
14  j HP, c HP, Reswal Kahna, Praec Larm
15  j HP, Drill Purrus (air), c MK, Prim Kick, Praec Larm
16  Tenel Kick, Praec Larm, Reswal Kahna, Praec Larm

[ TIPS ]  --------------------------------------------------------------

 8  Get close to Ryu, then step back.  This way, your HK Drill Purrus
    will hit him in the feet, and you can then do the c HK.
 9  Cross up with the j MP first.
10  Jump straight up, and just after the apex of your jump, hit HP, then
    do qcf + LK for the Drill Purrus.
12  I suggest backing up a short distance, then doing a HK Drill Purrus.
15  Do the jumping HP from a few steps back, and do an MK Drill Purrus
    just after the apex of your jump.  Otherwise Ryu will recover too
    soon.  Upon landing, input f,d + MK for the c. MK, then just press
    df + K for the Prim Kick, and supercancel.
16  Get Ryu in the corner, do an LK Ten'el Kick, and cancel into the
    Praec Larm--if you mess up the timing, Ryu takes one hit, then
    falls down.  This mission is really annoying because you have to
    hope that Ryu will remain stuck between you and the corner when
    you cancel into the Reswal Kahna, but it's more likely that he
    will end up behind you since he gets spun around during the Praec
    Larm.


------------------------------------------------------------------------
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  c LP, c LP, Dash Straight
10  j LK, c LK, Batting Hero
11  j HP, c HP, Final Punch, Crazy Jack
12  c MP, c HP, Dash Upper
13  j HP, c HP, Final Punch, Home Run Hero, Soccer Ball Kick
14  Deflect 10 projectiles using the Batting Hero move.
15  Guard Break, Home Run Hero, j HP, c HP, Home Run Hero
16  Home Run Hero, Batting Hero, Crazy Jack, Home Run Hero

[ TIPS ]  --------------------------------------------------------------

10  Hold b after the j LK, then go db,d + LK for the c LK, and then df,
    f + P for the Batting Hero.  As you can see, you've just done the
    Batting Hero motion during the previous hits.
11  Use KKK for the Final Punch, so that you can do the Punch attacks.
12  Connecting the c MP and c HP is a matter of luck more than timing.
    You can push Ryu into the corner, but it's not needed.  Just charge
    db, and if the c. HP hits, tap f + K for the Dash Upper.
13  Again, use KKK for the Final Punch.  After the Home Run Hero, wait
    a split second, then do an HK Soccer Ball Kick.  By the time it
    comes out, Ryu will be in range for a boot to the face :)
14  The thing with this mission is that jumping over, blocking, using
    the Soccer Ball Kick, or getting hit by a fireball will reset the
    hit counter.  There are two ways to do this; one is to wait until
    just after Ryu has thrown a fireball, then do an HP Batting Hero,
    which will deflect the fireball and knock him away.  Once the
    screen scrolls in, walk forward a bit, and again hit Ryu and the
    fireball once he throws it.  Just repeat this 10 times.
    The faster method is to get as far away as possible from Ryu.  You
    should be able to use LP Batting Heros to hit five fireballs, with
    the fifth Batting Hero hitting both Ryu and the fireball at the
    same time.  When the screen scrolls in, back off, and repeat.
15  After the Guard Break, jump forward, Home Run Hero them, then wait
    a moment.  Jump and hit really late with the j HP, or else the
    Home Run Hero won't hit after the c HP.
16  After the Home Run Hero, hold back, then input hcf + LP for the
    Batting Hero.  Since you were charging and went from b to f, you
    just did half the motion for the Crazy Jack and can now quickly tap
    b,f + P for it to come out.  Hold K so that all punches will be the
    Upper kind, or else they won't hit Evil Ryu as he flies away from
    you.  Then just supercancel.


------------------------------------------------------------------------
KAIRI
------------------------------------------------------------------------

Note that I use '(air)' to distinguish between the two 'Shinki Hatsudou'
moves, since they have the same English spelling but different meanings.

 1  Shinki Hatsudou
 2  Maryuu Rekkou
 3  Mouryou Kasen (x3)
 4  Shinki Hatsudou (air)
 5  Sairou Kyoushu
 6  Kyouja Renbu
 7  Garyuu Messhuu
 8  s MP, Maryuu Rekkou
 9  j HP, c HP, Shinki Hatsudou
10  c MK, Shinki Hatsudou, Sairou Kyoushu
11  Garyuu Messhuu, Shinki Hatsudou (air), Garyuu Messhuu
12  Shinki Hatsudou (air), Garyuu Messhuu, Sairou Kyoushu
13  j MK, Ryuubu, Shinki Hatsudou (air), Garyuu Messhuu
14  j HK, c MK, Mouryou Kasen (x3), Shinki Hatsudou (air)
15  j MK, c HP, Maryuu Rekkou, Sairou Kyoushu, Shinki Hatsudou (air)
16  Keep Kairi in the air for 10 seconds

[ TIPS ]  --------------------------------------------------------------

12  Practice so that you get accustom to doing the Sairou Kyoushu the
    instand you land from the Garyuu Messhuu, but before you do the
    knee hop.
13  For this one, input qcf + MK after the j MK, so that the Ryuubu will
    come out, but you can now just input qcf + P for the mid-air Shinki
    Hatsudou.
15  Cross-up with MK, then input f,d + hold HP.  This will do Kairi's
    crouching HP.  You can now press df and releaes HP to get an HP
    Maryuu Rekkou.  This gives you plenty of time to do the Sairou
    Kyoushuu.  If Kairi moves too far 'inside' Ryu, do a Garyuu Messhuu
    to make some space before doing the mid-air Shinki Hatsudou.
16  Make Ryu block a standing LP, then do an HP Maryuu Rekkou.  Once
    you're high in the air, do the Garyuu Messhu into mid-air Shinki
    Hatsudou over and over in order to keep Kairi airborne.  Other
    methods include doing two Mouryou Kasens, or a Sairou Kyoushu, off
    the blocked LP.  You can always hit Ryu with the attacks, but it's
    easier to supercancel when he's blocking.  You may also want to
    close your eyes and listen for the hits instead of trying to time
    the supercancels visually.


------------------------------------------------------------------------
ALLEN SNIDER
------------------------------------------------------------------------

 1  Soul Force
 2  Justice Fist
 3  Rising Dragon
 4  Fire Force
 5  Triple Break
 6  Vaulting Kick
 7  j HP, c MP, c HK
 8  s MP, Justice Fist
 9  j HK, c MK, Rising Dragon
10  Hit Ryu with the Justice Fist while he's throwing fireballs.
11  j HK, c MK, Soul Force, Fire Force
12  j MK, c LK, c LK, Rising Dragon
13  j MK, c LK, c LK, Triple Break, Fire Force
14  j HP, c HP, Fire Force, Triple Break, j HK
15  j HK, s MK, Justice Fist, Fire Force, Triple Break
16  Keep your opponent in the air for 10 seconds

[ TIPS ]  --------------------------------------------------------------

10  The Justice Fist is pretty slow, so you have to sort of second-
    guess Ryu and time it so that the Justice Fist deflects the Hadou
    Ken and smacks Ryu in the face.
12  After the first LK, input f,d + LK, df + P for the Rising Dragon.
    It's tricky because if you're sloppy, you get the Fire Force
    instead.
13  Like Mission 12, stick the c LKs in the middle of the Triple Break
    command.  Then throw the Fire Force, so that Ryu will land on it.
14  This is an annoying mission because you have to supercancel directly
    from the c HP, which means doing the entire motion before the c HP
    animation ends.  To connect with the j HK, leap upward after the
    Triple Break ends and hit HK early, while you're still going up.
16  Start by doing an HP Rising Dragon, and cancel it into the Triple
    Break.  This way, Ryu will fall close to you rather than far away.
    Hit him with the HP Justice Fist as he falls, then supercancel into
    the Fire Force, then into the Triple Break, then do another HP
    Justice Fist and repeat until time runs out.


------------------------------------------------------------------------
DARUN MISTER
------------------------------------------------------------------------

 1  Lariat
 2  Ganges DDT
 3  Brahma Bomb
 4  Indra Bashi
 5  Darun Catch
 6  Chouzetsu Kishin Bomb
 7  Tasogare Lariat
 8  Indra~ Bashi
 9  Ganges DDT (air)
10  c MP, c MP
11  c MP, Lariat
12  Indra~ Bashi, Darun Catch
13  Tasogare Lariat, Chouzetsu Kishin Bomb
14  j HP, c MP, Lariat, Tasogare Lariat, Indra~ Bashi, Darun Catch
15  Grab Ryu with the Darun Catch while he's throwing Shouryuu Kens
16  s HK, Indra~ Bashi, s HP, Indra~ Bashi, c HP, Indra~ Bashi,
    Darun Catch.

[ TIPS ]  --------------------------------------------------------------

12  Wait a moment after the Indra~ Bashi, then do the HP Darun Catch
    when Ryu falls down.
13  Do the Chouzetsu Kishin Bomb while Evil Ryu is blocking the Tasogare
    Lariat.
15  You can actually catch Ryu as he's falling from the Shouryuu Ken,
    but it's far easier to simply Tasogare Lariat him into the Indra~
    Bashi, then do a Darun Catch as he falls.  Another way is to go
    back to any other mission, Darun Catch Ryu, and the moment it hits,
    go back to this one, and it will count.
16  Push Ryu into the corner for starters.  After the first Indra~ Bashi,
    try timing his fall by counting to four.  You need to hit Ryu with
    the standing HP as he falls, then supercancel into another Indra~
    Bashi (you can either do qcb + HP, qcb + K, or just do the full
    motion after the s HP).  Afterwards, count to four again, then do
    the c HP, supercancel into the final Indra~ Bashi (this is tricky,
    considering how slow the c HP is), and Darun Catch Ryu on the way
    down.


------------------------------------------------------------------------
BLAIR DAME
------------------------------------------------------------------------

 1  Shoot Upper
 2  Lightning Knee
 3  Sliding Arrow
 4  Shoot Kick (x3)
 5  Mirage Combo Kick
 6  Spin Side Shoot
 7  c LK, c LK, Shoot Kick (x3)
 8  c MP, c MK, Sliding Arrow
 9  j HK, c MK, Lightning Knee
10  j HP, c HP, Shoot Upper
11  j HP, c MP, c LK, Shoot Kick (x3), s HK
12  j HK, c MK, Shoot Kick (x2), Mirage Combo Kick, Spin Spide Shoot
13  Shoot Kick (x2), Spin Side Shoot, Mirage Combo Kick, Spin Side Shoot
14  j HK, c MK, Sliding Arrow, Spin Side Shoot
15  j HP, c HP, Shoot Kick x3, c LK, Lightning Knee
16  s MK, Shoot Kick x3, Shoot Upper, Spin Side Kick, Mirage Combo Kick

[ TIPS ]  --------------------------------------------------------------

 7  You may find it easier to connect with an LK Shoot Kick after the
    two crouching LKs.
 8  You need to use HK for the Sliding Arrow.
11  Use LK for the first Shoot Kick, but switch to HK for the last one,
    or else Blair won't kick Ryu into the air.  Then take a tiny step
    forward and hit him with the s HK as he falls.
14  Get Ryu in the corner for this one, and supercancel off the Sliding
    Arrow as soon as humanly possible, or else the Spin Side Shoot will
    not hit him.
15  Again, use HK for the last Shoot Kick.  What you need to do here is
    take a step forward by doing f,d + LK, and once LK hits Ryu, input
    df + K for the Lightning Knee.  It's pretty hard to do.
16  Use HK for the final Shoot Kick, then do an HP Shoot Upper.  From
    there, quickly supercancel (I like to stick in a Mirage Combo Kick
    before the Spin Side Shoot, but that's just me).


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

 1  Psycho Crusher
 2  Double Knee Press
 3  Head Press
 4  Somersault Skull Diver
 5  Knee Prss Nightmare
 6  Psycho Cannon
 7  c MP, c MK
 8  Kick Throw (When close, b / f + MK or HK), s HK
 9  j HK, c MK, Double Knee Press
10  j HK, c HP, Psycho Crusher
11  Guard Break, j HP, c HP, Head Press
12  Guard Break, Kick Throw (b / f + MK or HK), Knee Press Nightmare
13  j HK, c MP, c MP, c MK, Double Knee Press
14  j HP, c LK, Psycho Cannon, Knee Press Nightmare, Psycho Cannon
15  j HK, c MP, c MP, c MK, Knee Press Nightmare, Psycho Cannon
16  Guard Break, Kick Throw (b / f + MK or HK), Knee Press Nightmare,
    Psycho Cannon, Psycho Crusher

[ TIPS ]  --------------------------------------------------------------

 8  Just as you recover from the throw, step forward and press HK.  The
    idea is to hit Ryu as he bounces up off the floor.  This one is
    pretty frustrating, but you can keep trying until you get lucky.
11  For this one, you need to wait a moment before jumping, and do the
    j HP really late (hold down while in air so you can start charging).
    Upon landing, hit HP while still holding down, then tap u + P for
    the Head Press, which will hit on the way up.
12  You need charge the Knee Press Nightmare in the direction you were
    originally facing in.  In other words, start the Kick throw, and
    charge back.  Once Vega recovers after the throw and Ryu is in the
    air, press f,b,f + K, even though it will feel like you're doing
    b,f,b + K instead.
13  The tricky part here are the triple links.  Cross up with the j HK
    first, then just time them into the Double Knee Press.
14  This one isn't easy because you need to start charging back right
    as you start the Psycho Cannon, and cancel out of that into the
    Knee Press Nightmare.  You then need to cancel out of the K.P.N into
    the last Psycho Cannon by the 4th hit of that move (so start the
    motion once you hear the third hit of the Knee Press Nightmare).  I
    never know when to cancel out of the Psycho Cannon--it seems to
    vary.
15  I hate messing up on this mission at the end, because it's hard
    enough to get past the cross-up HK and the linked MPs and MK.  Sad
    to say, there's not much advice I can give you on this one, although
    you should practice the K.P.N -> Psycho Cannon part beforehand.
16  This one works like Mission 12; Do the K.P.N in the direction you
    were originally facing.  You need to start the Psycho Cannon motion
    on the 3rd hit, so that it kicks in on the fourth.  Hold P to charge
    the Psycho Cannon while holding b to prepare for the Psycho Crusher,
    then once you recover from throwing the Psycho Cannon, hit f + HP
    to juggle Ryu with the Psycho Crusher.


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

 1  Gou Hadou Ken
 2  Shakunetsu Hadou Ken
 3  Zankuu Hadou Ken
 4  Gou Shouryuu Ken
 5  Tatsumaki Zankuu Kyaku (x4)
 6  Messatsu Gou Hadou
 7  Messatsu Gou Shouryuu
 8  Tenma Gou Zankuu
 9  Shun Goku Satsu
10  c HP, Shakunetsu Hadou Ken
11  Gou Hadou Ken, Messatsu Gou Hadou
12  Tatsumaki Zankuu Kyaku (x2), Tenma Kuujin Kyaku, c MK, Gou Hadou Ken
13  c LK, c LK, Gou Shouryuu Ken
14  Zankuu Hadou Ken, Tenma Kuujin Kyaku, c MK, Tatsumaki Zankuu Kyaku
    (x3), Messatsu Gou Shouryuu
15  j HP, Zanku Hadou Ken, Tenma Gou Zankuu
16  j HP, c HP, Shakunetsu Hadou Ken, Messatsu Gou Hadou, Messatsu Gou
    Shouryuu, Tenma Gou Zankuu

[ TIPS ]  --------------------------------------------------------------

10  Just do f,df,d + HP, db,b + P for this one.
12  Use MK for the two T.Z.K.s, then immediately hit d + MK for the
    Tenma Kuujin Kyaku.  You need to do all this a few steps away from
    Ryu, so that the Tenma Kuujin Kyaku hits him in the feet.  That
    way, you can still c MK him while he's reeling.
13  After the first LK, input f,d + LK, df + P for the Gou Shouryuu Ken.
14  You can either get next to Ryu and jump up, or back away and jump
    forward.  At the height of your jump, do an LP Zankuu Hadou Ken,
    then the Tenma Kuujin Kyaku.  It should hit Ryu very low on his
    body, allowing you to continue the combo.  Let yourself fall after
    the third T.Z.K. and do the Messatsu Gou Shouryuu while Evil Ryu
    is stunned.
15  All three moves have to be done _really_ late in the jump, and
    really deep inside Ryu, or they won't combo.
16  There's a glitch for this mission allowing you to bypass the
    Messatsu Gou Hadou and still have it count.  It's easier to stick it
    in, though, and supercancel into the Messatsu Gou Shouryuu just
    before it ends.  Doing this also makes it easier for the Tenma Gou
    Zankuu to hit off of the intial blows of the M.G. Shouryuu.


------------------------------------------------------------------------
GARUDA
------------------------------------------------------------------------

 1  Raiga
 2  Kizan
 3  Shuuga
 4  Jazan
 5  Gouga
 6  Kienbu
 7  Kienshou
 8  Shuuki
 9  j HP, Kyouja
10  j HK, Zanki
11  c MK, Shuuga
12  Perform a 21-hit combo
13  j HK, c MK, Gouga, Kienbu, Kienshou
14  c MP, c MK, Kizan, Kienbu
15  Guard Break, j HK, Raiga, Kienshou, Kienbu
16  j HP, c HP, Kienbu, Kienshou, Kienbu

[ TIPS ]  --------------------------------------------------------------

 1  The Raiga only hits an airborne opponent, so wait for Ryu to jump.
 9  Hit really deep with the j HP before doing the Kyouja.
10  Hit really deep with the j HK before doing the Zanki.
12  Doing Mission 16 will get you the full hits for this mission--you
    can also do j HK, c MK, HK Gouga, Kienbu (land), Kienshou, Kienbu.
13  You need to cancel into the Kienbu before fully landing from the
    Gouga.  Then do the Kienshou as you land.
14  Try doing this as c MP, f,d + MK, df + HP, or else you'll get the
    Kienshou instead of the Kizan.
15  Hitting with the Guard Break is really hard because Garuda strikes
    so low (try starting it as Ryu begins to fall from his jump).
    Once Evil Ryu is flying through the air, do a really late j HK,
    then do an HK Raiga the moment you land and supercancel.
16  This one isn't too hard--just hold f during the Kienbu startup, so
    that you can keep hitting Evil Ryu.


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

 1  Yoga Fire
 2  Yoga Flame
 3  Yoga Blast
 4  Yoga Inferno
 5  Yoga Legend
 6  Yoga Drill Kick
 7  c MK (short), Yoga Fire
 8  Yoga Fire, Yoga Inferno
 9  Yoga Flame, Yoga Legend
10  j HK, (long) s MK, Yoga Inferno
11  Drill Kick, c MK (sliding), Yoga Inferno
12  Yoga Fire, s HK (long)
13  Yoga Fire, j MK, Yoga Drill Kick
14  Perform a 30-hit combo
15  Yoga Blast, Yoga Inferno, Yoga Legend, Yoga Drill Kick, (long) s HP
16  Yoga Fire, c MK (sliding), Yoga Legend, Yoga Drill Kick

[ TIPS ]  --------------------------------------------------------------

 7  Hold db before pressing MK, then do qcf + HP for the Yoga Fire.
10  Get Ryu in the corner.  You have to arrange it so you can jump
    forward and still have the j HK hit from very close (the leg will
    hit rather than the foot).  Afterwards, try doing qcf + MK for the
    standing MK hit, then input qcf + P for the Yoga Inferno.  The
    real problem with this mission is getting the j HK to hit from up
    close enough.
11  Back away from Ryu just a bit, and do an HK Drill Kick so that it
    hits Ryu's toes.  Then just do the sliding c MK, and supercancel.
12  For this one, back away, throw an LP Yoga Fire, then do the s HK.
    You need to be at the proper range for the s HK to hit, though.
13  For this one, you have to throw a MP Yoga Fire, then jump and hit
    Ryu with the j MK while he's on fire and is flying through the air.
    Then cancel into a LK Yoga Drill Kick and hold up slightly to help
    make contact.
14  With Ryu in the corner, do a jumping MK into a LK Yoga Drill Kick,
    and then do a Yoga Legend.  At the last hit, cancel into the MK Yoga
    Drill Kick.  Hold up slightly, so that the MK Yoga Drill Kick hits
    once, then hits a bunch of times.  You'll drop to the ground and be
    at the perfect height for a standing HP.
15  Get next to Ryu and tap forward on the controller so that Dhalsim
    inches into Ryu's body.  Otherwise, the Yoga Blast will never hit.
    The thing to watch out for is mistiming the Yoga Legend, or else
    Ryu will fall to the ground after Dhalsim warps away for the first
    time.  At the last hit, cancel into the MK Yoga Drill Kick.  Hold up
    slightly, so that the MK Yoga Drill Kick hits once, then hits a
    bunch of times.  You'll drop to the ground and be at the perfect
    height for a standing HP (just like Mission 14).
16  Do an LP Yoga Fire from afar, then Yoga Teleport (f,d,df + KKK)
    behind Evil Ryu.  Slide into him and quickly supercancel into the
    Yoga Legend.


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

 1  Hadou Ken
 2  Shou'ou Ken
 3  Shunpuu Kyaku
 4  Shinkuu Hadou Ken
 5  Midare Zakura
 6  Haru Ichiban
 7  Shun Goku Satsu
 8  c MP, c MK
 9  c HP, Hadou Ken
10  j HK, c MK, Shunpuu Kyaku
11  j HK, s LK, Shou'ou Ken
12  j HK, s HK, Shinkuu Hadou Ken
13  j HP, c HP, Hadou Ken, Shinkuu Hadou Ken
14  j HP, c HP, Hadou Ken, Haru Ichiban, Midare Zakura, Shinkuu Hadou
    Ken
15  j MK, c LK, c LK, c LK, Shou'ou Ken, Midare Zakura, Haru Ichiban
16  j HP, c MP, c MK, Shunpuu Kyaku, Midare Zakura

[ TIPS ]  --------------------------------------------------------------

13  Try not to hold HP, or you may end up delaying the Hadou Ken.  The
    same applies to Mission 14.
12  After the s HK, input qcf,qcf + P for the Shinkuu Hadou Ken.
14  Supercancel into the Shinkuu Hadou Ken upon landing from the
    Midare Zakura the first time.
15  Cross up with the j MK.  The three c LKs are a bit difficult to
    manage, but you should still be able to hit with an HP Shou'ou Ken
    after the last one.
16  Use LK for the Shunpuu Kyaku.  You have to go into the Midare Zakura
    _right_ afterward, and if you're too slow, Ryu won't be high enough
    and the Midare Zakura misses.


------------------------------------------------------------------------
CHAIN-COMPLETE MISSIONS
------------------------------------------------------------------------

Finally, you can 'chain-complete' missions if the move you start in one
mission hits at least once as the second mission begins.  An example
would be with Ken: you can chain his mission 4 (Shouryuu Reppa), into
mission 5 (Shinryuu Ken), simply by canceling.  There's no point in
doing this, but it's fun!  Here's a list of 'chainable' missions written
by Trax:

- Ryu's #4 & #5 can be chained.
- Ken's #3 & #4, and #4 & #5 can be chained.
- Chun-Li's #4, #5 & #6 can be chained.
- Guile's #3 & #4 can be chained.
- Zangief can't chain missions! Or can he?
- Hokuto's #5 & #6 can be chained.
- D.Dark's #4 & #5 and #5 & #6 can be chained.
- Skullo's #6, #7 & #8 can be chained.
- Pullum's #5 & #6 can be chained.
- C.Jack's #5 & #6 and #7 & #8 can be chained.
- Kairi can't chain missions! Or can he?
- Allen's #3, #4 & #5 can be chained. The trick for chaining #3 & #4 is
  that you put a Triple Break after the Rising Dragon, and juggle with
  Fire Force. #5 can be added to this chain if you perform the Triple
  Break as late as possible.
- Darun's #7, #8 & #9 can be chained.
- Blair's #4 & #5 and #5 & #6 can be chained.
- Vega's #6 & #7 can be chained.
- Gouki's #5 & #6 and #6 & #7 and #7 & #8 can be chained.
- Garuda's #5 & #6 and #6 & #7 can be chained.
- Dhalsim's #3, #4, #5 & #6 can be chained.
- Sakura's #3, #4 & #5 and #5 & #6 and #6 & #7 can be chained.
  The trick to chain #3, #4, & #5 is to add a Midare Zakura after #3.
  Chaining #6 & #7 is very hard, try to get some distance and cancel
  into #7 at the first hit of #6, make sure Ryu isn't cornered. It
  might be possible to chain #5, #6 & #7, but I doubt it.

Bonus note: 'Satsui no Hadou ni Mezameta' Ryu will taunt you if you
can't complete a mission after a few tries!  And during the 'fireball'
missions, he will throw red fireballs and Shinkuu Hadou Kens
occasionally!


========================================================================
5.  SECRETS AND TRICKS
========================================================================

------------------------------------------------------------------------
INTERESTING STUFF
------------------------------------------------------------------------

If you look through the CD's memory, you'll find the following text:

               "Here comes a new game mode."
               "Here comes a new option."
               "Here comes a new challenger."

The first one shows up when you do the code to unlock the barrel bonus
game.  But what about the others?  In the American release of SFEX+A,
you get the third message when you enter a code to unlock all the
hidden characters, but that code doesn't work on the Japanese version.
The second line probably means that there's a code you can enter to
enable the Options Plus menu as well.  Does anyone know the codes to
unlock the hidden characters or the Options Plus menu for the Japanese
version of this game?

Another interesting this about this game is that it seems to have been
literally ported over from the arcade version.  There is an arcade-
style debug menu (stuff like I/O TEST, SHOT, etc.) in the CD's memory,
and there are also image files on the CD of the original SFEX and SFEXP
title screens (one even has a message stating that the game is the beta
version and not the final release, as I recall...which is probably what
showed up when the arcade version of SFEX was still being beta-tested).


------------------------------------------------------------------------
ENABLE THE HIDDEN CHARACTERS
------------------------------------------------------------------------

As you play through Expert Mode, you earn points.  Get enough points,
and a hidden character will be enabled:

   Points                   Character Enabled
   ------                   ---------------------------------
    100                     'Satsui no Hadou ni Mezameta' Ryu
    200                     'Chi no Fuuin o Tokareta' Hokuto
    300                     Cycloid Gamma
    400                     Cycloid Beta
    600                     CPU Vega
    800                     CPU Garuda
    1000                    CPU Gouki

For details on how to select the CPU characters, and what makes them
different from the normal characters, see their section in the Hidden
Character Movelists (Section 3).


------------------------------------------------------------------------
ENABLE THE 'OPTIONS PLUS' MENU
------------------------------------------------------------------------

In Expert Mode, complete 220 missions, and the Options Plus menu appears
in the Options Menu.  In the beginning, you only have one option
available, but the rest become usable when you beat CPU Gouki for the
first time:

TRAINING PARTNER
 - Choose from FIX (normal) or MOVE (the second player can fight against
   you).  This option is not available unless  you have a controller
   plugged into the second player port.

SUPER COMBO GAGE (sic)
 - Choose from 3 (normal) or INFINITE (gauge never goes down).

SUPER CANCEL LIMIT
 - Choose from ON (normal) or OFF.  Turning it off gives you a slew of
   new abilities:

    * You can cancel similar Super Combos into each other, like an
      Opening Gambit into an Opening Gambit.
    * Attacks that can only be canceled into Super Combos (like Ryu's
      standing HK, will now cancel into special moves.
    * You can cancel most command attacks (like the KNIFE Nightmare or
      Senpuu Kyaku) into a special move or Super Combo.
    * You can cancel normal attacks and command attacks into Guard
      Breaks.

OTEDAMA
 - Choose from OFF (normal) or ON.  Otedama refers to a juggling game,
   and with this code on, you can juggle your enemy easily.  Try Gouki's
   crouching HK followed by a Shakunetsu Hadou Ken to see what I mean;
   it would normally miss, but instead hits.


------------------------------------------------------------------------
ENABLE THE BARREL BONUS GAME
------------------------------------------------------------------------

Highlight 'PRACTICE' in the Main Menu and press START once.  Then, press
up, up, right, up, right, up and press START again.  A message will say:
'Here comes a new game mode'.  Now, go into PRACTICE and you'll see a
new option called BONUS.  It's the barrel-breaking bonus game from the
first few SF games, with some modifications.  You can combo, throw, or
even use Super moves on the barrels (including the button press SCs,
like the Shun Goku Satsu)!

You'll have to re-enter the code every time you play a new game, unless
you've fully completed Expert Mode, in which case if you enter the code
and save your game, it will always be available.


------------------------------------------------------------------------
FIGHT AGAINST CPU GOUKI
------------------------------------------------------------------------

To do this, you must have Options Plus enabled.  Set the 'Enemy' option
to 'Plus'.  This allows you to fight CPU Gouki and Garuda, but you won't
fight Sakura or Dhalsim.  Now, play an Arcade game, on any difficulty,
with any settings you want.  For eight stages straight, you must not
lose a around (which means that you can lose a round/continue on the
first stage, or the tenth stage).  During the tenth round, Gouki will
appear and take out Vega with his Shun Goku Satsu.  You can now fight
him, and if you lose, you may continue/pick another player.  Also, you
may beat Gouki any way you like (Super Finish, Time Out, normally, etc.)
Unlike other Street Fighter games, you can still reach Gouki when
playing with Gouki or CPU Gouki.  When CPU Gouki is killed, the rest
of the 'Options Plus' options will become available.


------------------------------------------------------------------------
FIGHT CPU GOUKI BUG
------------------------------------------------------------------------

Follow the steps to fight CPU Gouki (above).  During the match against
Gouki, join in on the second player side.  Have the second player beat
your character.  Then, before the 2P vs. CPU match begins, continue,
pick a character, and beat the second player.  When your CPU battle
begins, it will have reset to Battle 1.  Stranger yet, it will be in
Thailand, against CPU Gouki!  All 10 battles will now be fought against
CPU Gouki, regardless of what you do.  Note that in this mode, the
method to fight CPU Gouki normally or to fight CPU Garuda won't work.


------------------------------------------------------------------------
FIGHT GARUDA  (IN ALPHA MODE)
------------------------------------------------------------------------

To fight CPU Garuda, you must do the following:

 - Set the game type to "Alpha"
 - Get two Perfect Wins
 - Finish six rounds with a Level 3 Super Combo finish.

Once you've fulfilled all the requirements, you can fight Garuda in the
following round.  The earliest you can reach him is stage 4, and the
latest is stage 9.  In any case, if you do this trick successfully, your
final battle will be against CPU Garuda (in his Japan version-only
stage).  You can do this trick using Garuda or CPU Garuda, by the way.

For those of you who are interested, you can fight CPU Vega, Gouki, or
Garuda by simply choosing the Vega, Gouki, or Garuda course in Time
Attack Mode (highlight Course D and press right).  What's weird is
that Garuda has his Japanese SFEXP stage, but Doctrine Dark has the
US SFEXP throw (his kick throw was a garotte attack in the Japanese
version).  Considering that this game is for sale in Japan only, why
it has one change but not the other seems a little strange.


------------------------------------------------------------------------
FIGHT GARUDA  (IN EX MODE)
------------------------------------------------------------------------

To fight CPU Garuda, you must do the following:

 - Set the game type to "EX"
 - Get two Perfect Wins
 - Finish six rounds with a Super Combo finish.  The level used
   doesn't matter (so it doesn't have to be a Level 3 SC finish).

Once you've fulfilled all the requirements, you can fight Garuda in the
following round.  The earliest you can reach him is stage 4, and the
latest is stage 9.


------------------------------------------------------------------------
COMPUTER CONTROLLED TEAM BATTLE
------------------------------------------------------------------------

Prior to any Team Battle fight, press and hold L2+SELECT until the round
actually begins.  Your character will be controlled by the computer.
You can only do this once per game.


------------------------------------------------------------------------
SURVIVAL RESULTS
------------------------------------------------------------------------

After you win (or lose) while in Survival Mode, press and hold Select at
the 'Survival Results' screen to see how many times you hit your enemies
successfully.


------------------------------------------------------------------------
HIDE YOUR FIGHTERS
------------------------------------------------------------------------

If you don't want your opponent to see who you're selecting in Team
Battle Mode, hold L2 and then select your characters.  They'll be
replaced by question marks.  You don't have to hide all your characters,
by the way.


------------------------------------------------------------------------
SPECIAL SKULLO DREAM FINAL FINISH
------------------------------------------------------------------------

Make sure you're using 'Alpha' mode (check the Enemy option in Options
Plus).  Pick any mode in which you can see your win pose, and choose
Skullomania.  Make sure you have enough power to perform his Skullo
Dream, then lower your opponent's life so that using the Skullo Dream
will kill him or her.

Use the Skullo Dream, and input the command for the Skullo Dream Final.
As your opponent dies, five colored lights (they look like smoke or
fireworks, actually), will fire out in a half-circle pattern from just
behind Skullomania when his opponent hits the ground.


------------------------------------------------------------------------
SCORE WITH THE SKULLO T'KATCHEV
------------------------------------------------------------------------

To see how well Skullomania performed the Skullo T'katchev, simply
perform this move on your enemy, and immediately after Skullomania
leaps into the air, press and hold LP + HP + MK.  You'll get a
scoring in the lower left corner, and the crowd will respond depending
on how well you did (I think the scoring depends on where Skullomania
lands--i.e., you don't have to line up his descent perfectly with your
enemy's head to grab with the T'katchev, but if you do, you get a higher
score, or so it seems).


------------------------------------------------------------------------
PLAY AS MIKO HOKUTO
------------------------------------------------------------------------

First off, 'Chi no Fuuin o Tokareta' Hokuto must be available.  Choose
her using any Punch button.  Then release that button and immediately
Hold down the other two buttons, L2, and Start.  Keep holding these
buttons down until the round begins.

For instance, if you picked 'Chi no Fuuin o Tokareta' Hokuto with HP,
you'd hold down L2 + Start + LP + MP until the game began.

The only difference between 'Chi no Fuuin o Tokareta' Hokuto and Miko*
Hokuto is that this version of Hokuto has a different outfit and she
uses paper wands instead of fans for her Kyaku Hougi Super Combo.  She
also has a new 'wand' win pose replacing the fan pose (the one you get
if you beat a character with the Kyaku Hougi).  Note that you cannot
combine this code with the 'Big Fan Win Pose' trick.

* A 'miko' isn't a Shinto priestess like I thought, but a young girl
  who dances in certain Shinto ceremonies.  Hey, I should know, I just
  did a report on Shinto for one of my college classes! ;)


------------------------------------------------------------------------
SPECIAL FAN AND BIG FAN WIN POSE USING HOKUTO
------------------------------------------------------------------------

Using Hokuto, kill your opponent with the Kyaku Hougi.  She'll do a
different winning pose with her fans.  If you want to see her do the
same pose but with bigger fans, then kill your opponent with the Kyaku
Hougi, but only use Kick attacks (you can still use Kick-based
special moves).


------------------------------------------------------------------------
USE CRACKER JACK WITH A METAL BAT
------------------------------------------------------------------------

Play in any mode and choose Cracker Jack.  Immediately after choosing
him, press and hold Square + Circle + R1 + R2 and Up.  Keep holding
these until the round begins.  If you use his Batting Hero attack,
you'll see that his bat is now a different color.  Hit a projectile
with it and you'll hear a loud 'ping' sound!


------------------------------------------------------------------------
MAKE RYU'S HEADBAND GROW
------------------------------------------------------------------------

This trick can be done while using either Ryu or 'Satsui no Hadou ni
Mezameta' Ryu.  Enter a VS. battle against the computer or a human
opponent, and win 5 rounds to make Ryu's headband become longer.  It
will get longer each time you win 5 consecutive rounds.  After fifteen
rounds, he will have the longest headband.  Note that changing your
character or losing a round will make his headband go back to it's
normal size.


------------------------------------------------------------------------
MAKE DARUN'S BELT GLEAM
------------------------------------------------------------------------

Choose Darun in any mode that lets you see your win pose.  Charge up
three full Super Bars, then do his Indra~Bashi Super Combo three times
in a row, juggling your opponent each time.  When you go on to win the
round, Darun's belt will gleam after a moment during his winning pose.


------------------------------------------------------------------------
MAKE DARUN'S EYES SHINE
------------------------------------------------------------------------

This trick is the same as the 'Gleaming Belt' trick.  However, lower
your opponent's life so that the third consecutive Indra~Bashi will
kill him or her (a Level 3 Super Combo Finish).  During the win pose,
Darun's eyes will shine (weird!)


------------------------------------------------------------------------
MAKE GOUKI LOSE HIS BEAD NECKLACE
------------------------------------------------------------------------

If Gouki is hit by a Super Combo, his bead necklace will fly off!  It
must be pretty cheaply made :)


------------------------------------------------------------------------
SELECT YOUR COLORS
------------------------------------------------------------------------

Everybody has three outfit colors (for some characters, like Doctrine
Dark, it also effects their outfit appearance as well as color), that
you can select by pressing a Light, Medium, or Heavy attack button
when selecting that character.  Skullomania has six colors, one for
each button!


========================================================================
6.  GAMEPLAY NOTES
========================================================================

The object of the game is to trash your opponent by using normal and
special attacks, in addition to combos (interrupting a special move or
Super Combo with a standard punch or kick) and Super Combos (moves that
cost SC energy).  You lose if your Life Bar is emptied, and in addition
to normal attacks, you can build up your Super Combo Gauge by getting
attacked and making attacks of your own.  Each character can have up to
3 levels in his/her Gauge, which is then used to activate Guard Breaks
or Super Combos.


------------------------------------------------------------------------
CANCELING
------------------------------------------------------------------------

There are two types of canceling in SFEXA: normal canceling, which is
canceling a normal move into a special move or Super Combo, and super
canceling, which is canceling a special move into a Super Combo, or
a Super Combo into another, _different_ Super Combo.  In the SFEX</pre><pre id="faqspan-3">
series, there's no such thing as a Super Combo having levels; instead,
you cancel SCs to get a Level 2 or Level 3 combo.  For example:

Allen
 - Triple Break, juggle with Fire Force (Level 2)

Chun-Li
 - Senretsu Kyaku, Kikou Shou, Senretsu Kyaku (Level 3)

Darun
 - Indra~ Bashi, Indra~ Bashi, Indra~ Bashi (Level 3)

Kairi
 - Shinki Hatsudou (air), Garyuu Messhuu (air) (Level 2)

Experiment with your character's Super Combos to see how they can be
used together.  Note that some characters have Super Combos that require
all three levels of the Super Combo Gauge in order to perform, and that
they count as level 3 combos.  This includes:

Gouki
 - Shun Goku Satsu

'Satsui no Hadou ni Mezameta' Ryu
 - Shun Goku Satsu

Zangief
 - Final Atomic Buster (Level 3)


------------------------------------------------------------------------
LEVEL 2 CANCELS FOR DARUN AND ZANGIEF
------------------------------------------------------------------------

In the case of Darun and Zangief, they both have a special situation in
which they can perform a Level 2 Super Combo.  It's not that important
for Darun (who can easily perform Level 2 Combos using a mix of Indra~
Bashis and Tasogare Lariats), but it's the only way for Zangief to do a
Level 2 SC:

Darun
 - Tasogare Lariat (w/ opponent blocking), Chouzetsu Kishin Bomb

Zangief
 - Super Stomping (w/ opponent blocking), Final Atomic Buster


------------------------------------------------------------------------
CANCELING WITH BUTTON PRESS SUPERS
------------------------------------------------------------------------

Finally, note that characters with one-level button press SCs can cancel
into these SCs with another SC, but that they won't register as a Level
2 or 3 combo:

Sakura
 - Midare Zakura, Shun Goku Satsu

'Chi no Fuuin o Tokareta' Hokuto
 - Kyaku Hougi, Renbu

Kairi
 - Garyuu Messhuu, Kyouja Renbu

Skullomania
 - Super Skullo Slider, Skullo Dream


------------------------------------------------------------------------
SUPER COMBO FINISHES
------------------------------------------------------------------------

If you kill an opponent with a Super Combo, it's called a Super Combo
Finish.  If you defeat them with a Level 1 Super Combo (no canceling),
you'll see a meteorite flying in the screen.  If you kill them with a
Level 2 Super Combo (1 cancel) you'll see a meteorite storm.  Finally,
winning the round using a Level 3 Super Combo (2 cancels, but there are
some exceptions <see above>), you'll see a shower of meteorites bombard
the Earth.  Note that Ken cannot perform a Level 3 Super Combo, since
he can't cancel a Shinryuu Ken into a Shouryuu Reppa.


------------------------------------------------------------------------
GUARD BREAKS
------------------------------------------------------------------------

Like Super Combos, Guard Breaks also use up Super Combo Gauge energy,
one level to be exact.  They are performed by pressing the same strength
Punch and Kick buttons together.  The result is a slow attack with
telltale 'shine' marks.  If it hits, the enemy is left open to attack
for a long period of time, and if you hit an airborne opponent, they
slowly fly through the air, allowing for just about any kind of attack.


------------------------------------------------------------------------
TECH. HITS
------------------------------------------------------------------------

This is done by pressing Back or Forward and a Medium or Hard Punch or
Kick button.  It most be performed as your opponent grabs you but
before the throw actually begins.  If you are successful, you will
'push' yourself out of the throw before it can be performed.  Keep in
mind that you cannot Tech. Hit 'command' throws like Allen's Vaulting
Kick, or air throws such as Chun-Li's Ryuusei Raku.  Throwing, for those
of you who don't know, is done by getting close to your opponent and
pressing forward or back and the Medium or Hard Punch or Kick buttons
(just like a Tech. Hit).  They cause a fair amount of damage and are
unblockable.  You can get more hits during certain throws by mashing
on the buttons and wiggling the controller.


========================================================================
7.  MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
ABOUT THE BARREL BONUS GAME
------------------------------------------------------------------------

In this game, you get to break a bunch of barrels and see how high a
score you can earn.  There's no 'end' to the game--it keeps going until
you run out of time.  Unlike normal fighting, you can turn around and
move back and forward, which makes it a little tricky when it comes to
inputting special moves.  Most attacks work the same way as they do
normally, with two exceptions:

  Throws       - When you throw a barrel into other barrels, it can
                 destroy several of them at once.
  Guard Breaks - These will cause a hit barrel to spin in place for a
                 while, knocking other barrels aside.  Note that the
                 'waves' of barrels will still continue even while
                 the spinning barrel is still on-screen.
  Multi-hits   - Any move that hits more than once can be used to
                 destroy more than one barrel, providing it does enough
                 damage.

The types of barrels that appear are listed below.  The barrels always
show up in a preset order, so try to memorize it so that you'll know
what attacks to use against them.  Some barrels are harder to break
than others, while some move faster or slower, as their body and rim
color shows:

  Shade     Rim Color     Speed       Hits Needed to Break
  ---------------------------------------------------------------------
  Light     Blue          Normal      Light - 1  Medium - 1  Hard - 1
  Light     Gray          Normal      Light - 1  Medium - 1  Hard - 1
  Light     Pink          Fast        Light - 1  Medium - 1  Hard - 1
  Light     Yellow        Fast        Light - 1  Medium - 1  Hard - 1
  Light     White         Normal      Light - 1  Medium - 1  Hard - 1
  Dark      Red           Fast        Light - 2  Medium - 1  Hard - 1
  Dark      Green         Normal      Light - 2  Medium - 1  Hard - 1
  Dark      Pink          Fast        Light - 2  Medium - 1  Hard - 1
  Dark      Light Blue    Varies      Light - 2  Medium - 1  Hard - 1
  Dark      Orange        Normal      Light - 2  Medium - 1  Hard - 1
  Dark      Blue          Normal      Light - 4  Medium - 3  Hard - 2
  Dark      Black         Slow        Light - 4  Medium - 3  Hard - 2
  Black     Yellow        Slowest     Varies

To destroy the Black / Yellow barrel, you can either hit it with a Level
3 Super Combo, then hit it once with any strength attack, or use one
Level 1 Super Combo, then hit it three times with a Hard Punch or Kick.
It may require more hits depending on who you're using.

You can earn bonus points by juggling the barrels, and for not pausing
between the waves of barrels--your score will start to raise if you do
this.  There are also bonus points you can earn at certain points in
the round, although I'm not sure what triggers them.  They're quite
valuable though (you can get a 10000 point bonus fairly early on).  The
other types of bonuses are bestowed at the end of the round, and are
given to you if you a) Hit all the barrels, b) never got knocked down
by any of the barrels, or c) never hit any of the barrels.  Obviously,
you can't combine bonuses a) and c) ^_^;

Also, after the game ends and the scoring screen appears, you can have
a little fun with the second player controller, as pressing Select will
cause the spinning barrel icon to explode, and pressing it again makes
it reappear.  You can also mess around with the other buttons and
controls to make the barrel move around, etc.


------------------------------------------------------------------------
BARREL BONUS GAME GUIDE
by Chris MacDonald
------------------------------------------------------------------------

This guide lists the 'waves' of barrels that come at you in order:

1.  A wave of five Light / Blue barrels coming from the upper row, first
    the right side, then five more from the left.  Remember, you'll get
    knocked if you hit them while they're bouncing.

2   A wave of six Dark / Red barrels coming from the upper row, one from
    the right, then from the left, and so on.  Face in the same
    direction and jump back and forth using a Hard Kick to break them.

3.  Three Light / Gray barrels from the right upper row.  You can get a
    20000 point bonus somehow (I think it's if you destroy the first
    gray barrel while it's still on the upper row, or if the gray barrel
    is the 7th barrel you've broken).

4.  Three Dark / Green barrels from the right lower row.

5.  Three Dark / Green barrels from the left lower row.

6.  Two Dark / Blue barrels coming from either side of the upper row
    at the same time.

7.  Three Dark / Pink barrels coming from the right side of the upper
    row.

8.  Three Dark / Pink barrels coming from the left side of the upper
    row.

9.  Three Light / Pink barrels coming from the right side of the lower
    row.  These are instantly followed by 3 Light / Pink barrels coming
    from the left side of the lower row.

10. Six Light / Pink barrels, one coming from the lower right side, and
    one coming from the lower left at the same time.  This is sometimes
    followed by one more Light / Pink barrel coming from the lower right
    row.  The whole thing begins during the end of Wave #9.

11. Three Dark / Green barrels from the lower left row.

12. Three Dark / Green barrels from the lower right row.

13. Eight Dark / Orange barrels coming from the lower right row.  There
    is enough space between them for you to simply jump and Hard Kick,
    if you like.

14. One Light / Yellow barrel coming from the lower right row.  Two
    seconds later, it is followed by the...

15. ...Black / Yellow barrel coming from the upper right row.  It moves
    very slowly, but you want to destroy it with your best attacks
    before it leaves the screen.  DON'T hit it with a jump attack while
    it's on the upper level, if you're moving towards it, or you'll
    knock it back.  Considering it gives you 10000 points, you don't
    want to do that!

16. Five Light / Blue barrels coming from the upper right row.

17. Five Light / Blue barrels coming from the upper left row.

18. Four Light / White barrels coming from either side, from both the
    upper and lower rows.  Hit one of the lower ones, then jump into the
    middle of the screen with an attack, then hit the remaining two
    (which are both on the ground by now) with a multi-hit special move
    or two attacks.

19. Three Dark / Black barrels coming from the upper right row,
    accompanied a moment later by three Dark / Black barrels coming from
    the upper left row.

20. Five Dark / Light Blue barrels, coming from both the upper and lower
    rows, from either side, along with another one from the upper left
    row.  They're all going at different speeds (both Normal and Fast).

    Eight Dark / Light Blue barrels:
     - One from the upper right row, normal speed
     - One from the upper left row, slow speed
     - One from the lower right row, fast speed
     - One from the lower left row, normal speed
     - One from the lower left row, fast speed
     - One from the upper right row, normal speed
     - One from the lower left row, slow speed
     - One from the upper left row, fast speed
    All of these come right after another, so be ready for them.

21. Two Dark / Blue Barrels coming from either side of the upper row.

22. Three Pink / Dark Barrels coming from the lower left row, but you're
    probably out of time by now :)

The exact barrels in each Wave seem to change during the last three
waves, but the above description is as good as I could get.


------------------------------------------------------------------------
BARREL BONUS GAME GUIDE
by Steve
------------------------------------------------------------------------

- Pick either Ryu or 'Satsui no Hadou ni Mezameta' Ryu because their
  jumping MP hits twice.

- 'Satsui no Hadou ni Mezameta' Ryu (selected with LP/LK) is better
  because he looks cool in black and also has a Deadly Great Rising
  Dragon move.

- Always use the MP to destroy barrels while jumping because of it
  hitting twice.

- Use the MP for everything apart from the Light/Pink barrels in stage
  (7) and the Light/Yellow barrel in stage (8).  In those cases use LP.

- Try to hit barrels before they topple from the ramps and as they
  appear onto the screen.  You could see the barrels shadow first if it
  appears from the lower left.

- Never use LK, MK, HK or HP because they are just too slow/short/
  cumbersome.

- Try to make sure you don't do any Fireball or Dragon Punch motions by
  accident, especially dangerous when having to crouch and punch after
  walking e.g during stage (7).

Order of Barrels:

1.  Immediately walk a little to the right.  Jump towards the right ramp
destroying 2 of the Light/Blue barrels as they roll on to the screen.
Jump straight up and destroy 2 more (with good timing you should nearly
always destroy 2 each time you're in the air).  Destroy the 5th one
while jumping left to save time (you may need to pause a split second to
allow the barrel to roll far enough for you to do this).  Remember to
use the MP.  Do the same for the 5 Light/Blue barrels appearing on the
left ramp.  Try to destroy the 5th one while jumping right.

2.  Jump towards the right and destroy the Dark/Red barrel while it's
still on the ramp and then immediately jump to the left ramp to destroy
the 2nd Dark/Red barrel, then right, left, right and left.

3.  While jumping right destroy 2 of the Light/Gray barrels from the
right ramp.  Then jump left (while still facing right) and destroy the
3rd barrel while in the air.  You may have to time it so that the barrel
travels along the ramp a bit first.  This way you land near the centre
of the screen away from the barrels coming in along the lower right.

4.  Destroy the 3 Dark/Green barrels coming from the lower right with 3
crouching MPs.  Quickly walk to the left and destroy the 3 Dark/Green
barrels from the lower left in the same way.  Try to hit them as they
just appear (you should see their shadows appear first).

5.  Face right while standing beaneath the left ramp.  When the 2 Dark/
Blue barrels topple over the edge do a Vacuum Wave Motion Fist to
juggle and destroy them.

6.  Start jumping to the right ramp and destroy 2 Dark/Pink barrels.
While jumping left destroy the 3rd.  Jump up/left and destroy the 3
Dark/Pink barrels from the left ramp.

7.  3 Light/Pink barrels should appear from the lower right.  Try to
walk towards them so that you are near the centre.  Destroy them with
crouching LPs.  Quickly turn left and destroy the 3 from the left.  6
more appear alternating right then left.

8.  Using crouching MPs now.  Quickly walk towards the left and destroy
the 3 Dark/Green barrels coming in.  Quickly walk right and crouch near
the right edge.  Destroy 3 more Dark/Green barrels followed by 8 Dark/
Orange.  There is now a pause.  Just continously tap LP and destroy the
Light/Yellow barrel when it appears.

9.  Jump back to the left so that your head is under the edge of the
left ramp and face right.  You should have a full Super bar by now.
When the Black/Yellow barrel topples over the edge hit it with a guard
break.  It should start spinning.  If you are flash you could destroy it
by doing a Deadly Great Rising Dragon (if you chose 'Satsui no Hadou ni
Mezameta' Ryu) so that the following 5 blue barrels are hit as well or
use a HP Dragon Punch as the first Light/Blue barrel nears the edge.
Use another LP Dragon Punch to finish the remainder (if any).  Destroy
the Light/Blue barrels on the left ramp as in stage (1).  Try to destroy
the final barrel jumping right.

10.  Make sure you are near the centre and facing right.  Wait until the
four Light/White barrels just appear from all 4 corners.  Jump backwards
over the lower left barrel and wait until the top 2 topple.  Then do a
Vacuum Wave Motion Fist and destroy them all.

11.  Jump right and wait until all 3 Dark/Black barrels have nearly
appeared with the leading one nearly directly above you.  Then do a HP
Dragon Punch and destroy all 3 barrels on the ramp (If timed correctly
one Dragon punch is enough otherwise the third barrel may even bounce
back out of the screen).  Turn left and do the same for the barrels from
the left ramp.

12.  Jump straight up from beneath the left ramp and hit the first
Dark/Light-Blue barrel.  Land.  Walk to the centre of the screen and hit
the barrel coming from the lower right.  Immediately jump right and hit
the barrel coming along the right ramp.  Immediately walk left and hit
the leading barrel coming from the lower left and immediately hit the
barrel that was trying to overtake it (this must be done quickly or the
barrels overlap and would trip you).  Jump up and hit the barrel coming
along the right ramp.  Walk left and hit the lower left barrel.  Jump up
and hit the left ramp barrel.

13.  As stage (5).

14.  As stage (7) though the first pink barrel should have been
destroyed by the Vacuum Wave Motion Fist from the previous stage.

15.  As stage (1).

16.  As stage (10).  The super fireball would also destroy the oncoming
yellow barrel from the lower right.

17.  As stage (9).

That's a total of 129 barrels.


------------------------------------------------------------------------
SUGGESTIONS ON BEATING GARUDA
by Mairo Asin
------------------------------------------------------------------------

Garuda can be very tough to beat, but just how difficult he is to kill
depends on three factors:

- One of them is that the sooner you're able to fight him, the easier
  he'll be to defeat.  A stage 4 Garuda uses considerably simpler
  tactics than a stage 9 Garuda.
- Another is whether or not you're playing in Alpha or EX mode.  In
  Alpha mode, Garuda is not only harder to get to, but he's also
  tougher than EX Garuda, even under the same conditions.
- The final factor in determining Garuda's strength is your highest
  combo count / style of gameplay.  I've noticed that if you do high
  hitting combos or impressive moves against your CPU opponent,
  they'll become progressively harder to beat in later stages.  For
  Garuda, this is especially true.  So, if you're able to get to
  Garuda with a low combo count, he'll be much easier to beat than
  if you get to him having done a 45-hit Level 3 Super Combo finish
  in a previous stage ;)

As for Garuda himself, he only takes 1/4th of the normal damage
inflicted by your attacks.  However, this doesn't apply to throws of
any kind (even air throws or SCs, like the Final Atomic Buster).
However, all of his moves have a higher priority than normal, so he
can beat out most of your attacks (even ones with high priority are
more likely to trade hits with him.  Furthermore, the computer-
controlled Garuda's attacks do more damage than normal.  Ouch.

Here's Mairo Asin's strategy for beating Garuda (which I rewrote a
little bit):

"For the character you use, I prefer using Zangief, since all his throws
do wonderful damage to Garuda, as well as his super throws.  He is also
faster than Darun, (IMO).  As for other characters...I don't think they
would stand a chance in fighting Garuda, because most of them rely
heavily on their combos and super move combos, which all do a small
amount of damage to Garuda (he only takes 1/4th the normal damage from
your attacks and combos).  You can use other characters, though, if
you don't mind using normal throws for all the rounds or if you're
a Street Fighter maniac who doesn't have anything better to do, or if
you have a Game Shark.

"You won't get anything new (like extra modes) after you bet Garuda,
or even after you beat Garuda and Akuma in one play (not using any
continues), even at the Level 8 difficulty.  I know this sucks, but
beating Garuda himself (the cheapest boss of all Street Fighter games)
sure pays off when it comes to training and perfecting your skills.

"Okay, let's start:

1.  As Zangief, you shouldn't use any high hitting combos, special
    moves, throws, or super combos.  What I do is jump in with HK, then
    use a crouching HK for the first 3 stages (and I use Super Stomping
    for the Super Combo finishes).  (KM's note--obviously for meeting
    Garuda in EX mode, you should use the Level 3 FAB to meet the
    requirements...I'd stick with the FAB in Alpha as well, since
    Super Stomping counts as a six-hit combo).
2.  When you finally meet Garuda, I use 'empty jumping' (jump without
    attacking, or jump with HK but make sure it misses), to get close,
    then use a Screw Piledriver.  If he hits me in the air during my
    empty jump, I use the Screw Piledriver when we both land (providing
    I land next to him).
3.  Stock up your power until you reach Level 3.  I know that Zangief
    players like to use the Super Stomping into the FAB, but I
    recommend that you stock up your super for the Level 3 FAB, and
    only do supers at the end of the round, since it's really hard to
    earn power when fighting Garuda (especially with Zangief).
4.  In the first round, Garuda will probably not do much attacks,
    mainly his HP Shuuga and jump in HK, but nothing serious (assuming
    you met him early and didn't get a high combo count).  So, just use
    the Screw Piledriver a lot to defeat him.  Remember to build up
    your power gauge using the Quick Double Lariat.
5.  Garuda gets mad in the second around, and knows your attack
    patterns.  Be careful and play defensively.  Do 3 to 4 SPDs on him,
    then the Level 3 FAB to defeat him.  One important note is to make
    sure that the FAB is the last attack you'd hit him with, since
    when Garuda is about to lose, his attack pattern changes and he
    goes totally offensive.  I've had this experience before--he only
    had a tiny bit of energy left, while I had 3/4ths of my energy
    left.  He did a combo and instantly killed me!
6.  If you lose the 2nd round, but still have 3 levels of SC power left,
    he'll still go on the offense.  Don't give up, he's not that
    difficult.  Just be cool and block a lot.  I also suggest that you
    practice the 360 and 720 motions required for throws.  In all the
    Street Fighter games I've played, SFEXA is the easiest game to
    perform the 360 command in, so keep practicing.
7.  Remember, if you meet him in the fourth stage, he's likely to only
    use his special moves (like the HP Shuuga), and rarely use his SCs
    or perform combos.  If you face him at a higher stage, (for example,
    the sixth stage), he uses more techniques, and does super combos
    and combos with his super moves."


------------------------------------------------------------------------
IMPRESSIVE COMBOS
by Mairo Asin
------------------------------------------------------------------------

Mairo also sent me some great combos:

Akuma's infinite:
 - j. HK, c. MP, c. MK, MK Tatsumaki Senpuu Kyaku (x2), Tenma Kuujin
   Kyaku, c. MK, MK Tatsumaki Senpuu Kyaku (x2), Tenma Kuujin Kyaku,
   repeat from c. MK.

Akuma's 100% life draining combo:
 - j. HK, c. MP, c. MK, HK Tatsumaki Senpuu Kyaku (x2), Shun Goku
   Satsu.  Or, you can do the same combo with MK Tatsumaki Senpuu
   Kyaku instead, then use the Tenma Kuujin Kyaku, (stick in an
   LP upon landing if you feel like it), then do the Shun Goku Satsu.

Ryu's 75% life draining combo:
 - j. HK, c. MP, c. MK, HK Tatsumaki Senpuu Kyaku (x2), Shinkuu
   Tatsumaki Senpuu Kyaku, Shinkuu Hadou Ken, Shinkuu Tatsumaki
   Senpuu Kyaku.

Guile's 80% life draining combo:
 - LP Sonic Boom, j. MK (both hit at the same time), c. LP, c. LP,
   Sonic Boom, c. MK, Sonic Boom, Opening Gambit, Somersault Justice,
   Opening Gambit.


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

Most translations were done by me and may not be correct.  Some
spellings and translations were taken from the Dash Taisen web site
(www.dashtaisen.com) as well.

ALLEN SNIDER

Japanese:  Straight ni Body nagete kiwameru waza
English:   'Straight (Punch to the) Body Extreme Throwing Technique'


BLAIR DAME

Tsukami Hiza Kick              Holding Knee Kick
Tegatana                       Knife Hand


CHUN-LI

Koshuu Da                      Attacking Tiger Strike
Ryuusei Raku                   Shooting Star Drop
Sen'en Shuu                    Spinning Circle Kick
Hyakuretsu Kyaku               Hundred Rending Kicks
Hien Shuu                      Flying Kick
Yousou Kyaku                   Eagle Talon Kick
Sou Shouda                     Paired Palm Strike
Kikou Shou                     Chi (Internal Energy) Palm
Senretsu Kyaku                 Thousand Rending Kicks


DARUN MISTER

Ganges DDT (Kuuchuu)           Mid-Air Ganges DDT
Ganges DDT                     'Ganges' is a river in India
Brahma Bomb                    'Brahma' is a Hindu deity
Indra Bashi                    Indra Bridge ('Indra' is a Hindu deity)
Tasogare Lariat                Twilight Lariat
Indra~ Bashi                   "Indraa--!" Bridge
Chouzetsu Kishin Bomb          Superior Terrible God Bomb


DHALSIM

Yoga Teleport (Zen Idou)       Yoga Teleport (Move Forward)
Yoga Teleport (Go Idou)        Yoga Teleport (Move Backward)
Kuuchuu Fuyuu                  Floating in Mid-Air
Drill Zutsuki                  Drill Headbutt
Kidou Shuusei                  "Change the direction of your flight"


GARUDA
  (a mythical flying creature)

Satsuga                        Deadly Fang
Shouki                         Soaring Devil
Shuuki                         Attacking Devil
Saiga                          Smashing Fang
Shuuga                         Attacking Fang
Gouga                          Roaring Fang
Jazan                          Serpent Slash
Kizan                          Demon Slash
Raiga                          Lightning Fang
Bu                             Dance
Maboroshi                      Illusion
Zanki                          Murderous Devil
Kyouja                         Insane Serpent
Kienshou                       Demonic Swallow's Flight
Kienbu                         Demonic Swallow's Dance


GOUKI
  (Great Devil)

Seoi Nage                      Over-the-Shoulder Throw
Tomoe Nage                     (a type of judo throw)
Gouha Ken                      Great Destroying Fist
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
Ashura Senkuu (Zen Idou)       (an evil spirit) Air Flash (Forward)
Ashura Senkuu (Go Idou)        (an evil spirit) Air Flash (Backward)
Zenpou Tenshin                 Forward Body Roll
Tatsumaki Zankuu Kyaku         Air-Slashing Tornado Kick
Tenma Kuujin Kyaku             Demon Air Blade Kick
Senpuu Kyaku                   Whirlwind Kick
Messatsu Gou Hadou             Deadly Great Surge
Messatsu Gou Shouryuu          Deadly Great Rising Dragon
Tenma Gou Zankuu               Great Demonic Sky-Killer
Shun Goku Satsu                Instant Hell Murder


HOKUTO

Kyaku                          Capture
Keishukou                      "Strangle neck with one's hands"
Bukyaku Zan                    Dancing Slash Attack
Chuugeki Hou                   Demolishing Elbow Attack
Shougeki Ha                    Breaking Palm Attack
Shinkuu Geki                   Shaking Air Attack
Shinkyaku Geki                 Shaking Leg Attack
Shin                           Wave
Ryuusui                        Stream
Gokyaku Kou                    Defend Into Attack
Chuuhou                        Demolishing Elbow
Kaishuu                        Reaping Kick
Kiren'eki                      Refined Spirit Shoot
Kyaku Hougi                    Attacking Phoenix Technique


'CHI NO FUUIN O TOKARETA' HOKUTO
  (Hokuto of the Undone Seal of Blood)

Kyaku                          Capture
Keishukou                      "Strangle neck with one's hands"
Bukyaku Zan                    Dancing Slash Attack
Chuugeki Hou                   Demolishing Elbow Attack
Kyaku Geki                     Leg Attack
Shourin Geki                   Phosphorous Palm Attack
Ryuusui                        Stream
Gokyaku Kou                    Defend Into Attack
Chuuhou                        Demolishing Elbow
Kaishuu                        Reaping Kick
Renshou Geki                   Violent Rapid Rise
Kiren'eki                      Refined Spirit Shoot
Kyaku Hougi                    Attacking Phoenix Technique
Renbu                          Rapid Dance


KAIRI

Kutei Kaku                     Arm Strike Hold
Ura Jigoku Guruma              Reverse Hell Wheel
Bukyaku                        Warrior Kick
Shinki Hatsudou                Divine Soul Invocation
Mouryou Kasen                  Nature Spirits' Whirling Vortex
Maryuu Rekkou                  Evil Dragon Rending Light
Ryuubu                         Dragon Warrior
Shinki Hatsudou                Demonic Soul Invocation
Garyuu Messhuu                 Refined Dragon Slaying Kick
Sairou Kyoushu                 Cruel Assassin
Kyouja Renbu                   Villainous Rapid Dance


KEN MASTERS

Seoi Nage                      Over-the-Shoulder Throw
Jigoku Guruma                  Hell Wheel
Jigoku Fuusha                  Hell Windmill
Inazuma Kakato Wari            Lightning Flash Heel Splitter
Hadou Ken                      Surge Fist
Shouryuu Ken                   Rising Dragon Fist
Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
Zenpou Tenshin                 Forward Body Roll
Shouryuu Reppa                 Rising Dragon Render
Shinryuu Ken                   Divine Dragon Fist


PULLUM PURNA

Drill Purrus (Chijou)          Drill Purrus (Ground)
Drill Purrus (Kuuchuu)         Drill Purrus (Mid-Air)


RYU

Seoi Nage                        Over-the-Shoulder Throw
Tomoe Nage                       (type of judo throw)
Sakotsu Wari                     Collarbone Splitter
Hadou Ken                        Surge Fist
Shouryuu Ken                     Rising Dragon Fist
Tatsumaki Senpuu Kyaku           Tornado Whirlwind Kick
Senpuu Kyaku                     Whirlwind Kick
Shinkuu Hadou Ken                Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku   Vacuum Tornado Whirlwind Kick


SAKURA KASUGANO

Sakura Jime                    Sakura's Strangle
Hadou Ken                      Surge Fist
Shou'ou Ken                    Cherry Blossom Fist
Shunpuu Kyaku                  Spring Breeze Kick
Chouhatsu                      Taunt / Provoke
Shinkuu Hadou Ken              Vacuum Surge Fist
Haru Ichiban                   First Storm of Spring
Midare Zakura                  Cherry Trees Blooming in Profusion
Shun Goku Satsu                Spring Hell Murder


'SATSUI NO HADOU NI MEZAMETA' RYU
  (Ryu of the Awakened Surge of Murderous Intent)

Seoi Nage                        Over-the-Shoulder Throw
Tomoe Nage                       (type of judo throw)
Sakotsu Wari                     Collarbone Splitter
Hadou Ken                        Surge Fist
Shouryuu Ken                     Rising Dragon Fist
Ashura Senkuu (Zen Idou)         (an evil spirit) Air Flash (Forward)
Ashura Senkuu (Go Idou)          (an evil spirit) Air Flash (Backward)
Tatsumaki Senpuu Kyaku           Tornado Whirlwind Kick
Senpuu Kyaku                     Whirlwind Kick
Shinkuu Hadou Ken                Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku   Vacuum Tornado Whirlwind Kick
Messatsu Gou Shouryuu            Deadly Great Rising Dragon
Shun Goku Satsu                  Instant Hell Murder


SKULLOMANIA

Skullo T'katchev               A "t'katchev" is a gymnastic technique
Tensuu Hyouji                  'Indication of your Score'
Skullo Back Ten                Skullo Backspin
Kakato Otoshi                  Heel Drop


VEGA

Vega Warp (Zen Idou)           Vega Warp  (Move Forward)
Vega Warp (Go Idou)            Vega Warp  (Move Backward)


========================================================================
8.  AUTHOR'S NOTE
========================================================================

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

VERSION 1.7  (February 14, 2000)
 Most of the FAQ has been totally rewritten, and I added a ton of new
 info. sent to me by Mairo Asin.  Thanks a lot, Mairo!

VERSION 1.6  (July 3, 1999)
 It's been a while, huh?  Well, I, finally got around to updating this
 guide with all the extra stuff I had lying around on my computer, and
 I fixed up some other areas as well.

VERSION 1.5  (March 1, 1998)
 Corrected that command attack error.  It only works in Otedama mode.

VERSION 1.4  (February 16, 1998)
 Lots of various corrects and rewritings have been made.  In addition,
 the Expert Mode missions now have more complete solutions, thanks to
 Patrick.

VERSION 1.3  (February 6, 1998)
 More minor corrections.  Probably the last revision.

VERSION 1.2  (December 27, 1997)
 Fixed up several incorrect joystick commands, minor FAQ changes.  Added
 a contributor's guide to the Barrel Bonus Stage.  Everything has been
 translated, too!

VERSION 1.1  (December 14, 1997)
 More corrections, also added the correct way to fight CPU Garuda.

VERSION 1.0x (November 30, 1997)
 Some minor corrections.

VERSION 1.0  (October 31, 1997)
 An easier charge motion has been added, and info. on Dhalsim's Yoga
 Drill Kick has been included, as well as more Expert Mode updates.

VERSION 0.8  (October 29, 1997)
 Replayed the Expert Mode (so I could check my translations), and made a
 lot of corrections in the process.

VERSION 0.7  (September 14, 1997)
 Added lots of new tricks to the GAME SECRETS section.

VERSION 0.6  (September 7, 1997)
 Corrected Kairi's Kyouja Renbu Super Combo motion, made other various
 corrections.

VERSION 0.5  (August 15, 1997)
 Added Time Attack info. and included the notes on US/Japanese
 differences in the game itself.  Also added more info. on Garuda's
 Maboroshi attack, as well as a suggestion on completing Dhalsim's
 30-hit combo.

VERSION 0.4  (August 10, 1997)
 Corrected the translations for the alternate version of Hokuto and Ryu.
 Added suggestions on how to complete Garuda's 12th Training Mission.

VERSION 0.3  (August 7, 1997)
 Added the L1 trick in Team Battle Mode and included information about
 the graphic files on the CD itself.  More corrections, too.

VERSION 0.2  (July 31, 1997)
 Added more info. concerning the Expert Missions, and added the Bonus
 Games and Tips Translations sections.  Also in this revision are:
 the method for the Alternate Skullo Dream, info. on the other options
 in Options Plus, and the method to fight CPU Gouki and CPU Garuda,
 not to mention the Fight CPU Gouki bug.  Also, the 'Guile' section
 has been added to the Expert Missions section (how'd that get erased?)

(Began VERSION v0.1 on July 24, 1997)


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

I'd like to thank the following people:

Mairo Asin
 - For his huge contributions: lots of Garuda-related information, the
   new infinite combos, etc.

CJayC                                                 (www.gamefaqs.com)
 - His method for doing the Yoga Legend -> MK Yoga Drill Kick timing
   taken from my SFEX2 Plus FAQ.

Buuzilla
 - For the alternate method for beating D. Dark's mission 16.

Dash Taisen                                         (www.dashtaisen.com)
 - Some spellings and translations taken from this web site.

Lord Gokuo
 - For telling me how to "score" Skullomania's Skullo T'katchev.  I'd
   been trying to figure it out myself since I got this game!

Trax (Patrick)
 - Lots of Expert mode corrections, misc. comments, and the mission
   chaining guide.  He also inspired me to rewrite the FAQ in some
   areas :)

Mark M.
 - For the correct way to fight CPU Garuda.

Steve W. S. Man
 - For telling me how to alter Dhalsim's Yoga Drill Kick.
   (1.2)  Corrected that 'Raging Demon' command mistake.  Thanks for
   the barrel guide!

CPhowe
 - For telling me how to do Garuda's Maboroshi.

Axel Bouet
 - Various corrections and comments.

Lorenzo
 - How to complete Dhalsim's Mission 14.

Andrew Cushman
 - Suggestion on how to perform Garuda's Mission #12.

Lion, Hjp115, Wan Ka Wing
 - All three people sent in info. about Allen's Mission no. 16.  Extra
   thanks goes to Wan Ka Wing for info. on Kairi's 16th mission and
   'CPU' character information.

Henry LaPierre
 - Various Mission tips, how to fight Gouki, info. on the options in
   Options Plus options.

Lazaro (DOC)
 - For telling me how to do the Alternate Skullo Dream.

Darklancer
 - 'Fight CPU Gouki Bug' and 'Fight CPU Garuda' taken from his SFEXP
    FAQ v1.45.
    (1.7)  LOTS of new tricks and hints: the headband, big fan, shinto
    wand, gleaming belt, shining eyes, metal bat, and Dream Final
    tricks.

Jeremy Su
 - Explaining the difference between the normal and 'counterpart'
   characters.

Charles MacDonald
 - For help with the "Interesting Stuff" section, and other info.


------------------------------------------------------------------------
IN CLOSING
------------------------------------------------------------------------

Geez, this may be the only FAQ I've ever worked on for this long :)
Well, it was worth it, this game's really fun.  Please direct any
comments, questions, or criticisms to <[email protected]>.

That's all!

Unpublished work Copyright 1997-2001 Chris MacDonald