------------------------------------------------------------------------
STREET FIGHTER EX 3 FAQ v0.1
for the PlayStation 2 (US version)
by Chris MacDonald
------------------------------------------------------------------------
Unpublished work Copyright (c) 2004 Chris MacDonald
The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host). You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.
Game magazine/guide/site authors are not allowed to use this FAQ, the
following in particular: Ziff-Davis Video Game Group (publishers of
Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK Play Station Magazine),
Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
Guardcrush.com, Kibagami, and IGN.
The Street Fighter EX series is (c) Capcom and (c) Arika.
=================
TABLE OF CONTENTS
=================
1. AUTHOR'S NOTE
- Revision History
- Special Thanks
2. BASIC INFORMATION
- FAQ Notation
- Basic Commands
3. MAIN CHARACTERS
- Balrog
- Blanka
- Chun-Li
- Cracker Jack
- Dhalsim
- Doctrine Dark
- Guile
- Hokuto
- Ken Masters
- Nanase
- Ryu
- Sakura Kasugano
- Sharon
- Skullomania
- Zangief
4. HIDDEN CHARACTERS
- Area
- Darun Mister
- Garuda
- Kairi
- Pullum Purna
- Sagat
- Shadow Geist
- Vega
- Vulcano Rosso
5. OTHER CHARACTERS
- Ace
- Chi wo fuuin tokareta Hokuto (aka "Evil Hokuto")
- Satsui no hadou ni mezameta Ryu (aka "Evil Ryu")
- Vega II
- True Vega
6. SECRETS AND TRICKS
- Unlock The Hidden Characters
- Fight A Secret Character
- Fight Vega II
- Fight True Vega
- Unlock "Vs. Vega" Modes
- Medal Collecting Rewards
- Alternate Medal Unlocks
- Unmask Balrog
- Alternate Endings
- Partner Intros
- Name Censor
- Powering Up Ace's Moves
- Ace's Move Origins
7. GAMEPLAY NOTES
- Canceling
- Change
- Critical Parade
- Emotional Flow
- First Attack
- Meteor Combos
- Meteor Tag Combos
- Modes of Play
- Momentary Combo
- Recovery
- Reversals
- Super Combos
- Surprise Blows
- Throws and Tech. Hits
8. TRIAL MODE MISSIONS
- Normal Mode
- Hard Mode
- Maniac Mode
9. MEDAL MODE MISSIONS
- Notes
- Stage 1
- Stage 2
- Stage 3
- Stage 4
- Stage 5
- Stage 6
10. MISCELLANEOUS
- Translations
========================================================================
1. AUTHOR'S NOTE
========================================================================
Hi, welcome to my SFEX3 FAQ. I know this game is kind of old, but I've
always been a fan of the series and I figured maybe I could include some
info. that other FAQs have missed.
If you have any comments, or if you'd like to contribute some info.,
you can always reach me at <k.megura (at) eudoramail (dot) com>.
Although this FAQ is based on the US version of the game, I have kept
the Japanese names intact, like so:
Japanese English Notes
--------------------------------------------------------------
Balrog Vega Mask and claw
Vega M. Bison Psycho Crusher guy with hat
Vega II Bison II Black + Orange Vega
True Vega Shin-Bison White + Purple Vega
"Satsui..." Ryu Evil Ryu Ryu with glowing eyes
"Chi..." Hokuto Evil Hokuto Hokuto with flaming hands
I've also kept the move names in their original Japanese format. I
know it clashes with the game's built-in moveslist, but I just can't
stand the thought of putting those mangled English names in my FAQ ;)
If you familiarize yourself with the moveslists in Sections 3-5, you
shouldn't have much of a problem using the FAQ.
However, I have kept the commands for the basic moves the same (such as
writing "Surprise Blow" instead of "Hard Attack" for the MP + MK move),
because that just makes the FAQ plain difficult to read. ;D
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 0.1 (February 12, 2004)
- The first release. Basic moveslist and other info. finished.
I haven't finished the Maniac Trials and Medal Modes yet, but
they're pretty difficult ;)
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
This FAQ would have not been possible without help from the following
people:
<
http://www.arika.co.jp/product/sfex3/chara.html>
- For their character moveslists (though they added a lot of errors
and mispellings after the site got rehauled). >_<;
<
http://homepage2.nifty.com/kodou/urawaza/ps2/sfex3.html>
<
http://www.g-res.com/Playstation2/Sa/SA-SFEX3.html>
<
http://www.geocities.co.jp/Playtown/4479/SF_EX3.html>
<
http://www.arika.co.jp/product/sfex3/himitsu.html>
- For some of the info. in the "Secrets and Tricks" section.
<
http://weapon.org/game/ps2/urawaza/su/
g1iDZ4OKgVuDZ4N0g0CDQ4NegVuCZIJ3glI=.html>
- For some of the info. in the "Secrets and Tricks" section and
other misc. moveslist info.
<
http://homepage3.nifty.com/gore/stex3/ace.html>
- For moveslist info. on some characters and Ace.
<
http://members.at.infoseek.co.jp/touri/sei.htm>
- For information about Ace's moves and powering them up.
<
http://members.at.infoseek.co.jp/touri/tei.htm>
- For other miscellaneous info.
<
http://www.google.co.jp/search?q=cache:sBUipBbW2NoJ:game4.2ch.net/
test/read.cgi/arc/1073430588/l50+%E3%81%8C%E3%82%93%E3%81%A>
- For some of Darun's move names.
<spanish.realdictionary.com>
- Used to look up some of the Spanish translations.
<
http://italian.realdictionary.com/>
- Used to look up some of the Italian translations.
<
http://latin.realdictionary.com/>
- Used to look up some of the Latin translations.
<
http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
<
http://linear.mv.com/cgi-bin/j-e/dict>
<http///www.njstar.com>
- Used for some of the Japanese translations.
========================================================================
2. BASIC INFORMATION
========================================================================
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
All commands are entered assumed you are facing towards the right. If
on the 2P side, reverse your controls.
ub u uf Up-Back Up Up-Forward
\ | /
b -- n -- f Back Neutral Forward
/ | \
db d df Down-Back Down Down-Forward
The button layout is as follows:
LP MP HP Light Punch Medium Punch Heavy Punch
LK MK HK Light Kick Medium Kick Heavy Kick
[ NOTATION ] ----------------------------------------------------------
Here's a list of some of the notation used in this moveslist:
P / K Punch / Kick
PPP / KKK Press all three Punch or Kick buttons
a-u Any direction but directly up.
qcb Input "d,db,b" (quarter circle back)
qcf Input "d,df,f" (quarter circle forward)
hcf Input "b,db,d,df,f" (half circle forward)
hcb Input "f,df,d,db,b" (half circle back)
Rotate 360 Spin joystick in a full circle (360 degrees)
Rotate 720 Spin joystick in two circles (720 degrees)
ub~db Can use ub / b / db
dir. Press in any direction
Charge Hold in first direction for two seconds
_ optional additional input
(air) Can perform while jumping
in air Must perform while jumping
(hold) Can hold button down
rapidly perform repeatedly and quickly
(x#) Can perform listed number of times
when near Perform when next to your opponent
when near in air You must both be in mid-air and near each other
<name> The official name is unknown
S^ Super Combo move (requires 1 level to use)
M^ Meteor Combo move (requires 3 levels to use)
SC Super Cancel
SCG Super Combo Gauge
"overhead" An attack that must be blocked high.
"reversal" A move that catches incoming attacks.
For combos:
c Crouching (so c HP is crouching HP)
s Standing (so s LK is standing LK)
j Jumping (so j MK is jumping MK).
For the cancelable attack list:
C The attack is cancelable and super cancelable.
S The attack is super cancelable only.
s The attack is super cancelable before it hits.
H The attack is Surprise Blow cancelable
h The attack can only be canceled into a
Surprise Blow during the first few frames.
- The attack is not cancelable.
/ Divides hits
Therefore, an attack labeled as "CH/S-" is cancelable and super
cancelable on the first hit, and can also be canceled into a Hard
Attack. On the second hit, it is only super cancelable and cannot
be canceled into a Surprise Blow. Likewise, "-h" would be an
uncancelable attack that can still be canceled into a Surprise Blow
during the first few frames.
------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------
Hold b when attacked Standing Block
Hold db when attacked Crouching Block
Perform a move as you recover Reversal
Make the first hit in a round First Attack
LP + LK when near Basic Throw Attempt
_LP + LK when grabbed Tech. Hit
MP + MK Surprise Blow
HP + HK when "Stand By" is shown Change
qcf + HP + HK Critical Parade
_perform during a certain super Critical Parade Starter
P / K as special move hits Momentary Combo
(i.e. f + MP) Command Attack
(i.e. qcf + P) Special Move
(i.e. qcf,qcf + P) Super Combo
(i.e. qcf,qcf + PPP) Meteor Combo
Meteor Combo w/ certain partner Meteor Tag Combo
========================================================================
3. MAIN CHARACTERS
========================================================================
Characters are listed alphabetically. Each list is arranged in the
following order: Basic Throws, Surprise Blows, Command Attacks, Special
Moves, Super Combos, Meteor Combos, then Meteor Tag Combos. After
that is a list of each characters Momentary Combo and Critical Parade
Starter (the move they use upon performing a Critical Parade). After
that are some notes on that character, if applicable.
To the far right of every move is a note on whether or not you can
Super Cancel out of it, indicated by a "S" (super cancelable), or a "-"
(not super cancelable). In some cases, this ability is determined
by different factors, so please refer to the notes at the end of the
moveslist for more detailed information.
------------------------------------------------------------------------
BALROG
------------------------------------------------------------------------
LP + LK when near Wire Smash -
b + LP + LK when near German Suplex -
a-u + MP / HP when near in air Whirlwind Suplex -
MP + MK Trueno Claw -
Press KKK Backslash -
f,d,df + P Attaching Claw S
Charge b,f + P Rolling Crystal Flash S
Charge d,u + P Sky High Claw -
Charge d,u + K, move b / f Sankaku Tobi -
_press P Flying Barcelona Attack -
_a-u + P when near Izuna Drop -
Charge b,f,b,f + P S^ Ground Crystal Flash S
Charge b,f,b,f + K S^ Scarlet Terror -
_hcf + P Spinning Izuna Drop -
Charge db,df,db,uf + P S^ Sky High Illusion -
Charge db,df,db,uf + K M^ Sankaku Tobi -
_move b / f, press P Barcelona Attack Special -
_move b / f, a-u + P when near Rolling Izuna Drop -
Momentary Combo (P) Sky High Claw -
Momentary Combo (K) Flying Barcelona Attack -
Critical Parade Starter Ground Crystal Flash S
Momentary Combos
- Attaching Claw -> P / K / MP + MK
- LP Rolling Crystal Flash (1st-3rd) -> P / K / MP + MK
- MP Rolling Crystal Flash (1st-5th) -> P / K / MP + MK
- HP Rolling Crystal Flash (1st-7th) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH SH
crouching CH CH SH CH CH Sh
- You are invincible during the Backslash, at least until Balrog comes
out of the flip and is starting to stand. You can even avoid throws
with this move.
- Unless you are right next to your opponent, Balrog may miss the first
hit of the Rolling Crystal Flash. This also seems to happen more
often when your opponent is in the corner.
- The direction used at the end of the Sky High Claw or Sankaku Tobi
determines what wall Balrog flies to. ub or uf makes him fly to the
respective wall, while u makes him fly to whatever wall is behind
him.
- When you use the Sankaku Tobi, the button used determines how high
Balrog leaps after reaching the wall (LK is lowest, HK is highest).
- All of the "Izuna" moves are unblockable.
- You can juggle an opponent after the Scarlet Terror.
- The Spinning Izuna Drop will only work if the Scarlet Terror hits,
and you input hcf + P as you recover from the move (it won't come
out if you input hcf + P after completing the Scarlet Terror).
Surprisingly, this move does the same amount of damage as a
Whirlwind Suplex (which you could just jump up and perform on your
falling opponent anyway).
- When you perform Balrog's Meteor Combo, he loses one level of SCG
energy. He then loses the remaining two levels once you perform
either the Barcelona Attack Special or Rolling Izuna Drop.
- Balrog can lose his claw if takes too many hits, but he can replace
it using the Attaching Claw. Of course, getting hit during the
Attaching Claw will also mafke you lose it ;)
- Surprisingly, without your claw, all your normal Punches do _more_
damage, as does the Flying Barcelona Attack. Only the Rolling
Crystal Flash does less damage. You can regain your lost claw by
using the Attaching Claw, or performing any S^ or M^ move, or by
initiating a Critical Parade. You will not regain it by performing
Vega's Meteor Tag Combo, however.
------------------------------------------------------------------------
BLANKA
------------------------------------------------------------------------
LP + LK when near Wild Fang -
_tap dir. + any rapidly <damage increase> -
MP + MK Raging Nail -
f + MP Rock Crush CH/SH
df + HP Amazon River Run Sh
Press KKK Surprise Forward -
ub~db + KKK Surprise Back -
Tap P rapidly Electric Thunder S
qcf + P in air Aerial Rolling S
Charge b,f + P Rolling Attack S
Charge d,u + K Vertical Rolling S
Charge b,f + K Backstep Rolling S
_hold b / f Kidou Shuusei -
_press P before move starts Chuudan -
Charge b,f,b,f + P (hold) S^ Ground Shave Rolling S
Charge b,f,b,f + K S^ Jungle Beat S
qcf,qcf + P in air S^ Beast Hurricane S
qcf,qcf + KKK M^ Super Electric Thunder -
Charge b,f,b,f + PPP M^ Meteor Tag Combo with Dhalsim -
Momentary Combo (P) Aerial Rolling S
Momentary Combo (K) Vertical Rolling S
Critical Parade Starter Ground Shave Rolling S
Momentary Combos
- Electric Thunder -> K / MP + MK
- Rolling Attack -> P
- Vertical Rolling -> P
- Backstep Rolling -> P
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH SH SH CH SH/-H Sh
crouching CH CH SH CH CH Sh
jumping C C C C C S
- The Amazon River Run is a low attack. It can be used to pass under
attacks, such as projectiles.
- You can perform the Surprise Forward by pressing KKK, or you can
use u / uf / f / df / d + KKK.
- You are invincible for a split-second during the start of either
"Surprise" move. This means that although you can use these moves
to evade attacks or throws, you have to have very precise timing
to do so. The "Surprise" moves can also be used to move through
your opponent, or to cancel out of a blocked attack, etc.
- The button used for the Aerial Rolling determines your trajectory.
LP is horizontal, MP is diagonally downward, and HP is downward.
- Delaying the Ground Shave Rolling increases the damage it inflicts.
- The Jungle Beat can be used to leap over attacks. It is unblockable.
- Blanka will not finish the Beast Hurricane if it is blocked.
- The Super Electric Thunder can negate some normal, S^, and M^
projectiles, but multi-hit projectiles may still be able to pass
through and hit Blanka without proper timing.
- The Meteor Tag Combo is unblockable. Blanka will home in on his
opponent's location when this move is used.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
LP + LK when near Koshuu Da -
b + LP + LK when near Koshuu Raku -
a-u + MP / HP when near in air Ryuusei Raku -
MP + MK Sen'en Shuu -
f + MP Soushou Da Sh
f + HK Tenkuu Kyaku Sh
d + MK in air Yousou Kyaku -
qcf + K Kaiten-teki Kaku Kyakushuu S
qcb + K Hien Shuu S
Tap K rapidly Hyakuretsu Kyaku S
Charge b,f + P Kikou Ken S
LP,LP,f,LK,HP Gomen ne! S
qcf,qcf + P S^ Kikou Shou S
qcf,qcf + K S^ Senretsu Kyaku S
qcb,qcb + K S^ Hazan Tenshou Kyaku S
qcf,qcf + PPP M^ Kikou Shou: Kyoku -
Momentary Combo (P) Kikou Ken S
Momentary Combo (K) Hien Shuu S
Critical Parade Starter Senretsu Kyaku S
Momentary Combos
- LK Hien Shuu (must hit as low as possible) -> P / MP + MK
- LK Hyakuretsu Kyaku (1st-4th) -> P / K / MP + MK
- MK Hyakuretsu Kyaku (1st-4th (not 5th?) -> P / K / MP + MK
- HK Hyakuretsu Kyaku (1st-3rd (not 4th-6th?) -> P / K / MP + MK
- Kikou Ken -> K / MP + MK
- Gomen ne! -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH SH
crouching CH CH SH CH CH Sh
- The Tenkuu Kyaku is an anti-air attack, although it can hit some
tall opponents (like Zangief).
- You can follow the Yousou Kyaku with an attack, or even another
Yousou Kyaku. In air, you can repeat this move for a three hit
combo.
- You can juggle your opponent after the Kaiten-teki Kaku Kyakushuu.
- You can follow the Hien Shuu with an attack upon landing.
- The LP Kikou Ken has the longest range, but travels slowly, while
the HP Kikou Ken has the shortest range but travels the fastest.
- After the Hazan Tenshou Kyaku, you can juggle your opponent if you
super cancel into a move upon landing.
- Alternatively, if you hit a mid-air opponent with the Hazan Tenshou
Kyaku, you can juggle them with an attack as they fall.
- The Kikou Shou and Kikou Shou: Kyoku can destroy some normal and S^
projectiles. The Kyoku can also destroy some M^ projectiles.
------------------------------------------------------------------------
CRACKER JACK
------------------------------------------------------------------------
LP + LK when near Power Hunter -
b + LP + LK when near Power Lift Throw -
MP + MK Double Arm Punch -
f + MP Angry Fist s
Charge b,f + P Dash Straight S
Charge b,f + K Dash Upper S
qcb + P Feint Dash -
hcf + P Batting Hero S
hcf + K Soccer Ball Kick S
Rotate 360 + P when near Jackhammer -
Hold PPP / KKK, then release Final Punch S
qcb,qcb + P S^ Home Run Hero S
qcb,qcb + K S^ Grand Slam Crusher S
Charge b,f,b,f + K S^ Raging Buffalo -
Charge b,f,b,f + P S^ Crazy Jack S
_hold K ~Crazy Upper S
qcf,qcf + KKK, press P M^ Home Run King -
Charge b,f,b,f + PPP M^ Meteor Tag Combo with V. Rosso -
Momentary Combo (P) Feint Dash -
Momentary Combo (K) Dash Upper S
Critical Parade Starter Crazy Jack S
Momentary Combos
- Dash Straight -> P / K / MP + MK
- Dash Upper -> P / MP + MK
- Batting Hero -> P / K / MP + MK
- Soccer Ball Kick -> P / K / MP + MK
- Final Punch -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH Sh
crouching CH CH CH CH CH SH
f + MP sh
- The Angry Fist is an overhead attack.
- The Dash Upper is a knockdown attack. It can also be used as an
anti-air move.
- The Batting Hero, Soccer Ball Kick, and Grand Slam Crusher can
deflect projectiles.
- The Jackhammer and Raging Buffalo are unblockable.
- The longer you delay the Final Punch, the further it travels.
Delaying it also increase it's damage potential.
- You can juggle an opponent after the Home Run Hero.
- During the Crazy Jack, you can hold K to perform Dash Uppers
instead of Dash Straights.
- When you use the Home Run King, Jack will kick his opponent into
the air, then strike them with his baseball bat. If you want to,
you can manually swing by pressing P. This can have four results;
either you miss, you hit the enemy and they are knocked away, you
hit the enemy and they bounce off of Mars (the normal result if P
isn't pressed), or you hit them and they bounce off of Mars, shown
in a horizontal view rather than first person (the best result).
The "horizontal view" hit does the most damage, while the "knock
away" hit does the least damage.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
LP + LK when near Yoga Smash -
_tap dir. + any rapidly <damage increase> -
b + LP + LK when near Yoga Throw -
MP + MK Yoga Shock -
d + HP in air Drill Zutsuki S
d + K in air Drill Kick S
qcf + P Yoga Fire S
qcb + P Yoga Flame S
qcb + K Yoga Blast S
qcf + K Yoga Catch -
_hold K Yoga Contact -
qcf + hold KKK Yoga Fake -
f,d,df + PPP / KKK Yoga Teleport (Mae Idou) -
b,d,db + PPP / KKK Yoga Teleport (Ushiro Idou) -
f,uf,u,ub,b + K in air Kuuchuu Fuyuu -
qcf,qcf + K in air S^ Yoga Drill Kick S
_hold d / u Kidou Shuusei -
qcb,qcb + K S^ Yoga Legend S
qcf,qcf + PPP M^ Yoga Inferno -
_hold in any dir. <floating> -
Momentary Combo (P) Yoga Fire S
Momentary Combo (K) Yoga Blast S
Critical Parade Starter Yoga Legend S
Momentary Combos
- Yoga Fire -> K / MP + MK
- Yoga Flame -> P / K / MP + MK
- Yoga Blast -> P / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH Sh Sh SH Sh Sh
crouching Sh Sh Sh CH CH Sh
jumping C C S S S S
(b + any) CH SH -H/SH CH CH Sh
(db + any) CH CH SH CH CH CH
- The Drill Zutsuki and Drill Kick are super cancelable, though you
have to hit your opponent right after inputting the d + HP / K
command if you want to cancel.
- The button used for the Drill Kick and Yoga Drill Kick determines
Dhalsim's trajectory.
- The LP Yoga Fire will not knock down a hit opponent.
- The Yoga Fire, Yoga Flame, and Yoga Blast can negate normal
projectiles.
- The Yoga Blast is an anti-air move, though it can hit some tall
opponents (like Sagat).
- The Yoga Catch is unblockable.
- You can combo your opponent off of the Yoga Contact (for example,
you could follow with a standing LK into Yoga Legend).
- When you use the Yoga Teleport, Dhalsim will warp to one of the
following locations:
f,d,df + KKK A few steps behind your opponent.
f,d,df + PPP Further behind your opponent.
b,d,db + PPP A few steps in front of your opponent.
b,d,db + KKK Further away from your opponent's front.
Obviously, the spot where you reappear will change if your opponent
is in the corner or is too far away for you to warp to their other
side.
- The Kuuchuu Fuyuu is a mid-air taunt. You can use it to avoid
attacks on the ground.
- You can float around during the Yoga Inferno by holding in any
direction. This move can destroy some normal, S^ and M^
projectiles, though multi-hit projectiles have an easier time
passing through the flame and hitting Dhalsim.
------------------------------------------------------------------------
DOCTRINE DARK
------------------------------------------------------------------------
LP + LK when near DEATH Moment -
b + LP + LK when near DARK Throw -
MP + MK SHUDDER Blade -
f + MP KNIFE Nightmare -h
f + MK DEATH Spin Kick Sh
qcf + P DARK Wire S
_b + P DARK Hold -
_do nothing DARK Spark S
qcf + K EX-plosive S
f,d,df + P KILL Wire S
qcf,qcf + P S^ KILL Trump S
qcf,qcf + K S^ DARK Shackle S
qcb,qcb + K S^ EX-Prominence -
qcb,qcb + PPP M^ DEATH Trap -
Momentary Combo (P) KILL Blade S
Momentary Combo (K) EX-plosive S
Critical Parade Starter KILL Trump S
Momentary Combos
- DARK Wire -> P / K / MP + MK
- DARK Spark -> P / K / MP + MK
- EX-plosive -> P / MP + MK
- KILL Wire -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH SH
crouching CH CH SH CH CH Sh
- The KNIFE Nightmare is an overhead attack.
- If the DARK Wire hits, Doctrine Dark will perform the DARK Spark
after a moment. Otherwise, you can press b + P to reel your opponent
in, leaving them open to attack momentarily.
- When you lay an EX-plosive, it will sit for a few moments before
detonating (HK lasts longer than LK does). It also detonates if
your opponent gets too close to it. You can use this move to set
up combos (i.e. knocking them into a waiting Explosive, then hitting
them while they are staggering forward from the explosion).
- The KILL Wire can hit some standing opponents, but it's real purpose
is as an anti-air attack. When it his an airborne opponent, they
will spin while falling to the ground, leaving them open to juggles.
HP makes them fall from a further height than LP, leaving them open
to attack for a longer period of time.
- The DARK Shackle will not continue if the 6th attack doesn't hit
"deep" enough, so you need to make sure you're close to your opponent
when using this move. This seems to happen more often in SFEX3 than
it did in previous games, so use caution.
- You can juggle an opponent after the EX-Prominence.
- The DARK Wire and DEATH Trap can negate some normal projectiles.
------------------------------------------------------------------------
GUILE
------------------------------------------------------------------------
LP + LK when near Judo Throw -
b + LP + LK when near Dragon Suplex -
a-u + MP / HP when near in air Flying Buster Drop -
MP + MK Elbow Stamp -
b / f + LK Knee Bazooka Sh
b / f + MK Rolling Sobat Sh
b / f + HK Heavy Stab Kick Sh
f + HP Spinning Back Knuckle Sh
Charge b,f + P Sonic Boom S
Charge d,u + K Somersault Kick S
Charge b,f,b,f + P S^ Opening Gambit S
Charge db,df,db,uf + K S^ Double Somersault Kick S
Charge b,f,b,f + KKK M^ Sonic Boom Typhoon -
Charge b,f,b,f + PPP M^ Meteor Tag Combo with Chun-Li -
Momentary Combo (P) Sonic Boom ?
Momentary Combo (K) Somersault Kick S
Critical Parade Starter Opening Gambit S
Momentary Combos
- Sonic Boom -> K / MP + MK
- Somersault Kick -> P / MP + MK
Cancels LP MP HP LK MK HK
------------------------------------------------------------
standing CH CH SH CH Sh Sh
crouching CH CH SH CH SH SH/--
- The Jackknife Kick can be used to avoid low attacks.
- The Sonic Boom Typhoon can negate and pass through just about any
kind of projectile, be it S^, M^ or otherwise.
------------------------------------------------------------------------
HOKUTO
------------------------------------------------------------------------
LP + LK when near Kyaku -
b + LP + LK when near Keishu Kou -
MP + MK Bukyaku Zan -
f + HP Chuuhou -h
f + HK Gaishuu Sh
qcf + P Chuugeki Hou S
_f + P Shou Gekiha S
_b + P Shinkuu Geki S
_b + K Shinkyaku Geki S
qcb + P Shinkuu Geki S
_b + any Shin -
qcb + K Shinkyaku Geki S
_b + any Shin -
b,d,db + P Gokyaku Kou S
Rotate 360 + P when near Ryuusui -
qcb,qcb + P (hold) S^ Kiren'eki S
qcb,qcb + K S^ Kyaku Hougi S
qcf,qcf + K S^ Kakusei -
qcf,qcf + KKK M^ Shirase Gatana -
Momentary Combo (P) Shinkuu Geki S
Momentary Combo (K) Shinkyaku Geki S
Critical Parade Starter Kyaku Hougi S
Momentary Combos
- Chuugeki Hou -> P / K / MP + MK
- Shou Gekiha -> K / MP + MK
- Shinkuu Geki -> K / MP + MK
- Shinkyaku Geki -> P / MP + MK
- Gokyaku Kou (sweep hits) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH Sh SH
crouching CH CH SH CH SH Sh
- The Chuuhou is an overhead attack.
- The Shinkyaku Geki is a low attack. The LK version will not knock
an opponent down, while the MK and HK versions will.
- You can press b + P / K during the (qcb + P / K) moves to make
Hokuto spin in place instead of attacking. You are immune to
attack during this time.
- You can pass through attacks during the intial "twirl" of the
Shinkuu Geki or Shinkyaku Geki. You can also pass through high
attacks (and projectiles) during the forward sweep of the
Shinkyaku Geki.
- The Gokyaku Kou is a reversal move. From up close, Hokuto will
perform the Kyaku if the reversal is a success. From further
away, she will perform a very quick sweep similar to the LK
Shinkyaku Geki. Against an anti-air attack, she will perform
a lunging elbow strike.
- The Ryuusui is unblockable. It does no damage, but switches sides
with your opponent and leaves them open to attack, if you are quick
about it.
- Charging the Kiren'eki will increase its' size and damage potential.
This move can negate normal and S^ projectiles and can even outlast
S^ projectiles.
- Using the Kakusei turns you into "Chi no fuuin wo hokareta Hokuto."
See her moveslist in Section 5 for more information. You will remain
as "evil" Hokuto until you perform her Renbu or Tenkyou Satsu moves.
------------------------------------------------------------------------
KEN MASTERS
------------------------------------------------------------------------
LP + LK when near Seoi Nage -
b + LP + LK when near Jigoku Guruma -
a-u + MP / HP when near in air Jigoku Fuusha -
MP + MK Inazuma Kakato Wari -
qcf + P Hadou Ken S
f,d,df + P Shouryuu Ken S
qcb + P Zenpou Tenshin -
qcb + K (air) Tatsumaki Senpuu Kyaku S
qcf,qcf + P S^ Shouryuu Reppa S
qcf,qcf + K S^ Shinryuu Ken S
_tap dir. + any rapidly <damage increase> -
qcb,qcb + K S^ Shippuujinrai Kyaku S
_qcb + K before 3rd hit Chuudan -
qcb,qcb + KKK M^ Kuzuryuu Reppa -
_tap dir. + any rapidly <damage increase> -
qcb,qcb + PPP M^ Meteor Tag Combo with Ryu -
Momentary Combo (P) Zenpou Tenshin -
Momentary Combo (K) Tatsumaki Senpuu Kyaku S
Critical Parade Starter Shippuujinrai Kyaku S
Momentary Combos
- Hadou Ken -> P / K / MP + MK
- LP / MP Shouryuu Ken -> P / K / MP + MK
- HP Shouryuu Ken (1st/2nd) -> P / K / MP + MK
- HP Shouryuu Ken (3rd) -> K
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH CH CH
jumping C C C C C C
- It doesn't seem like the Tatsumaki Senpuu Kyaku is super cancelable,
but in fact, you can cancel out of the landing animation. It will
combo into any S^ or M^ move, as well as his Meteor Tag Combo.
- You can use the Zenpou Tenshin to avoid high attacks and to roll
through your opponent, but you are not invincible during this move.
- Ken will not finish the Shippuujinrai Kyaku if the last ground
hit misses (the near-vertical kick).
- You can juggle your opponent after the Chuudan.
- During the final part of the Kuzuryuu Reppa (when Ken is doing a
Shinryuu Ken), you can tap the buttons and shake the joystick for
added hits).
- The Meteor Tag Combo will not work unless Ken's opponent is in the
air when they are kicked.
------------------------------------------------------------------------
NANASE
------------------------------------------------------------------------
LP + LK when near Kyaku -
b + LP + LK when near Keishu Kou -
MP + MK (hold) Suikazura -
f + MP Tou Chuuhou -h
d + MK in air Raku Shichigeki S
qcf + P Sanren Kon S
_f + P, f + P <additional attacks> S
qcb + K,K,K Kasumi Oroshi S
f,d,df + P Tenshou Kon S
b,d,db + P (hold) Gekkyou Botan S
Rotate 360 + P when near Ryuusui -
qcf,qcf + P S^ Izayoi Rekkon S
qcb,qcb + P (air) S^ Yayoi Toukon Gi S
_move in any dir. Kon no Kidou Shuusei -
_PPP before staff hits Meigetsu (Kon no Idou Teishi) -
_KKK before staff hits Ariake (Kon Rakka) -
_qcb + P Kon wo Modosu -
LP,LP,f,LK,HP M^ Machiyoi Tenkyuu Geki -
LP,LP,b,LK,HP M^ Meteor Tag Combo with Hokuto -
Momentary Combo (P) Tenshou Kon S
Momentary Combo (K) Kasumi Oroshi S
Critical Parade Starter Izayoi Rekkon S
Momentary Combos
- Sanren Kon (1st) -> P / K / MP + MK
- Sanren Kon (2nd) -> P / K / MP + MK
- Sanren Kon (3rd) -> P / K / MP + MK
- Tenshou Kon -> K / MP + MK
- Gekkyou Botan (input when they hit you) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH/CH SH CH CH SH
crouching CH CH SH CH SH Sh
jumping S S S S S S
- Holding MP + MK during the Suikazura increases the range of Nanase's
weapon.
- The Tou Chuuhou is an overhead attack.
- The button used for the Sanren Kon and Tenshou Kon determines the
range of Nanase's attack.
- The button used for the Kasumi Oroshi determines the direction Nanase
will attack in. LK is forward, MK is straight down, and HK strikes
behind her. You can change between attacks during this move, or
just tap the same button for all three hits.
- The Gekkyou Botan is a reversal move. If you hold P before this move
is triggered, Nanase will knock her opponent in the air, leaving them
open to attack. If you want to Momentary Combo out of this move, you
must press P / K when your opponent attacks you and their hit is
blocked, _not_ when you counterattack and strike them.
- The Ryuusui is unblockable. It does no damage, but switches sides
with your opponent and leaves them open to attack, if you are quick
about it.
- Nanase will not finish the Izayoi Rekkon if it is blocked.
- After using the Yayoi Toukon Gi, Nanase will throw her weapon into
the air. You can direct it by pressing in any direction, and make
it hover in place by pressing PPP. If you press KKK, it will drop
to the ground and will remain there for a short period of time.
- You can retrieve it off the floor by entering qcb + P, and it will
fly to you (hitting an opponent in the process, if they're in it's
way). It remains flying around Nanase for a moment, allowing you
to hit your opponent if you get too close to them.
- You cannot use the Yayoi Toukon Gi while your weapon is still on
screen after using the Yayoi Toukon Gi, Meigetsu, or Ariake.
- There are two versions of the Machiyoi Tenkyuu Geki. The least
damaging version occurs if you super cancel into the move. In this
case, Nanase flies up into the clouds and then dives down. The
"normal" version of this move occurs when you don't super cancel
into it, in which case Nanase flies into outer space.
- In SFEX2P, there was a third version that occured randomly when
this move was performed normally. Nanase would fly much higher into
the air, and the camera angle would change to show her from various
angles as she fell. Obviously, this hit for more damage than usual.
I don't know if she has this move in SFEX3. Considering I only ever
saw it twice in SFEX2P, it may be just as rare an occurance in this
game as it was back then.
- Any attack involving Hokuto's cane can negate projectiles, except
the Suikazura and Gekkyou Botan.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
LP + LK when near Seoi Nage -
b + LP + LK when near Tomoe Nage -
MP + MK Sakotsu Wari -
f + MK Senpuu Kyaku Sh
f + HP Hatobi Kudaki Sh/S-
qcf + P Hadou Ken S
hcb + P Shakunetsu Hadou Ken S
f,d,df + P Shouryuu Ken S
qcb + K Tatsumaki Senpuu Kyaku S
_press K <knockdown kick> S
_b + K (x2) <additional kicks> S
_press K <knockdown kick> S
qcf,qcf + P S^ Shinkuu Hadou Ken S
qcb,qcb + K (air) S^ Shinkuu Tatsumaki Senpuu Kyaku S
qcf,qcf + KKK M^ Shin Shouryuu Ken -
Momentary Combo (P) Shakunetsu Hadou Ken S
Momentary Combo (K) Tatsumaki Senpuu Kyaku S
Critical Parade Starter Shinkuu Hadou Ken S
Momentary Combos
- Hadou Ken -> P / K / MP + MK
- Shouryuu Ken -> P / K / MP + MK
- Shakunetsu Hadou Ken (2nd) -> K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH CH CH
jumping S -/S S S S S
- You recover from the Hatobi Kudaki before your opponent does,
allowing you to follow it up with most any attack.
- The LK Tatsumaki Senpuu Kyaku is a knockdown attack. However, like
the MK version, Ryu moves upward while using this move, so it's
possible for the follow-up hits to miss if you do the move too fast.
During the HK version, on the other hand, Ryu stays at roughly the
same level, so you can input the move as fast as you want.
- With good timing, you can land from any of the first three inputs
of the HK Tatsumaki Senpuu Kyaku and perform a combo. An example
might be (qcb + HK -> b + HK > b + HK -> Shinkuu Hadou Ken).
- If the first blow of the Shin Shouryuu Ken connects fairly well,
Ryu does a very damaging Shoryuu Ken. Otherwise, if the first
hit just brushes an opponent or hits them on an extremity and not
their actual body, he does a less-damaging multi-hit Shoryuu Ken.
However, you can juggle your opponent as they fall from the
multi-hit Shouryuu Ken.
- The Shinkuu Hadou Ken can negate normal and some S^ projectiles.
------------------------------------------------------------------------
SAKURA KASUGANO
------------------------------------------------------------------------
LP + LK when near Sakura Jime -</pre><pre id="faqspan-2">
_tap dir. + any rapidly <damage increase> -
b + LP + LK when near Sailor Shoot -
MP + MK Flower Kick -
qcf + P,P,P Hadou Ken S
f,d,df + P Shou'ou Ken S
qcb + K Shunpuu Kyaku S
hcb,ub,u / hcf,uf,u + P Ahaha S
qcf,qcf + P S^ Shinkuu Hadou Ken S
qcf,qcf + K S^ Midare Zakura S
qcb,qcb + K S^ Haru Ichiban S
LP,LP,f,LK,HP S^ Shungoku Satsu -
qcf,qcf + PPP M^ Nekketsu Hadou Ken -
hcb,ub,u / hcf,uf,u + PPP M^ Genki Ichiban -
LP,LP,b,LK,HP M^ Meteor Tag Combo with Ryu -
Momentary Combo (P) Shou'ou Ken S
Momentary Combo (K) Shunpuu Kyaku S
Critical Parade Starter Haru Ichiban S
Momentary Combos
- Hadou Ken (1st press only) -> P / K / MP + MK
- LP Shou'ou Ken (1st) -> K / MP + MK
- MP Shou'ou Ken (1st-5th) -> K / MP + MK
- HP Shou'ou Ken (1st-6th) -> K / MP + MK
- Ahaha -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH Sh CH Sh SH
crouching CH CH CH CH CH SH
- Tapping P during the Hadou Ken increases the size of the fireball
but dramatically reduces it's range.
- The Ahaha is a taunt, but it can hit your opponent, like Chun-Li's
Gomen ne!
- The Shinkuu Hadou Ken can negate normal, S^ and even some M^
projectiles.
- The "spinning" hits of the Haru Ichiban are no longer low attacks.
- The Shungoku Satsu and Meteor Tag Combo are unblockable.
- The Genki Ichiban looks like a taunt, but it is actually an
unblockable move that does heavy damage. While Sakura is walking
forward, any projectile attack will be negated if it touches her
(even S^ and M^ projectiles). She can be hit while taunting, though.
This also works against some energy attacks (like Pisa no Shatou or
Yoga Inferno).
------------------------------------------------------------------------
SHARON
------------------------------------------------------------------------
LP + LK when near Bloody Mount -
_tap dir. + any rapidly <damage increase> -
b + LP + LK when near Bloody Choke -
_tap dir. + any rapidly <damage increase> -
a-u + MP / HP when near in air Flying Neck Drop -
MP + MK Spinning Double Knuckle -
f + MP Step Combo Punch Sh/--
f + MK Step Combo Kick Sh/--
f + HP Crash Punch sh
df + HK Sliding Sweeper Sh
qcf + P Gale Hammer Punch S
_f + P Double Hammer Punch S
_df + K Bermuda Symphony -
_ub~db + K Half Moon Kick S
_d + K when near Prisoner Scissors -
qcb + K Half Moon Kick S
_d + K when near Prisoner Scissors -
f,d,df + K Bermuda Symphony -
Rotate 360 + P when near Crimson Terror -
qcf,qcf + P S^ Load -
_qcf,qcf + P S^ Hellfire S
qcb,qcb + P S^ Shuttle Combination S
qcf,qcf + K S^ Sharon Special S
_qcb + K after 1st hit Chuudan -
qcf,qcf + PPP M^ Assault Rifle -
Momentary Combo (P) Gale Hammer Punch S
Momentary Combo (K) Bermuda Symphony -
Critical Parade Starter Shuttle Combination S
Momentary Combos
- Gale Hammer Punch -> K / MP + MK
- Double Hammer Punch -> K / MP + MK
- Half Moon Kick -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH SH Sh CH CH Sh
crouching CH CH SH CH CH Sh
- The Crash Punch is an overhead attack.
- The Sliding Sweeper is a low attack.
- The Bermuda Symphony is unblockable. You can juggle your opponent
as they are falling, although this prevents them from taking damage
when they hit the floor.
- If you press d + K before the Half Moon Kick hits, Sharon will perform
the Prisoner Scissors on her opponent. This is an unblockable attack.
- The Crimson Terror is unblockable. It does no damage, but switches
sides with your opponent and leaves them open to attack, if you are
quick about it.
- Using the Load will equip Sharon with a handgun for the rest of the
round. You can "fire" the gun by inputting qcf,qcf + P to perform
the Hellfire, although this costs an additional level to use.
- You can juggle your opponent after the Chuudan.
- The Assault Rifle becomes an unblockable attack (with a different
animation) if performed from up close.
- The Hellfire and Assault Rifle shots can negate normal projectiles
and most S^ and M^ projectiles. Additionally, the Assault Rifle
shot will travel through these attacks and can still hit a target.
------------------------------------------------------------------------
SKULLOMANIA
------------------------------------------------------------------------
LP + LK when near Skullo Stunt -
a-u + MP / HP when near in air Skullo Space -
MP + MK Skullo Punch -
f + MP Step In Upper Sh
f + MK Dangerous Heel sh
Tap b,b Skullo Back Ten -
Tap f,f Skullo Dash -
_dash into enemy Skullo Tackle S
_f + P Skullo Crusher S
_f + K Skullo Slider S
_u + P Skullo Head S
_press P Skullo Dive S
_Skullo Dive onto floor Skullo Save S
_u + K Skullo Tkatchev -
_d + P Skullo Shock -
_b Teishi -
qcf + P Skullo Crusher S
qcf + K Skullo Slider S
f,d,df + P Skullo Head S
_press P Skullo Dive S
_Skullo Dive onto floor Skullo Save S
b,d,db + K Skullo Tkatchev -
hcb,ub,u + P Skullo Shock -
qcf,qcf + P (air) S^ Super Skullo Crusher S
qcf,qcf + K S^ Super Skullo Slider S
qcb,qcb + P (x2) S^ Skullo Ball S
qcb,qcb + K S^ Skullo Energy S
LP,LP,f,LK,HP S^ Neo Skullo Dream -
LP,LP,b,LK,HP S^ Shin Skullo Dream -
LP,LP,d,LK,HP S^ Skullo Dream -
_hold d + LP + MK Final 95 Kai -
qcb,qcb + KKK M^ Super Skullo Energy -
Momentary Combo (P) Skullo Head S
Momentary Combo (K) Skullo Slider S
Critical Parade Starter Super Skullo Slider S
Momentary Combos
- Skullo Head -> K / MP + MK
- Skullo Slider -> P / MP + MK
- Skullo Tackle -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH CH Sh
jumping S S S S S S
- The Step In Upper can negate normal, S^ and M^ projectiles, with
proper timing (though it can't outlast Guile's Sonic Boom Typhoon).
- The Dangerous Heel is an overhead attack.
- You can avoid attacks with the Skullo Back Ten.
- You can perform a variety of attacks during the Skullo Dash just
by using a direction + the appropriate button. If you Skullo Dash
into your opponent, Skullomania will tackle them.
- The Skullo Slider is a low attack.
- The Skullo Head does more damage if it hits when Skullo is leaning
his head forward, rather than when he is rising into the air.
- The Skullo Shock is a taunt move. You can interrupt it after it
begins with any other motion.
- During the Skullo Dive, Skullomania will slide forward head first
upon hitting the floor. This part of the attack hits low.
- The Skullo Tkatchev is an unblockable attack. The button used
determines how far he leaps forward (LK is shortest, HK is longest).
- The mid-air Super Skullo Crusher does less damage than the ground
version.
- The initial "sliding" hits of the Super Skullo Slider hit low.
- When used, the Skullo Ball launches a ball of energy into the air,
which comes down a while later. The button used determines how long
it stays in air (LP is shortest, HP is longest). You can combo off
of this move as it is hitting your opponent. You can have two
Skullo Balls launched at any given time.
- The Skullo Ball can hit a mid-air opponent when launched, but in
this case, it only hits once for less damage than usual (although
you can super cancel out of it).
- The "Skullo Dream" moves are unblockable. The Neo version does the
most damage, while the other versions all do the same amount.
- The "Skullo Energy" moves can negate normal, S^ and M^ projectiles.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
LP + LK when near Iron Claw -
b + LP + LK when near German Suplex -
b + LP + LK when behind foe Stomach Block -
MP + MK Russian Suplex -
d + HP in air Flying Body Attack -
Press PPP, move b / f Double Lariat S
Press KKK, move b / f Quick Double Lariat S
Rotate 360 + P when near Screw Piledriver -
Rotate 360 + K when near Atomic Suplex -
Rotate 360 + K from afar Russian Suplex -
_press P before grabbing Bear Hug -
_tap dir. + any rapidly <damage increase> -
Rotate 720 + P when near S^ Final Atomic Buster -
qcb,qcb + K S^ Aerial Russian Slam -
qcf,qcf + K S^ Super Stomping S
_qcb + K before 5th hit Chuudan -
Rotate 720 + PPP when near M^ Cosmic Final Atomic Buster -
Rotate 720 + KKK when near M^ Meteor Tag Combo with Darun -
Momentary Combo (P) Glowing Fist S
Momentary Combo (K) Quick Double Lariat S
Critical Parade Starter Super Stomping S
Momentary Combos
- Double Lariat -> P / K / MP + MK
- Quick Double Lariat -> P / MP + MK
- Glowing Fist -> K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH SH
crouching CH CH SH CH CH Sh
- In previous games, performing the Stomach Block was a simple matter
of stunning your opponent with a Guard Break and then leaping over
them. In this game, getting behind your opponent is much more
difficult, and given the damage this move does (5 points more than
a normal throw), it's not really worth it, either.
- You can avoid mid-level attacks with the Double Lariat, while the
Quick Double Lariat will avoid low attacks.
- The Screw Piledriver, Atomic Suplex, Russian Suplex, Bear Hug,
F.A.B., Aerial Russian Slam, C.F.A.B., and Meteor Tag Combo are
all unblockable throws.
- You can juggle your opponent as they are falling after the Bear Hug.
- The Aerial Russian Slam is an anti-air throw.
- If the Chuudan is used, Zangief stops after the fourth stomp of the
Super Stomping. He recovers just before his opponent does, leaving
them open to attack. You could even follow it with a standing MK
canceled into another Super Stomping, for example.
- If the Super Stomping is blocked, you can super cancel the fourth hit
into the FAB, CFAB, or Meteo Tag Combo, and it will connect.
========================================================================
4. HIDDEN CHARACTERS
========================================================================
Characters are listed alphabetically. Each list is arranged in the
following order: Basic Throws, Surprise Blows, Command Attacks, Special
Moves, Super Combos, Meteor Combos, then Meteor Tag Combos. After
that is a list of each characters Momentary Combo and Critical Parade
Starter (the move they use upon performing a Critical Parade). After
that are some notes on that character, if applicable.
To the far right of every move is a note on whether or not you can
Super Cancel out of it, indicated by a "S" (super cancelable), or a "-"
(not super cancelable). In some cases, this ability is determined
by different factors, so please refer to the notes at the end of the
moveslist for more detailed information.
------------------------------------------------------------------------
AREA
------------------------------------------------------------------------
LP + LK when near Transmission -
b + LP + LK when near O.C.R. -
MP + MK Hard Crash -
d + HP in air Head Crush S
f + MK Job Step Sh
f + HK Pulldown Leg ch
df + MP Shift Stamp Punch CH
df + HP Shift Club Upper SH
f + HP Shift Club Straight Sh
qcf + P Humming Rush S
_press PPP during final hit Cancer Shell S
qcf + K Jackson Kick S
_f + LK Pop-Up Knee S
_f + MK Partition Break S
_f + HK Pulldown Heel S
hcb + K Alternative Catch -
_b + K Front S
_f + K Rear S
b,d,db + P Emulator S
_qcb + P (air) Reverse Gear S
Press PPP in air (hold) Upload -
Press PPP (hold) Download -
LP,LP,f,LK,HP Chouhatsu 1 S
LP,LP,f,LK,HK Chouhatsu 2 S
qcf,qcf + P (hold) S^ Great Cancer S
qcf,qcf + P in air S^ Kuuchuu Great Cancer -
qcf,qcf + K S^ Five Star Raid S
qcb,qcb + PPP M^ Final Cancer -
Momentary Combo (P) Humming Rush S
Momentary Combo (K) Alternative Catch -
Critical Parade Starter Great Cancer S
Momentary Combos
- LP Humming Rush (1st-3rd) -> K / MP + MK
- MP Humming Rush (1st-4th) -> K / MP + MK
- HP Humming Rush (1st-5th) -> K / MP + MK
- Jackson Kick -> P / K / MP + MK
- Partition Break -> P / K / MP + MK
- Pulldown Heel -> P / K / MP + MK
- Emulator -> P / K / MP + MK
- Reverse Gear (ground only) -> P / K / MP + MK
- Chouhatsu 1 / 2 -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH Sh CH CH SH
crouching CH CH SH CH CH Sh
jumping CH CH CH CH CH SH
- The Pulldown Leg and Pulldown Heel are overhead attacks.
- The Head Crush is not an overhead attack. If it his low enough, you
can land before your opponent recovers and combo into another attack.
- You can juggle an opponent after the Pop-Up Knee.
- The Alternative Catch is unblockable. This move does no damage
normally, but it does switch sides with your opponent and allow
you to combo them before they recover. Otherwise, you can follow
it with the Front or Rear attacks.
- The Emulator can hit opponents for as long as it is being held
outwar. You can use it near opponents as they get up to out-hit
their attacks.
- The Emulator can also absorb projectiles, which can then be fired
back using the Reverse Gear. Note that you will fire back the
same projectile you absorbed, regardless of the button used (so
if you absorb a LP Hadou Ken, firing it with HP still produces
an LP Hadou Ken).
- Here is a list of how the Emulator reacts against various attacks:
Can be absorbed and fired back using the Reverse Gear:
- Hadou Ken, Shakunetsu Hadou Ken, Yoga Fire, Tiger Shot, Shinki
Hatsudou (either version), Sonic Boom, Kikou Ken.
Can be absorbed, but cannot fire back using Reverse Gear:
- Vulcanus, DARK Wire, DEATH Trap, Hellfire, Assault Rifle, Soukon
Dan, Tiger Cannon, Ground Tiger Cannon, Gradu-su Pa-ru, Nekketsu
Hadou Ken.
Absorbs one hit, but can still be hit by the remaining hits:
- Shinkuu Hadou Ken, Yoga Inferno, Shouki Hatsudou, Psycho Cannon,
Kiren'eki, Yayoi Toukon Gi, Massive Missile.
Cannot be absorbed at all:
- Death Government, Sonic Boom, Typhoon, Ace's Ground Tiger Cannon,
Denjin Hadou Ken.
- When the Upload is used, Area will fire her weapon. It will remain
in place if PPP is held; otherwise, it faces upward and flies into
the air. Given that it's a mid-air anti-air attack, this move seems
pretty useless.
- The Download travels under the ground as long as PPP is held. When
released, it will emerge from the floor and fly into the air. You
can use this move to set up combos.
- Both Chouhatsu moves are taunts that can hit an opponent (the
Chouhatsu 1 is an anti-air attack, while the Chouhatsu 2 hits
directly in front of Area), and they are both super cancelable.
- The Great Cancer can negate normal and some S^ and M^ projectiles.
Delaying this move increases it's hit count and damage potential.
- It's possible for the remaining hits of the Five Star Raid to miss
after Area kicks her opponent into the air. If this happens, she
falls onto her rear and is incapacitated for a moment ;)
- After using the Final Cancer, Area loses her weapon for the rest
of the battle. This move can also negate normal and S^ projectiles.
- When unarmed (such as immediately following an Upload or Download,
(or anytime after using the Final Cancer), Area will not be able to
use the following moves (and any of their follow-ups):
O.C.R., Hard Crash, Head Crush, Shift Club Straight, Shift Stamp
Punch, Shift Club Upper, Humming Rush, Emulator, Upload, Download,
Great Cancer, Kuuchuu Great Cancer, Final Cancer, Critical Parade
(though she can still join in if she is the backup partner and not
the initator of the CP).
------------------------------------------------------------------------
DARUN MISTER
------------------------------------------------------------------------
LP + LK when near Backdrop -
b + LP + LK when near German Suplex -
f + MP / HP when when near in air Ganges DDT (Kuuchuu Nage) -
MP + MK Ganges Chop -
qcf + P Lariat S
f,d,df + K Ganges DDT -
b,d,db + P Darun Catch -
Rotate 360 + P when near Brahma Bomb -
Rotate 360 + K when near Indra Bashi -
Press PPP Daikaku S
_PPP if Daikaku triggers Jouju S
qcb,qcb + K S^ Indra~ Bashi -
Rotate 720 + P when near S^ Chouzetsu Kishin Bomb -
Rotate 360 + PPP when near M^ G.O.D. (Gamble of Darun) -
_Rotate 360 + P / K Buddagaya -
_Rotate 360 + P / K Gandara -
_Rotate 360 + P / K Mandara -
_Charge u,d,u + P / K Basara -
Rotate 720 + KKK when near M^ Meteor Tag Combo with Zangief -
Momentary Combo (P) Lariat S
Momentary Combo (K) Ganges DDT -
Critical Parade Starter Tasogare Lariat S
Momentary Combos
- LP Lariat -> K / MP + MK
- MP / HP Lariat (1st-2nd) -> K / MP + MK
- Daikaku (if triggered) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH Sh CH SH SH
crouching CH CH SH CH CH Sh
- The LP Lariat can negate normal and S^ projectiles.
- If the MP or HP Lariat is blocked, you can super cancel after the
first hit (when Darun starts to turn around) into the Chouzetsu
Kishin Bomb, G.O.D., or Meteor Tag Combo.
- The Ganges DDT is an unblockable throw, although it will not hit
a crouching or jumping opponent.
- The Darun Catch is an anti-air move. If his opponent touches him
while in air, Darun will throw them aside. This can also be used
after juggle set-ups such as following the Indra~ Bashi super
combo. It can even catch characters who are barely off the ground
(like Ryu during his Senpuu Kyaku).
- The Brahma Bomb, Indra Bashi, Chouzetsu Kishin Bomb, G.O.D. and his
Meteor Tag Combo are all unblockable throws.
- The Daikaku makes Darun thrust his chest out. It has the useful
function of "snubbing" an opponent's attack, even special moves.
It can also negate projectiles. What's more, it is super cancelable,
so you could (for example), stop Ken's Shouryuu Ken and then cancel
into the Chouzetsu Kishin Bomb. Since this move makes a hit opponent
stumble away, you can also follow it with an attack while they are
recovering, such as a Brahma Bomb, Indra Bashi, Chouzetsu Kishin
Bomb, Indra~ Bashi, G.O.D., or Meteor Tag Combo (not to mention a
quickly-timed Punch or Kick).
- If you're blocking a multi-hit attack with the Daikaku, you can
press KKK to "thrust" away the attack and recover, instead of
sitting there guarding all the hits. The Jouju is also super
cancelable (at least into the G.O.D., it seems).
- You can juggle an opponent after the Indra~ Bashi super combo, even
with another Indra~ Bashi. Other options include following with the
mid-air Ganges DDT throw or using the Darun Catch.
- When the G.O.D. is used, you will be asked to input 360 + P / K at
certain points during the move in order to continue it. If you don't
input a command, the move ends. After doing this three times, you
will be shown three question marks. At this point, you can input
(charge u,d,u + P / K) for the final command. A fully-completed
G.O.D. does enough damage to kill any opponent outright.
- However, each time you input a command, your opponent has the option
of pressing P or K as well. If the commands match up (for example,
if you enter 360 + P and your enemy presses P, or if you charge
u,d,u + K and they press K), then they will break out of the G.O.D.
The timing on this is lax, so they don't need to press P or K
precisely as you enter the command, they just need to do it before
Darun starts the next set of attacks. You can tell when a player
has entered their command, as the little "360 + P / K" or "P / K"
icon will move to the bottom of the screen.
- A rather funny scene occurs if your opponent breaks out of the
G.O.D. They will backhand Darun as they escape, but this does no
damage ;)
- If the Tasogare Lariat is blocked, you can super cancel the fifth hit
into the Chouzetsu Kishin Bomb, and it will connect.
- Darun's my favorite character of all time. The Indra Bashi is still
the coolest throw in the world to me ;)
------------------------------------------------------------------------
GARUDA
------------------------------------------------------------------------
LP + LK when near Shouki -
b + LP + LK when near Satsuga -
a-u + MP / HP when near in air Shuuki -
MP + MK Saiga -
f + HP Zanki SH/--
f + HK Kyouja --x3
qcf + P Shuuga S
hcf + K Gouga S
f,d,df + P Kizan S
f,d,df + K Raiga S
b,d,db + P Jazan S
b,d,db + K Ranzan S
f,d,df + PPP Bu -
_press P Teishi -
PPP when damaged (CPU-only) Gen S
qcf,qcf + P S^ Kienshou S
qcb,qcb + P S^ Kienbu S
_move in any dir. Houkou Tenkan -
qcb,qcb + P in air S^ Kuuchuu Kienbu S
qcb,qcb + K (hold) S^ Soukon Dan S
qcb,qcb + KKK M^ Kyoujin Senshuu -
_qcf,qcf + K Daikyou Rasen Shou -
_qcb,qcb + P Daikyou Senpuu Shou -
_tap dir. + any rapidly <damage increase> -
_qcb,qcb + P Daikyou Senpuu Shou -
Momentary Combo (P) Kizan S
Momentary Combo (K) Raiga S
Critical Parade Starter Kienbu S
Momentary Combos
- LP Shuuga (2nd-4th) -> P / K / MP + MK
- MP Shuuga (1st-6th) -> P / K / MP + MK
- HP Shuuga (1st-8th) -> P / K / MP + MK
- Gouga (1st) -> P / K / MP + MK
- Kizan (1st) -> K / MP + MK
- LK Raiga (1st-5th) -> P / MP + MK
- MK Raiga (1st-7th) -> P / MP + MK
- HK Raiga (1st-8th) -> P / MP + MK
- Ranzan (1st-3rd) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH CH Sh
jumping S S S S S S
- The first hit of the Zanki can negate normal and some S^ and M^
projectiles.
- Garuda will be left open to attack if the Gouga is blocked, as he
ends up lying face-down on the floor.
- The Raiga is an anti-air move. It can hit standing opponents, but
may only hit once as a result upon occasion.
- When the Jazan is used, Garuda leaps into the air and dives down.
The button used determines how far forward he leaps (LP is shortest,
HK is longest).
- The Ranzan can be used as an anti-air attack, but it also hits
opponents who are near Garuda.
- Garuda is invincible while transparent during the Bu. However, he
can still be hit at the start and end of the move (even if he uses
the Teishi to stop in mid-move).
- The Gen is a CPU-only move; there's no way for you to perform it
when playing as Garuda. It's that annoying reversal of his where
he vanishes when hit and performs a mid-air Jazan dive. ;)
- On the ground, you can move in any direction during the Kienbu,
even "in" or "out" of the foreground and background. In the air,
Garuda's Kienbu is not controllable.
- The Soukon Dan makes Garuda throw some green flames across the
screen. You can charge this move to increase the number of hits
and damage done. Also, charging it allows Garuda to recover from
the move while it is still hitting, leaving his opponent open to
attack. This move can negate normal projectiles when charging or
thrown, and S^ projectiles only when thrown.
- The Kyoujin Senshuu is actually a string of Hayate's Super Combos
from SFEX2.
------------------------------------------------------------------------
KAIRI
------------------------------------------------------------------------
LP + LK when near Kutei Kaku -
_tap dir. + any rapidly <damage increase> -
b + LP + LK when near Ura Jigoku Guruma -
MP + MK Bukyaku -
f + MK Ryoubu --
d + MK in air Ryuujin Kyaku S
d + HK in air Ryuujin Kyaku s
qcf + P Shinki Hatsudou S
qcb + K Mouryou Kasen S
_press K <knockdown kick> S
_b + K (x2) <additional kicks> S
_press K <knockdown kick> S
f,d,df + P Maryuu Rekkou S
b,d,db + P Mekkuu Zangeki -
qcb,qcb + P S^ Sairou Kyoushu S
qcf,qcf + P in air S^ Shinki Hatsudou Kai S
qcf,qcf + K in air S^ Garyuu Messhuu S
LP,HP,MK,f,LK,MP,HK S^ Maki Hatsudou -
_qcf + P Shinki Hatsudou (Maki ver.) S
_f,d,df + P Maryuu Rekkou (Maki ver.) S
LP,LP,f,LK,HP M^ Kyouja Renbu -
qcf,qcf + PPP M^ Shouki Hatsudou -
Momentary Combo (P) Shinki Hatsudou (or Maki ver.) S
Momentary Combo (K) Mouryou Kasen S
Critical Parade Starter Sairou Kyoushu S
Momentary Combos
- Shinki Hatsudou -> K / MP + MK
- Shinki Hatsudou (Maki) -> K / MP + MK
- Maryuu Rekkou -> P / K / MP + MK
- LP Maryuu Rekkou (Maki) (1st-2nd) -> P / K / MP + MK
- MP Maryuu Rekkou (Maki) (1st) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH CH CH
jumping S S S S S S
- The Ryoubu can be super canceled, but only into the Shinki Hatsudou
Kai.
- The MK Ryuujin Kyaku can be used to start combos, as Kairi will
recover before his opponent does if he hits them low enough. The
HK version, on the other hand, causes him to flip over his opponent
after hitting. You can perform another Ryuujin Kyaku or any other
mid-air move after flipping. Note that you won't flip if your
opponent is in the corner, however. The HK Ryuujin Kyaku is only
supercancelable before it hits.
- The Shinki Hatsudou makes a "blast" appear at a certain point
onscreen, unlike normal projectiles. LP is closest to you, while
HP is furthest away. You need to get familiar with the distances,
as it's easy to misjudge the range during a combo.
- If you travel high enough into the air during the Mouryou Kasen
follow up kicks, you can then use the Ryuujin Kyaku. Generally,
qcb + LK / MK, b + LK / MK will get you high enough, while using
qcb + HK and any follow-ups or qcb + LK / MK, b + HK will not
do the trick.
- The LK Mouryou Kasen is a knockdown attack. However, like the
MK version, Kairi moves upward while using this move, so it's
possible for the follow-up hits to miss if you do the move too
fast. During the HK version, on the other hand, Kairi stays at
roughly the same level, so you can input the move as fast as you
want.
- You can use the Ryuujin Kyaku if you go high enough into the air
during the Mouryou Kasen. Generally, qcb + K -> b + LK / MK
will take you high enough, while qcb + HK -> b + HK (or even
(qcb + HK -> b + HK -> b + HK) will not.
- With good timing, you can combo after the 2nd or 3rd input of the
Mouryou Kasen upon landing, into the Sairou Kyoushu.
- The Mekkuu Zangeki makes Kairi re-appear in mid-air. LP makes him
fall slightly backward, while MP is straight down and HP is forward.
You can perform any mid-air attack after using this move.
- You can follow the Shinki Hatsudou Kai with the Ryuujin Kyaku.
- With proper timing, you can super cancel the Garyuu Messhuu into
a ground Super Combo (like the Sairou Kyoushu) by performing the
command when Kairi touches the ground, just before doing the
leaping knee attack.
- The Kyouja Renbu is unblockable.
- When Kairi's SGC reaches Level 3, his blue fire will emit from his
hands, and he will have a new standing pose. During this time, his
attacks cause more damage (except S^ and M^ moves, which drain the
SGC), and his Maryuu Rekkou can negate normal and S^ projectiles.
Once he uses any of his SGC power, he loses this ability until he
once again reaches Level 3.
- The Maki Hatsudou costs one level to use, like any other Super Combo.
However, it can only be performed if Kairi's life has dropped to 1/4th
or less. When used, Kairi will float for a moment, then his chest
will glow orange. His life will then begin draining, but until it
drains to zero, he can use the "Maki" versions of the Shinki Hatsudou
(which, like his original version, is a real fireball and not a blast
that appears in air), and the Maryuu Rekkou (which becomes a multi-hit
uppercut that can destroy normal and S^ projectiles).
- Another odd aspect of the Maki Hatsudou is that while Kairi's attacks
will set an enemy on fire (as if his SCG was at Level 3), they don't
actually do any extra damage.
- Once Kairi's life reaches zero, the Maki Hatsudou ends. This will
not kill him, but obviously taking any block damage will finish him
off. You can only use the Maki Hatsudou once per battle, and after
using it, gaining 3 levels of SCG energy will not cause any fire
to appear around your hands.
- When the Shouki Hatsudou is used, Kairi loses half of his Life Gauge
(or it drops to zero, if you have less than 50%). After using this
move, he cannot use it again, nor can he use the Maki Hatsudou.
What's more, gaining 3 levels of SCG energy will not make his hands
glow.
- If you have any life left after using the Shouki Hatsudou, then Kairi
will automatically perform the Maki Hatsudou.
------------------------------------------------------------------------
PULLUM PURNA
------------------------------------------------------------------------
LP + LK when near Ordence Foot -
b + LP + LK when near Neck Factor -
a-u + MP / HP when near in air Dance Wind -
MP + MK Alacer Ankle -
f + MP Alacer Wrist -h
d + MP in air Alacer Wrist (Kuuchuu) S
b + MK in air Reverse Ankle C
qcf + K Drill Purus S
qcf + K in air Kuuchuu Drill Purus S
f,d,df + K Purim Kick S
qcb + K Tener Kick S
qcb + P in air Femina Wind -
qcb,qcb + K S^ Praec Larum S
qcf,qcf + K S^ Res Arcana S
qcf,qcf + P in air S^ Kind Wind S
qcf,qcf + PPP M^ Gladius Par -
qcb,qcb + PPP M^ Meteor Tag Combo with Darun -
Momentary Combo (P) Femina Wind -
Momentary Combo (K) Kuuchuu Drill Purus S
Critical Parade Starter Res Arcana S
Momentary Combos
- Drill Purus -> MP + MK
- Kuuchuu Drill Purus -> P
- LK Tener Kick -> P / K
- MK Tener Kick (1st) -> P / K
- HK Tener Kick (1st-3rd) -> P
- HK Tener Kick (1st-2nd) -> K
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH Sh
crouching CH CH SH CH CH Sh
jumping C C C C C C
- The Alacer Wrist is an overhead attack, as is the Kuuchuu version.
- The Reverse Ankle can be used to hit an opponent when you jump over
their heads. If you cancel or super cancel it, you must perform the
command in reverse in order for it to come out.
- The button used determines the trajectory of the Kuuchuu Drill
Purus. You can start combos off of this move, since you will
recover first with proper timing (this is easiest when the move
hits an opponent low on their body, such as around the knees
instead of chest or head).
- The Femina Wind is a double-jump move. You can actually use this
move to do simple combos, like a deep jump-in HP > HP Femina Wind >
jumping HP on Sagat.
- The Gladius Par and Meteo Tag Combo can destroy normal projectiles,
as can the Kind Wind.
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
LP + LK when near Tiger Carry -
b + LP + LK when near Tiger Rage -
_tap dir. + any rapidly <damage increase> -
MP + MK Tiger Break -
qcf + P Tiger Shot S
qcf + K Ground Tiger Shot S
f,d,df + P (or after Tiger Fake) Tiger Blow S
f,d,df + K Tiger Crush -
b,d,db + P Tiger Fake -
qcf,qcf + P S^ Tiger Cannon S
qcf,qcf + K S^ Ground Tiger Cannon S
qcb,qcb + K S^ Tiger Raid S
qcb,qcb + P S^ Tiger Genocide S
qcf,qcf + PPP M^ Tiger Storm -
_press P Tsuika Nyuuryoku -
Momentary Combo (P) Tiger Shot S
Momentary Combo (K) Ground Tiger Shot S
Critical Parade Starter Tiger Raid S
Momentary Combos
- Tiger Shot -> K / MP + MK
- Ground Tiger Shot -> P / MP + MK
- LP Tiger Blow -> P / K / MP + MK
- MP Tiger Blow (1st) -> P / K / MP + MK
- HP Tiger Blow (1st) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH SH SH CH CH SH
crouching CH CH SH CH CH SH
- As Sagat "winds down" from the Tiger Fake, you can cancel it into a
Tiger Blow.
- During the Tiger Storm, Sagat makes three attacks before creating a
large ball of energy and hurling it at the opponent. If you press P
at the instant each attack hits, the energy ball will become larger
and do more damage.
- Unlike as in SFEX2P, there is no "meter" to tell you win to hit the
buttons. I can only seem to get 27 hits maximum, (21 hits occurs
when P is not pressed, 25 hits is when one hit is timed successfully,
27 is when two hits are timed successfully), so it would seem that
you can get even more hits if you time all three hits correctly,
though I just can't seem to pull this off.
------------------------------------------------------------------------
SHADOW GEIST
------------------------------------------------------------------------
LP + LK when near Death Stunt -
a-u + MP / HP when near in air Death Space -
MP + MK Death Flip -
f + MP Step In Upper Sh
f + MK Death Heel sh
Tap b,b Death Escape -
qcf + P Death Crusher S
qcf + K Death Break S
b,d,db + K Death Press S
qcf + K in air Death Sword Kick S
qcb + K in air Death Somer S
hcb,ub,u + P Death Shock -
qcf,qcf + P S^ Death Government S
qcf,qcf + K (air) S^ Super Death Crusher S
qcb,qcb + K S^ Death Energy S
LP,LP,f,LK,HP S^ Death Dream (Chijou) -
Rotate 720 + P when near in air S^ Death Dream (Kuuchuu) -
qcb,qcb + PPP M^ Super Death Energy -
Momentary Combo (P) Death Crusher S
Momentary Combo (K) Death Press S
Critical Parade Starter Death Government S
Momentary Combos
- LP Death Crusher (1st-3rd) -> K / MP + MK
- MP Death Crusher (1st-4th) -> K / MP + MK
- HP Death Crusher (1st-5th) -> K / MP + MK
- Death Break -> P / K / MP + MK
- Death Sword Kick (must hit as low as possible) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH Sh
crouching CH CH SH CH CH Sh
jumping C C C C C C
- The Step In Upper can negate normal, S^ and M^ projectiles, with
proper timing (though it can't outlast Guile's Sonic Boom Typhoon).
- The Death Heel is an overhead attack.
- You can avoid attacks with the Death Escape, although you are
vulnerable as the move ends.
- You can dodge high attacks during the start of the Death Break.
This move can negate projectiles.
- The button used for the Death Press determines how far Shadow Geist
flies forward (LK is shortest, HK is longest). If this move hits
low on an opponent (knees instead of head), you can follow it with
an attack upon landing for a combo.
- You can combo an opponent after the Death Sword Kick, if it hits
low enough (so that you recover first).
- The Death Shock is a taunt move. You can interrupt it after it
begins with any other motion.
- The Death Government travels low to the ground, so it will actually
pass under most projectiles instead of negate them.
- The last hits of the Super Death Crusher hit low.
- The Death Energy will "suck in" your opponent when used.
- The Death Dream moves are unblockable.
------------------------------------------------------------------------
VEGA
------------------------------------------------------------------------
LP + LK when near Deadly Throw -
b + LP + LK when near Death Suplex -
MP + MK Psychic Crush -
Charge b,f + P Psycho Crusher -
Charge b,f + K Double Knee Press S
Charge d,u + K, move b / f Head Press -
_press P Somersault Skull Diver -
f,d,df + PPP / KKK Vega Warp (Zenpou Idou) -
b,d,db + PPP / KKK Vega Warp (Kouhou Idou) -
Charge b,f,b,f + K S^ Knee Press Nightmare S
Charge b,f,b,f + P (hold) S^ Psycho Cannon S
Charge b,f,b,f + PPP M^ Psycho Break Smasher -
Charge b,f,b,f + KKK M^ Meteor Tag Combo with Balrog -
Momentary Combo (P) Psycho Crusher -
Momentary Combo (K) Head Press -
Critical Parade Starter Knee Press Nightmare S
Momentary Combos
- Double Knee Press (2nd) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH SH SH CH SH SH
crouching CH CH CH CH CH SH
- You can juggle your opponent after the Death Suplex (example, with
a crouching HK slide). You can even use the Knee Press Nightmare,
although it feels like you're inputting the move backwards once your
opponent is on the other side.
- When you use the Vega Warp, you will warp to the following locations:
f,d,df + PPP A few steps behind your opponent.
f,d,df + KKK Further behind your opponent.
b,d,db + PPP A few steps in front of your opponent.
b,d,db + KKK Further away from your opponent's front.
- Charging the Psycho Cannon increases it's size and damage potential.
You can juggle your opponent while they're being hit by this move.
- The Meteor Tag Combo will home in on an opponent's location.
------------------------------------------------------------------------
VULCANO ROSSO
------------------------------------------------------------------------
</pre><pre id="faqspan-3">
LP + LK when near Digestivo -
MP + MK L'espresso -
Press KKK Regalo S
(b / f + ) press PPP Aeol no Tsubasa -
_press K Etna no Ikari S
qcf + P Vesuvio no Ikari S
_qcb + K Canossa no Kutsujoku S
_f + P Chuugeki S
_qcb + K Canossa no Kutsujoku S
_f + K Dragon Kick -
qcf + K Hibashiri -
qcb + P Vulcanus -
qcb + K Canossa no Kutsujoku S
qcf,qcf + P S^ Tameiki no Hashi S
qcb,qcb + P S^ Pisa no Shatou S
qcb,qcb + K S^ Accelerando S
qcf,qcf + KKK when near M^ Shikei -
Momentary Combo (P) Aeol no Tsubasa -
Momentary Combo (K) Hibashiri -
Critical Parade Starter Accelerando S
Momentary Combos
- Regalo (when you hit) -> P / K / MP + MK
- Vesuvio no Ikari -> P / K / MP + MK
- Chuugeki -> P / K / MP + MK
- LP Vulcanus (2nd) -> P / K / MP + MK
- MP Vulcanus (1st-3rd) -> P / K / MP + MK
- HP Vulcanus (1st-4th) -> P / K / MP + MK
- LK Canossa no Kutsujoku (input when they hit you) -> P / K / MP + MK
- MK Canossa no Kutsujoku (1st-2nd when triggered) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH CH Sh
crouching CH CH SH CH CH Sh
- The Regalo is a projectile counter. When triggered, Vulcano Rosso
does a lunging attack, which is useful if you're within range, but
leaves you open to attack if you're not ;(
- The interesting thing about the Regalo is that it can be used to
counter just about any energy-based attack. See below for more
information:
Moves that the Regalo can fully counter:
- Kikou Ken, Kikou Shou, Kikou Shou: Kyoku, Yoga Fire, Yoga Flame,
Yoga Inferno, DARK Wire, EX-plosive, DEATH Trap, Sonic Boom,
Kiren'eki, Yayoi Toukon Gi, Hadou Ken, Shakunetsu Hadou Ken,
Shinkuu Hadou Ken, Nekketsu Hadou Ken, Hellfire, Assault Rifle,
Skullo Ball, Soukon Dan, Shinki Hatsudou (either version),
Shinki Hatsudou Kai, Kind Wind, Grad-usu Pa-ru, Tiger Shot
(either), Tiger Cannon (either), Tiger Storm, Psycho Cannon,
Vulcanus, Pisa no Shatou, Massive Missile, Denjin Hadou Ken.
Moves that will outlast the Regalo:
- Sonic Boom Typhoon, Death Government.
- You can use the Aeol no Tsubasa to avoid low attacks.
- The Etna no Ikari is an overhead attack.
- In SFEX2P, you could cancel the Vesuvio no Ikari and Chuugeki
into the Canossa no Kutsujoku by inputting b + K. In this game,
however, you must input qcb + K in order to cancel.
- Rosso is not invincible during the Hibashiri, even though he turns
transparent. You can still use this move to get around quickly or
pass through your opponent.
- Although the Vulcanus has a sizable start-up delay, you will
recover from it before it finishes. This means you can hit your
opponent before it finishes, and use it to start combos.
- The Canossa no Kutsujoku is a reversal move. LK reverses jumping
attacks, MK reverses standing and mid-level attacks, and HK reverses
low attacks (such as sweeps).
- The Shikei is an unblockable throw.
========================================================================
5. OTHER CHARACTERS
========================================================================
Characters are listed alphabetically. Each list is arranged in the
following order: Basic Throws, Surprise Blows, Command Attacks, Special
Moves, Super Combos, Meteor Combos, then Meteor Tag Combos. After
that is a list of each characters Momentary Combo and Critical Parade
Starter (the move they use upon performing a Critical Parade). After
that are some notes on that character, if applicable.
To the far right of every move is a note on whether or not you can
Super Cancel out of it, indicated by a "S" (super cancelable), or a "-"
(not super cancelable). In some cases, this ability is determined
by different factors, so please refer to the notes at the end of the
moveslist for more detailed information.
------------------------------------------------------------------------
ACE
------------------------------------------------------------------------
LP + LK when near Meishou Fumei -
b + LP + LK when near Meishou Fumei -
MP + MK Trick Kick -
f + MP DARK Elbow CH
f + MK Ryoubu --
qcf + P Rolling Attack S
qcf + P Hadou Ken S
qcf + K Sliding Arrow S
qcf + K EX-plosive S
qcf + K in air Kuuchuu Drill Purus -
qcb + P Zenpou Tenshin -
qcb + K Tatsumaki Senpuu Kyaku S
qcb + K Hien Shuu S
qcb + K Canossa no Kutsujoku ?
qcb + K Shoot Kick S
_b + K, b + K <additional kicks> S
f,d,df + P Shouryuu Ken S
b,d,db + P Justice Fist S
hcb + K when near Vaulting Kick -
Rotate 360 + P when near Screw Piledriver -
Charge b,f + P Sonic Boom S
Charge d,u + K Somersault Kick S
Tap K rapidly Hyakuretsu Kyaku S
LP + MP Hagan Shou S
LP + MP + LK Geifuu Danjin Soushou ?
_b,df + LP + MP <second input> ?
_b + LP <third input> ?
f,b + LP + LK Junsui Suishuu -
Hold PPP / KKK, then release Final Punch S
qcf,qcf + P S^ Healing -
qcf,qcf + P S^ Fairy Gift S
_tap LP,MP,LP,MP,LP... <added hits> -
qcf,qcf + P S^ Aragyouji S
_hold P after grabbing Chikara Tame -
qcf,qcf + K S^ Senretsu Kyaku S
qcf,qcf + K S^ Triple Break S
qcf,qcf + K S^ Ground Tiger Cannon S
qcb,qcf + K S^ Spin Side Shoot S
qcb,qcb,qcf + P S^ Giga Gladiator -
hcf,d,df + P S^ Shouran S
Charge b,f,b,f + K S^ Raging Buffalo -
Charge db,df,db,uf + K S^ Double Somersault Kick S
Charge db,df,db,uf + K S^ Killer Bee Assault -
LP,LK,f,MP,MK S^ Massive Missile S
qcf,qcf + PPP M^ Denjin Hadou Ken -
_hold PPP, tap dir. rapidly <charge time reduce> -
qcf,qcf + PPP M^ Nekketsu Hadou Ken -
qcb,qcb + KKK M^ Galaxy -
_b,d,db + P <second input> -
_f + P <third input> -
_qcf,b + K <final input> -
Rotate 720 + PPP when near M^ Cosmic Final Atomic Buster -
Momentary Combo (P) None. -
Momentary Combo (K) None. -
Critical Parade Starter None. -
Momentary Combos
- Hadou Ken -> MP + MK
- LP / MP Shouryuu Ken -> MP + MK
- HP Shouryuu Ken (1st-2nd) -> MP + MK
- LK / MK Sliding Arrow -> MP + MK
- HK Sliding Arrow (vs. crouching foe) -> MP + MK
- Justice Fist -> MP + MK
- EX-plosive -> MP + MK
- LK Hien Shuu (must hit as low as possible) -> MP + MK
- Sonic Boom -> MP + MK
- Somersault Kick -> MP + MK
- Hagan Shou -> MP + MK
- Final Punch -> MP + MK
- Hyakuretsu Kyaku (1st-4th) -> MP + MK
- Geifuu Danjin Soushou (1st) -> MP + MK
- Shoot Kick (1st-5th) -> MP + MK
- LK Canossa no Kutsujoku (when hit or when you hit back) -> MP + MK
- MK Canossa no Kutsujoku (1st-2nd when triggered) -> MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH SH Sh
jumping C C C C C C
- Ace begins the game with only the first five moves on the list. In
order to use the other moves, you must "purchase" and equip them in
the Character Edit mode. See Section 8 for more information. Ace
can only equip 3 special moves, 2 Super Combos, and 1 Meteor Combo
at any given time, and the commands for the moves may not overlap
(so you couldn't equip both the Hadou Ken and Rolling Attack at the
same time).
- I'm not going to include information on the moves that Ace shares
with other characters, because they function the same.
- The Sliding Arrow is a low attack. The MK version knocks down,
and the HK version ends in a throw, but only if your opponent isn't
crouching.
- When using the Shoot Kick, finishing it with b + HK for the final
input will launch Ace's opponent into the air, leaving them open
to juggles.
- The Justice Fist can deflect projectiles.
- The Vaulting Kick is an unblockable throw.
- The Hagan Shou is a knockdown attack.
- The timing on the Geifuu Danjin Soushou and Galaxy is very difficult.
Even with practice, I still have difficulty pulling them off. Does
anyone know of an easier way to perform them?
- You have to press (f,b) very quickly when attempting the Junsui
Suishuu, or you will just perform Ace's b + LP + LK throw. This
move leaves your opponent in a crouch, but they're still able to
block, so you can't combo after this move. I can't figure out what
good this move is for.
- When the Healing is used, Ace will regain some lost life.
- While you can tap P to increase the number of hits during the Fairy
Gift, it works differently than it does for most characters. What
you need to do is tap LP and MP while alternating between the two
buttons (so, LP,MP,LP,MP, etc.)
- Ace sometimes mistimes his landing from the Fairy Gift. This
seems to happen most often when you don't go for the added hits,
or if the move misses some hits.
- If the Aragyouji connects, you can hold down the button used after
Ace headbutts his opponent. This will make him "charge up" prior
to the final blow, increasing the amount of damage it does.
- You can juggle your opponent after the Triple Break.
- The projectiles fired during the Massive Missile will home in on an
opponent's location.
- The direction used at the end of the Killer Bee Assault determines
what wall Ace flies to. ub or uf makes him fly to the respective
wall, while u makes him fly to whatever wall is behind him.
- The Denjin Hadou Ken is unblockable. Delaying it increases it's
damage and range, and it also increases the amount of time that it
stuns your opponent. At full power, your opponent will be stunned
for quite a while. You can shake the joystick while holding PPP to
decrease the amount of time it takes to fully charge.
------------------------------------------------------------------------
CHI NO FUUIN WO TOKARETA HOKUTO (aka "Evil Hokuto")
------------------------------------------------------------------------
LP + LK when near Kyaku -
b + LP + LK when near Keishu Kou -
MP + MK Bukyaku Zan -
f + HP Chuuhou -h
f + HK Gaishuu Sh
qcf + P Chuugeki Hou S
_f + P Shou Gekiha S
qcb + P Shourin Geki S
qcb + K Shinkyaku Geki S
Rotate 360 + P when near Ryuusui -
qcf,qcf + P S^ Renshou Geki S
qcb,qcb + P (hold) S^ Kiren'eki S
qcb,qcb + K S^ Kyaku Hougi S
LP,LP,f,LK,HP S^ Renbu -
qcf,qcf + KKK M^ Tenkyou Satsu -
LP,LP,b,LK,HP M^ Meteor Tag Combo with Kairi -
Momentary Combo (P) Shinkuu Geki S
Momentary Combo (K) Shinkyaku Geki S
Critical Parade Starter Kyaku Hougi S
Momentary Combos
- Chuugeki Hou -> P / K / MP + MK
- Shou Gekiha -> K / MP + MK
- Shourin Geki (qcf+P ver.) -> P / K / MP + MK
- Shinkyaku Geki -> P / MP + MK
- Shinkuu Geki -> K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH Sh SH
crouching CH CH SH CH SH Sh
- To play as this version of Hokuto, you must pick Hokuto and perform
her "Kakusei" Super Combo during a match (input qcf,qcf + K when
you have at least 1 or more SCG levels). She will remain as "evil"
Hokuto until you perform the Renbu, Tenkyou Satsu, Meteor Tag Combo,
or until the round ends.
- The Chuuhou is an overhead attack.
- The Gaishuu is super cancelable.
- The Shourin Geki cannot deflect projectiles anymore.
- The Shinkyaku Geki is a low attack. The LK version will not knock
an opponent down, while the MK and HK versions will.
- You are immune to attack during the intial "twirl" of the Shinkyaku
Geki.
- You can pass through high attacks (and projectiles) during the forward
sweep of the Shinkyaku Geki.
- The Gokyaku Kou is a reversal move. From up close, Hokuto will
perform the Kyaku if the reversal is a success. From further
away, she will perform a very quick sweep similar to the LK
Shinkyaku Geki.
- The Ryuusui is unblockable. It does no damage, but switches sides
with your opponent and leaves them open to attack, if you are quick
about it.
- You can juggle an opponent after the Renshou Geki.
- Charging the Kiren'eki will increase its' size and damage potential.
This move can negate and even outlast S^ projectiles.
- The Renbu and Tenkyou Satsu are unblockable. Using these moves turns
you back into normal Hokuto, even if they miss.
------------------------------------------------------------------------
SATSUI NO HADOU NI MEZAMETA RYU (aka "Evil Ryu")
------------------------------------------------------------------------
To unlock Evil Ryu, you must have earned all the Gold Medals, or beaten
Original Mode with Ryu eight times. To pick Evil Ryu, highlight him
as your first or second character and hold Select. This will make his
portrait change color. Then, press P / K while holding Select.
LP + LK when near Seoi Nage -
b + LP + LK when near Tomoe Nage -
MP + MK Sakotsu Wari -
f + MK Senpuu Kyaku Sh
f + HP Hatobi Kudaki Sh/S-
qcf + P Hadou Ken S
hcb + P Shakunetsu Hadou Ken S
f,d,df + P Shouryuu Ken S
qcb + K (air) Tatsumaki Senpuu Kyaku S
qcf,qcf + P S^ Shinkuu Hadou Ken S
qcf,qcf + K S^ Messatsu Gou Shouryuu S
qcb,qcb + K (air) S^ Shinkuu Tatsumaki Senpuu Kyaku S
qcf,qcf + PPP M^ Denjin Hadou Ken -
_hold PPP, tap dir. rapidly <charge time reduce> -
LP,LP,f,LK,HP M^ Shungoku Satsu -
Momentary Combo (P) Shakunetsu Hadou Ken S
Momentary Combo (K) Tatsumaki Senpuu Kyaku S
Critical Parade Starter Shinkuu Hadou Ken S
Momentary Combos
- Hadou Ken -> P / K / MP + MK
- Shouryuu Ken -> P / K / MP + MK
- Shakunetsu Hadou Ken (2nd) -> K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH CH SH CH SH Sh
crouching CH CH CH CH CH CH
jumping C -/C C C C C
- You recover from the Hatobi Kudaki before your opponent does,
allowing you to follow it up with most any attack.
- Evil Ryu's Tatsumaki Senpuu Kyaku hits multiple times.
- You are invincible during the Ashura Senkuu, but only once Ryu
turns invisible. He can still be hit at the start and end of
this move. Then used, (f,d,df) moves you forward, and (b,d,db)
moves you backward. PPP carries you further than KKK does.
- The Shinkuu Hadou Ken can negate normal and some S^ projectiles.
- The Shungoku Satsu is unblockable.
------------------------------------------------------------------------
VEGA II
------------------------------------------------------------------------
To unlock Vega II, you must have earned all the Silver Medals, or beaten
Original Mode with Vega eight times. Vega II is only usable in Original
Mode. To pick him, highlight Vega as your first character and hold
Select. This will make his portrait change color. Then, press P / K
while holding Select. Vega II cannot have a partner, which prevents him
from using the Tag or Critical Parade features.
LP + LK when near Deadly Throw -
b + LP + LK when near Death Suplex -
MP + MK Psychic Crush -
Charge b,f + P Psycho Crusher -
Charge b,f + K Double Knee Press S
Charge d,u + K, move b / f Head Press -
_press P Somersault Skull Diver -
f,d,df + PPP / KKK Vega Warp (Zenpou Idou) -
b,d,db + PPP / KKK Vega Warp (Kouhou Idou) -
Charge b,f,b,f + K S^ Knee Press Nightmare S
Charge b,f,b,f + P (hold) S^ Psycho Cannon R S
qcb,qcb + P (hold) S^ Psycho Cannon G S
qcb,qcb + K S^ Psycho Cannon B (Front) S
qcf,qcf + K S^ Psycho Cannon B (Behind) S
Charge b,f,b,f + PPP M^ Psycho Break Smasher -
Momentary Combo (P) Psycho Crusher -
Momentary Combo (K) Head Press -
Critical Parade Starter (Cannot use.)
Momentary Combos
- Double Knee Press (2nd) -> P / K / MP + MK
Cancels LP MP HP LK MK HK
---------------------------------------------------------
standing CH SH SH CH SH SH
crouching CH CH CH CH CH SH
- You can juggle your opponent after the Death Suplex (for example, with
a crouching HK slide). You can even use the Knee Press Nightmare,
although it feels like you're inputting the move backwards once your
opponent is on the other side.
- When you use the Vega Warp, you will warp to the following locations:
f,d,df + PPP A few steps behind your opponent.
f,d,df + KKK Further behind your opponent.
b,d,db + PPP A few steps in front of your opponent.
b,d,db + KKK Further away from your opponent's front.
- Charging any of the Psycho Cannon moves increases their size and
damage potential. You can juggle your opponent after they're hit
by these moves.
- When using the Psycho Cannon B, (qcf,qcf + K) puts you in front
of your opponent, while (qcb,qcb + K) puts you behind them. If
you are hit after warping in (but before this move begins), it
will end prematurely.
------------------------------------------------------------------------
TRUE VEGA
------------------------------------------------------------------------
True Vega is not playable, unfortunately. You can only fight him in
Original Mode (or in Arena Mode, once you've unlocked the vs. True Vega
option). See Section 6 for details.
True Vega plays like Vega II, but with these differences:
- He has an infinite Super Combo Gauge.
- He has a different platte (white outfit and purple skin, instead of
Vega II's black outfit and orange skin).
- Can cancel normal attacks into each other, sort of like he's in a
permanent Excel Mode from SFEX2. He can do this even if the attacks
miss. He tends to use the following combos:
c LK > c MK > c HK
c LK > c MK > Psycho Break Smasher
c MP > s HK > c HK > c HP > Double Knee Press
- His Knee Press Nightmare is a Meteo Combo (M^), and when he uses it,
two clones appear next to and above him and imitate the first knee
press (think of Vega's Knee Press Nightmare in the VS series--it's
basically the same thing). This doesn't increase the hit count,
but the shadows seem to be able to hit you (or at least, the move
has an increased range).
- He tends to use this move on reaction to an attack of yours, so you
have to be careful about attacking him.
- He can cancel the same Super Combo into itself (i.e. no super cancel
limit).
- Tends to follow any juggle opportunity with a Psycho Crusher (usually
after one of the "Psycho Cannon" moves).
True Vega seems to have the same moveslist as Vega II (aside from Knee
Press Nightmare becoming a second Meteo Combo). However, I've never
seen him use a Momentary Combo, though (and considering how aggressive
he is, it seems like he'd use them if he could).
========================================================================
6. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
UNLOCK THE HIDDEN CHARACTERS
------------------------------------------------------------------------
Every time you beat Original Mode, you will unlock a hidden character.
They are unlocked in this order: Sagat, Vega, Garuda, Shadow Geist,
Kairi, Pullum, Area, Darun, and Rosso. It does not matter what
difficulty you play on or whether or not you continue.
------------------------------------------------------------------------
FIGHT A SECRET CHARACTER
------------------------------------------------------------------------
In Original Mode, you can fight a secret character on Stage 5 instead
of your normal opponent (Sagat). To do this, you must finish the first
four stages with a Meteor Combo, Meteor Tag Combo, or Critical Parade.
It's okay if you have to use continues. Depending on who you are
playing as, you will fight these characters:
- Hokuto or Nanase will fight Kairi at Stage 5.
- Skullomania or Sharon will fight Shadow Geist at Stage 5.
- Ken, Sagat, Sakura, Vega, or Vega II will fight "Satsui no hadou ni
mezameta Ryu" at Stage 5.
Note that this trick only works with the characters listed above. If,
for example, you played as Jack and fulfilled all the requirements, you
would still only fight Sagat at Stage 5, even if you picked up one of
the above characters as a partner (such as Nanase). Also, even if you
meet the requirements to fight a hidden character, you still have the
option of fighting Sagat if you want.
Note that if Ryu is in your party (not as your main character), you
will not fight Evil Ryu at stage 5 (instead, you will fight normal
Ryu).
------------------------------------------------------------------------
FIGHT VEGA II
------------------------------------------------------------------------
To fight Vega II, choose Original Mode and set the difficulty to Normal.
By the time you reach the final stage, you must have earned 500,000 or
more points, not used any continues, and finished off each character
with a combo.
To fight Vega II on Hard difficulty, you must have not used any
continues by the time you reach the final stage.
Sometimes, Vega II is your only opponent, while at other times, you
have the choice of choosing between fighting him or normal Vega.
------------------------------------------------------------------------
FIGHT TRUE VEGA
------------------------------------------------------------------------
Play Original Mode with the difficulty set to Hard. By the time you
reach the final stage, you must have earned 500,000 points and not used
any continues. Personally, it seems like the actual point amount needed
is more like 600,000 or more, but that's just my opinion.
In addition, you must finish each round with a Meteor Combo, Meteor Tag
Combo, or Critical Parade (this is really the only way to earn that many
points in five rounds anyway).
------------------------------------------------------------------------
UNLOCK "VS. VEGA" MODES
------------------------------------------------------------------------
If you beat Vega II in Original Mode four times, you will unlock
"vs. Vega II" in Arena Mode.
Similarily, beating True Vega in Original Mode four times will unlock
"vs. True Vega" in Arena Mode.
Both modes are also unlocked if you collect all Platinum Medals.
------------------------------------------------------------------------
MEDAL COLLECTING REWARDS
------------------------------------------------------------------------
The following features are unlocked when all Medals of a certain color
are earned:
- All Bronze Medals: Highlight Sakura and press Select. You will
hear her laugh. Then choose any character. All of the announcer's
comments will be said in Sakura's voice.
- All Silver Medals: Highlight Vega and hold Select, then press any
button to choose Vega II (this only works in Original mode).
- All Gold Medals: Highlight Ryu and hold Select, then press any
button to choose "Evil Ryu."
- All Platinum Medals: Unlocks the "vs. Vega II" and "vs. True Vega"
options in Arena Mode.
------------------------------------------------------------------------
ALTERNATE MEDAL UNLOCKS
------------------------------------------------------------------------
Instead of earning all the Bronze, Silver, and Gold Medals, you can
simply beat Original Mode 8 times with Sakura, Ryu, or Vega to unlock
their respective rewards (Sakura as narrator, Satsui no hadou ni
mezameta Ryu, or Vega II).
What's more, you can play through Original Mode on any difficulty and
even use continues. If you choose this method, you can always put
the damage on maximum to make playing through the game faster.
------------------------------------------------------------------------
UNMASK BALROG
------------------------------------------------------------------------
To play as Balrog without his mask on, you need to collect all the
Medals of a certain type first (such as all Bronze, Gold, Silver, or
Platinum medals). Then, choose Balrog as your first character (not
as a tag partner), and hold down Square + Circle + R1 before the round
starts. Keep holding those buttons until the match begins. Note that
you must use those buttons even if you've altered their function in Key
Config.
------------------------------------------------------------------------
ALTERNATE ENDINGS
------------------------------------------------------------------------
Some characters have more that one Original Mode ending, depending on
who has joined your party by the time you beat the last boss. For
example, if you are playing as Pullum and Darun has joined your team,
your ending text will be different.
Here are some of the alternate endings I've seen:
Ryu + Sagat
Pullum + Darun
Bison + Vega
Hokuto + Kairi
Nanase + Kairi + Hokuto
------------------------------------------------------------------------
PARTNER INTROS
------------------------------------------------------------------------
Certain partners have special intros involving each other (i.e. Ken
and Ryu), and some have more than one (Darun and Zangief have several
intros, all of them disturbing). ;)
------------------------------------------------------------------------
NAME CENSOR
------------------------------------------------------------------------
If you try to enter certain names after getting a high score, they will
be replaced with ARK. Words include SEX, FUC, FUK, and ASS, among
others.
------------------------------------------------------------------------
POWERING UP ACE'S MOVES
------------------------------------------------------------------------
By using a move a certain number of times in Original Mode, it will
"level up" and gain a star next to it's name (this only appears if you
view the move while in the Purchase or Edit modes). Only moves that
you buy can earn stars, and all moves can earn up to three stars total.
In most cases, moves are powered up simply by performing them a certain
number of times. Throw moves (i.e. Vaulting Kick), must hit in order
to count, although Ace's counter move (the Canossa no Kutsujoku) doesn't
need to actually reverse a move in order to count (if it misses 20
times, you'll still raise to Level 1).
You'll know when you raised a level during battle, as there will be
a dissonant sound, sort of like a cymbal crash (not an "okay!" sound,
which I guess is what you here in the Japanese version). It can be
hard to hear if you're not paying attention.
Below is a list of how many uses it takes for each move to raise a
level. The numbers are not culmulative, so (for example), it takes
70 uses to raise the Zenpou Tenshin to Level 2.
I think there may be a random element to exactly when you raise a
level. The difficulty doesn't affect it, but I've noticed that moves
that can hit seem to fluctuate in value depending on whether they hit,
miss, or are blocked. For example, I've managed to get the Sliding
Arrow to Level 1 in 17 or 23 uses (some hitting, some blocked, some
missing) instead of the normal 20 (which seems to always happen if you
perform 20 missed Sliding Arrows). I can't really explain why this is.
That being said, here are rough estimates of how many uses are required
to raise a level:
Special Move Super Combo Meteor Combo
----------------------------------------------------------
Level 1 20 7 4
Level 2 50 17 8
Level 3 100 32 17
Again, take the numbers with a grain of salt. I honestly think there
is a different requirement for each move, but that would take forever
to write out (I was trying to do it, trust me) ;) These numbers are
just general averages from what I have tested.
So what is the point of leveling-up moves? Some of them get new effects
at Level 3. I haven't figured these all out, yet, but some of them
include:
Hadou Ken Becomes Zankuu Hadou Ken in air
Fairy Gift Can be used in air
Tatsumaki Senpuu Kyaku Can be used in air
Rolling Attack Can be used in air
Shouryuu Ken LP version can juggle
The Shouryuu Ken upgrade is really odd. If it's done properly, stars
surround Ace as in the Fairy Gift, and his opponent flies straight up
into the air, high enough for you to juggle as they fall. However,
actually getting the LP Shouryuu Ken to do this seems virtually
impossible. A site I read said it involves hitting the "df" press of
"f,d,df" + LP at the same time, but it seems a lot harder to do than
just that. There's probably some trick to it, but I've only gotten it
to come out a handful of times.
------------------------------------------------------------------------
ACE'S MOVE ORIGINS
------------------------------------------------------------------------
Incidentally, while most of Ace's moves are taken from other characters,
some seem unique. However, they are actually from other video games, as
listed below:
Sliding Arrow Blair Dame's Sliding Arrow (SFEX)
Shoot Kick Blair Dame's Shoot Kick (SFEX)
Spin Side Shoot Blair Dame's Spin Side Shoot (SFEX)
Fairy Gift Blair Dame's Fairy Gift (Fighting Layer)
Vaulting Kick Allen Snider's Vaulting Kick (SFEX)
Justice Fist Allen Snider's Justice Fist (SFEX)
Triple Break Allen Snider's Triple Break (SFEX)
Healing Gill's Ressurection (SF3)
Giga Gladiator Rugal's Gigantic Pressure (KOF '98)
Shouran Roy Bromwell's Touchdown Wave (Rival Schools)
Killer Bee Assault Cammy's Killer Bee Assault (XvSF)
Massive Missile Morrigan's Finishing Shower (Vampire Savior)
Hagan Shou ???
Geifuu Danjin Soushou Xiangfei's Chou Pai Long (RBFF2)
(or Akira's Bonken > Youshi Senrin > Soushou
combo from the VF series)
Junsui Suishuu ???
Aragyouji Tetsu Katou's Aragyouji (Fighting Layer)
Galaxy ???
========================================================================
7. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
CANCELING
------------------------------------------------------------------------
There are several types of cancels in this game:
NORMAL CANCEL
-------------
This occurs when you interrupt a P or K attack into a special move or
Super Combo. An example would be c MP into Hadou Ken. Only certain
Punches and Kicks are cancelable. Note that a normal attack must
hit or be blocked before it can be canceled.
SUPER CANCEL
------------
This occurs when you cancel a move that is normally not cancelable into
a Super Combo, Meteor Combo or Meteor Tag Combo. There are four types
of moves you can use for Super Cancels:
- Uncancelable Punches or Kicks, like Ken's standing HK into his
Meteor Tag Combo. These do not have to be hit or blocked in
order to be canceled.
- Uncancelable command attacks, like Ryu's Senpuu Kyaku into Shin
Shouryuu Ken). They also can be SC'd even if they miss.
- Special moves (like Sharon's Gale Hammer Punch into Shuttle
Combination).
- Super Combos (like Hokuto's Kyaku Hougi into Kiren'eki).
In the case of Super Combos, you cannot SC into the same Super Combo (so
Senretsu Kyaku into Senretsu Kyaku is not possible). You can turn this
feature off in Training Mode only by setting "Super Cancel Limit" to
OFF, however.
Also, you can SC from a Super Combo into a Meteor Combo, but only if
your partner is dead (since you will gain the ability to hold more than
3 levels, which is required because any Super Combo into a Meteor Combo
costs at least 4 levels).
SURPRISE BLOW CANCELS
---------------------
Most normal attacks and some command attacks can be canceled into a
Surprise Blow, by pressing MP + MK. The move doesn't need to hit in
order for you to cancel, but you can only SBC out of missed attack
during it's early frames (usually before it has any potential to hit
in the first place).
In most cases, if a normal attack or command attack is not SBC'able
when it hits or is blocked, it can still be canceled during it's
early frames, simply by pressing MP + MK immediately after performing
the attack / command attack.
CHANGE CANCELS
--------------
Practically any move that is not a Meteor Combo or Meteor Tag Combo
can be canceled into a Change attempt (press HP + HK) or a Critical
Parade (qcf + HP + HK) once the move hits or is blocked. This applies
even if the move is not normally cancelable (like Chun-Li's Soushou Da).
------------------------------------------------------------------------
CHANGE Press HP + HK
------------------------------------------------------------------------
You can only use this move if you have a partner, they are still alive,
and the "STAND BY" message is being displayed. If you can meet all
these conditions, then you can use the Change.
When HP + HK is pressed, your character will pose for a moment, and
then your partner will run in. Until your partner is fully in place,
you can still control your old character, whether this means blocking
an attack or making one of your own. If you perform a Super Combo
and attempt to super cancel out of it with a command that is shared
with your partner, they will do the cancel instead and your original
character will run off-screen.
If you are hit immediately after pressing HP + HK (while you are
posing), the Change will not take place. Otherwise, getting hit after
you pose will not prevent you from changing characters.
Like the Surprise Attack, you can cancel most normal Punches, Kicks, and
some command attacks into the Change. This even applies to moves that
are normally not cancelable, like Chun-Li's crouching HK or Soushou Da.
After using the Change, the Tag gauge will deplete. You must wait for
it to refill and display the "STAND BY" message before you can use
another Tag.
------------------------------------------------------------------------
CRITICAL PARADE Input qcf + HP + HK
------------------------------------------------------------------------
The Critical Parade costs two SCG levels from both characters to use.
Trying to do it with, say, 3 levels on one character and one on the
other will not work. Also, the "STAND BY" message must be displayed
before you can use this move. You can cancel into a CP as if it were
a S^ move, meaning it can be used as a super cancel from a special
move or uncancelable attack, for instance.
When performed, your character will automatically perform a Super Combo
as your partner runs on screen (unless you're using Ace, who merely
poses for a moment as the Critical Parade begins). For the next few
seconds, both you and your partner will have infinite Level 1 energy.
This means that you can perform any Super Combo you want, but you
won't be able to use Meteor Combos or Meteor Tag Combos. After time
runs out, you will end up in control of your partner, and both
characters will have one level of SCG energy remaining.
Another benefit of using a Critical Parade is that you don't need to
"charge" for charge moves. For instance, you could perform Vega's
Knee Press Nightmare as (b,f,b,f + K) instead of (Charge b,f,b,f + K).
When you pick your characters during a new game, you are asked to
adjust your partner's intelligence. This affects how they act during
a Critical Parade. If you choose MANUAL, then you will control both
your character and them at the same time during a Critical Parade.
If you choose SEMI-AUTO, then the CPU controls your partner, and they
will perform attacks and combos of their own accord. If you choose
MANUAL 2P, then the second player will control your partner (note that
you cannot choose this option in a 1P vs. 2P match). The MANUAL 2P
option makes the 2nd player control your partner for the whole match,
not just during a Critical Parade.
After using the Critical Parade, the Tag gauge will deplete. You must
wait for it to refill and display the "STAND BY" message before you can
use another Critical Parade.
------------------------------------------------------------------------
EMOTIONAL FLOW Occurs when your tag partner dies
------------------------------------------------------------------------
This is a goofy name for a pretty simple feature ;) When you are
playing a standard tag match and your opponent is killed, you will be
able to use their Super Combo gauge, which means you can hold up to
six levels of SCG energy for the rest of the round, and any SCG energy
they had earned is added to your total. When this happens, the
remaining character will pose for a moment, with a yellow aura around
them. During this time, they are completely invincible.
------------------------------------------------------------------------
FIRST ATTACK
------------------------------------------------------------------------
If you are the first person to successfully land an attack during a
battle, you will get a small bonus (+25 points) to your SCG. This
doesn't apply to blocked attacks, even those that inflict block damage.
It's possible for both players to hit each other at the same time, in
which case both of them get the First Hit bonus.
------------------------------------------------------------------------
METEOR COMBOS
------------------------------------------------------------------------
These function like Super Combos, but cost 3 levels of SCG energy to
use and are more powerful. If you can hold more than 3 levels (via
Emotional Flow), you can supercancel into a Meteor Combo from a Super
Combo (i.e. Skullomania's Super Skullo Slider into Super Skullo Energy).
However, you cannot super cancel out of a Meteor combo, so a combo
such as Kuzuryuu Reppa -> Shippuujinrai Kyaku is not possible.
------------------------------------------------------------------------
METEOR TAG COMBOS
------------------------------------------------------------------------
These cost 3 levels of SCG energy from your current character (your
partner loses no energy). Only certain characters can use Meteor Tags,
and even then, only with certain partners (for example, you must have
Jack and Rosso in order to use their Meteor Tag Combo).
What's more, you must have a certain character in the lead in order
to use a Meteor Tag Combo. In the above example, Jack must be the
current character, and Rosso must be his partner. The only exception
to this is Darun and Zangief, who can go either way. The Meteor
Tags are as follows:
Pullum + Darun qcb,qcb + PPP
Ken + Ryu qcb,qcb + KKK
Chi wo fuuin wo hokareta Hokuto + Kairi LP,LP,b,LK,HP
Nanase + Hokuto LP,LP,b,LK,HP
Sakura + Ryu LP,LP,b,LK,HP
Jack + Vulcano Rosso Charge b,f,b,f + PPP
Guile + Chun-Li Charge b,f,b,f + PPP
Blanka + Dhalsim Charge b,f,b,f + PPP
Vega + Balrog Charge b,f,b,f + KKK
Zangief + Darun or Darun + Zangief Rotate 720 + KKK when near
You can supercancel from an uncancelable P or K or from a special move
into a Meteor Tag, but you cannot supercancel a special move or S^
move into a Meteor Tag.
------------------------------------------------------------------------
MODES OF PLAY
------------------------------------------------------------------------
In Original Mode, the last character you defeat in each round can join
your party for subsequent battles (obviously this excludes the final
boss you fight, namely Vega or Vega II). Once they've joined, you can
then choose whether or not you want to use them in the next round by
selecting them or choosing "Fight Alone." You can have up to three
people join you, so after getting a full four, no new defeated enemies
can join you.
Although your main character's life is fully restored after each stage,
your partner's life is only partially refilled, and if you lose and
continue, it will remain at a lower amount than usual (this is why
the little Life Gauges are shown for each partner at the Partner Select
screen).
Also note that each battle in Original Mode is not fought the same
way:
- Stage 1 is always one player (you) against three foes at once.
- Stage 3 is always two characters vs. Garuda (or one player, if
you haven't had a partner join your party).
- Stage 5 is always vs. Sagat (unless you've met the requirements
to fight Shadow Geist, Kairi, or Satsui no hadou ni mezameta Ryu--
see Section 6 for details).
- Stage 7 is always vs. Vega (unless you've met the requirements to
fight Vega II or True Vega--refer to Section 6 again). If you
are playing without any partners, Vega's stage will be colored
blue, and you will start with 3 SCG levels already. Otherwise,
it is gold and you both start with no levels.
- If you're fighting Vega II or True Vega, they will start with a
full SCG.
Stages 2, 4, 5, and 6 are Tag Battles, meaning they are fought normally
(2 characters vs. 2 characters tagging off, not at the same time).
------------------------------------------------------------------------
MOMENTARY COMBOS Press P / K as a special move hits
------------------------------------------------------------------------
Momentary Combos occur when you press P or K as your special move hits
or is blocked. If done correctly, you will see a green burst and your
character will cancel into that move. The timing for Momentary Combos
is admittedly very strict. I found them to be virtually impossible to
perform at first ;) A good way to "train" yourself is to practice
Momentary Combos in Training Mode, by looking at the hit counter and
not watching the characters. Pressing the button when the hit counter
changes is a fairly reliable method for learning when a Momentary
Combo is possible.
You can't Momentary Combo into some special moves (including those that
do not hit), nor can you Momentary Combo into the same move (so pressing
P during Sharon's Gale Hammer Punch will have no effect, since her
Momentary Combo with P is the Gale Hammer Punch). This also seems to
affect follow-up inputs as well (which is why you can't momentary combo
the Double Hammer Punch into the Gale Hammer Punch, either).
One interesting note about Momentary Combos is that they have all the
same effects as the special moves they are based on. So, if you
Momentary Combo into Hokuto's Shinkuu Geki, you can cancel it with the
Shin, just as you could with a normal Shinkuu Geki. Likewise, you could
follow Ryu's Tatsumaki Senpuu Kyaku with the additional hits even when</pre><pre id="faqspan-4">
it is performed as a Momentary Combo.
You even string together Momentary Combos. For example, Sagat's MCs
are the Tiger Shot and Ground Tiger Shot. This means a combo such as
(qcf+P,K,P) is possible, although you must do it from up close (since
you can only MC out of a projectile if you are still in the "recovery"
animation as it hits).
Finally, you can Momentary Combo into your Surprise Attack by pressing
MP + MK as your special move hits. This is particularly useful for
Ace, who has no normal MC's of his own. ;)
Each character's Momentary Combos are listed in Sections 3 through 5.
------------------------------------------------------------------------
RECOVERY
------------------------------------------------------------------------
Some throws will perform more damage if the buttons are tapped and the
joystick is shaken when they are performed (such as Blanka's Wild Fang).
You can avoid taking these extra hits by tapping the buttons and shaking
the joystick yourself. This ONLY applies to hold-type moves and not
other "hit-increasing" moves like the Shinryuu Ken or Fairy Gift.
------------------------------------------------------------------------
REVERSALS
------------------------------------------------------------------------
Technically, a reversal occurs when you are coming out of any kind of
stun (hit stun, block stun) and perform an attack immediately upon
recovering. However, the game is a little picky when awarding the
"Reversal" status to players in situations like this.
Reversals also occur when you perform a special move, S^, or M^ move
while getting off the ground after being knocked down. Thankfully,
these are much easier to earn.
You will get a small bonus to your SCG when you successfully perform
a Reversal (+15 points).
------------------------------------------------------------------------
SUPER COMBOS
------------------------------------------------------------------------
Super Combos cost 1 level of SCG energy to use. See Sections 3-5 for
a list of each character's Super Combos. You can cancel both special
moves and uncancelable Punches and kicks into Super Combos (this is
where the term "super cancel" comes from). It is also possible to
cancel a Super Combo into a different Super Combo (such as Cracker
Jack's Crazy Jack into Grand Slam Crusher).
------------------------------------------------------------------------
SURPRISE BLOW Press MP + MK
------------------------------------------------------------------------
The Surprise Blow replaces the "Guard Break" system from SFEX2P,
although you'll notice that most character's Hard Attacks resemble their
old Guard Break animations from previous games. You can perform a Hard
Attack even when crouching, although it results in the same animation
as a standing Surprise Attack.
Surprise Attacks do not cost any SCG levels to use, so you can perform
them any time, as often as you want. While you cannot cancel or super
cancel out of a Hard Attack, you can cancel into them from most Punches
and Kicks, and some command attacks. This includes attacks that aren't
normally cancelable (such as Balrog's far standing HP or the 2nd hit of
Blanka's Rock Crush). You can also cancel out of the starting animation
of a Punch or Kick before it hits.
When used against a standing opponent, a Surprise Attack simply acts as
a normal attack with no extra features. If your opponent is crouching,
the Surprise Attack acts as an overhead attack, and a hit opponent reels
back for a moment, much like the old Guard Crush effect from the
previous games. If your opponent is in mid-air when they are hit by a
Surprise Attack, they are knocked to the floor, but not fast enough for
you to follow with a combo.
------------------------------------------------------------------------
THROWS AND TECH. HITS
------------------------------------------------------------------------
Every character has a normal throw performed by pressing LP + LK. This
will make them whiff unless they are next to their opponent. Most
characters also have a different throw with (b + LP + LK). Both types
of throws can be escaped from with the "Tech. Hit," which is performed
by pressing LP + LK as you are grabbed. You will receive a minor bonus
to your SGC (+15 points) when you escape from a throw successfully, but
your opponent gets a bonus as well, for doing nothing ;)
Some characters also have special move throws (like the Vaulting Kick),
or S^ or M^ throws. These cannot be escaped from.
========================================================================
8. TRIAL MODE MISSIONS
========================================================================
------------------------------------------------------------------------
TRIAL MODE QUICK GUIDE
------------------------------------------------------------------------
This is a brief walkthrough for the "Character Edit" mode. Trials are
listed in my suggested order:
[ NORMAL TRIALS ] -----------------------------------------------------
1 Block db when they try to sweep kick you.
2 Block b for the jump kick, then db for the sweep.
3 MP + MK when near, then c HK before they recover.
4 j HK > c HK.
5 LP + LK when near.
6 s HP > MP + MK when near.
7 j MK > c LP > c LP.
11 MP + MK when near, then LP + LK.
13 Block b, then hit them with a c LK.
14 j HP > s HP > MP + MK.
15 s LP as they fall, then jump uf + LK.
** Or, j MK as they touch the ground so they remain standing > s LP.
** Or, late j LK, then jump uf + LK before they flip around in air.
** Or, use a move that juggles, like Fairy Gift.
17 Use s HKs (they have a long and wide range) on groups, and try
using j HK > c HK against lone enemies.
** Buy and equip Sliding Arrow, Tatsumaki Senpuu Kyaku, Justice Fist,
Fairy Gift, Raging Buffalo.
8 Input qcf + K.
9 Input qcb + K.
10 Input b,d,db + P.
12 When near, input qcf + LK > qcf + P (Sliding Arrow into Fairy Gift).
** Or, use qcf,qcf + P for the Fairy Gift.
16 Use Fairy Gift, tap (LP,MP,LP,MP....) repeatedly for more hits.
You need to actually use your index and middle fingers to tap the
buttons quickly enough and not just slide your thumb back and
forth. Don't tap the d-pad or other buttons, as this will prevent
you from earning more hits.
19 Input qcf,qcf + P.
20 Charge b,f,b,f + P (or db,f,b,f + P from a crouching position).
22 s MP > qcf + LK > qcf + P (s MP into Sliding Arrow into Fairy Gift).
** Or, use qcf,qcf + P for the Fairy Gift.
23 qcf + LK > MP + MK (Sliding Arrow into Surprise Blow).
24 j HP > c HP > HP Justice Fist > Fairy Gift (tap LP,MP,LP,MP....)
25 Same as #16.
26 Use HK Sliding Arrow as they land (as it ends in a throw).
** Or, use c LK to ground them, cancel into HK Sliding Arrow.
** Or, use Aragyouji as they land.
** Or j LK as they touch the ground so they remain standing > LP + LK.
27 Use Justice Fist to "punch" an incoming Hadou Ken.
** Buy and equip Hyakuretsu Kyaku, Denjin Hadou Ken, Shoot Kick, Triple
Break (keep Fairy Gift equipped).
18 Tap K rapidly.
21 Fairy Gift (1st) > Triple Break.
28 Input qcb + K.
29 Input qcf,qcf + K.
30 Input qcf,qcf + PPP.
[ HARD TRIALS ] -------------------------------------------------------
** Equip Sliding Arrow, Justice Fist, Fairy Gift, Triple Break, and
Denjin Hadou Ken.
1 c MP > c MP when close. You need to input the 2nd c MP as you
recover from the first one. Try timing it when the first hit
spark "blooms" into a circle, if you need help.
2 Walk up to foe and press LP + LK when near.
** Or, let them come to you and press LP + LK when grabbed.
3 Block b, then quickly input c LP / c LK.
** Or, block b, then use Fairy Gift or Triple Break.
4 Use an HP Justice Fist, wait for enemy to block and attack, then
cancel your JF recovery animation into Fairy Gift or Triple Break.
5 MP + MK when near > c MP > LK Sliding Arrow.
6 LK Sliding Arrow > Fairy Gift (1st) > Denjin Hadou Ken.
7 s HK > Fairy Gift or Triple Break.
9 Same as Normal #17.
11 j MK > c MP > c MP (you don't need to cross up with the j MK and
in fact, shouldn't).
12 j HK > c MP > LK Sliding Arrow > Fairy Gift (1st) > Denjin Hadou
Ken. It's a lot like Hard Trial #6.
17 Repeatedly use the b + LP + LK throw when near--the normal LP + LK
throw doesn't do enough damage. Watch out, the enemy may Tech. Hit
or attack you.
18 Triple Break > Fairy Gift (1st) > repeat for 10 seconds. The timing
takes a little practice at first.
20 Same as Normal Trial #17.
** Buy Final Punch, EX-plosive, Hagan Shou, Senretsu Kyaku, Double
Somersault Kick, Aerial Drill Purus, Hien Shuu, Giga Gladiator, and
Shouran.
** Equip Final Punch, Hien Shuu, Hagan Shou, Senretsu Kyaku, Shouran,
and Denjin Hadou Ken.
8 Back off and use Hagan Shou to deflect Hadou Kens. You need to use
it sooner and sooner as you get closer to your opponent. Then knock
them down with a Hagan Shou, back off, and repeat.
10 Hold PPP / KKK until Final Punch is maxed out (should do 86 damage).
15 LK Hien Shuu > s HK > Senretsu Kyaku > Shouran. Make sure your foe
is in the corner and cancel on the 3rd hit of the Senretsu Kyaku
(the 6th overall hit--you can always go by the hit counter in the
corner to make timing easier).
22 LP + LK when close, then c HK upon recovering. Don't use the
b + LP + LK throw, as it knocks them too far away. The timing on
the c HK is to do it as soon as possible after the throw. It will
hit the opponent on the ground.
23 Denjin Hadou Ken x3. To do this, get next to your opponent, then
input qcf,qcf + hold PPP to charge the Denjin Hadou Ken. Hold down
PPP until Ace fires it. Now quickly input qcf,qcf + hold PPP again;
you should start the move before the original DHK has completely
vanished. This time, tap the d-pad rapidly to charge up the DHK
faster, until it reaches Level 2 (each time the DHK ball gets
bigger and you hear a sound like thunder, that means it's raised
a level). Then release it. It should hit 3 times if you charged
it up far enough. Now, perform qcf,qcf + PPP as you recover from
the 2nd DHK. It doesn't look like it wouuld combo, but it will.
24 s HP > c LK > Senretsu Kyaku > Denjin Hadou Ken. Input the c LK
as (qcf,d + LK), so you can just input (df,f + K) for the Senretsu
Kyaku. The timing on the s HP > c LK may take some practice.
29 Same as Normal #17, but you only have 20 seconds. You can always
use special moves or Supers if you want, but this leaves you open
to attack if the move takes too long. I prefer the plain old
s HKs and s HK > c HK combos.
30 Like Normal #17, but you have to kill the large boss character.
The other enemies will keep regenerating when killed, so focus
your attacks on the boss. You have plenty of time, so don't worry.
Try to keep the enemies in front of you, instead of letting yourself
get surrounded. Since I primarily stick with Kicks, I like to
charge the Final Punch and use it on the boss, then cancel into
Senretsu Kyaku > Shouran not in danger of being attacked. In a
tight situation, you can always use the Hagan Shou to knock down
a bunch of opponents at once, though it has a slow start-up.
** Equip Hyakuretsu Kyaku, EX-plosive, Double Somersault Kick, and
Giga Gladiator.
13 j HP > c LK > Hyakuretsu Kyaku > Double Somersault Kick. The catch
to this mission is that you have to tap LK very fast, or the c LK
will not cancel into the Hyakuretsu Kyaku and it will be blocked.
Once the Hyakuretsu Kyaku starts up, there's no need to tap LK
anymore, and you can concentrate on canceling the 3rd or fourth
kick into the Double Somersault Kick (you should start charging
db for that move as soon as you leave the ground for the j HP).
27 c MK > EX-plosive > Giga Gladiator. Drop an HK EX-plosive in
front of your opponent, jump over them, input (qcb,qcb,d + MK)
for the c MK, then (df,f + P) for the Giga Gladiator. The c MK
will knock them into the waiting EX-plosive, and the Gladiator
will catch them as they stumble forward. Remember, if the
EX-plosive is laid too close to your foe, it will go off when
you jump over them, so leave a little distance. At the same
time, don't forget that the EX-plosive will vanish if scrolled
too far off the screen (and it shouldn't be _that_ far away).
** Equip Aerial Drill Purus, Shoot Kick.
16 Aerial Drill Purus > c LK > Shoot Kick > j HK. Use a HK Drill Purus
in mid-air. You should be slightly away from your foe, so that you
hit his shins and not his upper body. Then perform a c LK upon
landing into the LK Shoot Kick, and add (b + HK > b + HK) for the
extra kicks. The final input of the Shoot Kick will launch your
opponent into the air, so immediately jump uf and press HK as soon
as possible. It will hit your foe as you're rising into the air.
** Buy Canossa no Kutsujoku, Hadou Ken, Sonic Boom, Nekketsu Hadou Ken,
Shouryuu Ken, Somersault Kick, Geifuu Danjin Soushou, Aragyouji,
Ground Tiger Cannon, and Galaxy.
** Equip Raging Buffalo, Aragyouji, and Galaxy.
21 Perform the Galaxy. The full chain is as follows:
qcb,qcb + KKK > b,d,db + P > f + P > qcf,b + K. The timing, quite
frankly, is hellishly difficult for the 2nd input. Here's how I
do it:
- Input qcb,qcb + KKK when near.
- Input b,d,db + P after the orange "start-up" phase, _right_
when the explosions appear in the background. You want to
input as quickly as possible (as if you were trying to
complete the move before the 1st hit of the Galaxy ended).
Don't try to complete the move as the explosions appear,
_start_ the move when they show up. Otherwise, you'll just
overlap the end of the "start-up" phase, when no controller
inputs are recognized.
- Input f + P just before the (b,d,db + P) animation begins (the
one where he steps forward and delivers a straight punch).
- Input qcf,b + K so that I'm pressing K right as the (f + P)
elbow hits.
Trust me, it takes a lot of practice. Don't worry if it seems
absolutely impossible at first ;) I personally find it easier to
do when on the 1P side (facing right). If you perform the move
properly, Ace will perform two punches, a straight punch, an elbow
blow, and then a goofy full-body kick.
26 Aragyouji > Raging Buffalo. Perform the Aragyouji and hold b to
charge. After the headbutt (when Ace is charging up for the final
punch), input f,b,f + P for the Raging Buffalo.
** Equip Somersault Kick, Double Somersault Kick, and Nekketsu Hadou
Ken.
14 Somersault Kick > Double Somersault Kick. Charge db,uf + K for
the Somersault Kick, then press (db,uf + K) to combine it with the
Double Somersault Kick command. I sometimes find it helps to cancel
an attack into the Somersault Kick (like a c MP) first.
19 You have to knock out all enemies in 1 second. Use the Nekketsu
Hadou Ken, and start the command before the "Ready" message
vanishes. Your timing should be such that you're actually
starting the move a split instant before the message vanishes
(yes, this is possible). You'll end up with anyhwhere from
0:03 to 0:08 of a second left over.
25 j HK > s MP > Somersault Kick. There's no trick to this one, you
just need to hold d or db immediately after jumping. Keep holding
in that direction even after the j HK hits, until you land. Then
release the controller and press MP for the s MP. Immediately press
u + K for the Somersault Kick (don't wait for the MP to connect).
You will have charged just long enough for the Somersault Kick. I
find this mission works easier with your opponent in the corner.
** Equip EX-plosive, Sonic Boom, Hadou Ken, Ground Tiger Cannon, and
Nekketsu Hadou Ken.
28 Sonic Boom > EX-plosive > Hadou Ken > Ground Tiger Cannon >
Nekketsu Hadou Ken.
** (Still working on this one.)
[ MANIAC TRIALS ] -----------------------------------------------------
** Equip Justice Fist, Fairy Gift, Triple Break, Hadou Ken, and
Geifuu Danjin Soushou.
1 Perform the Geifuu Danjin Soushou. The full command is as follows:
LP + MP + LK > b,df + LP + MP > f + LP. However, it seems that
if you perform it as df + LP + MP + LK > b,df + LP + MP > f + LP,
it's much easier to do (I was able to do it virtually every time
this way). Just press or hold df, press LP + MP + LK, then input
the rest of the combo (you should be finishing the f + LP just as
the shoulder slam part hits).
2 Hadou Ken > Triple Break > MP Justice Fist > Triple Break >
HP Hadou Ken. Use MP for the Justice Fist or the last Triple Break
kick will miss.
3 Same as Hard Trial #18, but you must juggle them for 30 seconds.
Triple Break > Fairy Gift (1st) > repeat works here as well.
** Equip EX-plosive, Senretsu Kyaku, and Nekketsu Hadou Ken.
4 j MK > c MP > c MP > EX-plosive > EX-plosive > Super Combo >
Meteor Combo. This one can be annoying if you try to perform it
as you normally would. Set an HK Explosive in front of your enemy,
but leave a little space (about one character width). Then jump
over their head and hit with a cross-up MK. This should cause your
opponent to turn arond, not stumble away (which is what happens if
you mistime it). You'll land on the other side of your opponent
and can combo into c MP > c MP. It's important that you NOT cancel
the 2nd c MP into the EX-plosive (see below).
** What should happen is that the 2nd c MP pushes your opponent back
into the first EX-plosive you laid (if it explodes before then,
when they just starting to move back, it was set too close. If it
doesn't combo off the c MP, then it was set too far away). Now,
wait for Ace to recover from his c MP, THEN throw a LK EX-plosive.
It will combo for 5 hits as your opponent stumbles forward from
the first EX-plosive blast. Now quickly cancel into a Super Combo
and then a Meteor Combo. Fairy Gift or Triple Break or Senretsu
Kyaku > Nekketsu Hadou Ken works well. If you use the Triple Break,
remember to let your opponent fall a ways before using the Nekketsu
Hadou Ken, as it comes out very quickly. I prefer the Senretsu
Kyaku myself.
5 Shouryuu Ken > Shouryuu Ken > s LP > Shouryuu Ken
** (Still working on this one.)
6 Perform a 60 hit combo.
** (Still working on this one.)
I've only done the first four Maniac Trials. Hopefully, I can add
the rest in a future revision.
========================================================================
9. MEDAL MODE MISSIONS
========================================================================
------------------------------------------------------------------------
NOTES
------------------------------------------------------------------------
Here is a short guide of the Medal Mode goals. If you play Original
Mode with the difficulty set to Normal, you can earn Bronze or Silver
Medals. If it's set to Hard, you can earn Gold or Platinum Medals.
You cannot earn medals in Easy mode.
The designations (Alone) and (Partner) refer to whether or not you've
had a partner join you or not. If you have a partner, the Medal
missions for Stages 2 through 5 will be different. Note that if you
have a partner join you but choose not to have them fight with you,
you will still be given the (Partner) medal missions.
You can see which Medals you've earned in the Options Menu, under the
"Database" entry. Please see Section 6 for more information on what
prizes you get for collecting Medals.
It's also worth noting that no attack performed on a dead character
counts towards getting a medal. So, if you kill someone on the fifth
hit of a combo, then juggle them for 20 hits, you will not earn a
medal if the objective was to perform a 20+ hit combo.
------------------------------------------------------------------------
STAGE 1
------------------------------------------------------------------------
* Fight three opponents at once.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Kill last opponent with a S^ move.
Silver Kill last opponent with a M^ move.
Gold Get all three Gauge Bonuses.
Platinum Kill all opponents in five timer counts.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Just defeat the last opponent with a Super Combo.
Silver You'll probably need to back off so you can build up enough
power using whiffed special moves to earn three levels.
Try setting the damage to 1 to make this easier.
Gold For "F. Attack," get in the first hit. Then try to kill
your opponents with basic throws (LP + LK or b + LP + LK).
If the enemy breaks out of it, you'll get the "Tech. Hit"
bonus. Finally, kill off all but one character, and let
them knock you over. Then, perform a special move, S^,
or M^ move upon standing up. This will get you the
"Reversal" bonus. Now go on to win the round.
Platinum Set the damage to eight, and the time to "slow" (infinite
will not work, sadly). It's possible to perform a combo
ending in super combo (since you'll earn enough power by
hitting multiple enemies at once), such as Sagat's
j HK > c MK > HK Ground Tiger Shot > Tiger Raid, or you
could just do something easy like Vega's HP Psycho Crusher,
then repeatedly hit your enemy as they get up. You have
until the timer reads 93 to win the round.
------------------------------------------------------------------------
STAGE 2
------------------------------------------------------------------------
* Fight against an opponent and his/her partner in a tag battle.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Alone) Perform a Momentary Combo.
Silver (Alone) Hit opponent with a Momentary Combo.
Gold (Alone) Perform 2 Momentary Combos in succession.
Platinum (Alone) Perform 3 Momentary Combos in succession.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze It's okay if the MC is blocked or it misses. All you have
to do is perform one. Just press P, K, or MP + MK as a
special move hits or is blocked (see Sections 3-5 for a list
of which moves can be used for a Momentary Combo).
Silver Only the 2nd part of the Momentary Combo (the move you
cancel into) has to hit for this to work.
Gold Not all characters can do this. You might try:
Sagat Tiger Shot > P / K
Garuda Shuuga > P / K
See Sections 3-5 for details on each character's Momentary
Combos.
Platinum This one is only possible with a few characters. I found
it was easiest with Hokuto, using the following method:
Chuugeki Hou > LK > P > K
The LK produces a Shinkyaku Geki that will not knock down,
so that when you press P, the resulting Shinkuu Geki will
combo. Then, you can press K for a Shinkyaku Geki. Even
if any of the hits don't connect, all you need to do is
perform 3 Momentary Combos in a row to get the medal. You'll
probably need to practice this series in Training Mode first,
to get the timing down.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Partner) Perform a combo using the Change.
Silver (Partner) Perform a 20 hit combo using the Change.
Gold (Partner) Perform a 100-pt. damage combo using the Change.
Platinum (Partner) Perform a 30 hit combo using the Change.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Use the Change (press HP + HK), then quickly attack your
opponent before your character exits. The enemy will still
be in hit stun when your partner comes in, allowing you to
combo off them. Even a 2-hit combo will work.
Silver As above, but have the incoming partner combo with (or
eventually cancel into) a Meteor Combo. Many Meteor Combos
can do 20 hits or more. Examples include Garuda's Kyoujin
Senshuu, or Ken's Kuzuryuu Reppa.
Gold Set the damage to eight. This way, it doesn't take much
effort to do 100 points of damage or more. You can even
repeat the Silver requirement for most characters (since
Meteor Combos do so much damage).
Platinum Again, using the Silver method with a M^ move that has a
high hit count is the easiest way to earn your medal.
I suggest Garuda's Kyoujin Senshuu.
------------------------------------------------------------------------
STAGE 3
------------------------------------------------------------------------
* Fight against Garuda (or Hokuto, if you're playing as Garuda).
* If you have a tag partner, you will fight together at the same time.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Alone) Perform a reversal.
Silver (Alone) Perform 2 reversals.
Gold (Alone) Perform 4 reversals.
Platinum (Alone) Kill opponent just after a reversal.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze To perform a reversal, input a special move, S^, or M^ move
as you are getting up off the floor. Generally, the rule
is to do it not the moment you start to rise, but as you're
getting up. This is easiest with simple-to-perform moves
like Zangief's Double Lariat or Darun's Daikaku. There are
other ways to perform a reversal (such as when coming out of
hit stun) but this is the standard method.
Silver You can set the damage to 1; this way, the opponent can knock
you down a lot without your taking much damage.
Gold You pretty much have to set the damage to 1 if you want to
survive long enough to do 4 reversals, I'd guess.
Platinum I take this to mean that you must kill your opponent with a
move comboed off your reversal, such as reversing with a
special move, then super canceling into a S^ move. I haven't
done this yet, though.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Partner) Perform a 30 hit combo.
Silver (Partner) Get a Perfect win.
Gold (Partner) Use 2 Meteor Combos.
Platinum (Partner) Perform a 100-pt. damage combo.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Try Garuda's Kyoujin Senshuu for an easy 30 hits. Or,
play as Garuda, so that your opponent is Hokuto. You can
then trap her between you and your opponent, and use
repeated c LPs for a simple infinite combo. Don't try
this against Garuda, has he can use the Maboroshi to
escape in mid-hit.
Silver I recommend playing as Garuda, so that Hokuto is your
opponent. This way, you don't have to worry about Garuda's
Maboroshi. Also, do not allow your partner to fight with
you--that way, you only have to worry about yourself. You
can set the damage to eight to make this mission much
easier.
Gold Try playing as Darun or Garuda, who have low-damage M^ moves.
Ace's Denjin Hadou Ken would also work, if you had it. Use
the M^ move on your enemy once, then back off and raise your
power before performing the second M^ move. You can set
the damage to 1 and give yourself infinite time to make this
mission easier. I think it's easier to do this mission by
yourself rather than with a partner, myself.
Platinum Set the damage to eight. It's easy to do 100 points of
damage or more. Most M^ moves will do this much damage
with no hassle, so you don't even need to do a real combo.
------------------------------------------------------------------------
STAGE 4
------------------------------------------------------------------------
* Fight against an opponent and his/her partner in a tag battle.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Alone) Perform a 10 hit combo.
Silver (Alone) Perform a 20 hit combo.
Gold (Alone) Perform 2 Meteor Combos.
Platinum (Alone) Get a Perfect win.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze This is easier with some characters than others. Most
characters have multi-hit S^ or M^ moves that you can use
to fulfill this requirement (or try using Garuda, since
almost all of his attacks do multiple hits).
Silver See the "Bronze" entry, since this is basically the same.
Gold Again, set the damage to 1 and the time to infinite, so
that you'll have plenty of time to raise your SCG levels
high enough. Use Garuda or Darun, since their M^ moves
do little damage (or Ace's Denjin Hadou Ken, if you have it).
Platinum Set the damage to eight so that you can kill your opponents
faster. If you get hit, kill yourself off and continue.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Partner) Kill last opponent with a Critical Parade (CP).
Silver (Partner) Perform a 20 hit combo using the Critical Parade.
Gold (Partner) Perform a 100-pt damage combo using the CP.
Platinum (Partner) Perform a 40 hit combo using the Critical Parade.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Just build up 2 levels of power for you and your partner,
then kill your last opponent with a CP.
Silver Try to pick a character (and get a partner), who have
multi-hit S^ moves. Then cancel into them repeatedly for
20 hits or more.
Gold If you set the damage to eight, you can easily do 100 points
of damage during a CP.
Platinum I would recommend practicing your Critical Parade combos in
Training Mode first, until you work out some practical 40-hit
combos. Try to develop one with several partners, since your
partner will be random in Original Mode.
------------------------------------------------------------------------
STAGE 5
------------------------------------------------------------------------
* Fight against Sagat.
* If you've met the right conditions, you can fight Shadow Geist, Kairi,
or Evil Ryu here instead (see Section 6).
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Alone) Kill opponent with a Surprise Blow.
Silver (Alone) Kill opponent with a Momentary Combo.
Gold (Alone) Kill opponent just after a reversal.
Platinum (Alone) Get a Perfect win.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Just use MP + MK to perform the final blow.
Silver It's the 2nd hit of the Momentary Combo that has to kill
your opponent, not the special move you're going to cancel
out of. For example, in the Momentary Combo of Sonic Boom
to Somersault Kick (press K), it's the Somersault Kick
that would have to be the finishing blow.
Gold I take this to mean that you must kill your opponent with a
move comboed off your reversal, such as reversing with a
special move, then super canceling into a S^ move. I haven't
done this yet, though.
Platinum Set the damage to eight so that you can kill your opponents
faster. If you get hit, kill yourself off and continue.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze (Partner) Use a Meteor Tag Combo.
Silver (Partner) Kill opponent with a Meteor Tag Combo.
Gold (Partner) Perform a 10 hit combo, then use a M^ move.
Platinum (Partner) Perform a 16 hit combo, then use a M^ move.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze This requires you to have randomly gotten a partner whom
you have a Meteor Tag Combo with. Try picking someone
who can have multiple partners, like Ryu (he has a Tag
with Sakura or Ken) to increase your chances. All you
have to do is perform the Meteor Tag--it's okay if it
misses or is blocked.
Silver By stage 5, your opponent is good at evading attacks, so
aim for a Meteor Tag Combo that is easy to connect, like
Zangief/Darun's Meteor Tag. Or, use one that you can
combo into, like Ken/Ryu's Meteor Tag.
Gold This requires you to do a 10-hit combo that combos into
a M^ move. Probably Garuda is the easiest character to
do this with.
Platinum See the Gold requirements. This one involves a 16-hit
combo though. A cheap way to do this is let your partner
die, so that you can take advantage of "Emotional Flow"
to hold more Power levels, then you can super cancel into
a Meteor combo.
------------------------------------------------------------------------
STAGE 6
------------------------------------------------------------------------
* Fight against Vega.
* If you've met the right conditions, you can fight Vega II or True Vega
here instead (see Section 6).
* If you have multiple partners, you will use them one after another,
with your lead character going last.
* If playing with one character, the background and BGM is different.
Also, you will begin with a full Super Combo Gauge.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze Use a Meteor Combo.
Silver Use two Meteor Combos.
Gold Use two Meteor Combos.
Platinum Use three Meteor Combos.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bronze If you play without a partner, you'll start off with three
levels, making this mission that much easier. Just Meteor
Combo Vega's sorry hide and send him packing ;)
Silver See above. After using your M^ move, back off and use missed
special moves to raise your power (Darun or Garuda work well
here, since their M^ moves do little damage if you don't
put in all the commands). By then, you should be able to
cream your opponent with that second Meteor Combo. You can
set the time to infinite and the damage to 1 to make things
easier for you.
Gold Same as the Silver requirements.
Platinum This one seems like it'd be easier if you had teammates--it's
unlikely you can use three M^ moves with just one character.
I would assume you pretty much have to use Ace or Darun to
actually pull this off (Garuda may work). Infinite time and
damage set to 1 is a must.
========================================================================
10. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------
Characters are listed in alphabetical order. My Japanese is not the
greatest, so there may be some mistakes. Any corrections are welcome ;)
[ ACE ] ---------------------------------------------------------------
Ryoubu Dragon Warrior
Hadou Ken Surge Fist
Kuuchuu Drill Purus Mid-Air Pure Drill
Zenpou Tenshin Forward Roll
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Canossa no Kutsujoku Canossa's Disgrace
Hien Shuu Flying Kick
Shouryuu Ken Rising Dragon Fist
Hyakuretsu Kyaku Hundred Rending Kicks
Hagan Shou Boulder Breaking Palm
Geifuu Danjin Soushou Wind Greet Dust Shot Paired Palm
Junsui Suishuu Obey Water Support Ship
Aragyouji Wild Event
Chikara Tame Power Collect
Senretsu Kyaku Thousand Rending Kicks
Shouran Rising Storm
Denjin Hadou Ken Electric Blade Surge Fist
Nekketsu Hadou Ken Zeal (lit. "hot blood") Surge Fist
[ AREA ] --------------------------------------------------------------
Chouhatsu 1 / 2 Taunt 1 / 2
Kuuchuu Great Cancer Mid-Air Great Cancer
[ BALROG ] ------------------------------------------------------------
Trueno Claw (Spanish for "thunder") Claw
Sankaku Tobi Triangle Hop
Izuna Drop Well Rope Drop
[ BLANKA ] ------------------------------------------------------------
Kidou Shuusei Path Change
Chuudan Interrupt
[ CHI WO FUUIN NO TOKARETA HOKUTO ] -----------------------------------
"Hokuto of the Undone Seal of Blood"
Kyaku Grasp
Keishukou Strangle Neck (with Hands)
Bukyaku Zan Dancing Attack Slash
Chuuhou Demolishing Elbow
Gaishuu Reaping Kick
Chuugeki Hou Violent Demolishing Elbow
Shou Gekiha Crushing Palm
Shourin Geki Phosphorous Palm Attack
Shinkyaku Geki Swinging Kick Attack
Ryuusui Stream
Renshou Geki Violent Rapid Rise
Kiren'eki Mental Rapid Fire
Kyaku Hougi Attacking Phoenix Technique
Renbu Rapid Dance
Tenkyou Satsu Heaven Yell Murder
Shinkuu Geki Shaking Air Attack
[ CHUN-LI ] -----------------------------------------------------------
Koshuu Da Tiger Attack Strike
Koshuu Raku Tiger Attack Drop
Ryuusei Raku Shooting Star Drop
Sen'en Shuu Spinning Circle Kick
Soushou Da Paired Palm Strike
Tenkuu Kyaku Sky Kick
Yousou Kyaku Hawk Talon Kick
Kaiten-teki Kaku Kyakushuu Rotating Crane Leg Kick
Hien Shuu Flying Kick (Flying Swallow Kick)
Hyakuretsu Kyaku Hundred Rending Kicks
Kikou Ken Chi Fist
Gomen ne! Sorry!
Kikou Shou Chi Palm
Senretsu Kyaku Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Ascension Kick
Kikou Shou: Kyoku Chi Palm: Extreme
[ DARUN MISTER ] ------------------------------------------------------
Kuuchuu Nage Mid-Air Throw
Indra Bashi Indra's Bridge
Daikaku Great Awakening
Jouju Realization
Indra~ Bashi "Indraa-!" Bridge
Chouzetsu Kishin Bomb Superior Fierce God Bomb
Buddagaya Buddha Ego?
Gandara Rock Steep Net
Mandara Wide Weed Net
Basara Horse Assist Good
Tasogare Lariat Twilight Lariat
- The names of the G.O.D. follow-ups are Buddhist terms, so I don't
know their real meanings, just the nonsensical translations.
[ DHALSIM ] -----------------------------------------------------------
Drill Zutsuki Drill Headbutt
Mae Idou / Ushiro Idou Forward Movement / Backward Movement
Kuuchuu Fuyuu Mid-Air Floating
Kidou Shuusei Path Change
[ GARUDA ] ------------------------------------------------------------
Shouki Flying Devil
Satsuga Kill Fang
Shuuki Attacking Devil
Saiga Smashing Fang
Zanki Slashing Demon
Kyouja Crazy Snake
Shuuga Attack Fang
Gouga Roaring Fang
Kizan Demon Slash
Raiga Lightning Fang
Jazan Snake Slash
Ranzan Storm Slash
Bu Dance
Teishi Stop
Gen Phantom
Kienshou Flying Devil Rise
Kienbu Flying Devil Dance
Kuuchuu Kienbu Mid-Air Flying Devil Dance
Houkou Tenkan Direction Divert
Soukon Dan Spirits of the Dead Shot
Kyoujin Senshuu Assassin's Blade Spinning Attack
Daikyou Rasen Shou Great Evil Spiral Rise
Daikyou Senpuu Shou Great Evil Whirlwind Flight
[ HOKUTO ] ------------------------------------------------------------
Kyaku Grasp
Keishukou Strangle Neck (with Hands)
Bukyaku Zan Dancing Attack Slash
Chuuhou Demolishing Elbow
Gaishuu Reaping Kick
Chuugeki Hou Violent Demolishing Elbow
Shou Gekiha Crushing Palm
Shinkuu Geki Swinging Air Attack
Shinkyaku Geki Swinging Kick Attack
Shin Swing
Gokyaku Kou Protect Flow Into Attack
Ryuusui Stream
Kiren'eki Mental Rapid Fire
Kyaku Hougi Attacking Phoenix Technique
Kakusei Awakening
Shirase Gatana Obituary Sword
[ KAIRI ] -------------------------------------------------------------
Kutei Kaku Chest Strike Hold
Ura Jigoku Guruma Reverse Hell Wheel
Bukyaku Warrior Kick
Ryoubu Dragon Warrior
Ryuujin Kyaku Dragon Blade Kick
Mekkuu Zangeki Destroying Air Slash Attack
Maryuu Rekkou Evil Dragon Light Rip
Shinki Hatsudou Divine Invoke (SFEX3 fireball)
Mouryou Kasen Spirits & Goblins Vortex
Sairou Kyoushu Coyote Assassin
Shinki Hatsudou Kai Demon God Invoke: Modified
Garyuu Messhu Refined Dragon Destroyer Kick
Maki Hatsudou Evil Demon Invoke
Shinki Hatsudou Demon God Invoke (SFEX fireball)
Kyouja Renbu Wicked Assassin Rapid Dance
Shouki Hatsudou Miasma Demon Invoke
[ KEN MASTERS ] -------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Jigoku Guruma Hell Wheel
Jigoku Fuusha Hell Windmill
Inazuma Kakato Wari Lightning Flash Heel Splitter
Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Zenpou Tenshin Forward Roll
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Shouryuu Reppa Rising Dragon Destroyer
Shinryuu Ken Dragon God Fist
Shippuujinrai Kyaku Kick with Lightning Speed
Chuudan Interrupt
Kuzuryuu Reppa Nine-Headed Dragon Destroyer
[ NANASE ] ------------------------------------------------------------
Kyaku Hold
Keishu Kou Strangle Neck with Hands
Suikazura Concealed Winter
Tou Chuuhou Demolishing Elbow Step
Rakushichi Geki Violent Falling Knee
Sanren Kon Rapid Triple Cane
Kasumi Oroshi Misty Mountain Wind
Tenshou Kon Ascension Cane
Gekkyou Botan Moon Mirror Tree Peony
Ryuusui Stream
Izayoi Rekkon 16-Day-Old Violent Cane
Yayoi Toukon Gi Lunar 3rd Month Cane Toss Technique
Kon no Kidou Shuusei Path Change of Cane
Meigetsu / Ariake Harvest Moon / ???
Kon no Idou Teishi Stop Movement of Cane
Kon Rakka Falling Cane
Kon wo Modosu Returning Cane
Machiyoi Tenkyuu Geki Violent Evening Rain From a Cloudless Sky
[ PULLUM PURNA ] ------------------------------------------------------
- I'm not sure what language Pullum's moves are supposed to be in,
but the interesting thing is that I was able to get a reasonable
match in Latin (of all languages) for most of them. So, here goes.
I know nothing about Latin, so this is all just guesswork using
online dictionaries (see the Credits section):
Japanese Latin English
---------------------------------------------------------------------
<arakuru.ankuru> Alacer Ankle Quick Ankle
<doriru.purusu> Drill Purus Pure Drill
<purimu.kikku> Purim? Kick ??? Kick
<teneru.kikku> Tener Kick Tender Kick
<femina.uxindo> Femina Wind Woman Wind
<purae-ku.ra-mu> Praec Larum Precipitate Alarm
<resuaru.ka-na> Res Arcana Secret Affair
<guradoxusu.pa-ru> Gladius Par Sword-like
- The "alacer" spelling is used in the US version of this game as well,
but if it's pronounced the way it looks (ah-lah-sur), then the kana
should be spelled differently in the first place. As it's spelled,
it seems "Alkul or "Arakul" would be a sensible English writing.
- "purus" could be "pullus" (young/dark/gloomy).
- Could "purim" be related to "prime?"
- "Tener" could also be "tenere" (to hang).
- I also found "praeclarus" (beautiful), which is suspiciously similiar
to "praec larum."
- "Res Arcana" is one of the translations I'm not so sure of, since
the Japanese is <resuaru.ka-na>, indicating a clear break between
"resuaru" and "ka-na." Maybe "resare carna?" I Have no idea.
- "Arcana" also means "mysterious."
[ RYU ] ---------------------------------------------------------------
Seoi Nage Over-the-Shoulder Throw
Tomoe Nage Overhead Judo Throw
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Hatobi Kudaki Solarplexus Smasher
Hadou Ken Surge Fist
Shakunetsu Hadou Ken Scorching Hot Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Shin Shouryuu Ken True Rising Dragon Fist
[ SAKURA KASUGANO ] ---------------------------------------------------
Sakura Jime Sakura's Strangle
Hadou Ken Surge Fist
Shou'ou Ken Cherry Blossom Fist
Shunpuu Kyaku Spring Breeze Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Midare Zakura Cherry Trees Blooming in Profusion
Haru Ichiban First Storm of Spring
Shungoku Satsu Spring Hell Murder
Nekketsu Hadou Ken Zeal (lit. "hot blood") Surge Fist
Genki Ichiban Number One Spirit
- "Spirit" in this case refers to pep and vigor (like "high school
spirit") rather than the paranormal or mental type of spirit.
[ SAGAT ] -------------------------------------------------------------
Tsuika Nyuuryoku Additional Input
[ SATSUI NO HADOU NI MEZAMETA RYU ] -----------------------------------
"'Hadou' of Murderous Intent Awakens in Ryu"
Seoi Nage Over-the-Shoulder Throw</pre><pre id="faqspan-5">
Tomoe Nage Overhead Judo Throw
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Hatobi Kudaki Solarplexus Smasher
Hadou Ken Surge Fist
Shakunetsu Hadou Ken Scorching Hot Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Ashura Senkuu (buddhist god of war) Air Flash
Mae / Ushiro Forward / Backward
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Messatsu Gou Shouryuu Destructive Great Rising Dragon
Denjin Hadou Ken Electric Blade Surge Fist
Shin Shouryuu Ken True Rising Dragon Fist
Shungoku Satsu Instant Hell Murder
- 'hadou' means "surge" but in regard to Ryu's name, it refers to
the type of power he harnesses for his moves.
[ SHADOW GEIST ] ------------------------------------------------------
Chijou / Kuuchuu Ground / Mid-Air
[ SHARON ] ------------------------------------------------------------
Chuudan Interrupt
[ SKULLOMANIA ] -------------------------------------------------------
Skullo Back Ten Skullo Back Spin
Tkatchev (name for a gymnastic move)
Teishi Stop
Final 95 Kai Final 95 Modified
[ VEGA ] --------------------------------------------------------------
Zenpou Idou / Kouhou Idou Forward Movement / Backward Movement
[ VULCANO ROSSO ] -----------------------------------------------------
Digestivo Digestive
L'espresso "the expressed one"
Regalo Trick / Gift
Aeol no Tsubasa Wings of Aeolus (Greek god of wind)
Etna no Ikari Anger of Etna (a volcano in Italy)
Vesuvio no Ikari Anger of Vesuvius (a volcano in Italy)
Chuugeki Elbow Attack
Hibashiri Running Fire
Vulcanus Vulcan (Roman god of fire)
Canossa no Kutsujoku Canossa's Disgrace (a place in Italy)
Tameiki no Hashi Bridge of Held Breath
Pisa no Shatou Leaning Tower of Pisa
Accelerando Accelerating
Shikei Four Scenes / Quattro Panorama
- Rosso's move names are mostly in Italian. "Vulcano Rosso" means
"red volcano" in Italian.
[ ZANGIEF ] -----------------------------------------------------------
Chuudan Interrupt
Thanks for reading.
------------------------------------------------------------------------
STREET FIGHTER EX 3 FAQ v0.1 Copyright (c) 2004 Chris MacDonald
------------------------------------------------------------------------