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|_ _|
-------------- s t r e e t f i g h t e r e x t w o p l u s --------------
| |
| c o m b o f a q e p i s o d e | a r c a d e + p l a y s t a t i o n |
| |
| v e r s i o n 4 . 0 | u p d a t e - o1 . 17 . o9 |
| |
| f o r u m s : s h o u j i |
-----------------------------------------------------------------------------
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Copyright 2ooo - 2oo9 `Shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L assessable webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `shouji´ has written, so it shall be spoken. =)
The `Street Fighter EX´ series is copyright 1999-2ooo Arika., Ltd.
The `Capcom´ characters are copyright 1999-2ooo Capcom Co., Ltd.
All rights reserved.
This FAQ is available at the following places :
------------------------------------------ Street Fighter EX2 Plus ComboFAQ -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find all my hard work at other locations I KNOW I
didn`t send it to. With that said, I would like to take a moment to bitch
"Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
of my FAQs to their site, then take a moment to write me a damn letter to
ask me for them. Those that find that difficult to do, make your own FAQ.
.. I`m through ranting now. Have a nice day. ^_^
_______________________________________________________________________________
-------------------------------------------------------[ Table Of Contents ]---
Part 1 : Introduction
Part 2 : Controller + Button Notation
Part 3 : Combo Listing Notation
Part 4 : How To Read The Combos
Part 5 : Character Combos
- Area - Balrog / Vega - Blanka
- Chun-Li - Cracker Jack - Darun Mister
- Dhalsim - Doctrine Dark - Garuda
- Guile - Hayate - Hokuto
- Kairi - Ken Masters - Nanase
- Pullum Purna - Ryuu - Sagat
- Shadow Geist - Sharon - Skullomania
- Vega / M. Bison - Volcano Rosso - Zangief
Part 6 : Special Thanks
Part 7 : Issue Revisions
Part 8 : Final Note
[ Part 1 ]--------------------------------------------------[ Introduction ]---
Personally I enjoy watching the insane and flashy combos. That`s why I put so
much effort into making FAQs for them. I believe people enjoy these. First
they read up on a combo printed and go out and try it at their own arcade. Or
use FAQs like these to share their `God´ combos with the rest of the world.
In any case, welcome to the "message board" for EX2 combos.
Share the wealth. Destroy the competition. Losing sucks.
This FAQ is written with the assumption that you know the basis of terms and
gameplay for `Street Fighter EX2 Plus.´ If not, I advise you to look to some
of the full game FAQs written and posted at <www.gamefaqs.com> or other game
related sites first before going through this one. There`s only limited info
concerning button notation and gaming notes listed.
Take note now that this FAQ is made for EX2 _Plus_. Info will differ in many
areas from the normal `Street Fighter EX2´ (which doesn`t have Area, Volcano
Rosso, Darun Mister, Pullum Purna, Sagat, and Vega/M. Bison), such as damage
counts and even the combos themselves. One such change would be this Zangief
combo: j.Fierce \/ c.Forward XX Jab Glowing Fist SC Super Stomping. "Glowing
Fist" has been removed from EX2 Plus, so that combo doesn`t work any longer.
[ Part 2 ]----------------------------------[ Controller + Button Notation ]---
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat / Guard Neutral Advance
/ | \
db d df Crouch / Low Guard Crouch Offensive Crouch
- Reverse left and right if you`re on the right side of screen.
- Directions that are capitalized indicate to hold that specific position.
( Playstation Control Pad Setup )---------------------------------------------
L2 R2 n/a Hard Kick (HK)
L1 R1 n/a Hard Punch (HP)
Triangle Medium Punch (MP)
Square Circle Light Punch (LP) Medium Kick (MK)
X Light Kick (LK)
Light Punch = Jab Light Kick = Short
Medium Punch = Strong Medium Kick = Forward
Hard Punch = Fierce Hard Kick = Roundhouse
- Button notation can be changed at the "Button Config." menu in the Option
screen. This FAQ utilizes the default setups shown above.
[ Part 3 ]----------------------------------------[ Combo Listing Notation ]---
> indicates the following attack will chain from the previous attack.
- c.Strong > c.Forward
XX indicates 2-in-1s.
- c.Fierce XX Hadou Ken
/\ indicates that you jump or rise in air after previous move or command.
- Guard Break /\ j.Roundhouse
\/ indicates that you land to the ground after previous move or command.
- j.Roundhouse \/ s.Strong
, indicates that no special combo method is needed between the two moves.
- Roundhouse Spinning Bird Kick, s.Roundhouse
( ) indicates a move that can be added into the combo, but not necessary.
normally used when a certain move may alter the combo`s outcome.
(moves/attacks in parenthesis aren`t included in posted hit number)
- c.Jab (> c.Short) > c.Forward
[ ] indicates the number of times a move must hit before continuing combo.
multi-hit moves that don`t have a hit count means the move completes.
- Opening Gambit [6 hit] SC Double Flash Kick
+ stands for "and"
- B + Fierce
/ stands for "or"
- s.Strong > s.Fierce/Roundhouse
* stands for new or updated combos/information since the last revision.
EXCEL ( )
stands for an EXCEL combo. the moves listed within the parenthesis are
all done while the EXCEL is still activated.
s. stands for STANDING c. stands for CROUCHING
j. stands for JUMPING cu. stands for CROSS-UP
bj. stands for BACK JUMPING SC stands for SUPER CANCEL
ej. stands for EXCEL JUMPING
(used for any jumping attacks done during EXCEL that air combos the
opponent.)
[ Part 4 ]----------------------------------------[ How To Read The Combos ]---
This is the format that all combos are listed in for this FAQ:
o--- A
/
/ o--- B o--- C o--- D o--- E
/ / / / /
11 :: 74 dmg :: 12 hit :: 6,5oo pts :: Area Mission No.14
Head Crush \/ c.Forward XX Fierce Humming Rush [5 hit] SC Great Cancer
(Jump D + HP \/ c.MK XX qcf + HP SC qcf,qcf + P) \
\ \
\ o--- F
o--- G
A -- Combo Number
The number of the combo. All the combos are listed in descending order
by the amount of damage it does. The strongest combos are at the top
and go down to the weaker ones.
B -- Combo Damage
The amount of damage the combo does. The total amount of energy in a
meter is 2oo points. So the above combo is 74 points (37%). Damage
counts are based on the characters that take neutral damage. Meaning
that`s everyone in the game except for Darun Mister, Vega (Bison in
US), and Zangief, who take about 5% less damage.
All damage is based on the game set at its default: "MEDIUM".
C -- Hit Counter / Combometer
The number of hits the combo will do.
D -- Points
The amount of points the player will receive for the combo.
E -- Source / Acknowledgement
If the combo wasn`t created by me, credit is listed here where the
source was from. A person`s name, magazine, or even forum names (in
addition to the forum) can be used here.
F -- The Combo
The full combo, from the first hit to the last. Buttons are denoted by
the standard Capcom method: Jab, Strong, Fierce are the Punches, and
Short, Forward, Roundhouse are Kicks. Specific and signature moves are
cited with their proper Japanese names (ie - Hadou Ken, Shin Skullo
Dream, etc.) and used within most of the combos.
Some combos possess button-specific moves in then, such as the above
combo with a `Fierce Humming Rush´. The `Fierce´ means to use that
strength button when doing the move. Thus, qcf + HP. The use of a
certain button for a move can deal with things such as move principles
and/or damage. Since Area behaves differently with each version of the
Humming Rush, the Fierce version gives the best overall results for
this particular combo. There are times where it doesn`t matter what
strength button you use, like for this Ryuu combo: c.Strong XX Hadou
Ken. If you performed the Hadou Ken with Jab (LP) or Fierce (HP), the
combo would still do the same amount of damage.
Each combo listed in this FAQ was performed on Ryuu unless otherwise
stated. If "large opponent" is read before the combo, a person such as
Cracker Jack or Zangief were used.
G -- The Shorthand Combo
This is all the motions you have to do to pull off the combo that`s
above it. Just all written in shorted notation. Also useful if people
don`t know the motion of a move by it`s name. At this point, I`m sure
everyone knows that Ryuu`s Hadou Ken is a `qcf´ motion. But people may
not know that Pullum`s Ten`el Kick is a `qcb´ offhand.
There is normally a bunch of notes at the end of the combo listings. Above a
note is the number pertaining to whichever combo(s) it`s for. The notes are
there to give insight on complex maneuvers, timing, or any aspects that may
prove to cause confusion.
A final point to add. I appreciate anyone submitting combos and info. But if
you`re going to send in something, help me a little and follow these steps:
1) Check if the combo is listed.
If it is, don`t send it. If it`s the same combo, just with one extra hit
or a substitution of a hit (ie - replacing j.HP with a j.HK), don`t send
it in. I hate to receive the same combos over and over. Can`t credit one
combo to eight different sources.
2) Make sure the combo _works_!
Meaning, the moves have to connect one after the other in a manner where
the opponent CANNOT block in the middle. If the combo doesn`t work, then
why bother wasting your time and mine with it? For example, unless it is
during EXCEL Ryuu`s c.HK will not combo after a c.LP. You will never get
to combo in Balrog/Vega`s Rolling Izuna Drop. So make sure that each hit
better link from the last or the combo won`t go into the FAQ. Period.
3) Include any information about the combo that is necessary.
Believe it or not, there are combos that work on Shadow Geist that won`t
work on V. Rosso. If a combo works only on a certain character or degree
(ie - height) of character, be sure to tell that to me. I`d hate to keep
trying a combo on Guile when it`s only workable on Zangief. If you don`t
specify, I`ll assume it was done on Ryuu as default. And if I can`t pull
it off on him after about 20 attempts, I`m not going to add it.
4) Please give the number of hits and amount of damage the combo does. That
way I know if I`m doing the combo you`re giving to me correctly.
[ Part 5 ]----------------------------------------------[ Character Combos ]---
|-----------------------------------------------------------------------------|
( AREA )
|-----------------------------------------------------------------------------|
o1 :: 117 dmg :: 35 hit :: 19,9oo pts
j.Roundhouse \/ s.Strong XX Strong Humming Rush [3 hit] SC Final Cancer
(Jump HK \/ s.MP XX qcf + MP SC qcb,qcb + PPP)
o2 :: 1o7 dmg :: 3o hit :: 17,ooo pts
j.Roundhouse \/ s.Roundhouse XX Final Cancer
(Jump HK \/ s.HK XX qcb,qcb + PPP)
o3 :: 1o7 dmg :: 13 hit :: 7,6oo pts
j.Roundhouse \/ s.Fierce XX Great Cancer (don`t hold button) [4 hit] SC
Five Star Rush [4 hit] SC Kuuchuu Great Cancer
(Jump HK \/ s.HP XX qcf,qcf + P SC qcf,qcf + K SC qcf,qcf + P)
o4 :: 1o4 dmg :: 17 hit :: 9,9oo pts
j.Roundhouse \/ s.Strong XX Strong Humming Rush [4 hit] SC Great Cancer
(don`t hold button) [4 hit] SC Five Star Raid [4 hit] SC Kuuchuu Great
Cancer
(Jump HK \/ s.MP XX qcf + MP SC qcf,qcf + P SC qcf,qcf + K SC qcf,qcf +
P)
o5 :: 98 dmg :: 17 hit :: 1o,2oo pts :: Area Mission No.13
Stand close. Great Cancer (hold button) [1o hit] SC Five Star Raid [4
hit] SC Kuuchuu Great Cancer
(qcf,qcf + P (hold P) SC qcf,qcf + K SC qcf,qcf + P)
o6 :: 84 dmg :: 1o hit :: 5,3oo pts
Stand close. Jackson Kick XX Pop-Up Knee, (walk forward) Job Step XX Five
Star Raid [4 hit] SC Kuuchuu Great Cancer
(qcf + K XX f + LK, (hold f) Press MK XX qcf,qcf + K SC qcf,qcf + P)
o7 :: 82 dmg :: 15 hit :: 8,5oo pts
Stand close. Jackson Kick XX Pop-Up Knee, Jab Humming Rush [2 hit] SC
Great Cancer (don`t hold button) [4 hit] SC Five Star Raid [4 hit] SC
Kuuchuu Great Cancer
(qcf + K XX f + LK, qcf + LP SC qcf,qcf + P SC qcf,qcf + K SC qcf,qcf +
P)
o8 :: 81 dmg :: 11 hit :: 5,9oo pts
j.Roundhouse \/ s.Forward XX Strong Humming Rush [4 hit] SC Great Cancer
(don`t hold button)
(Jump HK \/ s.MK XX qcf + MP SC qcf,qcf + P)
o9 :: 8o dmg :: 29 hit :: 16,1oo
Stand close. Jackson Kick XX Pop-Up Knee, Final Cancer
(qcf + K XX f + LK, qcb,qcb + PPP)
1o :: 75 dmg :: 13 hit :: 6,9oo pts
Stand close. Activate Download. Jackson Kick XX Pop-Up Knee, (Download
hits) Five Star Raid [4 hit] SC Kuuchuu Great Cancer
(d + PPP. (hold PPP) qcf + K XX f + LK, (release PPP) qcf,qcf + K SC
qcf,qcf + P)
11 :: 74 dmg :: 12 hit :: 6,5oo pts :: Area Mission No.14
Head Crush \/ c.Forward XX Fierce Humming Rush [5 hit] SC Great Cancer
(don`t hold button)
(Jump D + HP \/ c.MK XX qcf + HP SC qcf,qcf + P)
12 :: 66 dmg :: 8 hit :: 4,4oo pts
Stand close. Jackson Kick XX Pop-Up Knee, (walk forward) c.Forward XX
Great Cancer (don`t hold button)
(qcf + K XX f + LK, (hold f) c.MK XX qcf,qcf + P)
13 :: 62 dmg :: 6 hit :: 3,5oo pts
Stand close. Jackson Kick XX Pop-Up Knee /\ j.Forward XX Kuuchuu Great
Cancer
(qcf + K XX f + LK /\ Jump MK XX qcf,qcf + P)
14 :: 56 dmg :: 7 hit :: 3,6oo pts
Stand close. Activate Download. Jackson Kick XX Pop-Up Knee (Download
hits) /\ j.Roundhouse
(d + PPP. (hold PPP) qcf + K XX f + LK (release PPP) /\ Jump HK)
15 :: 47 dmg :: 5 hit :: 2,7oo pts :: Area Mission No.12
Stand close. Download, Alternative Catch XX Rear
(d + PPP, hcb + K, f + K)
16 :: 45 dmg :: 2 hit :: 1,1oo pts
j.Roundhouse \/ s.Fierce/Roundhouse
(Jump HK \/ s.HP/HK)
17 :: 4o dmg :: 3 hit :: 1,6oo pts :: Area Mission No.11
Stand close. Jackson Kick XX Pop-Up Knee, (walk forward) s.Roundhouse
(qcf + K XX f + LK, (hold f) s.HK)
18 :: 39 dmg :: 4 hit :: 2,1oo pts :: Area Mission No.1o
Upload /\ j.Roundhouse
(Press PPP /\ Jump HK)
[ Xtra ]
- Combo o3,o4,o8
The ground-based Great Cancer can be charged up if you hold down Punch
after execution. Make sure you don`t charge it though for these combos.
- Combo o5
Charge up the ground-based Great Cancer fully.
- Combo o6
As soon as the Job Step hits, immediately cancel into the Five Star Raid.
Even still an aerial hit from Fire Star Raid can whiff, messing up the
range to allow the Kuuchuu Great Cancer to catch.
- Combo o7
As soon as Area lands from the Pop-Up Knee, do the Jab Humming Rush.
Sometimes it will only hit once. From personal trial and error, if the
opponent is on the left, the Humming Rush usually hits once. On the right,
it`ll hit twice. The listed damage is for if it hits twice.
- Combo 1o,14
Hold PPP to have the Download move forward as you perform the Jackson Kick.
Make it "sprout" as the opponent is at the peak of the launch from the Pop-
Up Knee, making them fall upon the sparking unit.
- Combo 1o
Area will catch her arm when it`s time to do the Kuuchuu Great Cancer.
- Combo 12
The c.Forward will catch the opponent before they hit the ground to make a
small juggle, enough to combo into the Great Cancer.
- Combo 15
Plant the Download in front of the opponent; don`t move it too close or
under the opponent. After the Alternative Catch, have it so Area does the
back kick to knock the opponent into the Download as it`s sparking.
|-----------------------------------------------------------------------------|
( BALROG (Vega in US) )
|-----------------------------------------------------------------------------|
o1 :: 162 dmg :: 34 hit :: 2o,3oo pts :: Keian Hart
j.Roundhouse \/ EXCEL(s.Strong > s.Fierce > s.Forward > s.Roundhouse >
c.Strong > c.Fierce > Fierce Rolling Crystal Flash [6 hit] > Fierce
Rolling Crystal Flash [6 hit]) SC Ground Crystal Flash [12 hit] SC
Scarlet Terror /\ Whirlwind Suplex
(Jump HK \/ EXCEL(s.MP > s.HP > s.MK > s.HK > c.MP > c.HP > b,f + HP >
b,f + HP (charge b)) SC f,b,f + P (charge b) SC f,b,f + K /\ When close
in air, d + MP/HP)
o2 :: 122 dmg :: 17 hit :: 9,ooo pts :: Balrog Mission No.16
j.Fierce \/ c.Forward > c.Strong XX Ground Crystal Flash [11 hit] SC
Scarlet Terror /\ Whirlwind Suplex
(Jump HP (charge db) \/ c.MK > c.MP XX f,b,f + P (charge b) SC f,b,f +
K) /\ When close in air, d + MP/HP)
o3 :: 93 dmg :: 16 hit :: 8,ooo pts :: Balrog Mission No.12
Stand close. Ground Crystal Flash [13 hit] SC Scarlet Terror /\ Whirlwind
Suplex
(Charge b,f,b,f + P (charge b) SC f,b,f + K /\ When close in air, d +
MP/HP)
o4 :: 87 dmg :: 5 hit :: 2,8oo pts :: Balrog Mission No.13
j.Roundhouse \/ s.Roundhouse XX Scarlet Terror /\ Whirlwind Suplex
(Jump HK (charge b) \/ s.HK XX f,b,f + K /\ When close in air, d + MP/HP)
o5 :: 69 dmg :: 2o hit :: 1o,7oo pts :: Balrog Mission No.14
Stand close. c.Jab XX Fierce Rolling Crystal Flash [6 hit] SC Ground
Crystal Flash
((charge db) c.LP XX f + HP (charge db) SC f,b,f + P)
o6 :: 67 dmg :: 4 hit :: 1,9oo pts
On jumping opponent. Tureno Claw, Scarlet Terror /\ Whirlwind Suplex
(Press P + K (charge db), f,b,f + K /\ When close in air, d + MP/HP)
o7 :: 44 dmg :: 1o hit :: 5,4oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > c.Strong > c.Forward > c.Fierce > s.Strong
> s.Fierce > Fierce Rolling Crystal Flash)
(EXCEL(c.LK > c.MP > c.MK > c.HP > s.MP > s.HP > b,f + HP)
o8 :: 4o dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Roundhouse
(Jump HP/HK \/ s.HK)
o9 :: 26 dmg :: 3 hit :: 1,4oo pts
Scarlet Terror, (walk forward) Attaching Claw
(Charge b,f,b,f + K, (hold f) f,d,df + P)
[ Xtra ]
- Combo o2
This combo is the same as Balrog Mission No.16, save the Whirlwind Suplex
is an Attaching Claw.
- Combo o5
It appears that you cannot interrupt after the first two hits of the
Rolling Crystal Flash normally to Super Cancel into the Ground Crystal
Flash. So you have to wait until the last hit connects and then perform the
super while the opponent is in that momentary stun.
- Combo o6
Hitting the opponent in the air with the Guard Break will make them rise up
far, then fall. Wait until the opponent is close to hitting the ground
before doing the Scarlet Terror so both hits connect.
|-----------------------------------------------------------------------------|
( BLANKA )
|-----------------------------------------------------------------------------|
o1 :: 123 dmg :: 21 hit :: 12,4oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Forward XX Rolling Attack SC Beast Hurricane [5 hit] SC
Ground Shave Rolling (don`t hold button) [6 hit] SC Beast Hurricane
(Jump HK (charge db) \/ c.MK XX f + P SC qcf,qcf + P (charge b) SC f,b,f
+ P SC qcf,qcf + P)
o2 :: 1o2 dmg :: 27 hit :: 15,2oo pts :: Blanka Mission No.13
j.Roundhouse \/ c.Forward XX Super Electric Thunder
(Jump HK \/ c.MK XX qcf,qcf + KKK)
o3 :: 1o2 dmg :: 21 hit :: 12,2oo pts :: Blanka Mission No.15
Jungle Beat [5 hit] SC Beast Hurricane [8 hit] SC Ground Shave Rolling
(hold button)
(Charge b,f,b,f + K SC qcf,qcf + P (charge b) SC f,b,f + P (hold P,
release))
o4 :: 99 dmg :: 21 hit :: 12,1oo pts :: Blanka Mission No.16
j.Forward \/ c.Short > c.Short XX Rolling Attack SC Beast Hurricane [5
hit] SC Ground Shave Rolling (don`t hold button) [6 hit] SC Beast
Hurricane
(Jump MK (charge db) \/ c.LK > c.LK XX f + P SC qcf,qcf + P (charge b) SC
f,b,f + P SC qcf,qcf + P)
o5 :: 93 dmg :: 11 hit :: 5,8oo pts :: SFEX2 Gamest Mook
On jumping opponent. Raging Nail /\ j.Fierce \/ /\ j.Fierce XX Beast
Hurricane
(Press P + K /\ Jump HP \/ /\ Jump HP XX qcf,qcf + P)
o6 :: 88 dmg :: 21 hit :: 12,8oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(s.Short > c.Jab > s.Strong > s.Fierce > s.Roundhouse >
c.Strong > c.Forward > c.Fierce > Rolling Attack) SC Beast Hurricane [6
hit] SC Ground Shave Rolling (don`t hold button)
(EXCEL(s.LK > c.LP > s.MP > s.HP > s.HK > c.MP > c.MK > c.HP > b,f + HP)
SC qcf,qcf + P (charge b) SC f,b,f + P)
o7 :: 85 dmg :: 14 hit :: 7,6oo pts :: Blanka Mission No.11
Jungle Beat [5 hit] SC Beast Hurricane
(Charge b,f,b,f + K SC qcf,qcf + P)
o8 :: 73 dmg :: 9 hit :: 4,5oo pts :: Blanka Mission No.14
On jumping opponent. Roundhouse Vertical Rolling SC Beast Hurricane
(Charge d,u + HK SC qcf,qcf + P)
o9 :: 7o dmg :: 11 hit :: 5,7oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Short > c.Short > c.Short XX Fierce Rolling Attack SC
Beast Hurricane
(Jump HK (charge db) \/ c.LK > c.LK > c.LK XX f + HP SC qcf,qcf + P)
1o :: 66 dmg :: 7 hit :: 4,1oo pts :: SFEX2 Gamest Mook
Stance close. c.Fierce XX Ground Shave Rolling (don`t hold button)
((charge db) c.HP XX f,b,f + P)
11 :: 63 dmg :: 7 hit :: 3,7oo pts :: Blanka Mission No.1o
Rolling Attack SC Beast Hurricane
(Charge b,f + P SC qcf,qcf + P)
12 :: 42 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o1,o4
Cancel into the second Beast Hurricane immediately after the sixth hit of
the Ground Shave Rolling.
- Combo o2
Similar to Storm`s Lightning Storm from `Marvel v. Capcom 2´, Blanka`s
Super Electric Thunder can hit a different number of times depending on the
opponent and how fast the super was canceled into. The listed hits and
damage are the highest I could get it. This combo is the same as Blanka
Mission No.13, save the j.Roundhouse is a j.Forward.
- Combo o3,o7
The Jungle Beat`s hits are the punches Blanka does to the opponent after he
flips them into the air - not the face bites. The flip into the air counts
as the first actual `hit´. So after four of the air hits, then cancel into
the Beast Hurricane.
- Combo o3
The Ground Shave Rolling can be charged up if you hold down Punch after
execution. When you cancel into it, hold Punch and it will hit the
opponent twice to pop them up. As they are coming down, release it to have
Blanka juggle with with the rest. Also the camera angle will most likely
be on a slant for this combo.
- Combo o5
Hitting the opponent in the air with the Guard Break will make them rise up
far, then fall. Hit them with the j.Fierce when they are close to landing.
It will pop them up enough to give Blanka enough time to land and rejump to
juggle with a j.Fierce XX Beast Hurricane.
- Combo o8
The best way to get this to work is to have the Roundhouse Vertical Rolling
come down upon the descending opponent. If done on the ascension, the Beast
Hurricane will usually whiff.
|-----------------------------------------------------------------------------|
( CHUN-LI )
|-----------------------------------------------------------------------------|
o1 :: 156 dmg :: 31 hit :: 18,2oo pts
j.Fierce/Hien Shuu \/ s.Fierce XX Sen Retsu Kyaku [11 hit] SC Ha Zan Ten
Shou Kyaku \/ s.Jab > s.Roundhouse XX Ha Zan Ten Shou Kyaku \/ s.Jab /\
Yousou Kyaku > Yousou Kyaku > You Sou Kyaku
(Jump HP/qcb + K \/ s.HP XX qcf,qcf + K SC qcb,qcb + K \/ s.LP > s.HK XX
qcb,qcb + K \/ s.LP /\ D + MK, MK, MK)
o2 :: 148 dmg :: 28 hit :: 16,4oo pts
j.Fierce/Hien Shuu \/ s.Fierce XX Ha Zan Ten Shou Kyaku \/ s.Jab >
s.Roundhouse XX Ha Zan Ten Shou Kyaku \/ s.Jab > s.Roundhouse XX Ha Zan
Ten Shou Kyaku \/ s.Jab /\ Yousou Kyaku > Yousou Kyaku > Yousou Kyaku
(Jump HP/qcb + K \/ s.HP XX qcb,qcb + K \/ s.LP > s.HK XX qcb,qcb + K \/
s.LP > s.HK XX qcb,qcb + K \/ s.LP /\ D + MK, MK, MK)
o3 :: 146 dmg :: 27 hit :: 15,7oo pts :: SFEX2 Gamest Mook
j.Fierce/Hien Shuu \/ s.Fierce XX Sen Retsu Kyaku [1o hit] SC Kikou Shou
[5 hit] SC Ha Zan Ten Shou Kyaku \/ s.Jab /\ Yousou Kyaku > Yousou Kyaku
> Yousou Kyaku
(Jump HP/qcb + K \/ s.HP XX qcf,qcf + K SC qcf,qcf + P SC qcb,qcb + K \/
s.LP /\ D + MK, MK, MK)
o4 :: 124 dmg :: 24 hit :: 13,7oo pts
j.Fierce/Hien Shuu \/ s.Fierce XX Sen Retsu Kyaku [11 hit] SC Ha Zan Ten
Shou Kyaku \/ Kikou Shou
(Jump HP/qcb + K \/ s.HP XX qcf,qcf + K SC qcb,qcb + K \/ qcf,qcf + P)
o5 :: 97 dmg :: 22 hit :: 12,2oo pts
Chun-Li character distance away. Gomen ne! SC Sen Retsu Kyaku [11 hit] XX
Ha Zan Ten Shou Kyaku \/ s.LP /\ Yousou Kyaku > Yousou Kyaku > Yousou
Kyaku
(LP,LP,f,LK,HP SC qcf,qcf + K XX qcb,qcb + K \/ s.LP /\ D + MK, MK, MK)
o6 :: 95 dmg :: 1o hit :: 5,ooo pts :: SFEX2 Gamest Mook
j.Fierce/Hien Shuu \/ s.Fierce XX Kikou Shou: Goku
(Jump HP/qcb + K \/ s.HP XX qcf,qcf + PPP)
o7 :: 94 dmg :: 12 hit :: 6,4oo pts :: SFEX2 Gamest Mook
j.Fierce/Hien Shuu \/ s.Fierce XX Ha Zan Ten Shou Kyaku \/ s.Jab /\
Yousou Kyaku > Yousou Kyaku > Yousou Kyaku
(Jump HP/qcb + K \/ s.HP XX qcb,qcb + K \/ s.LP /\ D + MK, MK, MK)
o8 :: 92 dmg :: 21 hit :: 11,4oo pts :: Chun-Li Mission No.13
Sen Retsu Kyaku [1o hit] SC Kikou Shou [5 hit] SC Ha Zan Ten Shou Kyaku
(qcf,qcf + K SC qcf,qcf + P SC qcb,qcb + K)
o9 :: 88 dmg :: 27 hit :: 15,ooo pts :: Chun-Li Mission No.16
Stand close. Roundhouse Kaiten-teki Kaku Kyaku Shuu (Spinning Bird Kick)
SC Ha Zan Ten Shou Kyaku \/ c.Strong XX Ha Zan Ten Shou Kyaku \/ Sen
Retsu Kyaku
(qcf + HK SC qcb,qcb + K \/ c.MP XX qcb,qcb + K \/ qcf,qcf + K)
1o :: 85 dmg :: 14 hit :: 7,4oo pts :: SFEX2 Gamest Mook
j.Fierce/Hien Shuu \/ c.Forward XX Forward Hyaku Retsu Kyaku [1 hit] SC
Sen Retsu Kyaku
(Jump HP/qcb + K \/ c.MK XX Press MK rapidly SC qcf,qcf + K)
11 :: 83 dmg :: 21 hit :: 11,6oo pts
Stand close. Roundhouse Kaiten-teki Kaku Kyaku Shuu (Spinning Bird Kick)
SC Kikou Shou [5 hit] SC Ha Zan Ten Shou Kyaku \/ s.Jab /\ Yousou Kyaku >
Yosou Kyaku > Yousou Kyaku
(qcf + HK SC qcf,qcf + P SC qcb,qcb + K \/ s.LP /\ D + MK, MK, MK)
12 :: 77 dmg :: 17 hit :: 9,2oo pts
Stand close. Roundhouse Kaiten-teki Kaku Kyaku Shuu (Spinning Bird Kick),
s.Roundhouse XX Ha Zan Ten Shou Kyaku \/ s.Jab /\ Yousou Kyaku > Yousou
Kyaku > Yousou Kyaku
(qcf + HK, s.HK XX qcb,qcb + K \/ s.LP /\ D + MK, MK, MK)
13 :: 6o dmg :: 4 hit :: 2,3oo pts :: Chun-Li Mission No.14
On jumping opponent. Sen`en Shuu /\ Yousou Kyaku > Yousou Kyaku > Yousou
Kyaku
(Press P + K /\ D + MK, MK, MK)
14 :: 51 dmg :: 9 hit :: 4,4oo pts
Stand close. Roundhouse Kaiten-teki Kaku Kyaku Shuu (Spinning Bird Kick)
/\ Yousou Kyaku > Yousou Kyaku > Yousou Kyaku
(qcf + HK /\ D + MK, MK, MK)
15 :: 54 dmg :: 17 hit :: 9,2oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Strong > s.Fierce > s.Roundhouse XX Roundhouse Hyaku
Retsu Kyaku)
(EXCEL(c.MP > s.HP > s.HK XX Tap HK rapidly)
16 :: 45 dmg :: 14 hit :: 7,3oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > s.Fierce > s.Roundhouse XX Roundhouse Hyaku
Retsu Kyaku)
(EXCEL(c.LK > s.HP > s.HK XX Tap HK rapidly)
17 :: 42 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse/Hien Shuu \/ s.Fierce
(Jump HP/HK/qcb + K \/ s.HP)
[ Xtra ]
- Combo o1,o2,o3,o5,o7,11,12,13,14
Press D + Forward as you jump up after the opponent to hit them with the
Yousou Kyaku. Then just keep Down held as you press Forward additional
times to juggle with three Yousou Kyaku. Or you can do two Yousou Kyaku and
exchange the last for a Fierce Punch for +2 damage. All damage listed is if
the combo was done with three Yousou Kyaku.
- Combo o1,o2,o3,o5,o7,11,12
Immediately press D + Forward as you jump after the s.Jab juggle. Although
easier, each combo can be ended after the s.Jab with a j.Roundhouse. But
the three Yousou Kyaku do more damage.
- Combo o1,o2,o4,o6,o7,1o,17
All these combos can either start with either a jumping attack (j.Fierce /
j.Roundhouse) or an Hien Shuu. The difference is that the Hien Shuu does +1
damage. All damage listed is if the combo was done by with a jumping
attack.
- Combo o1,o4,o5
The Sen Retsu Kyaku is to complete it`s full 11 hits. The final will pop
the opponent back into the air, but they cannot be hit during that spin. So
you must cancel -immediately- after the final kick to the Sen Retsu Kyaku
connects to juggle before the opponent lifts off too far.
- Combo o4
After Chun-Li lands from the Ha Zan Ten Shou Kyaku, you have half a second
before the opponent hits the ground. So the qcf,qcf motions should be
buffered close to Chun-Li landing, so you can do the Kikou Shou right
before the opponent hits the ground.
- Combo o5
You have to be a step away from the opponent before doing the Gomen ne! so
the Jabs from the command input don`t hit.
- Combo o9,11,12,14
Sometimes the the Roundhouse Kaiten-teki Kaku Kyaku Shuu (Spinning Bird
Kick) will do eight hits instead of six.
- Combo o9
The Sen Retsu Kyaku will catch the opponent as they are falling and knock
them into the `Lightning Leg´ ender.
|-----------------------------------------------------------------------------|
( CRACKER JACK )
|-----------------------------------------------------------------------------|
o1 :: 136 dmg :: 14 hit :: 8,4oo pts
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Crazy Jack [4 hit]
SC Grand Slam Crasher [3 hit] SC Homerun Hero, c.Fierce XX Dash Upper
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC b,f + P SC qcb,qcb + K
SC qcb,qcb + P (charge db), c.HP XX f + K)
o2 :: 132 dmg :: 4 hit :: 3,7oo pts
j.Roundhouse \/ s.Fierce XX Homerun King
(Jump HK \/ s.HP XX qcf,qcf + KKK)
o3 :: 129 dmg :: 13 hit :: 7,6oo pts
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Crazy Jack [4 hit]
SC Grand Slam Crasher [3 hit] SC Homerun Hero, Short Soccer Ball Kick
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC b,f + P SC qcb,qcb + K
SC qcb,qcb + P, hcf + LK)
o4 :: 124 dmg :: 1o hit :: 6,ooo pts
j.Roundhouse \/ c.Strong > c.Forward XX Dash Upper SC Homerun Hero,
s.Fierce XX Homerun Hero, s.Fierce XX Homerun Hero, Short Soccer Ball
Kick
(Jump HK (charge db) \/ c.MP > c.MK XX f + K SC qcb,qcb + P, s.HP XX
qcb,qcb + P, s.HP XX qcb,qcb + P, hcf + LK)
o5 :: 119 dmg :: 9 hit :: 5,4oo pts
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Homerun Hero,
s.Forward XX Dash Straight SC Homerun Hero, Short Soccer Ball Kick
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC qcb,qcb + P (charge b),
s.MK XX f + P SC qcb,qcb + P, hcf + LK)
o6 :: 117 dmg :: 9 hit :: 5,5oo pts
j.Fierce \/ c.Strong > c.Forward XX Dash Upper SC Homerun Hero /\
j.Fierce \/ c.Fierce XX Homerun Hero, Short Soccer Ball Kick
(Jump HP (charge db) \/ c.MP > c.MK XX f + K SC qcb,qcb + P /\ Jump HP \/
c.HP XX qcb,qcb + P, hcf + LK)
o7 :: 114 dmg :: 9 hit :: 5,3oo pts
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Homerun Hero,
s.Forward XX Final Punch (`One!´) SC Homerun Hero, Short Soccer Ball
Kick
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC qcb,qcb + P (hold PPP),
s.MK XX (release PPP) SC qcb,qcb + P, hcf + LK)
o8 :: 113 dmg :: 9 hit :: 5,4oo pts
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Homerun Hero,
c.Strong > c.Fierce XX Homerun Hero, Short Soccer Ball Kick
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC qcb,qcb + P, c.MP >
c.HP XX qcb,qcb + P, hcf + LK)
o9 :: 1o6 dmg :: 8 hit :: 4,8oo pts
j.Fierce \/ s.Fierce XX Homerun Hero, Grand Slam Crasher [3 hit] SC
Homerun Hero, Short Soccer Ball Kick
(Jump HP \/ s.HP XX qcb,qcb + P, qcb,qcb + K SC qcb,qcb + P, hcf + LK)
1o :: 1o2 dmg :: 7 hit :: 4,4oo pts :: `SFEX2 Gamest Mook´
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Homerun Hero,
c.Fierce XX Dash Upper
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC qcb,qcb + P (charge
db), c.HP XX f + K)
11 :: 91 dmg :: 6 hit :: 3,8oo pts :: `Cracker Jack Mission No.13´
j.Fierce \/ c.Strong > c.Forward XX Dash Straight SC Homerun Hero,
Short Soccer Ball Kick
(Jump HP (charge db) \/ c.MP > c.MK XX f + P SC qcb,qcb + P, hcf + LK)
12 :: 71 dmg :: 12 hit :: 7,2oo pts
Stand close. EXCEL(c.Short > c.Forward > c.Fierce > s.Forward >
s.Strong > s.Fierce > s.Roundhouse > s.Jab > s.Forward > s.Roundhouse >
s.Forward) XX Dash Straight
(EXCEL(c.LK > c.MK > c.HP > s.MK > s.MP > s.HP > s.HK > s.LP > s.MK >
s.HK > s.MK) XX b,f + P)
13 :: 5o dmg :: 6 hit :: 4,1oo pts
Stand close. EXCEL(Angry Fist > Batting Hero > Soccer Ball Kick > Dash
Straight > Dash Upper > Dash Upper)
(EXCEL(F + MP > hcf + P > hcf + K > b,f + P > b,f + K > b,f + K)
14 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o1,o3
Cancel out of Grand Slam Crasher into the Homerun Hero when Jack`s about
to hit them with the fourth bat swing. If you do it too early, Jack will
pass under the opponent, and they`ll fall behind him.
- Combo o2
This combo has four different hit properties, but the highest is the shown.
Since you can press Punch to determine when Cracker Jack swings his bat,
the damage can vary when you hit the opponent. If you miss the bat swing,
the combo does 3 hit/56 damage. If you press Punch when the green flash is
visible, the combo does 4 hit/1o2 damage. If you don`t press anything and
let Cracker Jat hit on default, the combo does 4 hit/1o5 damage. If you
manage to hit the Just Frame when the red flash changes to green, Jack will
shout "Todome ja!" and bat the opponent to Pluto, making the combo do 4
hit/132 damage.
- Combo o4
You may have to back up a little after each Homerun Hero to be able to
catch the opponent with the s.Fierce juggle. Or you can cross up underneath
them to the other side.
- Combo o6
Wait until the opponent falls low to the ground before catching them with
the j.HP \/ c.HP.
- Combo o7
Cracker Jack`s Final Punch is a move like Balrog (US)`s. The longer you
hold the punch button down, the higher the count of the punch. Thus more
damage is done. Jack calls out the number of which level it`s charged at.
In the combo, the level of the Final Punch is `One!´.
- Combo o8
The c.Strong will catch the opponent before they hit the ground. Adding
on the c.Fierce will enable the juggle and allow the next Homerun Hero
to catch.
- Combo o9
Perform the Grand Slam Crasher once the opponent has fallen right in
front of Jack. That`ll make sure the juggle connects.
- Combo 12
You have to perform the attacks in this EXCEL swiftly so that when you
get to the Dash Straight, you don`t have to charge the Back motion.
|-----------------------------------------------------------------------------|
( DARUN MISTER )
|-----------------------------------------------------------------------------|
o1 :: 124 dmg :: 8 hit :: 4,7oo pts
j.Roundhouse \/ s.Strong XX Fierce Lariat [2 hit] SC Power Indra Bridge,
s.Fierce XX Power Indra Bridge /\ Kuuchuu Ganjis DDT
(Jump HK \/ s.MP XX qcf + HP SC qcb,qcb + K, s.HP XX qcb,qcb + K /\ When
close in air, d + MP/HP)
o2 :: 119 dmg :: 8 hit :: 4,6oo pts
j.Fierce \/ s.Strong XX Fierce Lariat [2 hit] SC Power Indra Bridge,
Power Indra Bridge, Power Indra Bridge /\ Kuuchuu Ganjis DDT
(Jump HP \/ s.MP XX qcf + HP SC qcb,qcb + K, qcb,qcb + K, qcb,qcb + K /\
When close in air, d + MP/HP)
o3 :: 1o2 dmg :: 6 hit :: 3,6oo pts
j.Fierce \/ s.Strong XX Fierce Lariat [2 hit] SC Power Indra Bridge /\
Kuuchuu Ganjis DDT
(Jump HP \/ s.MP XX qcf + HP SC qcb,qcb + K /\ When close in air, d +
MP/HP)
o4 :: 97 dmg :: 8 hit :: 4,8oo pts :: Darun Mission No.16
j.Fierce \/ c.Strong > c.Strong XX Fierce Lariat [2 hit] SC Power Indra
Bridge /\ j.Fierce \/ /\ j.Roundhouse
(Jump HP \/ c.MP > c.MP XX qcf + HP SC qcb,qcb + K /\ Jump HP \/ /\ Jump
HK)
o5 :: 88 dmg :: 5 hit :: 3,2oo pts :: Darun Mission No.14
Stand close. Jab Lariat SC Power Indra Bridge, Power Indra Bridge, Power
Indra Bridge, Darun Catch
(qcf + LP SC qcb,qcb + K, qcb,qcb + K, qcb,qcb + K, b,d,db + P)
o6 :: 87 dmg :: 4 hit :: 2,6oo pts
j.Fierce \/ s.Fierce XX Power Indra Bridge, Darun Catch
(Jump HP \/ s.HP XX qcb,qcb + K, b,d,db + P)
o7 :: 85 dmg :: 4 hit :: 2,2oo pts :: Darun Mission No.15
Stand close. Power Indra Bridge, s.Roundhouse XX Power Indra Bridge /\
Kuuchuu Ganjis DDT
(qcb,qcb + K, s.HK XX qcb,qcb + K /\ When close in air, d + MP/HP)
o8 :: 58 dmg :: 4 hit :: 2,4oo pts
j.Roundhouse \/ s.Strong XX Fierce Lariat
(Jump HK \/ s.MP XX qcf + HP)
o9 :: 52 dmg :: 2 hit :: 7oo pts :: Darun Mission No.1o
On jumping opponent. Ganjis Chop /\ Kuuchuu Ganjis DDT
(Press P + K /\ When close in air, d + MP/HP)
1o :: 45 dmg :: 2 hit :: 1,ooo pts :: Darun Mission No.11
Stand close. Power Indra Bridge, Darun Catch
(qcb,qcb + K, b,d,db + P)
11 :: 44 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o1,o7
After the first Super Indra Bridge, you may want to take a small step back
so you can catch the falling opponent with the s.Fierce/Roundhouse.
- Combo o2,o5
Wait until the opponent falls back into sight of the screen before
performing the next Power Indra Bridge to juggle them up again.
- Combo o4
After the Power Indra Bridge, jump up as the opponent is starting to fall,
but before they are actually seen on screen. Darun should hit the peak of
his jump and start to descent as the opponent appears. Hit them with the
j.Fierce when they are close to landing. It will pop them up enough to give
Darun enough time to land and rejump to juggle with a j.Roundhouse.
|-----------------------------------------------------------------------------|
( DHALSIM )
|-----------------------------------------------------------------------------|
o1 :: 1o9 dmg :: 23 hit :: 13,3oo pts
Forward Drill Kick \/ c.Forward (sliding) XX Strong Yoga Fire SC Yoga
Legend [9 hit] SC Yoga Drill Kick [1o hit] \/ s.Fierce (long)
(In air, D + MK \/ c.MK XX qcf + MP SC qcb,qcb + K SC qcf,qcf + K \/
s.HP)
o2 :: 1o6 dmg :: 22 hit :: 12,7oo pts
On jumping opponent. Stand close. Yoga Blast, c.Forward (sliding) XX Yoga
Legend [9 hit] SC Yoga Drill Kick [1o hit] \/ s.Fierce (long)
(qcb + K, c.MK XX qcb,qcb + K SC qcf,qcf + K \/ s.HP)
o3 :: 1o3 dmg :: 22 hit :: 12,6oo pts :: Dhalsim Mission No.15
Stand close. c.Forward (short) XX Yoga Fire SC Yoga Legend [9 hit] SC
Yoga Drill Kick [1o hit] \/ s.Fierce (long)
(DB + MK XX qcf + P SC qcb,qcb + K SC qcf,qcf + K \/ s.HP)
o4 :: 1o1 dmg :: 29 hit :: 16,2oo pts :: SFEX2 Gamest Mook
Forward Drill Kick \/ c.Forward XX Strong Yoga Fire XX Yoga Inferno
(In air, D + MK \/ c.MK XX qcf + MP XX qcf,qcf + PPP)
o5 :: 1o1 dmg :: 21 hit :: 12,ooo pts :: Dhalsim Mission No.16
Stand close. Yoga Blast SC Yoga Legend [9 hit] SC Yoga Drill Kick [1o
hit] \/ s.Fierce (long)
(qcb + K SC qcb,qcb + K SC qcf,qcf + K \/ s.HP)
o6 :: 98 dmg :: 24 hit :: 13,8oo pts :: SFEX2 Gamest Mook
Yoga Catch XX Yoga Contact, c.Short (short) XX Yoga Blast, c.Forward
(sliding) XX Yoga Legend [9 hit] SC Yoga Drill Kick [1o hit] \/ s.Fierce
(long)
(qcf + K XX Hold K, DB + LK XX qcb + K, c.MK XX qcb,qcb + K SC qcf,qcf +
K \/ s.HP)
o7 :: 86 dmg :: 27 hit :: 14,8oo pts :: Dhalsim Mission No.1o
Stand close. Jab Yoga Fire XX Yoga Inferno
(qcf + LP XX qcf,qcf + PPP)
o8 :: 85 dmg :: 22 hit :: 12,4oo pts
Yoga Catch XX Yoga Contact, c.Forward (sliding) XX Yoga Legend [9 hit] SC
Yoga Drill Kick [1o hit] \/ s.Fierce (long)
(qcf + K XX Hold K, c.MK XX qcb,qcb + K SC qcf,qcf + K \/ s.HP)
o9 :: 82 (1o9) dmg :: 12 hit :: 6,6oo pts :: Dhalsim Mission No.14
Stand close. Forward Yoga Blast, s.Fierce (short) [2 hit] XX Yoga Legend
(SC Yoga Drill Kick \/ s.Fierce (long))
(qcb + MK, B + HP XX qcb,qcb + K)
1o :: 79 (1o6) dmg :: 2o hit :: 11,2oo pts :: Dhalsim Mission No.12
j.Fierce XX Yoga Drill Kick [? hit] \/ Yoga Legend (SC Yoga Drill Kick \/
s.Fierce (long))
(Jump HP XX qcf,qcf + K \/ qcb,qcb + K)
11 :: 79 (1o6) dmg :: 1o hit :: 5,2oo pts :: Dhalsim Mission No.11
Stand close. Yoga Flame SC Yoga Legend (SC Yoga Drill Kick \/ s.Fierce
(long))
(qcb + P SC qcb,qcb + K)
12 :: 72 (99) dmg :: 11 hit :: 5,8oo pts :: Dhalsim Mission No.13
Drill Kick \/ c.Forward (sliding) XX Yoga Legend (SC Yoga Drill Kick \/
s.Fierce (long))
(In air, D + K \/ c.MK XX qcb,qcb + K)
13 :: 54 dmg :: 12 hit :: 6,1oo pts :: SFEX2 Gamest Mook
j.Fierce XX Yoga Drill Kick \/ s.Fierce (long)
(Jump HP XX qcf,qcf + K \/ s.HP)
14 :: 41 dmg :: 11 hit :: 5,2oo pts :: Dhalsim Mission No.9
j.Forward XX Yoga Drill Kick
(Jump MK XX qcf,qcf + K)
15 :: 4o dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ B + Roundhouse
(Jump HP/HK \/ B + HK)
16 :: 35 dmg :: 2 hit :: 1,ooo pts :: SFEX2 Gamest Mook
Dhalsim 1/2 screen away. Jab Yoga Fire, s.Fierce (long)
(qcf + LP, s.HP)
17 :: 29 dmg :: 2 hit :: 9oo pts
Stand close. c.Forward (short) XX Fierce Yoga Fire
(DB + MK XX qcf + HP)
[ Xtra ]
- Combo o1,o2,o3,o5,o8
Arc the Yoga Drill Kick so that Dhalsim flies horizontal while juggling
to score the full ten hits before landing. That enables the s.Fierce to
be easier to connect with.
- Combo o4,o7
If you want, you can hold Up during the Yoga Inferno to have Dhalsim float
up and carry the opponent with him. It doesn`t change anything from Dhalsim
staying near the ground, but it might guarantee all the hits.
- Combo o4
The c.Forward can be either Dhalsim`s slide kick or his short one.
- Combo o8
Since the opponent will be in reeling animation after the Yoga Contact,
the c.Forward (sliding) will trip them up.
- Combo o9,1o,11,12</pre><pre id="faqspan-2">
Each of these combos can essentially be ended with the Yoga Drill Kick \/
s.Fierce (long) after the ninth hit of the Yoga Legend. Beside the damage
in the combo details within ( ) is how much damage it would do if the last
part is added. For hits, add 11 more.
- Combo 1o
The "?" hit count of the first Yoga Drill Kick is there because it varies
upon location and character. It`s best to have it fly down in a diagonal
and not curve because the curving may push the opponent too far. Thus the
Yoga Legend will not be able to connect upon Dhalsim landing. However if
you start it when Dhalsim is high, all ten hits should connect for you to
get the damage total as listed.
|-----------------------------------------------------------------------------|
( DOCTRINE DARK )
|-----------------------------------------------------------------------------|
o1 :: 11o dmg :: 3 hit :: 3,2oo pts
j.Roundhouse \/ s.Fierce XX DEATH Trap
(Jump HK \/ s.HP XX qcb,qcb + PPP)
o2 :: 1o5 dmg :: 17 hit :: 9,5oo pts
j.Roundhouse \/ c.Forward XX DARK Wire SC KILL Trump [4 hit] SC EX-
Prominence SC KILL Trump
(Jump HK \/ c.MK XX qcf + P SC qcf,d,df + P SC qcb,qcb + K SC qcf,d,df +
P)
o3 :: 94 dmg :: 13 hit :: 6,9oo pts :: Doctine Dark Mission No.13
j.Roundhouse \/ s.Roundhouse XX DARK Shackle [5 hit] SC KILL Trump
(Jump HK \/ s.HK XX qcf,d,df + K SC qcf,d,df + P)
o4 :: 92 dmg :: 16 hit :: 8,7oo pts
j.Roundhouse \/ c.Forward XX DARK Wire SC DARK Shackle [5 hit] SC KILL
Trump [4 hit] SC EX-Prominence
(Jump HK \/ c.MK XX qcf + P SC qcf,d,df + K SC qcf,d,df + P SC qcb,qcb +
K)
o5 :: 91 dmg :: 15 hit :: 9,2oo pts
Stand close. EXCEL(c.Forward > s.Strong > s.Forward > s.Fierce >
s.Roundhouse > c.Fierce > EX-plosive > DARK Wire > DARK Hold) /\
bj.Roundhouse \/ s.Roundhouse XX KILL Trump
(EXCEL(c.MK > s.MP > s.MK > s.HP > s.HK > c.HP > qcf + K > qcf + P > b +
P) /\ bj.HK \/ s.HK XX qcf,d,df + P)
o6 :: 88 dmg :: 1o hit :: 5,4oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Forward XX DARK Wire XX DARK Hold /\ bj.Roundhouse \/
s.Roundhouse XX KILL Trump
(Jump HK \/ c.MK XX qcf + P XX b + P /\ bj.HK \/ s.HK XX qcf,d,df + P)
o7 :: 79 dmg :: 9 hit :: 4,8oo pts :: Doctine Dark Mission No.12
j.Roundhouse \/ c.Forward XX DARK Wire XX DARK Hold, s.Roundhouse XX KILL
Trump
(Jump HK \/ c.MK XX qcf + P XX b + P, s.HK XX qcf,d,df + P)
o8 :: 77 dmg :: 8 hit :: 4,3oo pts :: Doctine Dark Mission No.14
On jumping opponent. Fierce KILL Wire /\ j.Roundhouse \/ s.Roundhouse XX
KILL Trump
(f,d,df + HP /\ Jump HK \/ s.HK XX qcf,d,df + P)
o9 :: 68 dmg :: 13 hit :: 6,6oo pts :: SFEX2 Gamest Mook
Stand close. DARK Shackle [5 hit] SC KILL Trump [4 hit] SC EX-Prominence
(qcf,d,df + K SC qcf,d,df + P SC qcb,qcb + K)
1o :: 66 dmg :: 7 hit :: 3,7oo pts :: Doctine Dark Mission No.11
On jumping opponent. Drop Roundhouse EX-plosive. Strong KILL Wire (EX-
plosive hits) XX KILL Trump
(qcf + HK. f,d,df + MP XX qcf,d,df + P)
11 :: 59 dmg :: 5 hit :: 3,1oo pts
j.Fierce \/ c.Forward XX DARK Wire XX DARK Spark, s.Roundhouse
(Jump HP \/ c.MK XX qcf + P XX Wait, s.HK)
12 :: 59 dmg :: 4 hit :: 2,5oo pts :: SFEX2 Gamest Mook
On jumping opponent. Drop Roundhouse EX-plosive. Strong KILL Wire (EX-
plosive hits) /\ j.Roundhouse \/ /\ j.Roundhouse
(qcf + HK. f,d,df + MP /\ Jump HK \/ /\ Jump HK)
13 :: 42 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce
(Jump HP/HK \/ s.HP)
14 :: 39 dmg :: 3 hit :: 1,6oo pts :: Doctine Dark Mission No.1o
Stand close. DARK Wire XX DARK Spark, s.Roundhouse
(qcf + P XX Wait, s.HK)
[ Xtra ]
- Combo o2
Perform the second KILL Trump as the last two hits of the EX-Prominence is
hitting.
- Combo o5,o6
Once you pull the opponent towards you with the DARK Hold, jump backwards
and hit Roundhouse on D.Dark`s descent. The kick will knock the staggering
opponent into the air and have the s.Roundhouse chain.
- Combo o8
Hitting the opponent in the air with the KILL Wire will make them rise a
little, then fall. Jump with them and perform the j.Roundhouse when close
to landing. Thus you can get the s.Roundhouse XX KILL Trump to juggle.
- Combo 1o,12
There`s two ways to do this. You can either drop the Roundhouse EX-plosive
close to the opponent`s landing spot. Thus when you catch them out the air
with the KILL Wire, it will cause them to fall on the EX-plosive, allowing
you to juggle. Or because the KILL Wire causes the opponent to spin in the
air, you`ll have enough time to recover and do the EX-plosive as they are
close to falling.
- Combo 12
Hit them with the j.Roundhouse when they are close to landing. It will pop
them up enough to give D.Dark enough time to land and rejump to juggle with
the other j.Roundhouse.
|-----------------------------------------------------------------------------|
( GARUDA )
|-----------------------------------------------------------------------------|
o1 :: 124 dmg :: 33 hit :: 18,7oo pts
j.Roundhouse \/ s.Fierce XX Kyoujin Senshuu [5 hit] SC Daikyo Rasen Shou
[5 hit] SC Daikyo Senpuu Shou
(Jump HK \/ s.HP XX qcb,qcb + KKK SC qcf,qcf + K SC qcb,qcb + P)
o2 :: 1o1 dmg :: 25 hit :: 14,ooo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Fierce Shuuga [8 hit] SC Sou Kon Dan
[2 hit] SC Ki En Shou [8 hit] SC Ki En Bu
(Jump HP \/ c.MP > c.MK XX qcf + HP SC qcb,qcb + K SC qcf,qcf + P SC
qcb,qcb + P)
o3 :: 97 dmg :: 23 hit :: 12,8oo pts :: Garuda Mission No.16
j.Roundhouse \/ c.Strong > c.Forward XX Fierce Shuuga [8 hit] SC Ki En
Shou [7 hit] SC Ki En Bu
(Jump HK \/ c.MP > c.MK XX qcf + HP SC qcf,qcf + P SC qcb,qcb + P)
o4 :: 81 dmg :: 17 hit :: 9,1oo pts
j.Fierce \/ s.Strong XX Fierce Ki Zan [9 hit] SC Ki En Bu
(Jump HP \/ s.MP XX f,d,df + HP SC qcb,qcb + P)
o5 :: 77 dmg :: 11 hit :: 5,6oo pts
j.Roundhouse \/ s.Roundhouse > c.Forward XX Roundhouse Gouga
(Jump HK \/ s.HK > c.MK XX hcf + HK)
o6 :: 76 dmg :: 24 hit :: 13,ooo pts :: Garuda Mission No.14
Garuda 1/4 screen away. Sou Kon Dan [11 hit] SC Ki En Shou [6 hit] SC Ki
En Bu
(qcb,qcb + K SC qcf,qcf + P SC qcb,qcb + P)
o7 :: 71 dmg :: 17 hit :: 9,1oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Forward XX Fierce Shuuga [8 hit] SC Ki En Shou
(Jump HP \/ c.MK XX qcf + HP SC qcf,qcf + P)
o8 :: 7o dmg :: 22 hit :: 12,5oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > c.Forward > c.Fierce > s.Roundhouse >
s.Fierce > Gouga [8 hit] > Jab Ki Zan [1 hit] > Fierce Shuuga)
(EXCEL(c.LK > c.MK > c.HP > s.HK > s.HP > hcf + K > f,d,df + LP > qcf +
HP))
o9 :: 54 dmg :: 2o hit :: 1o,9oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > s.Fierce > c.Forward > Gouga [8 hit] > Jab
Ki Zan [1 hit] > Fierce Shuuga)
(EXCEL(c.LK > s.HP > c.MK > hcf + K > f,d,df + LP > qcf + HP))
1o :: 49 dmg :: 1o hit :: 4,8oo pts
j.Roundhouse \/ c.Forward XX Fierce Shuuga
(Jump HK \/ c.MK XX qcf + HP)
11 :: 47 dmg :: 17 hit :: 8,7oo pts :: Garuda Mission No.12
Garuda 1/2 screen away. Sou Kon Dan [1o hit], Roundhouse Gouga
(qcb,qcb + K (hold K), hcb + K)
12 :: 47 dmg :: 15 hit :: 7,6oo pts :: SFEX2 Gamest Mook
Fierce Ki Zan [9 hit] SC Ki En Bu
(f,d,df + HP SC qcb,qcb + P)
13 :: 44 dmg :: 4 hit :: 2,1oo pts
j.Roundhouse \/ Kyou Ja
(Jump HK \/ F + HK)
14 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce
(Jump HP/HK \/ s.HP)
15 :: 34 dmg :: 2 hit :: 1,ooo pts :: Garuda Mission No.9
s.Roundhouse > c.Forward
(s.HK > c.MK)
[ Xtra ]
- Combo o1
Don`t mash out the buttons for the Daikyo Rasen Shou. It does offer more
damage, but leaving it alone will put Garuda at perfect height to cancel
into the Daikyo Senpuu Shou and get the maximum hits out of it. Thus making
the combo stronger.
- Combo o2,o3,o6
The Ki En Shou hits the opponent in slightly different ways. It`s best to
Super Cancel from it into the Ki En Bu when Garuda and the opponent are at
the same height or the opponent is slightly lower.
- Combo o3
This combo is the same as Garuda Mission No.16, save the j.Roundhouse is a
j.Forward.
- Combo o6,11
Charge up the Sou Kon Dan fully.
|-----------------------------------------------------------------------------|
( GUILE )
|-----------------------------------------------------------------------------|
o1 :: 112 dmg :: 15 hit :: 8,1oo pts :: Guile Mission No.16
j.Fierce \/ c.Strong > c.Short XX Sonic Boom SC Opening Gambit [6 hit] SC
Double Somersault Kick
(Jump HP (charge db) \/ c.MP > c.LK XX f + P SC b,f + P (charge db) SC
df,db,uf + K)
o2 :: 1o3 dmg :: 13 hit :: 7,1oo pts
j.Roundhouse \/ s.Strong XX Sonic Boom SC Sonic Boom Typhoon
(Jump HK (charge b) \/ s.MP SC f + P SC b,f + KKK)
o3 :: 1o2 dmg :: 1o hit :: 5,1oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ s.Strong XX Sonic Boom SC Opening Gambit
(Jump HK (charge b) \/ s.MP XX f + P SC b,f + P)
o4 :: 9o dmg :: 8 hit :: 4,4oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Strong XX Somersault Kick SC Double Somersault Kick
(Jump HK (charge db) \/ c.MP XX uf + K SC db,uf + K)
o5 :: 88 dmg :: 9 hit :: 4,8oo pts
j.Fierce \/ c.Strong > c.Short XX Somersault Kick SC Double Somersault
Kick
(Jump HP (charge d) \/ c.MP > c.LK XX uf + K SC db,uf + K)
o6 :: 77 dmg :: 7 hit :: 3,9oo pts
j.Fierce \/ c.Strong XX Sonic Boom SC Double Somersault Kick
(Jump HP (charge db) \/ c.MP XX f + P SC db,uf + K)
o7 :: 61 dmg :: 4 hit :: 2,4oo pts :: Guile Mission No.12
j.Fierce \/ c.Strong > c.Short XX Somersault Kick
(Jump HP (charge d) \/ c.MP > c.LK XX u + K)
o8 :: 59 dmg :: 3 hit :: 1,8oo pts :: Guile Mission No.11
j.Fierce \/ c.Strong XX Somersault Kick
(Jump HP (charge d) \/ c.MP XX u + K)
o9 :: 51 dmg :: 1o hit :: 5,7oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > c.Forward > c.Roundhouse [1 hit] > c.Fierce
> s.Forward > s.Roundhouse > s.Fierce > Rolling Sobat > Sonic Boom >
Somersault Kick)
(EXCEL(c.LK > c.MK > c.HK > c.HP > s.MK > s.HK > s.HP > F + MK > b,f + P
> d,u + K))
1o :: 43 dmg :: 8 hit :: 4,6oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > c.Forward > c.Roundhouse [1 hit] > c.Fierce
> s.Fierce > s.Strong > Sonic Boom > Somersault Kick)
(EXCEL(c.LK > c.MK > c.HK > c.HP > s.HP > s.MP > b,f + P > d,u + K))
11 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce
(Jump HP/HK \/ s.HP)
12 :: 41 dmg :: 2 hit :: 1,1oo pts
j.Roundhouse \/ Heavy Stab Kick
(Jump HK \/ F + HK)
13 :: 39 dmg :: 3 hit :: 1,5oo pts :: Guile Mission No.7
j.Fierce \/ c.Roundhouse
(Jump HP \/ c.HK)
14 :: 37 dmg :: 2 hit :: 1,ooo pts :: SFEX2 Gamest Mook
On jumping opponent. Stand close. Sonic Boom /\ j.Roundhouse
(Charge b,f + P /\ Jump HK)
[ Xtra ]
- Combo o4,o5
Super Canceling the Double Flash Kick after the Flash Kick is harder than
it looks. I really don`t know the exact timing nor method, but from what
I`ve been able to gather, you have to be very -very- percise. You literally
have to force the db,uf motion in a split second before Guile leaves the
ground too far. Normally the cancel is done before he can say the `..
-sault!´ of his Flash Kick.
- Combo 14
The Sonic Boom will hit the opponent on their descent to pop them back up
and allow Guile to juggle with the j.Roundhouse.
|-----------------------------------------------------------------------------|
( HAYATE )
|-----------------------------------------------------------------------------|
o1 :: 144 dmg :: 24 hit :: 14,ooo pts
j.Roundhouse \/ s.Fierce > c.Forward XX Jab Kamaitachi SC Resshin
Kamaitachi [4 hit] SC Rai Zan Shou [7 hit] SC Tsumuji Kagerou: Kyoku
(Jump HK \/ s.HP > c.MK XX qcf + LP SC qcf,qcf + P SC qcf,qcf + K SC
qcb,qcb + P)
o2 :: 134 dmg :: 24 hit :: 13,9oo pts :: Hayate Mission No.15
j.Fierce \/ c.Strong > c.Forward XX Jab Kamaitachi SC Resshin Kamaitachi
[4 hit] SC Rai Zan Shou [9 hit] SC Tsumuji Kagerou: Kyoku
(Jump HK \/ c.MP > c.MK XX qcf + LP SC qcf,qcf + P SC qcf,qcf + K SC
qcb,qcb + P)
o3 :: 131 dmg :: 26 hit :: 15,ooo pts
j.Roundhouse \/ c.Strong > c.Forward XX Roundhouse Oborodzuki [3 hit] SC
Resshin Kamaitachi [4 hit] SC Rai Zan Shou [9 hit] SC Tsumuji Kagerou:
Kyoku
(Jump HK \/ c.MP > c.MK XX qcf + HK SC qcf,qcf + P SC qcf,qcf + K SC
qcb,qcb + P)
o4 :: 128 dmg :: 2o hit :: 11,5oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ s.Fierce > c.Forward XX Jab Kamaitachi SC Resshin
Kamaitachi [4 hit] SC Rai Zan Shou
(Jump HK \/ s.HP > c.MK XX qcf + LP SC qcf,qcf + P SC qcf,qcf + K)
o5 :: 118 dmg :: 2o hit :: 11,4oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Jab Kamaitachi SC Resshin Kamaitachi
[4 hit] SC Rai Zan Shou
(Jump HK \/ c.MP > c.MK XX qcf + LP SC qcf,qcf + P SC qcf,qcf + K)
o6 :: 99 dmg :: 17 hit :: 9,5oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Forward XX Roundhouse Oborodzuki [3 hit] XX Sorasen
(Tsuika Giri) SC Rai Zan Shou
(Jump HK \/ c.MK XX qcf + HK XX f + K SC qcf,qcf + K)
o7 :: 99 dmg :: 16 hit :: 8,9oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Forward XX Forward Oborodzuki [2 hit] XX Sorasen
(Tsuika Giri) SC Resshin Kamaitachi [1 hit] SC Rai Zan Shou
(Jump HK \/ c.MK XX qcf + MK XX f + K SC qcf,qcf + P SC qcf,qcf + K)
o8 :: 96 dmg :: 22 hit :: 13,2oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Jab > c.Fierce > c.Jab > c.Strong > s.Fierce >
s.Roundhouse > s.Forward > Strong Kamaitachi > Roundhouse Oborodzuki [3
hit] > Sorasen (Tsuika Giri)) SC Rai Zan Shou
(EXCEL(c.LP > c.HP > c.LP > c.MP > s.HP > s.HK > s.MK > qcf + MP > qcf +
HK > f + K) SC qcf,qcf + K)
o9 :: 9o dmg :: 16 hit :: 9,4oo pts
j.Roundhouse \/ EXCEL(s.Jab > s.Short > s.Strong > s.Forward >
s.Roundhouse > Enraku Shishou > Kamaitachi > Hi Sen Zan) SC Tsumuji
Kagerou: Kyoku
(Jump HK \/ EXCEL(s.LP > s.LK > s.MP > s.MK > s.HK > F + HP > qcf + P >
f,d,df + P) SC qcb,qcb + P)
1o :: 9o dmg :: 1o hit :: 5,1oo pts
j.Fierce \/ s.Forward XX Fierce Hi Sen Zan SC Tsumuji Kagerou: Kyoku
(Jump HP \/ s.MK XX f,d,df + P SC qcb,qcb + P)
11 :: 88 dmg :: 1o hit :: 5,1oo pts :: Hayate Mission No.14
On jumping opponent. Daigatana /\ j.Roundhouse \/ /\ j.Fierce XX Tsumuji
Kagerou: Kyoku
(Press P + K /\ j.HK \/ /\ j.HP XX qcb,qcb + P)
12 :: 81 dmg :: 13 hit :: 7,3oo pts :: Hayate Mission No.16
j.Roundhouse \/ EXCEL(s.Jab > s.Roundhouse > Enraku Shishou XX Kamaitachi
XX Hi Sen Zan) SC Tsumuji Kagerou: Kyoku
(Jump HK \/ EXCEL(s.LP > s.HK > F + HP > qcf + P > f,d,df + P) SC qcb,qcb
+ P)
13 :: 78 dmg :: 13 hit :: 6,9oo pts
Shiraha Ten Jin SC Ran Zan Shou
(b,d,db + P SC qcf,qcf + K)
14 :: 67 dmg :: 4 hit :: 2,5oo pts :: Hayate Mission No.13
j.Roundhouse \/ s.Fierce > c.Forward XX Jab Kamaitachi
(Jump HK \/ s.HP > c.MK XX qcf + LP)
15 :: 6o dmg :: 6 hit :: 3,3oo pts
j.Roundhouse \/ c.Forward XX Roundhouse Oborodzuki [3 hit] XX Sorasen
(Tsuika Giri)
(Jump HK \/ c.MK XX qcf + HK XX f + K)
16 :: 56 dmg :: 11 hit :: 6,1oo pts
Stand close. EXCEL(c.Jab > s.Strong > c.Fierce > c.Strong > c.Jab >
s.Roundhouse > s.Forward > Forward Oborodzuki [2 hit] > Jab Kamaitachi)
XX Jab Shiraha Ten Jin
(EXCEL(c.LP > s.MP > c.HP > c.MP > c.LP > s.HK > s.MK > qcf + MK > qcf +
LP) XX b,d,db + LP)
17 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7,o8,13
Rapidly press the buttons and rotate joystick so the Rai Zan Shou hits
more.
- Combo 11
Hitting the opponent in the air with the Guard Break will make them rise up
far, then fall. Hit them with the j.Roundhouse when they are close to
landing. It will pop them up enough to give Hayate enough time to land and
rejump to juggle with a j.Fierce XX Tsumuji Kagerou: Kyoku.
- Combo 13
The Shiraha Ten Jin doesn`t have to counter an attack for the combo to
work.
|-----------------------------------------------------------------------------|
( HOKUTO )
|-----------------------------------------------------------------------------|
o1 :: 126 dmg :: 16 hit :: 9,ooo pts
j.Fierce \/ s.Fierce XX Kyaku Hou Gi [5 hit] SC Ki Ren Eki (don`t hold
button) [5 hit] SC Ren Shou Geki [2 hit] /\ j.Roundhouse \/ s.Roundhouse
(Jump HK \/ s.HP XX qcb,qcb + K SC qcb,qcb + P SC qcf,qcf + P /\ Jump HK
\/ s.HK)
o2 :: 119 dmg :: 17 hit :: 9,5oo pts :: Hokuto Mission No.15
j.Fierce \/ c.Strong XX Jab Chuu Geki Hou SC Kyaku Hou Gi [5 hit] SC Ki
Ren Eki (don`t hold button) [5 hit] SC Ren Shou Geki [2 hit] /\
j.Roundhouse \/ s.Roundhouse
(Jump HP \/ c.MP XX qcf + LP SC qcb,qcb + K SC qcb,qcb + P SC qcf,qcf + P
/\ Jump HK \/ s.HK)
o3 :: 1o8 dmg :: 17 hit :: 9,2oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong XX Jab Chuu Geki Hou SC Kyaku Hou Gi [5 hit] SC Ren
Shou Geki [2 hit], Jab Chuu Geki Hou (miss) XX Shou Gekiha SC Ki Ren Eki
(hold button)
(Jump HP \/ c.MP XX qcf + LP SC qcb,qcb + K SC qcf,qcf + P, qcf + LP XX f
+ P SC qcb,qcb + P (hold P, release))
o4 :: 1o8 dmg :: 3 hit :: 3,1oo pts
j.Roundhouse \/ s.Fierce XX Shirasegatana
(Jump HK \/ s.HP XX qcf,qcf + KKK)
o5 :: 1o7 dmg :: 17 hit :: 9,1oo pts
j.Fierce \/ c.Strong XX Jab Chuu Geki Hou SC Kyaku Hou Gi [5 hit] SC Ren
Shou Geki [2 hit] SC Ki Ren Eki (hold button)
(Jump HP \/ c.MP XX qcf + LP SC qcb,qcb + K SC qcf,qcf + P SC qcb,qcb + P
(hold P, release))
o6 :: 1o4 dmg :: 14 hit :: 8,1oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Strong XX Jab Chuu Geki Hou XX Shou Gekiha SC Ren Shou
Geki [2 hit] /\ j.Roundhouse \/ Ren Shou Geki [2 hit] /\ j.Roundhouse \/
Ren Shou Geki [2 hit] /\ j.Roundhouse \/ s.Roundhouse
(Jump HK \/ c.MP XX qcf + LP XX f + P SC qcf,qcf + P /\ Jump HK \/
qcf,qcf + P /\ Jump HK \/ qcf,qcf + P /\ Jump HK \/ s.HK)
o7 :: 86 dmg :: 8 hit :: 4,ooo pts
Bukyaku Zan SC Ren Bu
(Press P + K SC LP,LP,f,LK,HP)
o8 :: 82 dmg :: 8 hit :: 4,5oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Strong XX Jab Chuu Geki Hou XX Shou Gekiha SC Ren Shou
Geki [2 hit] /\ j.Roundhouse \/ s.Roundhouse
(Jump HK \/ c.MP XX qcf + LP XX f + P SC qcf,qcf + P /\ Jump HK \/ s.HK)
o9 :: 77 dmg :: 14 hit :: 7,ooo pts
Stand close. Kyaku Hou Gi [5 hit] SC Ren Shou Geki [2 hit] SC Ki Ren Eki
(hold button)
(qcb,qcb + K SC qcf,qcf + P SC qcb,qcb + P (hold P, release))
1o :: 69 dmg :: 1o hit :: 4,7oo pts
Shin Kuu Geki SC Ki Ren Eki (hold button)
(qcb + P SC qcb,qcb + P (hold P, release))
11 :: 64 dmg :: 6 hit :: 3,5oo pts :: SFEX2 Gamest Mook
Short Shin Kyaku Geki SC Ren Shou Geki [2 hit] /\ j.Roundhouse \/ s.Jab
/\ j.Roundhouse
(qcb + LK SC qcf,qcf + P /\ j.HK \/ s.LP /\ j.HK)
12 :: 6o dmg :: 8 hit :: 4,9oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Strong > c.Forward > s.Fierce > s.Roundhouse > Chuu
Hou > Short Shin Kyaku Geki > Jab Chuu Geki Hou > Jab Shin Kuu Geki)
(EXCEL(c.MP > c.MK > s.HP > s.HK > f + HP > qcb + LK > qcf + LP > qcb +
LP)
13 :: 52 dmg :: 8 hit :: 3,8oo pts
On jumping opponent. Bukyaku Zan SC Ki Ren Eki (hold button)
(Press P + K SC qcb,qcb + P (hold P))
14 :: 49 dmg :: 5 hit :: 2,9oo pts
Stand close. Ren Shou Geki [2 hit] /\ j.Roundhouse \/ s.Jab /\
j.Roundhouse
(qcf,qcf + P /\ Jump HK \/ s.LP /\ Jump HK)
15 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce
(Jump HP/HK \/ s.HP)
[ Xtra ]
- Combo o1,o2,o6,o8,14
Unlike some Supers that knock the opponent into the air, the Ren Shou Geki
doesn`t send them sailing forever. As soon as Hokuto hits with the second
punch, you can jump to catch the opponent with the j.Roundhouse when they
are close to landing.
- Combo o1,o2
Super Cancel into the Ren Shou Geki immediately after Hokuto starts the Ki
Ren Eki. It will continue to hit them as she does the punches to knock them
into the air.
- Combo o3
After the Ren Shou Geki, immediately do the Chuu Geki Hou XX Shou Gekiha in
succession. The advancing elbow isn`t supposed to hit (though you can walk
forward a little first to make it hit, but it will do -2 damage compared to
the Shou Gekiha). It`s purpose is to move Hokuto forward quick so the Shou
Gekiha will juggle the falling opponent. Once it hits, Super Cancel into
the Ki Ren Eki. Hold Punch to charge, as the blast of the Ki Ren Eki`s
startup will hit the opponent once or twice before bouncing them over to
the side. When that happens, release the Ki Ren Eki to fly over and juggle
for the remainder of its hits.
- Combo o4
Seemingly the Shirasegatana can react in two different ways depending on
when you Cancel into it. If you do it immediately after the s.Fierce, it
will do -4 damage. However if you wait a split second, it`ll do 1o8 damage
and have the "ground split" effect it has when you hit with it by itself.
- Combo o5,o9
Super Cancel into the Ki Ren Eki as soon as the second hit of the Ren Shou
Geki connects. Hold Punch to charge the blast and release it when they fall
into range.
- Combo o6
If you have the timing down for the j.Roundhouse juggle after a Ren Shou
Geki, then this is relatively simple to do. Just make sure that you kick
the opponent when they`re low enough so that both hits of the Ren Shou Geki
hit. Else it won`t create the pop-up.
- Combo 1o
Hold Punch when you cancel into the Ki Ren Eki. It will juggle the opponent
after the Shin Kuu Geki and hit three times, then bounce them over to the
side. Release the Ki Ren Eki to fly over and finish the juggle.
|-----------------------------------------------------------------------------|
( KAIRI )
|-----------------------------------------------------------------------------|
o1 :: 15o dmg :: 4o hit :: 23,2oo pts
j.Fierce \/ c.Forward XX Forward Mouryou Ka Sen > Roundhouse Mouryou Ka
Sen > Forward Ryuu Jin Kyaku \/ c.Forward XX Fierce Shinki Hatsudou SC
Shouki Hatsudou
(Jump HP \/ c.MK XX qcb + MK (hold b), HK > D + MK \/ c.MK XX qcf + HP SC
qcf,qcf + PPP)
o2 :: 131 dmg :: 36 hit :: 2o,7oo pts
j.Fierce \/ c.Strong > c.Forward XX Strong Shinki Hatsudou SC Shouki
Hatsudou
(Jump HP \/ c.MP > c.MK XX qcf + MP SC qcf,qcf + PPP)
o3 :: 124 dmg :: 2o hit :: 11,2oo pts
j.Fierce \/ s.Strong XX Fierce Ma Ryuu Rekkou SC Sairou Kyoushu [5 hit]
SC Shinki Hatsudou Kai [5 hit] SC Garyuu Messhuu
(Jump HP \/ s.MP XX f,d,df + HP SC qcb,qcb + P SC qcf,qcf + P SC qcf,qcf
+ K)
o4 :: 111 dmg :: 35 hit :: 19,9oo pts
j.Roundhouse \/ s.Fierce XX Shouki Hatsudou
(Jump HK \/ s.HP XX qcf,qcf + PPP)
o5 :: 98 dmg :: 14 hit :: 7,4oo pts :: Kairi Mission No.14
j.Roundhuose \/ Ryou Bu XX Shinki Hatsudou Kai [5 hit] SC Garyuu Messhuu
(Jump HK \/ F + MK XX In air, qcf,qcf + PP SC qcf,qcf + K)
o6 :: 94 dmg :: 1o hit :: 5,2oo pts
j.Fierce \/ c.Forward XX Strong Shinki Hatsudou SC Sairou Kyoushu
(Jump HP \/ c.MK XX qcf + MP SC qcb,qcb + P)
o7 :: 93 dmg :: 11 hit :: 5,6oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Forward XX Forward Mouryou Ka Sen, Roundhouse Mouryou Ka
Sen > Forward Ryuu Jin Kyaku \/ Ryou Bu XX Shinki Hatsudou Kai
(Jump HP \/ c.MK XX qcb + MK (hold b), HK > D + MK \/ F + MK XX qcf,qcf +
P)
o8 :: 92 dmg :: 14 hit :: 7,3oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Sairou Kyoushu [6 hit] SC Shinki
Hatsudou Kai
(Jump HK \/ c.MP > c.MK XX qcb,qcb + P SC qcf,qcf + P)
o9 :: 84 dmg :: 9 hit :: 4,7oo pts :: SFEX2 Gamest Mook
j.Fierce \/ /\ j.Fierce XX Garyuu Messhuu
(Jump HP \/ /\ Jump HP XX qcf,qcf + K)
1o :: 8o dmg :: 18 hit :: 9,5oo pts :: Kairi Mission No.13
Sairou Kyoushu [6 hit] SC Shinki Hatsudou Kai [5 hit] SC Garyuu Messhuu
(qcb,qcb + P SC qcf,qcf + P SC qcf,qcf + K)
11 :: 73 dmg :: 7 hit :: 3,7oo pts :: SFEX2 Gamest Mook
j.Fierce \/ /\ j.Fierce XX Shinki Hatsudou Kai
(Jump HP \/ /\ Jump HP XX qcf,qcf + P)
12 :: 63 dmg :: 3 hit :: 1,9oo pts :: Kairi Mission No.12
j.Fierce \/ c.Fierce XX Fierce Shinki Hatsudou
(Jump HP \/ c.HP XX qcf + HP)
13 :: 47 dmg :: 6 hit :: 3,ooo pts :: SFEX2 Gamest Mook
Ryou Bu XX Shinki Hatsudou Kai
(F + MK XX In air, qcf,qcf + P)
14 :: 45 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o3
One of the Sairou Kyoushu hits may not connect. The combo only goes by the
five hits that usually always work.
- Combo o8
This combo is the same as Kairi Mission No.15, save the j.Roundhouse was a
j.Forward.
- Combo o9
Perform the j.Fierce XX Garyuu Messhuu immediately as Kairi is ascending
for it to link off the previous j.Fierce.
- Combo 11
Perform the j.Fierce XX Shinki Hatsudou Kai immediately as Kairi is
ascending for it to link off the previous j.Fierce.
|-----------------------------------------------------------------------------|
( KEN MASTERS )
|-----------------------------------------------------------------------------|
o1 :: 144 dmg :: 44 hit :: 25,2oo pts
j.Roundhouse \/ c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku [5 hit] \/
SC Kuzuryuu Reppa
(Jump HK \/ c.MK XX qcb + HK SC qcb,qcb + KKK)
o2 :: 136 dmg :: 27 hit :: 16,2oo pts :: SFEX2 Gamest Mook
j.Fierce XX Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ EXCEL(s.Strong >
s.Forward > c.Fierce > c.Strong > c.Forward > s.Fierce > s.Roundhouse >
Hadou Ken > Roundhouse Tatsumaki Senpuu Kyaku [5 hit]) > Shinryuu Ken
(Jump HP XX qcb + K \/ EXCEL(s.MP > s.MK > c.HP > c.MP > c.MK > s.HP >
s.HK > qcf + P > qcb + HK) > qcf,qcf + K)
o3 :: 135 dmg :: 24 hit :: 14,2oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Hadou Ken SC Shouryuu Reppa [3 hit]
SC Shippuujinrai Kyaku (Chuudan) [2 hit], Strong Shouryuu Ken SC Shinryuu
Ken
(Jump HP \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K (qcb +
K), f,d,df + MP SC qcf,qcf + K)
o4 :: 128 dmg :: 23 hit :: 13,5oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Hadou Ken SC Shouryuu Reppa [4
hit] SC Shippuujinrai Kyaku (Chuudan) [2 hit], c.Forward XX Shinryuu Ken
(Jump HK \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K (qcb +
K), c.MK XX qcf,qcf + K)
o5 :: 127 dmg :: 37 hit :: 21,1oo pts
j.Roundhouse \/ c.Forward XX Hadou Ken SC Kuzuryuu Reppa
(Jump HK \/ c.MK XX qcf + P SC qcb,qcb + KKK)
o6 :: 123 dmg :: 19 hit :: 11,4oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Hadou Ken SC Shouryuu Reppa [4
hit] SC Shippuujinrai Kyaku (Chuudan) [2 hit], s.Forward XX Shippuujinrai
Kyaku
(Jump HK \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K (qcb +
K), s.MK XX qcb,qcb + K)
o7 :: 122 dmg :: 2o hit :: 11,5oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Hadou Ken SC Shouryuu Reppa [3
hit] SC Shinryuu Ken
(Jump HK \/ c.MP > c.MK XX qcf + P XX qcf,qcf + P SC qcf,qcf + K)
o8 :: 123 dmg :: 25 hit :: 14,3oo pts :: SFEX2 Gamest Mook
j.Fierce XX Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ c.Fierce XX
Roundhouse Tatsumaki Senpuu Kyaku [4 hit] \/ SC Shippuujinrai Kyaku
(Chuudan) [4 hit], Strong Shouryuu Ken SC Shinryuu Ken
(Jump HP XX qcb + K \/ c.HP XX qcb + HK \/ SC qcb,qcb + K (qcb + K),
f,d,df + MP SC qcf,qcf + K)
o9 :: 122 dmg :: 27 hit :: 15,ooo pts
j.Fierce XX Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ EXCEL(s.Strong >
s.Forward > c.Fierce > c.Strong > c.Forward > s.Fierce > c.Forward >
Fierce Hadou Ken > Roundhouse Tatsumaki Senpuu Kyaku [5 hit]) >
Shippuujinrai Kyaku (Chuudan) [4 hit], EXCEL(c.Forward > c.Fierce >
s.Strong > s.Fierce > s.Roundhouse > Fierce Hadou Ken > Roundhouse
Tatsumaki Senpuu Kyaku)
(Jump HP XX qcb + K \/ EXCEL(s.MP > s.MK > c.HP > c.MP > c.MK > s.HP >
c.MK > qcf + HP > qcb + HK) > qcb,qcb + K (qcb + K), EXCEL(c.MK > c.HP >
s.MP > s.HP > s.HK > qcf + HP > qcb + HK)
1o :: 113 dmg :: 25 hit :: 14,2oo pts :: Ken Mission No.15
j.Roundhouse \/ c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku [5 hit] \/
SC Shippuujinrai Kyaku (Chuudan) [4 hit], Shouryuu Reppa [2 hit] SC
Shinryuu Ken
(Jump HK \/ c.MK XX qcb + HK \/ SC qcb,qcb + K (qcb + K), qcf,qcf + P SC
qcf,qcf + K)
11 :: 11o dmg :: 22 hit :: 12,6oo pts
j.Fierce \/ c.Strong > c.Forward XX Hadou Ken SC Shippuujinrai Kyaku
(Chuudan) [4 hit], Shouryuu Reppa [2 hit] SC Shinryuu Ken
(Jump HP \/ c.MP > c.MK XX qcf + P SC qcb,qcb + K (qcb + K), qcf,qcf + P
SC qcf,qcf + K)
12 :: 1o8 dmg :: 19 hit :: 1o,4oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku [5 hit] \/
SC Shinryuu Ken
(Jump HK \/ c.MK XX qcb + HK SC qcf,qcf + K)
13 :: 96 dmg :: 8 hit :: 4,8oo pts
j.Fierce \/ c.Fierce XX Hadou Ken SC Shouryuu Reppa
(Jump HP \/ c.HP XX qcf + P SC qcf,qcf + P)
14 :: 91 dmg :: 15 hit :: 8,1oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku [5 hit] \/ SC
Shippuujinrai Kyaku (Chuudan) [4 hit], c.Strong /\ j.Fierce XX Kuuchuu
Tatsumaki Senpuu Kyaku
(Jump HP \/ c.MK XX qcb + HK \/ SC qcb,qcb + K (qcb + K), c.MP /\ Jump HP
XX qcb + K)
15 :: 91 dmg :: 13 hit :: 7,3oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Hadou Ken SC Shippuujinrai Kyaku
(Jump HP \/ c.MP > c.MK XX qcf + P SC qcb,qcb + K)
16 :: 85 dmg :: 12 hit :: 7,5oo pts :: SFEX2 Gamest Mook
On jumping opponent. Inazuma Kakato Wari /\ j.Fierce \/ EXCEL(/\ j.Strong
> j.Forward > j.Fierce > j.Roundhouse \/ s.Forward > s.Fierce >
s.Roundhouse > c.Fierce > s.Jab) > s.Fierce
(Press P + K /\ j.HP \/ EXCEL(/\ ej.MP > sj.MK > ej.HP > ej.HK \/ s.MK >
s.HP > s.HK > c.HP > s.LP) > s.HP)
17 :: 84 dmg :: 14 hit :: 7,3oo pts :: Ken Mission No.14
On jumping opponent. Inazuma Kakato Wari, Inazuma Kakato Wari SC Shinryuu
Ken
(Press P + K, Press P + K SC qcf,qcf + K)
18 :: 71 dmg :: 1o hit :: 5,2oo pts :: Ken Mission No.12
Stand close. s.Roundhouse XX Shippuujinrai Kyaku
(s.HK XX qcb,qcb + K)
19 :: 5o dmg :: 12 hit :: 6,2oo pts :: SFEX2 Gamest Mook
Kuuchuu Tatsumaki Senpuu Kyaku [1 hit] \/ c.Short > c.Short XX
Shippuujinrai Kyaku
(In air, qcf + K \/ c.LK > c.LK XX qcb,qcb + K)
2o :: 46 dmg :: 11 hit :: 5,9oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(s.Short > c.Forward > s.Roundhouse > Hadou Ken > Jab
Shouryuu Ken > Short Tatsumaki Senpuu Kyaku [3 hit] > Fierce Shouryuu
Ken)
(EXCEL(s.LK > c.MK > s.HK > qcf + P > f,d,df + LP > qcb + LK > f,d,df +
HP))
21 :: 43 dmg :: 2 hit :: 1,1oo pts :: Ken Mission No.9
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o1,o5
Rapidly press the buttons and rotate joystick so the Kuzuryuu Reppa hits
more.
- Combo o2,o3,o4,o7,o8,1o,11,12,17
Rapidly press the buttons and rotate joystick so the Shinryuu Ken hits
more.
- Combo o3,o4,o6
The Shippuujinrai Kyaku will juggle the opponent after the hits of the
Shouryuu Reppa, then knocking them into the launcher.
- Combo o3,o8
Wait until the opponent falls low to the ground before catching them with
the Strong Shouryuu Ken SC Shinryuu Ken so you can get the most hits.
- Combo 1o,11
Wait until the opponent falls low to the ground before catching them with
the Shinryuu Ken so you can get the most hits.
- Combo 14
The c.Strong will catch the opponent before they hit the ground, popping
them back up into the air. As soon as it hits, jump and perform the
j.Fierce XX Kuuchuu Tatsumaki Senpuu Kyaku to juggle.
- Combo 16
Hitting the opponent in the air with the Guard Break will make them rise up
far, then fall. Jump with them and perform the j.Fierce when close to
landing. It will pop them up enough to give Ken enough time to land,
activate EXCEL, then rejump to EXCEL-juggle.
- Combo 17
Hitting the opponent in the air with the first Guard Break will make them
rise up far, then fall. The second Guard Break will cause them to fall
quickly, so you have to cancel into the Shinryuu Ken immediately.
|-----------------------------------------------------------------------------|
( NANASE )
|-----------------------------------------------------------------------------|
o1 :: 129 dmg :: 26 hit :: 14,8oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ s.Forward XX Jab Sanren Kon, Strong Sanren Kon, Strong
Tenshou Kon SC Yayoi Tou Kon Gi [5 hit] SC Izayoi Rekkon [11 hit] SC
Yayoi Tou Kon Gi
(Jump HK \/ s.MK XX qcf + LP (hold f), MP, u + MP SC qcb,qcb + P SC
qcf,qcf + P SC qcb,qcb + P)
o2 :: 11o dmg :: 6 hit :: 4,5oo pts
j.Roundhouse \/ s.Forward XX Jab Sanren Kon, Fierce Sanren Kon XX
Machiyoi Tenkyuu Geki
(Jump HK \/ s.MK XX qcf + LP (hold f), HP XX LP,LP,f,LK,HP)
o3 :: 1oo dmg :: 19 hit :: 1o,4oo pts
Stand close. Tou Chuu Hou > s.Forward XX Strong Sanren Kon SC Izayoi
Rekkon [11 hit] SC Yayoi Tou Kon Gi
(F + MP > s.MK XX qcf + MP SC qcf,qcf + P SC qcb,qcb + P)
o4 :: 95 dmg :: 16 hit :: 8,7oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ s.Forward XX Jab Sanren Kon, Jab Sanren Kon, Fierce
Sanren Kon SC Izayoi Rekkon
(Jump HK \/ s.MK XX qcf + LP (hold f), LP, HP SC qcf,qcf + P)
o5 :: 93 dmg :: 11 hit :: 5,7oo pts
Yuumei (Kon Rakka) staff 1/2 screen behind opponent. j.Roundhouse \/
s.Forward XX Jab Sanren Kon, Strong Sanren Kon SC Izayoi Rekkon [2 hit]
XX Kon o Modosu
(qcb,qcb + P, press KKK. Jump HK \/ s.MK XX qcf + LP (hold f), MP SC
qcf,qcf + P XX qcb + P)
o6 :: 9o dmg :: 26 hit :: 15,1oo pts
Stand close. EXCEL(s.Jab > s.Fierce > s.Strong > s.Forward > s.Roundhouse
> s.Forward XX Jab Sanren Kon, Jab Tenshou Kon) > Jab Sanren Kon, Jab
Sanren Kon SC Izayoi Rekkon [11 hit] SC Yayoi Tou Kon Gi
(EXCEL(s.LP > s.HP > s.MP > s.MK > s.HK > s.MK XX qcf + LP, u + LP) >
qcf + LP (hold f), LP SC qcf,qcf + P SC qcb,qcb + P)
o7 :: 9o dmg :: 24 hit :: 13,1oo pts :: Nanase Mission No.15
Ryuusui, s.Forward XX Strong Sanren Kon SC Yayoi Tou Kon Gi [5 hit] SC
Izayoi Rekkon [11 hit] SC Yayoi Tou Kon Gi
(When close, 360 + P, s.MK XX qcf + MP SC qcb,qcb + P SC qcf,qcf + P SC1
qcb,qcb + P)
o8 :: 86 dmg :: 22 hit :: 12,ooo pts
Gekkyou Botan (don`t hold button) SC Yayoi Tou Kon Gi [5 hit] SC Izayoi
Rekkon [11 hit] SC Yayoi Tou Kon Gi
(b,d,db + P SC qcb,qcb + P SC qcf,qcf + P SC qcb,qcb + P)
o9 :: 81 dmg :: 23 hit :: 13,5oo pts
On jumping opponent. Stand close. EXCEL(s.Jab /\ j.Forward > j.Fierce >
j.Roundhouse > j.Strong \/ s.Fierce > s.Roundhouse XX Strong Sanren Kon)
SC Izayoi Rekkon [1o hit] SC Yayoi Tou Kon Gi
(EXCEL(s.LP /\ j.MK > j.HP > j.HK > j.MP \/ s.HP > s.HK XX qcf + MP) SC
qcf,qcf + P SC qcb,qcb + P)
1o :: 79 dmg :: 19 hit :: 1o,1oo pts
Ryuusui, s.Forward XX Strong Sanren Kon SC Izayoi Rekkon [11 hit] SC
Yayoi Tou Kon Gi
(When close, 360 + P, s.MK XX qcf + MP SC qcf,qcf + P SC qcb,qcb + P)
11 :: 75 dmg :: 8 hit :: 4,1oo pts :: SFEX2 Gamest Mook
Stand close. Tou Chuu Hou > s.Forward XX Strong Sanren Kon SC Yayoi Tou
Kon Gi
(F + MP > s.MK XX qcf + MP SC qcb,qcb + P)
12 :: 72 dmg :: 5 hit :: 3,1oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ s.Forward XX Jab Sanren Kon, Strong Sanren Kon, Strong
Tenshou Kon
(Jump HK \/ s.MK XX qcf + LP (hold f), MP, u + MP)
13 :: 69 dmg :: 12 hit :: 7,ooo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Jab > c.Fierce > c.Strong > s.Fierce > s.Forward >
s.Roundhouse > c.Forward XX Jab Sanren Kon, Strong Tenshou Kon) > Jab
Sanren Kon, Jab Sanren Kon, Strong Tenshou Kon
(EXCEL(c.LP > c.HP > c.MP > s.HP > s.MK > s.HK > c.MK XX qcf + LP, u +
MP) > qcf + LP (hold f), LP, u + MP)
14 :: 68 dmg :: 17 hit :: 8,9oo pts :: Nanase Mission No.14
Gekkyou Botan (hold button), Izayoi Rekkon [11 hit] SC Yayoi Tou Kon Gi
(b,d,db + P (hold P), qcf,qcf + P SC qcb,qcb + P)
15 :: 65 dmg :: 5 hit :: 3,ooo pts
j.Roundhouse \/ s.Forward XX Jab Sanren Kon, Jab Sanren Kon, Strong
Sanren Kon
(Jump HK \/ s.MK XX qcf + LP (hold f), LP, MP)
16 :: 63 dmg :: 11 hit :: 6,2oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Jab > s.Fierce > c.Strong > c.Forward > s.Roundhouse
> s.Forward XX Jab Sanren Kon > Jab Tenshou Kon) > Jab Sanren Kon, Jab
Sanren Kon, Jab Tenshou Kon
(EXCEL(c.LP > c.HP > c.MP > c.MK > s.HK > s.MK XX qcf + LP > f,d,df + LP)
> qcf + LP (hold f), LP, u + LP)
17 :: 62 dmg :: 5 hit :: 3,ooo pts :: Nanase Mission No.12
j.Fierce \/ c.Strong XX Jab Sanren Kon, Jab Sanren Kon, Strong Sanren Kon
(Jump HP \/ c.MP XX qcf + LP (hold f), LP, MP)
18 :: 54 dmg :: 8 hit :: 3,8oo pts :: SFEX2 Gamest Mook
Ryuusui, s.Forward XX Strong Sanren Kon SC Yayoi Tou Kon Gi
(When close, 360 + P, s.MK XX qcf + MP SC qcb,qcb + P)
19 :: 48 dmg :: 8 hit :: 3,7oo pts
Nanase 3/4 screen away. Short Kasumi Oroshi, Forward Kasumi Oroshi,
Roundhouse Kasumi Oroshi SC Yayoi Tou Kon Gi
(qcb + LK, MK, HK SC qcb,qcb + P)
2o :: 42 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Roundhouse
(Jump HP/HK \/ s.HK)
21 :: 37 dmg :: 2 hit :: 1,ooo pts :: Nanase Mission No.11
On jumping opponent. Jab Tenshou Kon, Fierce Sanren Kon
(f,d,df + LP, qcf + HP)
[ Xtra ]
- Combo o1
Don`t immediately Super Cancel into the Izayou Rekkon. Wait until about the
third hit of the Yayoi Tou Kon Gi to ensure the full Izayoi Rekkon hits.
- Combo o2
Cancel into the Machiyoi Tenkyuu Geki immediately as the Fierce Sanren Kon
hits.
- Combo o3,11
Getting close enough to do the Tou Chuu Hou and not accidentally pull off
a throw can be a little tricky. Nanase has to be at least a half-character
distance away.
- Combo o5
When close to the opponent, jump and perform the Yayoi Tou Kon Gi. You will
hear the staff spinning during its flight. After the seventh or eighth
rotation is heard, perform Yuumei (Kon Rakka). When the staff is "planted"
on the ground, perform the combo as normal. As the Izayoi Rekkon is
hitting, the opponent should over the staff. Perform Kon o Modosu and
Nanase will stop her attack and call the staff back to combo the opponent.
This combo is the same as Nanase Mission No.16, save the j.Roundhouse \/
s.Forward was a j.Fierce \/ c.Strong.
- Combo o9
Activate the EXCEL when the opponent is descending from their jump, hitting
them with the s.Jab while they are still in the air. On their recoil,
immediately jump and air combo. Perform the hits slow so that you attack
with the j.Strong a moment before you hit the ground, allowing the s.Fierce
to juggle.
- Combo 14
Wait until the opponent falls low to the ground before catching them with
the Izayoi Rekkon so you can get the most hits.
- Combo 19
Delay the third (Roundhouse) Kasumi Oroshi a little so that Nanase hits
when she is level to the opponent`s head/shoulders so the Yayoi Tou Kon Gi
hits. Nanase switches sides after the Forward Kasumi Oroshi, so perform
the Yayoi Tou Kon Gi motion reverse the direction she starts from.
- Combo 21
Hitting the opponent in the air with the Jab Tenshou Kon will make them
rise up far, then fall. Juggle them with the Fierce Sanren Kon when they
are close to landing.
|-----------------------------------------------------------------------------|
( PULLUM PURNA )
|-----------------------------------------------------------------------------|
o1 :: 145 dmg :: 7 hit :: 5,4oo pts
j.Roundhouse \/ /\ j.Fierce XX Forward Kuuchuu Drill Purrus \/ c.Forward
XX Forward Ten`el Kick [2 hit] \/ SC Gradeus Pearl
(Jump HK \/ /\ Jump HP XX qcf + MK \/ c.MK XX qcb + MK \/ SC qcf,qcf +
PPP)
o2 :: 112 dmg :: 17 hit :: 9,6oo pts
j.Roundhouse \/ /\ j.Fierce XX Forward Kuuchuu Drill Purrus \/ c.Forward
XX Forward Ten`el Kick [2 hit] \/ SC Praec Larum [6 hit] SC Kind Wind
(Jump HK \/ /\ Jump HP XX qcf + MK \/ c.MK XX qcb + MK \/ SC qcb,qcb + K
SC qcf,qcf + P)
o3 :: 112 dmg :: 3 hit :: 3,ooo pts
j.Fierce \/ s.Fierce XX Gradeus Pearl
(Jump HP \/ s.HP XX qcf,qcf + PPP)
o4 :: 1o4 dmg :: 13 hit :: 7,1oo pts
j.Roundhouse \/ s.Fierce XX Res Arcana [6 hit] SC Kind Wind
(Jump HK \/ s.HP XX qcf,qcf + K SC qcf,qcf + P)
o5 :: 97 dmg :: 16 hit :: 8,8oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Forward Ten`el Kick [2 hit] \/ SC
Praec Larum [6 hit] SC Kind Wind
(Jump HK \/ c.MP > c.MK XX qcb + MK \/ SC qcb,qcb + K SC qcf,qcf + P)
o6 :: 93 dmg :: 15 hit :: 8,1oo pts :: Pullum Mission No.16
Stand close. s.Roundhouse > c.Forward XX Forward Ten`el Kick [2 hit] \/
SC Praec Larum [6 hit] SC Kind Wind
(s.HK > c.MK XX qcb + MK \/ SC qcb,qcb + K SC qcf,qcf + P)
o7 :: 91 dmg :: 2 hit :: 2,2oo pts :: Pullum Mission No.12
Drill Purrus XX Gradeus Pearl
(qcf + K XX qcf,qcf + PPP)
o8 :: 8o dmg :: 15 hit :: 7,2oo pts
Stance close. Res Arcana [4 hit] \/ SC Praec Larum [6 hit] SC Kind Wind
(qcf,qcf + K \/ SC qcb,qcb + K SC qcf,qcf + P)
o9 :: 73 dmg :: 11 hit :: 5,5oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Roundhouse Ten`el Kick [3 hit] SC
Kind Wind
(Jump HK \/ c.MP > c.MK XX qcb + HK SC qcf,qcf + P)
1o :: 66 dmg :: 8 hit :: 4,1oo pts
j.Roundhouse \/ s.Forward XX Roundhouse Purim Kick [1 hit] SC Kind Wind
(Jump HK \/ s.MK XX f,d,df + HK SC qcf,qcf + P)
11 :: 59 dmg :: 4 hit :: 2,4oo pts
On jumping opponent. Arakul Ankle /\ j.Roundhouse \/ s.Forward XX
Roundhouse Purim Kick
(Press P + K /\ Jump HK \/ s.MK XX f,d,df + HK)
12 :: 58 dmg :: 4 hit :: 2,4oo pts :: Pullum Mission No.11
j.Fierce \/ s.Strong XX Roundhouse Purim Kick
(Jump HP \/ s.MP XX f,d,df + HK)
13 :: 52 dmg :: 2 hit :: 1,2oo pts
On jumping opponent. Arakul Ankle /\ Dance Wind
(Press P + K /\ When close in air, d + MP/HP)
14 :: 5o dmg :: 3 hit :: 1,8oo pts
j.Roundhouse \/ /\ j.Fierce XX Forward Kuuchuu Drill Purrus
(Jump HK \/ /\ Jump HP XX qcf + MK)
15 :: 42 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
16 :: 38 dmg :: 2 hit :: 1,1oo pts :: Pullum Mission No.1o
j.Fierce XX Femina Wind /\ j.Fierce
(Jump HK XX qcb + P /\ Jump HP)
[ Xtra ]
- Combo o1,o2,14
Perform the j.Fierce XX Forward Kuuchuu Drill Purrus immediately as Pullum
is ascending for it to link off the j.Roundhouse. For Combos o1 and o2,
this is more important as the Forward Kuuchuu Drill Purrus doesn`t offer
that much of a stun on the opponent. So the closer Pullum is to the ground,
the easier it will be to combo the c.Forward.
- Combo o4
You must cancel into the Kind Wind immediately after the fifth and sixth
hit of the Res Arcana connect. Both hits come right after each other when
Pullum does her backflip, so you have to be swift. If you wait until the
opponent gets high into the air before canceling, the Kind Wind will not
connect.
- Combo o5,o6
Cancel into the Kind Wind immediately after the sixth hit of the Praec
Larum.
- Combo 11
Hitting the opponent in the air with the Guard Break will make them rise up
far, then fall. Jump with them and perform the j.Roundhouse when close to
landing. Thus you can get the s.Forward XX Roundhouse Purim Kick to juggle.
- Combo 16
The first j.Fierce should hit deep on the opponent, as if striking the
torso. So when the Femina Wind is used, Pullum will be at head range so the
other j.Fierce will connect. Also do the Femina Wind with either Strong or
Fierce. If you do it with Jab, Pullum will float backwards.
|-----------------------------------------------------------------------------|
( RYUU )
|-----------------------------------------------------------------------------|
o1 :: 144 dmg :: 7 hit :: 4,6oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Hadou Ken SC Shin Shouryuu Ken
(Jump HK \/ c.MP > c.MK XX qcf + P SC qcf,qcf + KKK)
o2 :: 139 dmg :: 8 hit :: 4,8oo pts :: Ryuu Mission No.13
j.Roundhouse \/ c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku [3 hit] \/
Shin Shouryuu Ken
(Jump HK \/ c.MK XX qcb + HK (hold b), HK, HK \/ qcf,qcf + KKK)
o3 :: 135 dmg :: 6 hit :: 4,1oo pts
j.Roundhouse \/ c.Forward XX Hadou Ken SC Shin Shouryuu Ken
(Jump HK \/ c.MK XX qcf + P SC qcf,qcf + KKK)
o4 :: 124 dmg :: 27 hit :: 15,4oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku [4
hit] SC Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku [8 hit] \/ SC Shinkuu
Hadou Ken [5 hit] SC Shinkuu Tatsumaki Senpuu Kyaku
(Jump HP \/ c.MP > c.MK XX qcb + HK (hold b), HK, HK, HK SC qcb,qcb + K
\/ qcf,qcf + PP SC qcb,qcb + K)
o5 :: 114 dmg :: 19 hit :: 1o,6oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ c.Strong > c.Forward XX Roundhouse Tatsumaki Senpuu Kyaku
[3 hit] \/ SC Shinkuu Hadou Ken [5 hit] SC Shinkuu Tatsumaki Senpuu Kyaku
(Jump HK \/ c.MP > c.MK XX qcb + HK (hold b), HK, HK \/ SC qcf,qcf + P SC
qcb,qcb + K)
o6 :: 113 dmg :: 17 hit :: 9,5oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Hadou Ken SC Shinkuu Hadou Ken [5
hit] SC Shinkuu Tatsumaki Senpuu Kyaku
(Jump HK \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K)
o7 :: 112 dmg :: 16 hit :: 8,9oo pts
j.Fierce \/ c.Fierce XX Hadou Ken SC Shinkuu Hadou Ken SC Shinkuu
Tatsumaki Senpuu Kyaku
(Jump HP \/ c.HP XX qcf + P SC qcf,qcf + P SC qcb,qcb + K)
o8 :: 1o5 dmg :: 17 hit :: 9,3oo pts
Stand close. Kyuubi Kudaki [2 hit] > c.Forward XX Hadou Ken SC Shinkuu
Hadou Ken [5 hit] SC Shinkuu Tatsumaki Senpuu Kyaku
(F + HP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K)
o9 :: 1oo dmg :: 23 hit :: 13,7oo pts
Stand close. EXCEL(s.Jab > s.Forward > c.Jab > c.Strong > c.Fierce >
c.Forward > s.Fierce > c.Forward > s.Roundhouse > Senpuu Kyaku) > Shinkuu
Hadou Ken SC Shinkuu Tatsumaki Senpuu Kyaku</pre><pre id="faqspan-3">
(EXCEL(s.LP > s.MK > c.LP > c.MP > c.HP > c.MK > s.HP > c.MK > s.HK > F +
MK) XX qcf,qcf + P SC qcb,qcb + K)
1o :: 96 dmg :: 22 hit :: 12,3oo pts :: SFEX2 Gamest Mook
j.Fierce XX Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku [8 hit] \/ SC Shinkuu
Hadou Ken [5 hit] SC Shinkuu Tatsumaki Senpuu Kyaku
(Jump HP XX qcb,qcb + K \/ SC qcf,qcf + P SC qcb,qcb + K)
11 :: 9o dmg :: 13 hit :: 6,8oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Shakunetsu Hadou Ken [2 hit] SC
Shinkuu Tatsumaki Senpuu Kyaku
(Jump HK \/ c.MP > c.MK XX hcb + P SC qcb,qcb + K)
12 :: 88 dmg :: 12 hit :: 6,3oo pts
On jumping opponent. Sakotsu Wari /\ j.Roundhouse \/ s.Strong XX Fierce
Shouryuu Ken SC Shinkuu Tatsumaki Senpuu Kyaku
(Press P + K /\ Jump HK \/ s.MP XX f,d,df + HP SC qcb,qcb + K)
13 :: 87 dmg :: 9 hit :: 4,8oo pts
j.Fierce \/ c.Strong > c.Forward XX Hadou Ken SC Shinkuu Hadou Ken
(Jump HP \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P)
14 :: 85 dmg :: 8 hit :: 4,4oo pts
j.Fierce \/ c.Fierce XX Hadou Ken SC Shinkuu Hadou Ken
(Jump HP \/ c.HP XX qcf + P SC qcf,qcf + P)
15 :: 79 dmg :: 9 hit :: 4,6oo pts :: Ryuu Mission No.14
Stand close. Kyuubi Kudaki [2 hit] > c.Forward XX Hadou Ken SC Shinkuu
Hadou Ken
(F + HP > c.MK XX qcf + P SC qcf,qcf + P)
16 :: 79 dmg :: 8 hit :: 4,3oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Forward XX Hadou Ken SC Shinkuu Hadou Ken
(Jump HP \/ c.MK XX qcf + P SC qcf,qcf + P)
17 :: 73 dmg :: 19 hit :: 1o,8oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Fierce > c.Forward > c.Strong > Senpuu Kyaku > Hadou
Ken > Shakunetsu Hadou Ken > Fierce Shouryuu Ken > Roundhouse Tatsumaki
Senpuu Kyaku [3 hit]) SC Shinkuu Tatsumaki Senpuu Kyaku
(EXCEL(c.HP > c.MK > c.MP > F + MK > qcf + P > hcb + P > f,d,df + HP >
qcb + HK (hold b), HK, HK) SC qcb,qcb + K)
18 :: 65 dmg :: 11 hit :: 5,2oo pts :: Ryuu Mission No.1o
Stand close. Roundhouse Tatsumaki Senpuu Kyaku [3 hit] \/ SC Shinkuu
Tatsumaki Senpuu Kyaku
(qcb + HK (hold b), HK, HK \/ SC qcb,qcb + K)
19 :: 65 dmg :: 9 hit :: 4,4oo pts :: Ryuu Mission No.12
Stand close. Fierce Shouryuu Ken SC Kuuchuu Shinkuu Tatsumaki Senpuu
Kyaku
(f,d,df + HP SC qcb,qcb + K)
2o :: 63 dmg :: 4 hit :: 2,4oo pts
On jumping opponent. Sakotsu Wari /\ j.Roundhouse \/ s.Strong XX Shouryuu
Ken
(Press P + K /\ Jump HK \/ s.MP XX f,d,df + P)
21 :: 53 dmg :: 6 hit :: 3,2oo pts :: Ryuu Mission No.9
Stand close. Hadou Ken XX Shinkuu Hadou Ken
(qcf + P XX qcf,qcf + P)
22 :: 51 dmg :: 3 hit :: 1,7oo pts
j.Roundhouse \/ s.Short XX Strong/Fierce Shouryuu Ken
(Jump HK \/ s.LK XX f,d,df + MP/HP)
23 :: 51 dmg :: 3 hit :: 1,7oo pts
j.Roundhouse \/ s.Strong XX Hadou Ken
(Jump HK \/ s.MP XX qcf + P)
24 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Roundhouse \/ s.Fierce
(Jump HK \/ s.HP)
25 :: 4o dmg :: 12 hit :: 6,3oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Jab > c.Forward > Hadou Ken > Shakunetsu Hadou Ken >
Hadou Ken > Shakunetsu Hadou Ken > Hadou Ken > Shakunetsu Hadou Ken) XX
Fierce Shouryuu Ken
(EXCEL(c.LP > c.MK > qcf + P > hcb + P > qcf + P > hcb + P > qcf + P >
hcb + P) XX f,d,df + HP
26 :: 29 dmg :: 2 hit :: 9oo pts :: Ryuu Mission No.7
Stand close. c.Forward XX Hadou Ken
(c.MK XX qcf + P)
[ Xtra ]
- Combo o1,o3
The Shin Shouryuu Ken has to be canceled into immediately after the Hadou
Ken for it to score a clean hit.
- Combo o2
Delay Ryuu`s second revolution of the Roundhouse Tatsumaki Senpuu Kyaku a
split second, then do the last two rotations in swift succession. When he
lands, Ryuu will be close enough to cancel into the Shin Shouryuu Ken for a
deep clean hit which will do about +6-7 damage.
- Combo o4,1o
Each of these combos are very hard to do because of the way the opponent
reacts to being hit with Ryuu`s Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku. I
don`t think there`s a way to get these to work 100% of the time. When you
cancel into the Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku, it will send the
opponent to the opposite side they were on at the beginning of the combo.
So if the opponent was on the right side on the screen when you start, do
the Shinkuu Hadou Ken "qcf" motions toward the left. The way each of them
works is after the Kuuchuu Shinkuu Tatsumaki Senpuu Kyaku, the opponent
should be low enough to be caught by the Shinkuu Hadou Ken. It will catch
them to keep them juggled in the air. The problem is that it doesn`t always
work that way and the opponent will get snapped across the screen in Flying
Screen (See James Chen`s `Marvel Super Heroes´ FAQ) instead.
- Combo o5
The opponent might end up being a little too far by the time you Super
Cancel into the Shinkuu Tatsumaki Senpuu Kyaku.
- Combo o8,15
Getting close enough to do the Kyuubi Kudaki and not accidentally pull off
a throw can be a little tricky. Ryuu has to be at least a half-character
distance away.
- Combo 12,2o
Hitting the opponent in the air with the Guard Break will make them rise up
far, then fall. Jump with them and perform the j.Roundhouse when close to
landing. Thus you can get the s.Strong XX Shouryuu Ken to juggle.
- Combo 2o
This combo is the same as Ryuu Mission No.15, save the s.Strong was a
s.Jab.
|-----------------------------------------------------------------------------|
( SAGAT )
|-----------------------------------------------------------------------------|
o1 :: 135 dmg :: 31 hit :: 18,ooo pts :: Sagat Mission No.15
j.Roundhouse \/ s.Fierce XX Tiger Storm
(Jump HK \/ s.HP XX qcf,qcf + PPP)
o2 :: 12o dmg :: 15 hit :: 8,4oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Tiger Shot SC Tiger Cannon SC
Tiger Cyclone
(Jump HK \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + P)
o3 :: 119 dmg :: 16 hit :: 8,7oo pts :: Keian Hart
j.Roundhouse \/ c.Strong > c.Forward XX Ground Tiger Shot SC Tiger Raid
[3 hit] SC Tiger Cyclone [2 hit] SC Tiger Raid
(Jump HK \/ c.MP > c.MK XX qcf + K SC qcb,qcb + K SC qcb,qcb + P SC
qcb,qcb + K)
o4 :: 118 dmg :: 17 hit :: 9,4oo pts :: Sagat Mission No.16
j.Roundhouse \/ c.Strong > c.Forward XX Ground Tiger Shot SC Tiger Raid
[3 hit] SC Tiger Cyclone
(Jump HK \/ c.MP > c.MK XX qcf + K SC qcb,qcb + K SC qcb,qcb + P)
o5 :: 1o1 dmg :: 13 hit :: 6,9oo pts
j.Roundhouse \/ s.Forward XX Tiger Shot SC Tiger Cyclone
(Jump HK \/ s.MK XX qcf + P SC qcb,qcb + P)
o6 :: 81 dmg :: 5 hit :: 3,2oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Ground Tiger Shot SC Ground Tiger
Cannon
(Jump HK \/ c.MP > c.MK XX qcf + HK SC qcf,qcf + K)
o7 :: 8o dmg :: 9 hit :: 4,5oo pts
j.Roundhouse \/ c.Fierce XX Tiger Raid
(Jump HK \/ c.HP XX qcb,qcb + K)
o8 :: 73 dmg :: 4 hit :: 2,5oo pts
j.Roundhouse \/ s.Forward XX Fierce Tiger Blow [1 hit] SC Tiger Cannon
(Jump HK \/ s.MK XX f,d,df + HP SC qcf,qcf + P)
o9 :: 69 dmg :: 4 hit :: 2,5oo pts :: Sagat Mission No.14
j.Roundhouse \/ c.Strong > c.Forward XX Ground Tiger Cannon
(Jump HK \/ c.MP > c.MK XX qcf,qcf + K)
1o :: 68 dmg :: 9 hit :: 4,5oo pts
j.Roundhouse \/ s.Forward XX Fierce Tiger Blow
(Jump HK \/ s.MK XX f,d,df + HP)
11 :: 6o dmg :: 4 hit :: 2,4oo pts
j.Roundhouse \/ s.Forward XX Roundhouse Tiger Crush
(Jump HK \/ s.MK XX f,d,df + HK)
12 :: 45 dmg :: 2 hit :: 1,ooo pts :: Sagat Mission No.12
Tiger Shot SC Tiger Cannon
(qcf + P SC qcf,qcf + P)
13 :: 44 dmg :: 2 hit :: 1,1oo pts
J.Roundhouse \/ s.Fierce
(Jump HK \/ s.HP)
14 :: 34 dmg :: 6 hit :: 3,4oo pts :: Sagat Mission No.13
Stand close. EXCEL(Tiger Shot > Ground Tiger Shot > Fierce Tiger Blow [2
hit] > Tiger Crush)
(EXCEL(qcf + P > qcf + K > f,d,df + HP > f,d,df + K))
[ Xtra ]
- Combo o1
The Tiger Storm has a total of three `Just Frame´ (JF) hits you have to
trigger to add on more damage. Pressing Punch the moment Sagat hits the
opponent will make the screen flash to show that a JF connects. If you get
all three, Sagat`s large Tiger Shot will be purple instead of yellow. All
three JFs must connect for the combo to get the full damage. If no JFs are
made, the combo is 21 hit/115 damage. For one JF, 25 hit/123 damage. For
two, 28 hit/129 damage. This combo is the same as Sagat Mission No.15, save
the s.Fierce is a s.Roundhouse.
- Combo o2,o3,o4,o5,o6,12,14
For any place where there is a Tiger Shot or Ground Tiger Shot, either
version of the attack will work.
- Combo o2,o6,o9,12
For any place where there is a Tiger Cannon or Ground Tiger Cannon, either
version of the attack will work.
- Combo o2
Immediately cancel into the Tiger Cyclone once the Tiger Cannon is released
or the opponent will pop out of range.
- Combo o4
This combo is the same as Sagat Mission No.16, save the j.Roundhouse was a
j.Fierce.
|-----------------------------------------------------------------------------|
( SHADOW GEIST )
|-----------------------------------------------------------------------------|
o1 :: 142 dmg :: 37 hit :: 21,700 pts
j.Fierce \/ /\ j.Fierce XX Forward Death Sword Kick \/ SC Death
Government [8 hit], Fierce Drath Crasher [4 hit] SC Death Government [8
hit], Fierce Drath Crasher [4 hit] SC Death Government [8 hit] /\
j.Roundhouse XX Death Somersault
(Jump HP \/ /\ Jump HP qcf + MK \/ SC qcf,qcf + P, qcf + HP SC qcf,qcf +
P, qcf + HP SC qcf,qcf + P /\ Jump HK XX qcb + K)
o2 :: 135 dmg :: 3o hit :: 17,700 pts
j.Fierce \/ /\ j.Fierce XX Forward Death Sword Kick \/ SC Death
Government [8 hit], Fierce Drath Crasher [4 hit] SC Death Government [8
hit] /\ j.Roundhouse XX Death Somersault SC Kuuchuu Super Death Crusher
(Jump HP \/ /\ Jump HP qcf + MK \/ SC qcf,qcf + P, qcf + HP SC qcf,qcf +
P /\ Jump HK XX qcb + K SC qcf,qcf + K)
o3 :: 117 dmg :: 23 hit :: 13,5oo pts :: Keian Hart
j.Roundhouse \/ c.Strong > c.Forward XX Fierce Death Crusher [4 hit] SC
Death Government [8 hit] /\ j.Fierce XX Death Somersault SC Kuuchuu Super
Death Crusher [5 hit] \/ SC Death Energy
(Jump HK \/ c.MP > c.MK XX qcf + HP SC qcf,qcf + P /\ Jump HP XX qcb + K
SC qcf,qcf + K \/ SC qcb,qcb + K)
o4 :: 113 dmg :: 8 hit :: 5,3oo pts
j.Fierce \/ s.Strong XX Fierce Death Crasher [4 hit] SC Super Death
Energy
(Jump HP \/ s.MP XX qcf + HP SC qcb,qcb + PPP)
o5 :: 1oo pts :: 27 hit :: 16,2oo pts :: Alex Morrell
Stand close. EXCEL(s.Fierce > s.Roundhouse > Strong Death Crasher [2 hit]
> Short Death Break > Strong Death Crasher [2 hit] > Short Death Break >
Fierce Death Crasher [4 hit]) SC Death Government [8 hit] /\ j.Fierce XX
Death Somersault SC Kuuchuu Super Death Crusher
(EXCEL(s.HP > s.HK > qcf + MP > qcf + LK > qcf + MP > qcf + LK > qcf +
HP) SC qcf,qcf + P /\ Jump HP XX qcb + K SC qcf,qcf + K)
o6 :: 91 dmg :: 7 hit :: 4,1oo pts
j.Roundhouse \/ c.Forward XX Short Death Break SC Death Energy SC Super
Death Crasher (\/ SC Death Energy)
(Jump HK \/ c.MK XX qcf + LP SC qcb,qcb + K SC qcf,qcf + K)
o7 :: 9o dmg :: 17 hit :: 9,5oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Fierce Death Crasher [4 hit] SC Death
Government [8 hit] /\ j.Roundhouse XX Death Somersault
(Jump HP \/ c.MP > c.MK XX qcf + HP SC qcf,qcf + P /\ Jump HK XX qcb + K)
o8 :: 84 dmg :: 12 hit :: 6,5oo pts
j.Fierce XX Forward Death Sword Kick \/ SC Death Government [8 hit],
s.Fierce XX Death Energy
(Jump HP XX qcf + MK \/ SC qcf,qcf + P, s.HP XX qcb,qcb + K)
o9 :: 84 dmg :: 11 hit :: 5,7oo pts :: Shadow Geist Mission No.13
Death Press \/ c.Strong XX Fierce Death Crasher [4 hit] SC Super Death
Crasher SC Super Death Crasher
(qcf + HP SC qcf,qcf + P, qcf + HP SC qcf,qcf + P SC qcf,qcf + K)
1o :: 84 dmg :: 4 hit :: 2,7oo pts :: Shadow Geist Mission No.15
j.Fierce \/ /\ j.Fierce XX Forward Death Sword Kick \/ SC Death Energy
(Jump HP \/ /\ Jump HP XX qcf + MK \/ SC qcb,qcb + K)
11 :: 8o dmg :: 16 hit :: 8,8oo pts :: Shadow Geist Mission No.16
j.Fierce \/ c.Strong XX Fierce Death Crasher [4 hit] SC Death Government
[8 hit] /\ j.Fierce XX Death Somersault
(Jump HP \/ c.MP XX qcf + HP SC qcf,qcf + P /\ Jump HP XX qcb + K)
12 :: 74 dmg :: 28 hit :: 15,5oo pts :: TehBazzard
Stand close. Fierce Death Crasher [4 hit] SC Death Government [8 hit],
Fierce Death Crasher [4 hit] SC Death Government [8 hit], Super Death
Crasher
(qcf + HP SC qcf,qcf + P, qcf + HP SC qcf,qcf + P, qcf,qcf + K)
13 :: 71 dmg :: 7 hit :: 3,8oo pts :: SFEX2 Gamest Mook
j.Fierce XX Roundhouse Death Somersault SC Kuuchuu Super Death Crusher
(Jump HP \/ qcb + HK SC qcf,qcf + K)
14 :: 69 dmg :: 17 hit :: 9,9oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > c.Fierce > s.Roundhouse > s.Fierce >
s.Forward > c.Strong > c.Forward > Fierce Death Crasher [4 hit] > Short
Death Break) XX Fierce Death Crasher
(EXCEL(c.LK > c.HP > s.HK > s.HP > s.MK > c.MP > c.MK > qcf + HP > qcf +
LK) XX qcf + HP)
15 :: 69 dmg :: 6 hit :: 3,4oo pts
Death Press \/ Super Death Crasher
(b,d,db + K \/ qcf,qcf + K)
16 :: 66 dmg :: 8 hit :: 4,2oo pts
j.Roundhouse \/ c.Strong > c.Forward XX Fierce Death Crasher
(Jump HK \/ c.MP > c.MK XX qcf + HP)
17 :: 5o dmg :: 1o hit :: 4,8oo pts :: Shadow Geist Mission No.14
Full screen away. Death Government, Roundhouse Death Press \/ SC Death
Energy
(qcf,qcf + P, b,d,db + K \/ SC qcb,qcb + K)
18 :: 49 dmg :: 2 hit :: 1,1oo pts :: SFEX2 Gamest Mook
Stand close. Death Break SC Death Energy
(qcf + K SC qcb,qcb + K)
19 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
2o :: 37 dmg :: 11 hit :: 5,7oo pts :: Shadow Geist Mission No.12
Stand close. Death Government /\ EXCEL(Short Death Somersault, Short
Death Somersault, Short Death Somersault)
(qcf,qcf + P /\ EXCEL(qcb + LK, qcb + LK, qcb + LK))
21 :: 37 dmg :: 6 hit :: 3,1oo pts :: Shadow Geist Mission No.1o
Stand close. c.Forward XX Fierce Death Crasher
(c.MK XX qcf + HP)
[ Xtra ]
- Combo o1,o2,o3,o5,o7,11
Wait until the last hit of the Death Government pops the opponent into the
air, then do the air combo.
- Combo o1,o2,1o
Perform the j.Fierce XX Forward Death Sword Kick as Shadow Geist is
ascending for it to link off the previous j.Fierce.
- Combo o3
The only part that will mess up the heart of this combo is after the Death
Government. You have to jump and meet the opponent at the peak of their
launch from the blast and air combo them. But all three parts (j.Fierce XX
Death Somersault SC Kuuchuu Super Death Crusher) have to be done fast. The
Super Death Crasher will catch and take the opponent over with a juggle,
where the last hit will pop them up a little prior to Shadow Geist landing.
Though sometimes the pop won`t happen and Shadow Geist and the opponent
will land at the same time, thus messing up the chance to add on the Death
Energy.
- Combo o6
After the first Death Energy hits, wait a half-second before you Super
Cancel into the Super Death Crasher. Shadow Geist will fly over and catch
the opponent on their descent right before landing. Now depending on the
opponent and how you hit them with the Super Death Crasher, Shadow Geist
can land and catch them with another Death Energy (making the combo do 8
hit/156 damage). This is similar to Skullomania`s Combo No.o7.
- Combo 17
Depending on when you perform the Death Energy, the combo can alter 1 point
of damage. If you do it while the Death Government is still hitting, the
combo will do 5o. If the Death Government pops them away, but you still
catch the opponent as they are flying, it`ll do 49.
|-----------------------------------------------------------------------------|
( SHARON )
|-----------------------------------------------------------------------------|
o1 :: 16o dmg :: 1o hit :: 6,9oo pts
Activate Load. j.Roundhouse \/ s.Fierce > c.Forward XX Strong Gale Hammer
Punch SC Hell Fire SC Shuttle Combination
(qcf,qcf + P. Jump HK \/ s.HP > c.MK XX qcf + MP SC qcf,qcf + P SC
qcb,qcb + P)
o2 :: 134 dmg :: 8 hit :: 6,ooo pts
Activate Load. j.Fierce \/ s.Fierce > c.Forward XX Strong Gale Hammer
Punch > Double Hammer Punch SC Shuttle Combination [1 hit] SC Sharon
Special (Chuudan), Hell Fire
(qcf,qcf + P. Jump HP \/ s.HP > c.MK XX qcf + MP > f + P SC qcb,qcb + P,
SC qcf,qcf + K (qcb + K), qcf,qcf + P)
o3 :: 132 dmg :: 13 hit :: 8,6oo pts
Activate Load. j.Roundhouse \/ s.Fierce > c.Forward XX Strong Gale Hammer
Punch > Double Hammer Punch SC Shuttle Combination [5 hit] SC Sharon
Special (Chuudan), (walk foward) s.Jab, Hell Fire
(qcf,qcf + P. Jump HK \/ s.HP > c.MK XX qcf + MP > f + P SC qcb,qcb + P
SC qcf,qcf + K (qcb + K), (hold f) s.LP, qcf,qcf + P)
o4 :: 128 dmg :: 7 hit :: 5,5oo pts
Activate Load. j.Roundhouse \/ s.Fierce > c.Forward XX Strong Gale Hammer
Punch > Double Hammer Punch SC Shuttle Combination [1 hit], Hell Fire
(qcf,qcf + P. Jump HK \/ s.HP > c.MK XX qcf + MP > f + P SC qcb,qcb + P,
qcf,qcf + P)
o5 :: 115 dmg :: 2o hit :: 12,9oo pts
j.Fierce \/ EXCEL(s.Jab > s.Short > s.Strong > s.Fierce > s.Roundhouse >
s.Fierce > s.Roundhouse > s.Fierce > s.Roundhouse > s.Fierce) > c.Forward
XX Strong Gale Hammer Punch > Double Hammer Punch SC Shuttle Combination
(Jump HP \/ EXCEL(s.LP > s.LK > s.MP > s.HP > s.HK > s.HP > s.HK > s.HP >
s.HK > s.HP) > c.MK XX qcf + MP > f + P SC qcb,qcb + P)
o6 :: 114 (123) dmg :: 11 hit :: 6,2oo pts :: SFEX2 Gamest Mook
j.Roundhouse \/ s.Fierce > c.Foward XX Strong Gale Hammer Punch > Double
Hammer Punch SC Shuttle Combination
(Jump HK \/ s.HP > c.MK XX qcf + MP > f + P SC qcb,qcb + P)
o7 :: 113 dmg :: 6 hit :: 4,9oo pts
Activate Load. j.Roundhouse \/ c.Forward XX Strong Gale Hammer Punch >
Double Hammer Punch SC Shuttle Combination [1 hit], Hell Fire
(qcf,qcf + P. Jump HK \/ c.MK XX qcf + MP > f + P SC qcb,qcb + P, qcf,qcf
+ P)
o8 :: 113 dmg :: 3 hit :: 3,6oo pts
j.Roundhouse \/ s.Roundhouse XX Assault Rifle
(Jump HK \/ s.HK XX qcf,qcf + PPP)
o9 :: 1o5 (114) dmg :: 1o hit :: 5,5oo pts
j.Roundhouse \/ s.Fierce > c.Forward XX Strong Gale Hammer Punch > Double
Hammer Punch SC Sharon Special
(Jump HK \/ s.HP > c.MK XX qcf + MP > f + P SC qcf,qcf + K)
1o :: 1o5 dmg :: 4 hit :: 3,7oo pts
Activate Load. j.Roundhouse \/ c.Forward XX Strong Gale Hammer Punch SC
Hell Fire
(qcf,qcf + P. Jump HK \/ c.MK XX qcf + MP SC qcf,qcf + P)
11 :: 1o3 dmg :: 19 hit :: 12,2oo pts :: Sharon Mission No.16
j.Fierce \/ EXCEL(s.Jab > s.Short > s.Strong > s.Fierce > s.Roundhouse >
s.Fierce > s.Roundhouse > s.Fierce > s.Roundhouse > s.Fierce) > c.Forward
XX Strong Gale Hammer Punch > Double Hammer Punch SC Sharon Special
(Jump HP \/ EXCEL(s.LP > s.LK > s.MP > s.HP > s.HK > s.HP > s.HK > s.HP >
s.HK > s.HP) > c.MK XX qcf + MP > f + P SC qcf,qcf + K)
12 :: 99 (1o2) dmg :: 19 hit :: 12,3oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(s.Short > c.Forward > s.Roundhouse > s.Fierce >
s.Roundhouse > s.Fierce > s.Roundhouse > s.Fierce > s.Roundhouse >
s.Fierce) > c.Forward XX Strong Gale Hammer Punch > Double Hammer Punch
SC Shuttle Combination
(EXCEL(s.LK > c.MK > s.HK > s.HP > s.HK > s.HP > s.HK > s.HP > s.HK >
s.HP) > c.MK XX qcf + MP > f + P SC qcb,qcb + P)
13 :: 97 (1o5) dmg :: 1o hit :: 5,4oo pts
j.Roundhouse \/ c.Forward XX Strong Gale Hammer Punch > Double Hammer
Punch SC Shuttle Combination
(Jump HK \/ c.MK XX qcf + MP > f + P SC qcb,qcb + P)
14 :: 96 dmg :: 3 hit :: 3,ooo pts :: Sharon Mission No.11
Activate Load. j.Fierce \/ Jab Gale Hammer Punch SC Hell Fire
(qcf,qcf + P. Jump HP \/ qcf + LP SC qcf,qcf + P)
15 :: 83 (94) dmg :: 11 hit :: 5,8oo pts :: Sharon Mission No.14
Crimson Terror, c.Strong XX Strong Gale Hammer Punch > Double Hammer
Punch SC Sharon Special (Chuudan) SC Shuttle Combination
(When close, 360 + P, c.MP XX qcf + MP > f + P SC qcf,qcf + K (qcb + K)
SC qcb,qcb + P)
16 :: 83 (9o) dmg :: 9 hit :: 4,8oo pts
j.Roundhouse \/ c.Strong > c.Short XX Shuttle Combination
(Jump HK \/ c.MP > c.LK XX qcb,qcb + P)
17 :: 82 dmg :: 4 hit :: 3,5oo pts
Activate Load. Bermuda Symphony, Short Half-Moon Kick SC Sharon Special
(Chuudan), Hell Fire
(qcf,qcf + P. f,d,df + K, qcb + LK SC qcf,qcf + K (qcb + K), qcf,qcf + P)
18 :: 8o dmg :: 15 hit :: 94,oo pts
Stand close. EXCEL(s.Short > c.Forward > s.Roundhouse > s.Fierce >
s.Roundhouse > s.Fierce > s.Roundhouse > s.Fierce > Short Half-Moon Kick)
SC Shuttle Combination
(EXCEL(s.LK > c.MK > s.HK > s.HP > s.HK > s.HP > s.HK > s.HP > qcb + LK)
SC qcb,qcb + P)
19 :: 77 (81) dmg :: 15 hit :: 9,7oo pts :: Sharon Mission No.13
Stand close. EXCEL(s.Fierce > s.Roundhouse > s.Fierce > s.Roundhouse >
s.Fierce > s.Roundhouse > s.Fierce > s.Roundhouse) > s.Fierce XX Shuttle
Combination
(EXCEL(s.HP > s.HK > s.HP > s.HK > s.HP > s.HK > s.HP > s.HK) > s.HP XX
qcb,qcb + P)
2o :: 76 (81) dmg :: 12 hit :: 6,6oo pts
Stand close. EXCEL(Crimson Terror, s.Jab > s.Roundhouse > s.Fierce) >
c.Forward XX Strong Gale Hammer Punch > Double Hammer Punch SC Sharon
Special
(EXCEL(360 + P, s.LP > s.HK > s.HP) > c.MK XX qcf + LP > f + P SC qcf,qcf
+ K)
21 :: 76 (84) dmg :: 8 hit :: 4,5oo pts :: Sharon Mission No.15
j.Roundhouse \/ c.Strong XX Strong Gale Hammer Punch > Double Hammer
Punch SC Sharon Special (Chuudan), (walk forward) s.Jab > (walk foward)
s.Jab /\ j.Fierce
(Jump HK \/ c.MP XX qcf + MP > f + P SC qcf,qcf + K (qcb + K), (hold f)
s.LP > (hold f) s.LP /\ Jump HP)
22 :: 75 dmg :: 2 hit :: 2,5oo pts
Bermuda Symphony, Assault Rifle
(f,d,df + K, qcf,qcf + PPP)
23 :: 74 (79) dmg :: 14 hit :: 8,3oo pts
Stand close. EXCEL(s.HP > Short Half-Moon Kick > Jab Gale Hammer Punch >
Jab Gale Hammer Punch > Jab Gale Hammer Punch > Jab Gale Hammer Punch >
Jab Gale Hammer Punch) XX Jab Gale Hammer Punch SC Shuttle Combination
(EXCEL(s.HP > qcb + LK > qcf + LP > qcf + LP > qcf + LP > qcf + LP > qcf
+ LP) XX qcf + LP SC qcb,qcb + P)
24 :: 69 (78) dmg :: 9 hit :: 4,6oo pts :: SFEX2 Gamest Mook
Crimson Terror, c.Forward XX Strong Gale Hammer Punch > Double Hammer
Punch SC Sharon Special
(When close, 360 + P, c.MK XX qcf + MP > f + P SC qcf,qcf + K)
25 :: 65 (73) dmg :: 8 hit :: 4,2oo pts :: SFEX2 Gamest Mook
Stand close. c.Strong > c.Short XX Shuttle Combination
(c.MP > c.LK XX qcb,qcb + P)
26 :: 64 dmg :: 7 hit :: 3,7oo pts :: SFEX2 Gamest Mook
Bermuda Symphony, Short Half-Moon Kick SC Sharon Special
(f,d,df + K, qcb + LK SC qcf,qcf + K)
27 :: 56 (64) dmg :: 1o hit :: 4,8oo pts
Crimson Terror, c.Forward XX Strong Gale Hammer Punch > Double Hammer
Punch SC Shuttle Combination
(When close, 360 + P, c.MK XX qcf + MP > f + P SC qcb,qcb + P)
28 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Roundhouse \/ s.Roundhouse
(Jump HK \/ s.HK)
[ Xtra ]
- Combo o1
The combo`s much easier to perform if you void the Strong Gale Hammer
Punch; yet it`ll also do -10 damage. As soon as the Hell Fire hits,
immediately cancel into the Shuttle Combination. A hit or two from the
start of the Shuttle Combination will whiff.
- Combo o2,o3,o4,o7,17
Notice the Hell Fire is not Super Canceled into. Do it once the opponent
falls down in range of the shot.
- Combo o2,o3
These combos require 4 Super Levels, thus Load must be activated early in
the round to use one Super and having to gain it again later.
- Combo o3
Usually you will have to walk forward after you cancel the Sharon Special
to catch up to the opponent. Once the s.Jab hits, it will pop them back a
little, allowing you to do the Hell Fire when they fall in range. There are
times that the game will not allow the Hell Fire to hit.
- Combo o4,o7
To be flashy, you can activate the Load after the launcher from the Shuttle
Combination hits (thus it being "Shuttle Combination [1 hit] SC Load SC
Hell Fire"). The downside is that it does -6 damage than the shown combo.
- Combo o6,o9,12,13,15,16,19,2o,21,24,25,27
If Sharon has Load activated, most combos can do +3-11 damage since the
power of her punches and punch-based attacks (ie - Gale Hammer Punch)
increase. Beside the damage in the combo details in ( ) is how much it does
when Load`s on. If there is no number in parenthesis, the combo will do the
same damage as if Load was off.
- Combo o8,28
If Load is activated, the Roundhouses can be substituted with Fierces. In
Combo o8, if you do j.Fierce \/ s.Fierce, the combo will do +1 damage.
- Combo 15,24
The Crimson Terror will actually decrease the damage of the entire combo
than if you did the combo without it.
- Combo 15
Perform the Shuttle Combination when the opponent is falling to catch.
There are times when Sharon will not get the `catch´ from the end of the
Shuttle Combination (where she grabs the opponent in the air and slams them
to the ground). This usually happens if you catch the opponent when the are
too low to the ground. But if you do it when they are too high, Sharon can
miss punches, or the opponent will `stick´ in the air as Sharon punches
through them, thus making them fall behind her. It depends how the game
reacts to when you Super Cancel into the Shuttle Combination. If the
`catch´ doesn`t connect, the combo will do -2o damage then what`s listed.
- Combo 17,26
As soon as the Half-Moon Kick hits, immediately cancel into the Sharon
Special. Even still a kick from Sharon Special can whiff, having the combo
do -4 damage.
- Combo 27
Like Combo 15, the `catch´ will not connect since the opponent`s back is to
Sharon.
|-----------------------------------------------------------------------------|
( SKULLOMANIA )
|-----------------------------------------------------------------------------|
o1 :: 111 dmg :: 21 hit :: 12,7oo pts
Stand close. EXCEL(c.Short > s.Roundhouse > s.Fierce > s.Strong >
c.Fierce > c.Forward > s.Roundhouse > s.Forward > Step In Upper) XX Super
Skullo Slider [7 hit] SC Super Skullo Crasher
(EXCEL(c.LK > s.HK > s.HP > s.MP > c.HP > c.MK > s.HK > s.MK > F + MP) XX
qcf,qcf + K SC qcf,qcf + P)
o2 :: 1o8 dmg :: 15 hit :: 8,2oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Super Skullo Slider [7 hit] SC Super
Skullo Crasher
(Jump HP \/ c.MP > c.MK XX qcf,qcf + K SC qcf,qcf + P)
o3 :: 9o dmg :: 8 hit :: 4,6oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Fierce XX Skullo Crasher SC Kuuchuu Super Skullo Crasher
(Jump HP \/ c.HP XX qcf + P SC qcf,qcf + P)
o4 :: 89 dmg :: 8 hit :: 4,5oo pts
j.Roundhouse \/ s.Strong XX Fierce Skullo Head SC Kuuchuu Super Skullo
Crasher
(Jump HK \/ s.MP XX f,d,df + HP SC qcf,qcf + P)
o5 :: 86 dmg :: 8 hit :: 3,7oo pts :: SFEX2 Gamest Mook
Skullo Punch SC Shin Skullo Dream
(Press P + K SC LP,LP,f,LK,HP)
o6 :: 81 dmg :: 11 hit :: 7,ooo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > s.Roundhouse > s.Fierce > s.Strong >
c.Fierce > c.Forward > s.Roundhouse > s.Forward > Step In Upper) XX
Skullo Slider SC Skullo Energy
(EXCEL(c.LK > s.HK > s.HP > s.MP > c.HP > c.MK > s.HK > s.MK > F + MP) XX
qcf + K SC qcb,qcb + K)
o7 :: 79 dmg :: 4 hit :: 2,8oo pts :: Skullomania Mission No.13
Stand close. Skullo Energy SC Super Skullo Crasher [2 hit] \/ SC Skullo
Energy
(qcb,qcb + K SC qcf,qcf + P \/ SC qcb,qcb + K)
o8 :: 78 dmg :: 11 hit :: 6,9oo pts :: SFEX2 Gamest Mook
Stand close. EXCEL(c.Short > c.Forward > s.Roundhouse > s.Strong >
s.Forward > s.Fierce > s.Roundhouse > c.Strong > c.Fierce > Skullo
Slider) SC Skullo Energy
(EXCEL(c.LK > c.MK > s.HK > s.MP > s.MK > s.HP > s.HK > c.MP > c.HP > qcf
+ K) SC qcb,qcb + K)
o9 :: 78 dmg :: 7 hit :: 3,8oo pts :: Skullomania Mission No.14
Stand close. s.Strong XX Jab Skullo Head SC Super Skullo Crasher
(s.MP XX f,d,df + LP SC qcf,qcf + P)
1o :: 68 dmg :: 4 hit :: 2,5oo pts
j.Roundhouse \/ s.Strong XX Jab Skullo Head > Skullo Dive
(Jump HK \/ s.MP XX f,d,df + LP > P)
11 :: 65 dmg :: 4 hit :: 2,5oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Skullo Slider
(Jump HP \/ c.MP > c.MK XX qcf + K)
12 :: 58 dmg :: 2 hit :: 1,3oo pts :: SFEX2 Gamest Mook
Stand close. Fierce Skullo Head SC Skullo Energy
(f,d,df + HP SC qcb,qcb + K)
13 :: 43 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
14 :: 4o dmg :: 1o hit :: 6,ooo pts
Stand close. EXCEL(Skullo Slider > Skullo Slider > Skullo Slider > Skullo
Slider > Skullo Slider > Skullo Slider > Skullo Slider) SC Super Skullo
Crasher
(EXCEL(qcf + K > qcf + K > qcf + K > qcf + K > qcf + K > qcf + K > qcf +
K) SC qcf,qcf + P)
15 :: 29 dmg :: 8 hit :: 5,1oo pts :: Skullomania Mission No.12
Stand close. EXCEL(Skullo Slider > Skullo Slider > Skullo Slider > Skullo
Slider > Skullo Slider > Skullo Slider > Skullo Slider) SC Super Skullo
Slider
(EXCEL(qcf + K > qcf + K > qcf + K > qcf + K > qcf + K > qcf + K > qcf +
K) SC qcf,qcf + K)
[ Xtra ]
- Combo o2
This combo is the same as Skullomania Mission No.16, save the j.Fierce was
a j.Roundhouse.
- Combo o4
Don`t immediately Super Cancel into the Kuuchuu Super Skullo Crasher. Wait
until Skullomania is about halfway up from the ascension of the Skullo
Head. He and the opponent should be at the same height. Then do the Kuuchuu
Super Skullo Crasher so the full Super hits rather than it just juggling
the opponent.
- Combo o7
After the first Skullo Energy hits, wait a half-second before you Super
Cancel into the Super Skullo Crasher. Skullo will fly over and catch the
opponent on their descent right before landing, popping them back up and
enabling the second Skullo Energy to connect.
- Combo 1o
Once the Skullo Head hits, press Punch again to do the Skullo Dive.
- Combo 12
Immediately cancel into the Skullo Energy before Skullomania leaves the
ground from the Skullo Head.
- Combo 14,15
The first Skullo Slider will knock the opponent off their feet. Keep doing
them over and over to juggle them, making sure to not have them hit the
ground.
|-----------------------------------------------------------------------------|
( VEGA (M. Bison in US) )
|-----------------------------------------------------------------------------|
o1 :: 117 dmg :: 12 hit :: 6,3oo pts
j.Fierce \/ s.Fierce XX Psycho Break Smasher
(Jump HP (charge b) \/ s.HP XX f,b,f + PPP)
o2 :: 118 dmg :: 18 hit :: 1o,1oo pts :: Vega Mission No.16
j.Roundhouse \/ c.Strong > c.Strong > c.Forward XX Knee Press Nightmare
[4 hit] SC Psycho Cannon
(Jump HK (charge db) \/ c.MP > c.MP > c.MK XX f,b,f + K (charge b) SC
f,b,f + P)
o3 :: 98 dmg :: 1o hit :: 5,3oo pts
j.Roundhouse \/ s.Roundhouse XX Knee Press Nightmare
(Jump HK (charge b) \/ s.HK XX f,b,f + K)
o4 :: 95 dmg :: 1o hit :: 5,3oo pts :: Vega Mission No.15
j.Roundhouse \/ c.Fierce XX Knee Press Nightmare
(Jump HK (charge db) \/ c.HP XX f,b,f + K)
o5 :: 88 dmg :: 9 hit :: 4,4oo pts
j.Fierce \/ s.Fierce XX Psycho Cannon
(Jump HP (charge b) \/ s.HP XX f,b,f + P)
o6 :: 83 dmg :: 8 hit :: 4,4oo pts
j.Fierce \/ c.Strong > c.Forward XX Psycho Cannon
(Jump HP (charge db) \/ c.MP > c.MK XX f,b,f + P)
o7 :: 74 dmg :: 4 hit :: 2,6oo pts
j.Fierce \/ c.Strong > c.Fierce XX Psycho Crusher
(Jump HP (charge db) \/ c.MP > c.HP XX f + P)
o8 :: 68 dmg :: 4 hit :: 2,5oo pts
j.Fierce \/ c.Strong > c.Forward XX Psycho Crusher
(Jump HP (charge db) \/ c.MP > c.MK XX f + P)
o9 :: 61 dmg :: 5 hit :: 3,ooo pts :: Vega Mission No.14
j.Roundhouse \/ c.Strong > c.Forward XX Double Knee Press
(Jump HK (charge db) \/ c.MP > c.MK XX f + K)
1o :: 59 dmg :: 3 hit :: 1,8oo pts :: Vega Mission No.12
j.Fierce \/ c.Strong XX Psycho Crusher
(Jump HP (charge db) \/ c.MP XX f + P)
11 :: 52 dmg :: 4 hit :: 2,3oo pts :: Vega Mission No.11
j.Roundhouse \/ c.Forward XX Double Knee Press
(Jump HK (charge db) \/ c.MK XX f + K)
12 :: 42 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
13 :: 36 dmg :: 2 hit :: 1,1oo pts
Death Suplex, s.Roundhouse
(When close, b/f + MK/HK, s.HK)
14 :: 32 dmg :: 2 hit :: 1,1oo pts :: Vega Mission No.8
Death Suplex, c.Roundhouse
(When close, b/f + MK/HK, c.HK)
[ Xtra ]
- Combo o2
I was able to make this combo do 19 hit/12o damage, but I can`t seem to get
that to happen again. Depending on the character and position, you can
charge the Psycho Cannon a while. If you don`t, the combo will be 14 hit/
11o damage. But charging it is left up to your own judgement. Normally if
you start to charge it, the first hit from when Vega is holding the orb
will hit and send the opponent backwards to a stumble. Allowing you
slightly more time to charge before you release it to catch.
- Combo o5
The Psycho Cannon can be charged up if you hold down Punch after execution.
You`re not supposed to charge it for this combo, which will make it do 7
hit/83 damage. But it can be charged for a split second for +5 damage.
- Combo o7
The j.Fierce should hit high on the opponent.
- Combo 13,14
Basically they are the same combo, except it can be harder to hit with the
s.Roundhouse after Vega recovers from the throw. The c.Roundhouse slide
juggle is easier, but does less damage.
|-----------------------------------------------------------------------------|
( VOLCANO ROSSO )
|-----------------------------------------------------------------------------|
o1 :: 137 dmg :: 35 hit :: 19,8oo pts
Stand close. Fierce Volcanus [6 hit], s.Fierce XX Accelerando [12 hit] SC
Tameiki no Hashi [3 hit] SC Accelerando
(qcb + HP, s.HP XX qcb,qcb + K SC qcf,qcf + P, qcb,qcb + K)
o2 :: 133 dmg :: 23 hit :: 12,9oo pts :: V. Rosso Mission No.15
j.Fierce \/ c.Strong > c.Forward XX Fierce Vesuvio no Ikari SC
Accelerando [12 hit] SC Tameiki no Hashi
(Jump HP \/ c.MP > c.MK XX qcf + HP SC qcb,qcb + K SC qcf,qcf + P)
o3 :: 1o4 dmg :: 25 hit :: 13,6oo pts
Stand close. Fierce Volcanus [6 hit] SC Accelerando [12 hit] SC Tameiki
no Hashi
(qcb + HP SC qcb,qcb + K SC qcf,qcf + P)
o4 :: 92 dmg :: 1o hit :: 5,ooo pts
j.Fierce \/ s.Strong XX Fierce Vesuvio no Ikari SC Tameiki no Hashi
(Jump HP \/ s.MP XX qcf + HP XX qcf,qcf + P)
o5 :: 91 dmg :: 17 hit :: 9,3oo pts
Respresso, Fierce Volcanus [6 hit], c.Strong > c.Forward XX Fierce
Vesuvio no Ikari XX Chuugeki SC Pisa no Shatou
(Press P + K, qcb + HP, c.MP > c.MK XX qcf + HP XX f + P SC qcb,d,db + P)
o6 :: 89 dmg :: 19 hit :: 1o,ooo pts :: V. Rosso Mission No.9
Accelerando [12 hit] SC Tameiki no Hashi
(qcb,qcb + K SC qcf,qcf + P)
o7 :: 85 dmg :: 16 hit :: 8,7oo pts
Stand close. Fierce Volcanus [6 hit], s.Fierce, c.Forward XX Fierce
Vesuvio no Ikari XX Chuugeki SC Pisa no Shatou
(qcb + HP, s.HP, c.MK XX qcf + HP XX f + P SC qcb,d,db + P)
o8 :: 84 dmg :: 21 hit :: 11,3oo pts
Accelerando [12 hit] SC Tameiki no Hashi [3 hit] SC Pisa no Shatou
(qcb,qcb + K SC qcf,qcf + P SC qcb,d,db + P)
o9 :: 81 dmg :: 1o hit :: 5,1oo pts
j.Roundhouse \/ s.Strong XX Fierce Vesuvio no Ikari XX Chuugeki SC Pisa
no Shatou
(Jump HK \/ s.MP XX qcf + HP XX f + P SC qcb,d,db + P)
1o :: 76 dmg :: 14 hit :: 7,2oo pts :: V. Rosso Mission No.1o
Stand close. Io no Yoku XX Etna no Ikari SC Accelerando
(Press PPP XX Press K SC qcb,qcb + K)
11 :: 69 dmg :: 1o hit :: 5,ooo pts :: V. Rosso Mission No.14
Volcano Rosso 1/2 screen away. Fierce Volcanus [5 hit] /\ j.Fierce \/
c.Strong XX Fierce Vesuvio no Ikari XX Chuugeki XX Dragon Kick
(qcb + HP /\ Jump HP \/ c.MP XX qcf + HP XX f + P XX f + K)
12 :: 69 dmg :: 6 hit :: 3,5oo pts :: V. Rosso Mission No.11
j.Roundhouse \/ c.Strong > c.Forward XX Fierce Vesuvio no Ikari XX
Chuugeki XX Dragon Kick
(Jump HK \/ c.MP > c.MK XX qcf + HP XX f + P XX f + K)
13 :: 65 dmg :: 13 hit :: 6,7oo pts
Stand close. Fierce Volcanus [6 hit], s.Roundhouse XX Pisa no Shatou
(qcb + HP, s.HK XX qcb,d,db + P)
14 :: 63 dmg :: 5 hit :: 3,ooo pts
j.Roundhouse \/ s.Strong XX Fierce Vesuvio no Ikari XX Chuugeki XX Dragon
Kick
(Jump HK \/ s.MP XX qcf + HP XX f + P XX f + K)
15 :: 55 dmg :: 8 hit :: 4,1oo pts :: V. Rosso Mission No.13
Stand close. Forward Cannosa no Kutsujoku (counter) SC Pisa no Shatou
(qcb + MK XX qcb,d,db + P)
16 :: 43 smg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce/Roundhouse
(Jump HP/HK \/ s.HP/HK)
[ Xtra ]
- Combo o5
V. Rosso can get this combo to work from as far as a little over 1/2 screen
distance from the opponent. Since his Guard Break is a flying kick, it`ll
catch at a great distance and have him land in front of the opponent.
- Combo o7
Closeness plays an important part in this combo. It might be best to use
the Volcanus over their head as they are getting back to a stand in hope of
it catching. The s.Fierce has to be done immediately after V. Rosso returns
to stance, making it hit simulateously with the Volcanus. If you are fast,
the punch will be the 5th or 6th hit of the combo. Then you`ll have enough
time for V. Rosso to recover from the animation and combo the c.Forward
after the Volcanus completes.
- Combo 15
The Cannosa no Kutsujoku has to counter a standing attack.
|-----------------------------------------------------------------------------|
( ZANGIEF )
|-----------------------------------------------------------------------------|
o1 :: 126 dmg :: 19 hit :: 1o,7oo pts :: SFEX2 Gamest Mook
cu.Flying Body Attack \/ c.Strong > c.Forward XX Super Stomping (Chuudan)
[4 hit], s.Forward XX Super Stomping (Chuudan) [4 hit], s.Forward XX
Super Stomping
(Cross-up D + HP \/ c.MP > c.MK XX qcf,qcf + K (qcb + K), s.MK XX qcf,qcf
+ K (qcb + K), s.MK XX qcf,qcf + K)
o2 :: 1o5 dmg :: 14 hit :: 7,6oo pts :: Zangief Mission No.16
Flying Body Attack \/ c.Strong > c.Forward XX Super Stomping (Chuudan) [4
hit], s.Forward XX Super Stomping
(In air, D + HP \/ c.MP > c.MK XX qcf,qcf + K (qcb + K), s.MK XX qcf,qcf
+ K)
o3 :: 97 dmg :: 13 hit :: 6,9oo pts
j.Roundhouse \/ s.Forward XX Super Stomping (Chuudan) [4 hit], c.Forward
XX Super Stomping
(Jump HK \/ s.MK XX qcf,qcf + K (qcb + K), c.MK XX qcf,qcf + K)
o4 :: 84 dmg :: 9 hit :: 4,7oo pts :: SFEX2 Gamest Mook
j.Fierce \/ c.Strong > c.Forward XX Super Stomping
(Jump HP \/ c.MP > c.MK XX qcf,qcf + KK)
o5 :: 78 dmg :: 8 hit :: 4,2oo pts
j.Roundhouse \/ s.Forward XX Super Stomping
(Jump HK \/ s.MK XX qcf,qcf + K)
o6 :: 74 dmg :: 8 hit :: 4,2oo pts :: Zangief Mission No.13
Flying Body Attack \/ c.Forward XX Super Stomping
(In air, D + HP \/ c.MK XX qcf,qcf + K)
o7 :: 69 dmg :: 2 hit :: 1,2oo pts :: Zangief Mission No.12
On jumping opponent. Russian Headbutt, Aerial Russian Slam
(Press P + K, qcb,qcb + K)
o8 :: 65 dmg :: 3 hit :: 3,ooo pts :: SFEX2 Gamest Mook
Bear Hug, s.Forward XX Double Lariat
(360 + K, press P when close, s.MK XX Press PPP)
o9 :: 54 dmg :: 3 hit :: 1,8oo pts
j.Roundhouse \/ c.Forward XX Double Lariat
(Jump HK \/ c.MK XX Press PPP)
1o :: 5o dmg :: 2 hit :: 1,3oo pts
Bear Hug, s.Fierce
(360 + K, press P when close, s.HP)
11 :: 46 dmg :: 3 hit :: 1,7oo pts :: SFEX2 Gamest Mook
j.Fierce \/ s.Short XX Double Lariat
(Jump HP \/ s.LK XX Press PPP)
12 :: 45 dmg :: 2 hit :: 1,1oo pts
j.Fierce/Roundhouse \/ s.Fierce
(Jump HP/HK \/ s.HP)
[ Xtra ]
- Combo o2
The combo may be easier later on if you cross-up the opponent with the
Flying Body Attack. It`ll make the s.Forward after the first Super Stomping
easier to connect with.
- Combo o8,1o
Rapidly press the Punch buttons so the Bear Hug hits more.
- Combo o9,11
Hold forward when you do the Double Lariat to make sure it hits.
[ Part 6 ]------------------------------------------------[ Special Thanks ]---
( Companies / Sites )----------------------------------------------------------
- Arika ( arika.co.jp )
The EX series is very fun, despite it coming out of nowhere. The mayhem to
Super Cancel is what glued me to the games. But Allen Snider wasn`t in this
one! That really sucked. Justice Fist!!
- Capcom Of America / Capcom Japan ( capcom.com )( capcom.co.jp )
The original gods of the fighting game. I hate that they have gotten out of
the arcade market, but it`s not like people -still- don`t heavily play their
games to this day.
- GameFAQs + Jeff "CJayC" Veasey ( gamefaqs.com )
Need a walkthrough or some cheats? Look no further.
- Gamest Magazine ( arcadiamagazine.com )
I`ve been reading their magazine and mooks for years, and was incredibly
disappointed when they went out of business for that brief time. Thankfully
to the gaming community they returned as `Arcadia,´ and were better than
ever before. I`m not sure if they made a mook for EX2 Plus, but their one
for the original EX2 is what I used to take combos and EXCELs from to list
here which still worked in both games.
( Individual People )----------------------------------------------------------
- Kao Megura / Chris MacDonald (
[email protected] )
Proper (Japanese) special move names and translations. RIP, man.
- Alex Morrell (
[email protected] )
Powerful EXCEL combo for Shadow Geist reaching over the 20-hit mark.
- Keian Hart (
[email protected] )
Combos for Sagat, Shadow Geist, and Balrog; two of them being the highest
damaging one for that character so far!
- TehBazzard (
[email protected] )
The second person to submit a Shadow Geist combo using some Government
juggling. People really like this Shadow Geist person?!
[ Part 7 ]----------------------------------------------[ Revision History ]---
- Version 4.o < 2oo9.o1.17 >
Tons of combos added. Mainly EXCELs from an old EX2 book I still have lying
around. Nothing too grand, and still a lot more to throw in there. I`m going
to attempt to put every single one in the FAQ just for kicks. I also
stumbled upon a Chinese site with a lot of combos that I`ll decipher at some
point.
- Version 3.0 < 2oo8.o6.16 >
I was surprised that people still played this game. Maybe it was for
nostalgia purposes. However, I did get mail to add a few combos, which were
included in this version. The main reason for this update was to redo the
structure of the FAQ into the normal way I write combo FAQs, as well as to
clean up a lot of the crap. It now looks presentable. Chances are there will
be another update to this. While updating this I stumbled upon some sites
with combos on them that I plan on adding to this, as well as the combos
included in Expert Mode. So stay tuned.
- Version 2.0 < 2oo7.o6.18 >
Yes, another wide gap between updates. Six years, to be exact. I was going
around updating all my FAQs, so this is another one in the works. And quite
easily might be the last one for this game. A lot of combos that I`ve been
sitting on for a while I`ve finally added to the FAQ, including ones for
Darun Mister, Pullum, Ryuu, Sagat, Shadow Geist (from Alex Morrell), and
Zangief. Many of them happen to be EXCELs too. Hope you like the new format.
Does anyone still play this game?
- Version 1.0 < 2oo1.o3.11 >
It`s been a few months since an update to this FAQ. Mainly because no one
plays it! It`s all about EX3 on PS2 I guess. In any case, a new combo for
Sagat, Shadow Geist, and Vega have been added thanks to Keian Hart. A
slightly different format given on how to list all the combos this time too.
Overall, no big changes.
- Version 0.0 < 2ooo.1o.o2 >
I threw this FAQ together while I was making the combo FAQ for `Marvel v.
Capcom 2,´ so if you compare the two, you`ll see the similar styles. Anyway,
I`m pleased with the way this is set up, so it`s probably going to stay this
way. Quite of bit of combos are here for everyone. More are coming as I play
it more. Especially EXCEL combos.
[ Part 8 ]----------------------------------------------------[ Final Note ]---
Oss`!
My second combo FAQ. SFEX2 is so old now, and I`m sure that no one plays it
anymore. Yet I went and revised this FAQ anyway. Perhaps this will still be
of some use to people. If not, then hell, it`s not the last time I`ve done
something like this in vain. Maybe I`ll actually make a combo video of it.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the posted infomation wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `Shouji´ <
[email protected]>
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| `It`s times like these that make me wanna go straight.´ |
| - Kojirou `Pocket Monsters´ (Pokemon) |
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---------------------------------- (c) Deal With It Productions 2ooo - 2oo9 ---