Street Fighter EX 3
Name: Sammy Fan/SuperSagat
Email Address:
[email protected]
Game created by: Capcom/Arika
Version History
Version 0.1 (9/25/03) - Created the FAQ, with several basic pieces of
information including the basics, character move lists, secrets, and
several others.
Version 0.4 (9/29/03) - Continued the FAQ, adding more information to
the Basics/New Features section.
Version 0.5 (9/30/03) - Continuing to finish the character move lists
section.
6:00 - Character move lists complete.
Version 0.7 (10/02/03) - Adding more medal unlock strategies.
4:23 - Finished medal strategies.
Version 0.8 (10/03/03) - Continuing to finish Character Edit Mode
strategies as well as move sets.
8:32 - Finished, adding secrets.
9:00 - Finished secrets, closing up FAQ ready to send to GameFAQs.
Key/Controls/Commands
Directional Pad commands:
U = Up
D = Down
B/L = Back/Block (While holding B)
F/R = Forward
UF = Up-foward
UB = Up-backward
DF = Down-forward
DB = Down-back/Crouching Block (While holding DB)
Fighting commands:
LP = Light Punch (Square)
MP = Medium Punch (Triangle)
HP = Heavy Punch (R1)
LK = Light Kick (X)
MK = Medium Kick (Circle)
HK = Heavy Kick (R2)
PPP = Three punches pressed simanteously (L1)
KKK = Three kicks pressed simanteously (L2)
Table of Contents
1. Modes of Play
2. Basics/New Features
3. Characters
4. Hidden Characters
5. Secret Characters
6. Original Mode/Medal Unlock Strategies and Descriptions
7. Character Edit Mode
8. Secrets
9. Ending
1. Modes of Play
On the main menu, you are given four available modes to play in. Each
mode is different and are based on what the mode applies to when playing
it.
Original Mode: The main mode of the entire game. You will fight through
five battles, and take on M. Bison. After defeating him, you will reveal
your fighter's ending. Some fighters (mostly Meteor Tag fighters) have
different endings depending on which you chosen. Once you complete a
battle, the last fighter you fought will eithier join you or you can
decline. Select a fighter and a difficulty will involve the CPU's
fighting skills once you fight in the arena.
Arena Mode: Good for practicing on battles if you have trouble in
Original Mode. You can also fight with your friends here. The given
options in this mode are:
Tag Battle: After choosing your fighter, select a partner to battle
along with you against selected CPU opponents of your choice.
Dramatic Battle: Fight with a partner against a CPU opponent, or play a
solo match against three opponents.
Team Battle: Think of this as "The Last Fighter Standing" mode. Select
the # of fighters you will control (5 maximum) in your team, while your
friend chooses the team of fighters of their own choice.
Vs. Bison II: Pit yourself in a fierce battle with the true grand
master, M.Bison II. (See the secrets section for more information)
Multi Play Mode: Join the fighting fest with your friends. Choose one of
the two options in this mode, then select the # of players playing. If
you don't, you can fill the rest of the fighters as the CPU opponents.
Character Edit Mode: Fulfill Ace's fighting abilities by earning
experience points and buying moves to put on Ace. See the Character Edit
Mode for more information.
Training Mode: Practice your fighter's moves, Super Combos and Meteor
Combo(s). You can use this mode to discover new things with your
fighter, such as learning how to string their attacks together to create
combos.
3. Basics/New Features
Gauge Bonuses: Your fighter can obtain Gauge Bonuses under certain
circumstances. Once your fighter fulfills it, their Super Combo Gauge
will get additional energy, allowing quick level build-ups before you
have a Super Combo level charged and ready for use. The following
bonuses you can attain are:
F(irst) Attack: By having your attack connect first in the arena, you
will earn the F. Attack bonus, which will boost your gauge by 25%.
Tech Hit: With precise timing, counter your opponent's throw by using
the throw escape maneuver. You will get the tech-hit bonus, which
will increase your gauge by 15%.
Reversal: There are two ways in getting reversals. The first way is
performing a Special Move after getting up from the ground. The other
way is to perform a Special Move or Super Combo after blocking a
Special. Eithier way, this will earn you a 12% boost in your gauge.
Throw Escape: You can escape throws from your opponents via the throw
escape. With precise timing, you can avoid getting thrown by your
opponent. The throw escapes will take a while performing, as your
opponents are easily unpredictable and will be ready with a throw.
Cancel: This technique allows you to cancel regular moves into Special
Moves. Once it hits, perform the motion of a Special. This will cause
the regular move to immediately be followed up with that Special.
Cancels are useful for stringing attacks into combos. Some special moves
can also be cancel with others.
Super Cancel: Super Cancels are similar to regular cancels, but cancel a
Super Combo into another Super Combo, hence it's name. Super Combos can
cancel into another Super Combo regardless of its activation once it is
performed in a battle. Once you Super Cancel a Super Combo, a yellow
flash will occur, and if you continue the process, a pink flash will
occur. You are given the ability to use three levels of your Super Combo
Gauge to perform up to three Super Combos with this technique, which
will result in inflicting major damage to your opponent.
Super Combos: As you gain gauge bonuses or attack your opponent with
throws, regular attacks, special moves or perform Specials, your Super
Combo Gauge will build up. Once you have reached a level in your gauge,
you can perform Super Combos. Super Combos cause decent damage to your
opponent when used right, and can be used in combos to inflict great
damage. Super Combos have their own unique properties to each fighter.
Moreover, each have their general purpose of use.
Meteor Combos: Meteor Combos are generally your fighter's ultimate move.
They inflict incredible damage, and are just as unique as with Super
Combos. Each fighter possesses their own Meteor Combo, with each
consuming three Super Combo levels for use in a battle.
Combos: By stringing together multiple attacks or following up various
moves other than using Super and Meteor Combos, you will create a combo.
Combos involve multiple attacks performed and dealt to the opponent,
while they form big damage as a result. Not only do combos do great
damage, they can also make the battle against your opponent more easier.
Learn how to string your attacks effectively with your fighter, and
practice with your moves until you form a combo.
Special Note: You can check my new Combo FAQ for combos on (nearly) each
fighter. This will be put at GameFAQs, and you can find some combos if
you are having trouble discovering combos with your fighter.
New Features
Surprise Blow: Surprise Blows have special properties and possess unique
functions. If you hit a opponent jumping with a Surprise Blow, it will
knock them out of the air, leaving you some time to set them up for a
devastating move or combo while they get back up. If you hit them while
they crouch-block, it will break their guard and stun them, which will
leave them open to an attack or a quick combo for a few seconds. While
they are fairly useful, Surprise Blows take a second before striking. A
mistimed or blocked Surprise Blow will leave you wide open for a
counterattack.
Momentary Combo: Momentary Combos cause an automatic cancel of a Special
Move once it hits the opponent. After it instantly connects, immediately
press a Punch or Kick button. This will follow-up the current attack
with another Special Move. You can string in some attacks with the use
of the Momentary Combo, making it useful for performing damaging combos
with your fighter. Keep in mind that the move you cancel with a Punch or
Kick button will cancel into that specific move. Surprise Blows are also
usable in a Momentary Combo, simply by pressing the MP+MK buttons
simanteously after the first Special Move connects with the opponent.
Tag Features
Change: You can switch with your partner during a tag battle. Once your
tag gauge (the blue bar) is full, pressing the HP+HK buttons
simanteously will activate the change. The second fighter will then
substitute the place of the current fighter, and continue the fight.
Before changing with your second fighter, you both can attack the
opponent after activating the change for a few seconds.
Critical Parade: By inputting D, DF, F+HP+HK during a tag battle, both
of your fighters will enter Critical Parade. You both can then attack
the opponent together, and will get the use of unlimited Super Combos.
The fighter who initiates the Critical Parade will always have a Super
Combo activated during the Critical Parade. However, you will need a
full tag gauge, and two Super Combo levels sacrificed with your two
fighters in order to enter the Critical Parade.
Meteor Tag Combo: Similar as to the Meteor Combo. Nevertheless, unlike
the Meteor Combo, the Meteor Tag Combo involves two of your fighters
attacking the opponent at the same time, and inflict an incredible
amount of damage to your opponent. Only certain fighters possess the
Meteor Tag Combo with specific partners. The fighter who initiates the
combo must have a full tag gauge, and three Super Combo levels
sacrificed at the use of the Meteor Tag Combo.
Emotional Flow: When one of your fighters get defeated (or K.O.'ed), the
remaining fighter alive will continue the fight until victorious or
defeated along with the beaten partner. However, the fighter will get
the partner's Super Combo Gauge, along with any of their Super Combo
levels attained. Your fighter in this condition will then have certain
advantages that are not possible in normal circumstances (i.e. your
Super Combo Gauge).
4. Characters
These are the first regular 15 fighters in the game. The move lists are
taken from CJayC's excellent FAQ containing full move lists of each
fighter.
Ryu
Throws:
Seoi Nage LP+LK
Tomoe Nage B+LP+LK
Other Moves:
Senpuu Kyaku F+MK
Kyuubi Kuudaki F+HP
Surprise Blow:
Sakatsuwari MP+MK
Special Moves:
Hadouken D, DF, F+P
Shakunetsu Hadouken B, DB, D, DF, F+P
Shoryuken F, DF, F+P
Tatsumaki Senpuu Kyaku D, DB, B+K Follow up with K, or B+K three times
Super Combos:
Shinku Hadouken D, DF, F, D, DF, F+P
Shinku Tatsumaki Senpuu Kyaku D, DB, B, D, DB, B+K (Usable in air)
Meteor Combo:
Shin-Shoryuken D, DF, F, D, DF, F+KKK
Momentary Combos:
P - Shakunetsu Hadouken
K - Tatsumaki Senpuu Kyaku
Ken
Throws:
Seoi Nage LP+LK
Jigoku Guruma B+LP+LK
Jigoku Fuusha In the air, D+MP/HP
Other Moves:
Zenpo Tenshin D, DB, B+P
Surprise Blow:
Inazuma Kakato Wari MP+MK
Special Moves:
Hadouken D, DF, F+P
Shoryuken F, D, DF+P
Tatsumaki Senpuu Kyaku D, DB, B+K
Super Combos:
Shoryu Reppa D, DF, F, D, DF+P
Shinryuuken D, DF, F, D, DF+K Follow up by rotating D-pad in a clockwise
direction while mashing a button
Shippu Jinrai Kyaku D, DB, B, D, DB, B+K (D, DB, B+K to cancel)
Meteor Combo:
Kuzuryu Reppa D, DB, B, D, DB, B+KKK Follow up by mashing a button/two
buttons, or rotating D-pad in a clockwise direction while mashing a
button
Meteor Tag Combo: (With Ryu)
D, DB, B, D, DB, B+PPP
Momentary Combos:
P - Zenpo Tenshin
K - Tatsumaki Senpuu Kyaku
Chun Li
Throws:
Koshuuda LP+LK
Kashuuraku B+LP+LK
Ryuusei Raku In the air, D+MP/HP
Other Moves:
Soushouda F+MP
Tenkuu Kyaku F+HK
Yousou Kyaku In the air, D+MK
Surprise Blow:
Senenshuu MP+MK
Special Moves:
Hyaretsu Kyaku K repeatedly
Kikouken B (Charge), F+P
Spinning Bird Kick D, DF, F+K
Gomen Ne! LP, LP, F, LK, HP
Super Combos:
Senretsu Kyaku D, DF, F, D, DF, F+K
Kikosho D, DF, F, D, DF, F+P
Hazan-Tensho-Kyaku D, DB, B, D, DB, B+K
Meteor Combo:
Kikosho Goku D, DF, F, D, DF, F+PPP
Momentary Combos:
P - Kikouken
K - Hienshu
Guile
Throws:
Judo Throw LP+LK
Dragon Suplex B+LP+LK
Flying Buster Drop In the air, D+MP/HP
Other Moves:
Spinning Back Knuckle F+HP
Knee Bazooka F/B+LK
Rolling Power Kick F/B+MK
Heavy Stab Kick F/B+HK
Surprise Blow:
Elbow Stamp MP+MK
Special Moves:
Sonic Boom B (Charge), F+P
Somersault Kick D (Charge), U+K
Super Combos:
Opening Gambit B (Charge), F, B, F+P
Double Somersault Kick DB (Charge), DF, DB, UF+K
Meteor Combo:
Sonic Boom Typhoon B (Charge), F, B, F+KKK
Meteor Tag Combo: (With Chun Li)
B (Charge), F, B, F+PPP
Momentary Combos:
P - Sonic Boom
K - Somersault Kick
Dhalsim
Throws:
Yoga Smash LP+LK
Yoga Throw B+LP+LK
Other Moves:
Drill Heading In the air, D+HP
Drill Kick In the air, D+HK
Yoga Teleport Forward F, D, DF+PPP/KKK
Yoga Teleport Backward B, D, DB+PPP/KKK
Surprise Blow:
Yoga Shock MP+MK
Special Moves:
Yoga Fire D, DF, F+P
Yoga Flame D, DF, F+K
Yoga Blast D, DB, B+K
Yoga Catch D, DF, F+K
Yoga Contact After Yoga Catch, hold K
Yoga Fake D, DF, F+KKK Hold K
Super Combos:
Yoga Drill Kick In the air, D, DF, F, D, DF, F+K
Yoga Legend D, DB, B, D, DB, B+K
Meteor Combo:
Yoga Inferno D, DF, F, D, DF, F+PPP
Momentary Combos:
P - Yoga Fire
K - Yoga Blast
Blanka
Throw:
Wild Fang LP+LK
Other Moves:
Rock Rush F+MP
Amazon River Run DF+HP
Surprise Forward KKK
Surprise Backward B+KKK
Surprise Blow:
Raging Nail MP+MK
Special Moves:
Electric Thunder/Electricity P repeatedly
Rolling Attack B (Charge), F+P
Vertical Rolling Attack D (Charge), U+K
Back Step Rolling B (Charge), F+K (P to cancel)
Aerial Rolling In the air, D, DF, F+P
Super Combos:
Ground Shave Rolling B (Charge), F, B, F+P Hold P to charge
Beast Hurricane In the air, D, DF, F, D, DF, F+P
Jungle Beat B (Charge), F, B, F+K
Meteor Combo:
Super Electric Thunder D, DF, F, D, DF, F+KKK
Meteor Tag Combo: (With Dhalsim)
B (Charge), F, B, F+PPP
Momentary Combos:
P - Aerial Rolling
K - Vertical Rolling
Zangief
Throws:
Air Ankle LP+LK
German Suplex B+LP+LK
Stomach Block B+LP+LK behind opponent
Other Moves:
Flying Body Attack In the air, D+HP
Surprise Blow:
Elbow Stamp MP+MK
Special Moves:
Double Lariat PPP
Quick Double Lariat KKK
Spinning Pile Driver D, DF, D, DB, B, UB+P Near opponent
Atomic Suplex D, DF, D, DB, B, UB+K Near opponent
Russian Suplex D, DF, D, DB, B, UB+K Away from opponent
Bear Hug P before Russian Suplex Follow up by rotating D-pad in a
clockwise direction while pressing a button
Super Combos:
Final Atomic Buster F, DF, D, DB, B, UB, U, UF F, DF, D, DB, B, UB+P
near opponent
Super Stomping D, DF, F, D, DF, F+K (D, DB, B+K to cancel)
Aerial Russian Slam D, DB, B, D, DB, B+K With opponent in the air
Meteor Combo:
Cosmic Final Atomic Buster F, DF, D, DB, B, UB, U, UF, F, DF, D, DB,
B, UB+PPP Near opponent
Meteor Tag Combo: (With Darun Mister)
F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB+KKK near opponent
Momentary Combos:
P - Growing Fist
K - Quick Double Lariat
Vega/Balrog
Throws:
Wire Smash LP+LK
German Suplex B+LP+LK
Whirlwind Suplex In the air, D+MP/HP
Other Moves:
Back Slash KKK
Attaching Claw F, D, DF+P
Surprise Blow:
Turueno Claw MP+MK
Special Moves:
Claw Roll/Rolling Crystal Flash B (Charge), F+P
Wall Kick D (Charge), U+K
Claw Dive/Flying Barcelona Attack After Wall Kick, P
Izuna Drop After Wall Kick, D+P near opponent
Sky High Claw D (Charge), U+P
Super Combos:
Ground Claw Roll/Grand Crystal Flash B (Charge), F, B, F+K
Sky High Illusion DB (Charge), DF, DB, UF+P
Scarlet Terror B (Charge), F, B, F+K
Whirlwind Suplex (Follow-up) After Scarlet Terror, B, DB, D, DF, F+P
Meteor Combo:
Rolling Izuna Drop DB (Charge), DF, DB, UF+K then D+P near opponent
Momentary Combos:
P - Sky High Claw
K - Claw Dive/Flying Barcelona Attack
Sakura
Throws:
Sakura Shibome LP+LK Follow up by rotating D-pad in a clockwise
direction while mashing a button
Cellar Shoot B+LP+LK
Surprise Blow:
Flower Kick MP+MK
Special Moves:
Hadouken D, DF, F+P Tap P rapidly to charge
Shouoken F, D, DF+P
Shunpuu Kyaku D, DB, B+K
A-Ha-Ha! F, DF, D, DB, B, UB+P
Super Combos:
Shinku Hadouken D, DF, F, D, DF, F+P
Midare Zakura D, DF, F, D, DF, F+K
Haru Ichiban D, DB, B, D, DB, B+K
Shungoku Satsu LP, LP, F, LK, HP
Meteor Combos:
Nekketsu Hadouken D, DF, F, D, DF, F+PPP
Genki Ichiban F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB+PPP
Meteor Tag Combo: (With Ryu)
LP, LP, B, LK, HP
Momentary Combos:
P - Hadouken
K - Shunpuu Kyaku
Hokuto
Throws:
Kyaku LP+LK
Keishukou B+LP+LK
Other Moves:
Chuuhou F+HP
Gaishuu F+HK
Ryuusui F, DF, D, DB, B, UB+P
Surprise Blow:
Bukyakuzan MP+MK
Special Moves:
Chougekihou D, DF, F+P
Shougekiha After Chougekihou, F+P
Shinkuugeki After Chougekihou, B+P
Shinkyakugeki After Chougekihou, B+K
Gokyakukou B, D, DB+P Counterattack
Shinku-Geki D, DB, B+P
Shinkyaku-Geki D, DB, B+K
Super Combos:
Kireneki D, DB, B, D, DB, B+P
Kyakuhougi D, DB, B, D, DB, B+K
Trance/Kakusei D, DF, F, D, DF, F+K
Meteor Combo:
Shirasegatana D, DF, F, D, DF, F+KKK
Momentary Combos:
P - Shinkuukou
K - Shinkyakukou
Skullomania
Throws:
Skullo Stunt LP+LK
Skullo Space In the air, D+MP/HP
Other Moves:
Step in Upper F+MP
Dangerous Heel F+MK
Skullo Dash - Tackle F, F
Skullo Backflip B, B
Surprise Blow:
Skullo Punch MP+MK
Special Moves:
Skullo Head F, D, DF+P
Skullo Dive After Skullo Head, P
Skullo Crusher D, DF, F+P
Skullo Slider D, DF, F+K
Skullo Face Slam B, D, DB+K
Super Combos:
Super Skullo Crusher D, DF, F, D, DF, F+P (Usable in air)
Super Skullo Slider D, DF, F, D, DF, F+K
New Skullo Dream LP, LP, F, LK, HP
Alternate New Skullo Dream LP, LP, B, LK, HP
Skullo Energy D, DB, B, D, DB, B+K
Skullo Ball D, DB, B, D, DB, B+P
Meteor Combo:
Super Skullo Energy D, DB, B, D, DB, B+KKK
Momentary Combos:
P - Skullo Head
K - Skullo Slider
Doctrine Dark
Throws:
Death Moment LP+LK
Dark Throw B+LP+LK
Other Moves:
Knife Nightmare F+MP
Dark Spin Kick F+MK
Surprise Blow:
Shudder Blade MP+MK
Special Moves:
Dark Wire D, DF, F+P
Dark Spark Wait for a few seconds after Dark Wire
Dark Hold After Dark Wire, B+P
Kill Wire F, D, DF+P
EX-plosive D, DF, F+K
Super Combos:
Dark Trump D, DF, F, D, DF, F+P
Dark Shackle D, DF, F, D, DF, F+K
EX-prominence D, DB, B, D, DB, B+K
Meteor Combo:
Dark Trap D, DB, B, D, DB, B+PPP
Momentary Combos:
P - Kill Blade
K - Explosive
Jack
Throws:
Power Hunter LP+LK
Power Lift Throw B+LP+LK
Other Moves:
Angry Fist F+MP
Surprise Blow:
Double Arm Punch MP+MK
Special Moves:
Dash Straight B (Charge), F+P
Dash Upper B (Charge), F+K
Feint Dash D, DB, B+P
Final Punch Hold PPP/KKK to charge, release to punch
Batting Hero B, DB, D, DF, F+P
Soccer Ball Kick B, DB, D, DF, F+K
Jack Hammer F, DF, D, DB, B, UB+P
Super Combos:
Homerun Hero D, DB, B, D, DB, B+P
Crazy Jack B (Charge), F, B, F+P
Raging Buffalo B (Charge), F, B, F+K
Grand Slam Crasher D, DB, B, D, DB, B+K
Meteor Combo:
Homerun King D, DF, F, D, DF, F+KKK
Meteor Tag Combo: (With Vulcano Rosso)
B (Charge), F, B, F+PPP
Momentary Combos:
P - Feint Dash
K - Dash Upper
Sharon
Throws:
Blade Mount LP+LK
Blade Choke B+LP+LK
Flying Neck Drop In the air, D+MP/HP
Crimson Terror F, DF, D, DB, B, UB+P
Other Moves:
Step Combo Kick F+MK
Step Combo Punch F+MP
Crush Punch F+HP
Slide Sweeper DF+HK
Special Moves:
Half Moon Kick D, DB, B+K
Prisoner Scissors Before Half Moon Kick connects, D+K
Gale Hammer Punch D, DF, F+P Follow up with F+P (Gale Hammer Punch),
DB+K (Half Moon Kick), or DF+K (Bermuda Symphony)
Bermuda Symphony F, D, DF+K
Super Combos:
Shuttle Combination D, DB, B, D, DB, B+P
Load D, DF, F, D, DF, F+P
Hellfire After Load, D, DF, F, D, DF, F+P
Sharon Special D, DF, F, D, DF, F+K (D, DB, B+K to cancel)
Meteor Combo:
Assault Rifle D, DF, F, D, DF, F+PPP
Momentary Combos:
P - Gale Hammer Punch
K - Bermuda Symphony
Nanase
Throws:
Kyaku LP+LK
Keishukou B+LP+LK
Other Moves:
Touchuuhou F+MP
Rakushichi In the air, D+MK
Ryuusui F, DF, D, DB, B, UB+P
Surprise Blow:
Suikazura MP+MK Hold to raise pole
Special Moves:
Tenshoukon F, D, DF+P
Sanrenkon D, DF, F+P Follow up with F+P two times
Kasumiorashi D, DB, B+K Follow up with K two times
Gekkyoubotan B, D, DB+P
Super Combos:
Yayoitouningi D, DB, B, D, DB, B+P (Usable in air)
Meigetsu During Yayoitouningi, PPP
Ariake During Yayoitouningi, KKK D, DB, B+P to return
Izayoi Rekkon D, DF, F, D, DF, F+P
Meteor Combo:
Machiyoi Tenkyuugeki LP, LP, F, LK, HP
Meteor Tag Combo: (With Hokuto)
LP, LP, B, LK, HP
Momentary Combos:
P - Tenshoukan
K - Kasumiorashi
5. Hidden Characters
You earn these fighters from completing Original Mode (See Secrets
section). These fighters possess unique attributes and have different
fighting abilities and styles. Check to find out if they are matched up
for your fighting skills.
Sagat
Throws:
Tiger Carry LP+LK
Tiger Rage B+LP+LK
Other Moves:
Tiger Fake B, D, DB+P
Surprise Blow:
Tiger Break MP+MK
Special Moves:
Tiger Shot D, DF, F+P
Ground Tiger Shot D, DF, F+K
Tiger Crush F, D, DF+K
Tiger Blow F, D, DF+P
Super Combos:
Tiger Cannon D, DF, F, D, DF, F+P
Ground Tiger Cannon D, DF, F, D, DF, F+K
Tiger Raid D, DB, B, D, DB, B+K
Tiger Cyclone/Tiger Genocide D, DB, B, D, DB, B+P
Meteor Combo:
Tiger Storm D, DF, F, D, DF, F+PPP Tap PPP to charge up the Storm
Momentary Combos:
P - Tiger Shot
K - Ground Tiger Shot
Bison
Throws:
Death Risuru LP+LK
Death Throw B+LP+LK
Other Moves:
Forward Warp F, D, DF+PPP/KKK
Backward Warp B, D, DB+PPP/KKK
Surprise Blow:
Psycho Crash MP+MK
Special Moves:
Psycho Crusher B (Charge), F+P
Knee Press B (Charge), F+K
Head Stomp D (Charge), U+K
Head Dive After Head Stomp, P
Super Combos:
Psycho Cannon B (Charge), F, B, F+P Hold P to charge
Knee Press Nightmare B (Charge), F, B, F+K
Meteor Combo:
Psycho Break Smasher B (Charge), F, B, F+PPP
Meteor Tag Combo: (With Vega/Balrog)
B (Charge), F, B, F+KKK
Momentary Combos:
P - Psycho Crusher
K - Head Stomp
Garuda
Throws:
Satsuga LP+LK
Shouki B+LP+LK
Shuuki In the air, D+MP/HP
Other Moves:
Zanki F+HP
Kyouja F+HK
Bu F, D, DF+PPP
Surprise Blow:
Saiga MP+MK
Special Moves:
Kizan F, D, DF+P
Gouka B, DB, D, DF, F+K
Shuuga D, DF, F+K
Raiga F, D, DF+K
Jazan B, D, DB+P
Ranzan B, D, DB+K
Super Combos:
Kienbu D, DB, B, D, DB, B+P (Usable in air)
Kienshou D, DF, F, D, DF, F+P
Soukondan D, DB, B, D, DB, B+K Hold K to charge
Meteor Combo:
Kyoujin Sanshuu D, DB, B, D, DB, B+KKK Follow up with D, DF, F, D, DF,
F+P, then D, DB, B, D, DB, B+K
Momentary Combos:
P - Kizan
K - Raiga
Shadow Geist
Throws:
Demon Stunt LP+LK
Demon Space In the air, D+MP/HP
Other Moves:
Step in Upper F+MP
Dangerous Heel F+MK
Demon Escape B, B
Surprise Blow:
Death Flip MP+MK
Special Moves:
Demon Crusher D, DF, F+P
Demon Break D, DF, F+K
Demon Press B, D, DB+K
Demon Sword Kick In the air, D, DF, F+K
Demon Flash In the air, D, DB, B+K
Super Combos:
Super Demon Crusher D, DF, F, D, DF, F+K (Usable in air)
Demon Government D, DF, F, D, DF, F+P
Demon Dream LP, LP, F, LK, HP
Demon Dream (air) F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB+P
Demon Energy D, DB, B, D, DB, B+K
Meteor Combo:
Super Demon Energy D, DB, B, D, DB, B+PPP
Momentary Combos:
P - Demon Crusher
K - Demon Press
Pullum Puruna
Throws:
Odin's Fate LP+LK
Neck Factor B+LP+LK
Dance Wind In the air, D+MP/HP
Other Moves:
Alacer's Wrist F+MP
Alacer's Wrist (air) In the air, D+MP
Reverse Ankle In the air, B+P
Surprise Blow:
Alacer Ankle MP+MK
Special Moves:
Drill Purrus D, DF, F+K (Usable in air)
Pullum Kick F, D, DF+K
Ten'el Kick D, DB, B+K
Femina Wind In the air, D, DB, B+P
Super Combos:
Praec Larum D, DB, B, D, DB, B+K
Res Arcana D, DF, F, D, DF, F+K
Kind Wind In the air, D, DF, F, D, DF, F+P
Meteor Combo:
Gradus Par D, DF, F, D, DF, F+PPP
Meteor Tag Combo: (With Darun Mister)
D, DB, B, D, DB, B+PPP
Momentary Combos:
P - Femina Wind
K - Drill Purrus
Darun Mister
Throws:
Back Drop LP+LK
German Suplex B+LP+LK
Ganges DDT In the air, D+MP/HP
Surprise Blow:
Ganges Catch MP+MK
Special Moves:
Lariat D, DF, F+P
Ganges DDT F, D, DF+P
Darun Catch B, D, DB+P With opponent in air
Daikaku PPP
Joujou After Daikaku, KKK
Brahma Bomb F, DF, D, DB, B, UB+P near opponent
Indra Bridge F, DF, D, DB, B, UB+K near opponent
Super Combos:
Power Indra Bridge D, DB, B, D, DB, B+K
Super Darun Bomb F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB+P near
opponent
Meteor Combo:
Gameble of Darun F, DF, D, DB, B, UB+PPP near opponent Follow up with F,
DF, D, DB, B, UB+P/K (to continue every sequence), then F, DF, D, DB, B,
UB+P (after Gamble of Darun)
Meteor Tag Combo: (With Zangief)
F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B, UB+KKK near opponent
Momentary Combos:
P - Lariat
K - Ganges DDT
Kairi
Throws:
Kuteikaku LP+LK
Uraji Goku Guruma B+LP+LK
Other Moves:
Ryoubu F+MK
Ryuujin Kyaku In the air, D+MK/HK
Surprise Blow:
Bukyaku MP+MK
Special Moves:
Mekku Zangeki B, D, DB+P
Maryuu Rekkou F, D, DF+P
Shinki Hatsudou D, DF, F+P
Mouryou Kasen D, DB, B+K Follow up with B+K three times
Super Combos:
Shinki-Hatsudou-Kai In the air, D, DF, F, D, DF, F+P
Sairou Kyoushu D, DB, B, D, DB, B+P
Garyu Messhu In the air, D, DF, F, D, DF, F+K
Meteor Combos:
Kyouja Renbu LP, LP, F, LK, HP
Shouki Hatsudou D, DF, F, D, DF, F+PPP
Momentary Combos:
P - Shinki Hatsudou
K - Mouryou Kasen
Area
Throws:
Transmission LP+LK
OCRB B+LP+LK
Other Moves:
Alternative Catch F, DF, D, DB, B, UB+K then F/B+K
Job Step F+MK
Pull Down Leg F+HK
Head Crush In the air, D+HP
Shift Club Straight F+HP
Shift Stamp Punch DF+MP
Shift Club Upper DF+HP
Special Moves:
Humming Rush D, DF, F+P
Jackson Kick D, DF, F+K
Pop-Up Knee After Jackson Kick, F+LK
Partition Break After Jackson Kick, F+MK
Pull Down Heel After Jackson Kick, F+HK
Upload In the air, PPP
Download PPP Hold to control
Emulator B, D, DB+P
Reverse Gear With a projectile drained with Emulator, B, D, DB+P (Usable
in air)
Super Combos:
Great Cancer D, DF, F, D, DF, F+P Hold P to charge (Usable in air)
Five Star Raid D, DF, F, D, DF, F+K
Meteor Combo:
Final Cancer D, DB, B, D, DB, B+PPP
Momentary Combos:
P - Humming Rush
K - Alternative Catch
Vulcano Rosso
Throws:
Digestivo LP+LK
Other Moves:
Aeolus PPP
Surprise Blow:
Represso MP+MK
Special Moves:
Etna After Aeolus, K
Sciara Del Fuoco D, DF, F+K
Regalo KKK Counterattack
Vulcan D, DB, B+P
Canassa D, DB, B+K Counterattack
Vesuvio D, DF, F+P Follow up with F+P, then F+K
Super Combos:
Ponte Dei Sospiri D, DF, F, D, DF, F+P
Torre Pendente D, DB, B, D, DB, B+P
Accelerando D, DB, B, D, DB, B+K
Meteor Combo:
Quattro Panorama D, DF, F, D, DF, F+KKK
Momentary Combos:
P - Aeolus
K - Sciara Del Fuoco
6. Secret Characters
These fighters are well hidden in the game. It is up to you to unlock
them in some sort of way (see Secrets section).
Bison II
Throws:
Death Riseru LP+LK
Death Throw B+LP+LK
Other Moves:
Forward Warp F, D, DF+PPP/KKK
Backward Warp B, D, DB+PPP/KKK
Surprise Blow:
Psycho Crash MP+MK
Special Moves:
Psycho Crusher B (Charge), F+P
Knee Press B (Charge), F+K
Head Stomp D (Charge), U+K
Head Dive After Head Stomp, P
Super Combos:
Psycho Cannon R B (Charge), F, B, F+P Hold P to charge
Knee Press Nightmare B (Charge), F, B, F+K
Psycho Cannon B D, DB, B, D, DB, B+P Hold P to charge
Psycho Cannon C D, DF, F, D, DF, F+K or D, DB, B, D, DB, B+K Hold K to
charge
Meteor Combo:
Psycho Break Smasher B (Charge), F, B, F+PPP
Momentary Combos:
P - Psycho Crusher
K - Head Stomp
Evil Ryu
Throws:
Seoi Nage LP+LK
Tomoe Nage B+LP+LK
Other Moves:
Senpuu Kyaku F+MK
Kyuubi Kuudaki F+HP
Surprise Blow:
Sakatsuwari MP+MK
Special Moves:
Hadouken D, DF, F+P
Shakunetsu Hadouken B, DB, D, DF, F+P
Shoryuken F, D, DF+P
Tatsumaki Senpuu Kyaku D, DB, B+K (Usable in air)
Super Combos:
Shinku Hadouken D, DF, F, D, DF, F+P
Shinku Tatsumaki Senpuu Kyaku D, DB, B, D, DB, B+K (Usable in air)
Messatsu-Go Shoryuken D, DF, F, D, DF, F+K
Meteor Combos:
Shungoku Satsu LP, LP, F, LK, HP
Denjin Hadouken D, DF, F, D, DF, F+PPP Hold PPP to charge
Momentary Combos:
P - Shakunetsu Hadouken
K - Tatsumaki Senpuu Kyaku
6. Original Mode/Medal Unlock Strategies and Descriptions
Stage 1 - Dramatic Battle 1 vs. 3
Bronze Medal - Finish with a Super Combo
This is relatively simple. Use the Surprise Blows often to K.O. the
first two opponents, and if it did not worked, continue using LPs and/or
LKs on your opponent to build the remains of your Super Combo Gauge,
otherwise stay away from your opponent and perform your Specials. After
you have a level charge in your gauge, weaken the opponent, then finish
him off with your Super Combo.
Silver Medal - Finish with a Meteor Combo
This one's a lot harder than the first. Unless you have Bison II, use
him for this task. Use his Knee Presses often, and once you beaten down
the first two opponents, continue using the Knee Presses far away from
the opponent to build up the gauge, and get away from your opponent if
they get close. Once you build up the gauge, weaken the opponent, and
activate the Psycho Break Smasher.
Gold Medal - Get all Gauge Bonuses
Platinum Medal - Finish within 5 Counts
They are referring to finishing the stage before the timer passes 94
seconds. With Bison or Bison II, this should be easy. Just K.O. your
three opponents with three Psycho Crushers. Hopefully they do not block
the crushers, as that will waste more time.
Stage 2 - Tag Battle 2 vs. 2
Bronze Medal - Pull off a tag combo during the change
Obviously, one of the easiest tasks. After you change, just nail them
with LPs and have your partner do the same.
Silver Medal - Pull off a 20-Hit combo during the change
Tough, unless you have Vulcano Rosso as your fighter and Area as your
partner. Once you initiate the change, activate the Accelerando before
Rosso switches, then have Area charge her Great Cancer. Release before
Vulcano Rosso finishes, then Area's Great Cancer should provide the
additional hits giving you a 20 or more hit combo.
Gold Medal - Get over 100 damage during a change
Platinum Medal - Perform a 30-Hit combo during the change
Stage 2 - Tag Battle 1 vs. 2
Bronze - Perform a Momentary Combo
Hit a P or K button the instant your Special Move connects.
Silver Medal - Attack the opponent with a Momentary Combo
Your second Special Move should hit the opponent in order to get this
medal.
Gold Medal - Attack the opponent with 2 Momentary Combos
Platinum Medal - Attack the opponent with 3 Momentary Combos
Stage 3 - Dramatic Battle 2 vs. 1
Bronze Medal - Succeed in 30 hits or more
First play as Garuda. This will replace the Garuda here with Hokuto.
Then have a partner, with the Manual setting so you control them as
well. Jump over Hokuto as the battle starts, and your fighters have to
be on either side of her. Just keep on using LPs on her and you should
get a 30+ Hit combo.
Silver Medal - Finish with Perfect!
You can follow the above, but make sure you don't take damage otherwise,
you will have to do it over again.
Gold Medal - Perform 2 Meteor Combos
Platinum Medal - Get over 100 damage in a single combo
Stage 3 - Death Match 1 vs. 1
Bronze Medal - Perform a Reversal
This is a lot easier if you have Zangief. If you get knocked down, once
you get back up immediately use the Quick Double Lariat.
Silver Medal - Perform 2 Reversals
Follow the above.
Gold Medal - Perform 4 Reversals
Platinum Medal - Finish with a Reversal
Stage 4 - Tag Battle 2 vs. 2
Bronze Medal - Finish with a Critical Parade
Save you and your partner's Super Combo Levels once you gained them.
K.O. the first opponent, weaken the second as best as you can, activate
the Critical Parade, then finish the remaining opponent off.
Silver Medal - Succeed 20 hits or more, using a Critical Parade
Very simple. Of course, unless you fix your partner's setting to Manual,
this should be simple. If you have Ryu and Sakura, just use their Shinku
Hadoukens repeatedly to score 20 hits easily.
Gold Medal - Perform a combo for 100 damage during a Critical Parade
Platinum Medal - Perform a 40-Hit combo during a Critical Parade
Stage 4 - Tag Battle 1 vs. 2
Bronze Medal - Succeed in 10 hits or more
Relatively simple. If you don't get into the habit of using combos,
simply execute your fighter's Meteor Combo - unless they don't do 10
hits.
Silver Medal - Succeed in 20 hits or more
Follow the above. A few choices for this are Ken's Kuzuryu Reppa,
Sagat's Tiger Storm, or Garuda's Kyoujin Sanshuu.
Gold Medal - Perform 2 Meteor Combos
Platinum Medal - Finish with a Perfect!
Stage 5 - Tag Battle 2 vs. 1
Bronze Medal - Succeed in a Meteor Tag Combo
Of course, you will need the fighter's specific Meteor Tag partner for
this. Time the activation very carefully, as Sagat is way too smart to
let you overcome the battle with the Meteor Tag Combo.
Silver Medal - Finish with a Meteor Tag Combo
Same as above, but the combo must finish the opponent off.
Gold Medal - Succeed in 10 hits or more then a Meteor Combo
Platinum Medal - Succeed in 16 hits or more then a Meteor Combo
Stage 5 - Death Match 1 vs. 1
Bronze Medal - Finish with a Surprise Blow
Pretty straightforward, no strategies for this one.
Silver Medal - Finish with a Momentary Combo
The timing for this can be very tough. Try to weaken Sagat until his
health is down to at least 20%. Your first Special should weaken him to
at least 3 or 2 percent and your second will finish him off.
Gold Medal - Finish with a Reversal
Platinum Medal - Finish with a Perfect
Stage 6 - Dramatic Battle/Death Match 4 vs. 1/1 vs. 1
Bronze Medal - Succeed in a Meteor Combo
Just hope that your fighter's Meteor Combo will succeed in hitting
Bison.
Silver Medal - Succeed in two Meteor Combos
This is completely impossible without Bison II. Use the Psycho Break
Smasher to weaken Bison, then stay away and keep building up your Super
Combo Gauge with Knee Presses. Jump away from Bison if he comes close,
and once you build up the gauge, activate the final Psycho Break
Smasher. Remember that the Meteor Combos must hit in order to get the
medal.
Gold Medal - Hit with two Meteor Combos
Platinum Medal - Hit with three Meteor Combos
7. Character Edit Mode
Normal Mode
Mission 1: Guard the attack!
Block the sweep using DB.
Mission 2: Guard the attack!
Block the jumping attack with B, then the sweep with DB.
Mission 3: Surprise Blow -> Crouching Heavy Kick
Stun the opponent with the Surprise Blow, then sweep to knock them off
their feet.
Mission 4: Jumping Heavy Kick -> Crouching Heavy Kick
Sweep the opponent first. Then jump at the opponent and HK them,
quickly followed by the CHK.
Mission 5: Throw the opponent!
Just throw the opponent.
Mission 6: Inflict 30 points of damage or more!
Execute the B+LP+LK throw on the opponent.
Mission 7: Succeed in 3 hits or more!
Execute the LP+LK throw on the opponent.
Mission 8: Sliding Arrow
Execute the Sliding Arrow on the opponent.
Mission 9: Tatsumaki Senpuu Kyaku
Execute the Sliding Arrow on the opponent.
Mission 10: Justice Fist
Justice Fist the opponent.
Mission 11: Surprise Blow -> Throw
Stun the opponent with the Surprise Blow, then execute a throw.
Mission 12: Super Move -> Super Combo
Tatsumaki Senpuu Kyaku -> Fairy Gift
Mission 13: Guard an attack and counterattack!
Use B to block the Surprise Blow, then retaliate with the move of your
choice.
Mission 14: Inflict 50 points of damage or more!
Tatsumaki Senpuu Kyaku (using HK) -> Fairy Gift + follow up (after
landing)
Mission 15: Succeed in 2 hits or more!
Just use the Fairy Gift, or LP the opponent as they get down,
immediately followed by another LP as they get stunned.
Mission 16: Succeed in 10 hits or more!
Fairy Gift + follow up
Mission 17: Protect the lady!
Sweeps will be effective here, while the Fairy Gift can nail several at
opponents at once.
Mission 18: Hyaretsu Kyaku
Execute the Hyaretsu Kyaku on the opponent.
Mission 19: Fairy Gift
Attack the opponent with the Fairy Gift.
Mission 20: Raging Buffalo
Crouch with DB, then input the Raging Buffalo command quickly near the
opponent.
Mission 21: Super Combo -> Super Combo
Fairy Gift -> Triple Break or Triple Break -> Fairy Gift (fully leveled-
up)
Mission 22: Standing Medium Punch -> Super Move -> Super Combo
Standing Medium Punch -> Hadouken -> Fairy Gift
Mission 23: Super Move -> Surprise Blow
Hadouken -> Surprise Blow
Mission 24: Inflict 90 points of damage or more!
Nekketsu Hadouken (fully leveled-up)
Mission 25: Succeed in 15 hits or more!
Tatsumaki Senpuu Kyaku (with HK)-> Fairy Gift + follow up
Mission 26: Throw the opponent!
You need precise timing to grab them in your throw. Just keep attempting
as soon as the opponent lands.
Mission 27: Destroy a Hadouken!
Use the Justice Fist to get rid of the Hadouken.
Mission 28: Shoot Kick
Execute the Shoot Kick on the opponent.
Mission 29: Triple Break
Execute the Triple Break on the opponent.
Mission 30: Denjin Hadouken
Attack the opponent with Denjin Hadouken.
Hard Mode
Mission 1: Crouching Medium Punchx2
Try to be quick to lay the CMPs on the opponent.
Mission 2: Escape the Throw!
Use the throw escape to avoid being thrown.
Mission 3: Guard a jump attack and counterattack!
Guard the jump attack with B, then quickly retaliate with a CLK.
Mission 4: Super Move -> Super Combo
Hadouken -> Fairy Gift (quickly execute it before opponent retaliates)
Mission 5: Surprise Blow -> Crouching Medium Punch -> Super Move
Surprise Blow -> Crouching Medium Punch -> Hadouken
Mission 6: Super Move -> Super Combo -> Meteor Combo (Unlimited Super
Combo Energy)
Hadouken -> Fairy Gift -> Denjin/Nekketsu Hadouken
Mission 7: Standing Heavy Kick -> Super Combo
Standing Heavy Kick -> Triple Break
Mission 8: Destroy 10 Hadouken in a row!
Use the Hagan-Syo to deflect the Hadoukens, then back off and do it
again.
Mission 9: Defeat all enemies within 20 seconds!
Heavy Kick the enemies constantly, and use your Fairy Gift to round up
the rest.
Mission 10: Inflict 85 points of damage or more with the Final Punch!
Keep on charging the Final Punch for several minutes. Once you think you
charged the Final Punch enough, release it.
Mission 11: Jumping Medium Kick -> Crouching Medium Punchx2
Jump over the opponent near his backside, then MK him in the process.
Quickly follow up with the CMPs before he blocks or avoids one.
Mission 12: Jumping Heavy Kick -> Crouching Medium Punch -> Super Move
-> Super Combo -> Meteor Combo (Unlimited Super Combo Energy)
Jumping Heavy Kick -> Crouching Medium Punch -> Hadouken -> Fairy Gift
-> Nekketsu Hadouken
Mission 13: Jumping Heavy Punch -> Crouching Light Kick -> Hyaretsu
Kyaku -> Double Somersault Kick
Coming soon!
Mission 14: Somersault Kick -> Double Somersault Kick
Coming soon!
Mission 15: Hienshu -> Standing Heavy Kick -> Senretsu Kyaku -> Sho-Ran
Hienshu (HK) -> Standing Heavy Kick (execute quickly after landing)
-> Senretsu Kyaku -> Sho-Ran (Super Cancel immediately after the
Senretsu Kyaku)
Mission 16: Aerial Drill Press -> Crouching Light Kick -> Shoot Kick
-> Jumping Heavy Kick
Aerial Drill Press -> Crouching Light Kick (execute immediately after
the press) -> Shoot Kick + follow upx2 (using HK) -> Jumping Heavy Kick
(Try not to jump too high)
Mission 17: Knock out the heavily guarded enemy!
Use the B+LP+LK throw or Spinning Pile Driver to damage his health.
Mission 18: Keep your opponent in the air 10 seconds or more! (Unlimited
Super Combo Energy)
Triple Break the opponent to juggle him into the air, activate the Fairy
Gift to chase after the falling opponent and hit them once you land on
the ground, then Triple Break again to continue the combo.
Mission 19: Knock out all the characters in 1 second!
Perform the motion as the Ready sign fades to execute it and knock out
all of the opponents in one shot.
Mission 20: Protect the lady!
Follow the same tactics as in mission 17 in normal mode, but be careful
of the giant opponents, who can inflict big damage to the lady.
Mission 21: Complete the Galaxy!
Coming soon!
Mission 22: Throw -> Crouching Heavy Kick
Sweep the opponent after finishing the LP+LK throw using careful timing.
Mission 23: Meteor Combox3
You will need the use of the Denjin Hadouken for this mission. Charge it
up fully then release. Immediately perform the Denjin Hadouken's motion
as soon as the first is release, then keep charging until the opponent
is nearly recovered from the stun, and release. Immediately toss the
third Denjin Hadouken without charging it. The Denjin Hadoukens must be
done NEAR the opponent, otherwise the second won't prolong the combo,
nor the third.
Mission 24: Standing Heavy Punch -> Crouching Light Kick -> Super Combo
-> Meteor Combo
First of all, you MUST have the Ex-plosive equipped with you. This task
is completely impossible without it. Begin by laying a HK Ex-plosive
near the opponent, then jump over their head. Deliver the HP, which will
knock him into the Ex-plosive, immediately followed by the CLK, and then
quickly throw in a Fairy Gift. Cancel it into the Nekketsu Hadouken
afterwards.
Mission 25: Jumping Heavy Kick -> Crouching Medium Punch -> Somersault
Kick
Coming soon!
Mission 26: Arayougi -> Raging Buffalo
Quickly cancel the Arayougi into the Raging Buffalo before Ace punches
the opponent away.
Mission 27: Crouching Medium Kick -> Ex-plosive -> Giga Gladiator
Coming soon!
Mission 28: Sonic Boom -> Ex-plosive -> Hadouken -> Ground Tiger Cannon
-> Nekketsu Hadouken
Plant a HK Ex-plosive near the opponent, jump over (holding back), back
up a little and then launch the Sonic Boom (which will knock the
opponent into the Ex-plosive). Toss the Hadouken immediately, cancel it
into the Ground Tiger Cannon, then immediately into the Nekketsu
Hadouken.
Mission 29: Defeat all enemies within 20 seconds!
Deliver a flurry of Heavy Kicks like mad to the opponents, and use the
Fairy Gift to hit several at once.
Mission 30: Defeat the boss!
Use the Shoryuken, and Fairy Gifts to damage the boss and enemies. Use
the HKs to back away any other enemy.
Expert Mode
Mission 1: Complete the Geifu Danjin Souyso!
Coming soon!
Mission 2: Hadouken -> Triple Break -> Justice Fist -> Triple Break
-> Hadouken
Toss the Hadouken, cancel it into the Triple Break, then do the (HP)
Justice Fist as you hit the ground. Immediately cancel it into the
Triple Break as it hits, then with precise timing, toss the Hadouken as
you hit the ground.
Mission 3: Keep your opponent in the air for 30 seconds or more!
(Unlimited Super Combo Energy)
Knock the opponent up into the air after the first cartwheel of the
Fairy Gift, then cancel it into the Spin Side Shoot. Continue doing this
as much as possible.
Mission 4: Jumping Medium Kick -> Crouching Medium Punchx2 -> Ex-plosive
-> Ex-plosive -> Super Combo -> Meteor Combo (Unlimited Super Combo
Energy)
Lay the HK Ex-plosive as close to the opponent as possible, then jump
over, MK them at the back side, MPx2 when you hit the ground (the second
MP will knock the opponent further into the first Ex-plosive).
Immediately toss the second Ex-plosive in front of the opponent and then
cancel quickly into the Fairy Gift, then into Nekketsu Hadouken.
Mission 5: Shoryukenx2 -> Light Punch -> Shoryuken
Coming soon!
Mission 6: Succeed 60 hits or more!
Coming soon!
Moves Set
Set 1
Special Moves:
Sliding Arrow D, DF, F+K
Cost: 100 EXP
Tatsumaki Senpuu Kyaku D, DB, B+K
Cost: 100 EXP
Fully Leveled-Up: Usable in air
Justice Fist B, D, DB+P
Cost: 100 EXP
Vaulting Kick F, DF, D, DB, B+K
Cost: 100 EXP
Hyaretsu Kyaku K rapidly
Cost: 100 EXP
Final Punch PPP/KKK Hold to charge
Cost: 100 EXP
Super Combos:
Healing D, DF, F, D, DF, F+P
Cost: 200 EXP
Fairy Gift D, DF, F, D, DF, F+P Mash LP and MP for additional hits
Cost: 200 EXP
Fully Leveled-Up: Usable in air
Raging Buffalo B (Charge), F, B, F+K
Cost: 200 EXP
Meteor Combo
Denjin Hadouken D, DF, F, D, DF, F+PPP Hold PPP to charge
Set 2
Special Moves:
Rolling Attack D, DF, F+P
Cost: 125 EXP
Fully Leveled-Up: Usable in air
Zenpo Tenshin D, DB, B+P
Cost: 125 EXP
Ex-plosive D, DF, F+K
Cost: 125 EXP
Shoot Kick D, DB, B+K Follow up with B+K two times
Cost: 125 EXP
Canassa D, DB, B+K
Cost: 125 EXP
Hagan-Syo LP+MP
Cost: 125 EXP
Super Combos:
Senretsu Kyaku D, DF, F, D, DF, F+K
Cost: 250 EXP
Triple Break D, DF, F, D, DF, F+K
Cost: 250 EXP
Double Somersault Kick DB (Charge), DF, DB, UF+K
Cost: 250 EXP
Meteor Combo
Cosmic Final Atomic Buster F, DF, D, DB, B, UB, U, UF, F, DF, D, DB, B,
UB+PPP
Cost: 500 EXP
Set 3
Special Moves:
Hadouken D, DF, F+P
Cost: 150 EXP
Fully Leveled-Up: Usable in air
Aerial Drill Purrus In the air, D, DF, F+K
Cost: 150 EXP
Hienshu D, DB, B+K
Cost: 150 EXP
Spinning Pile Driver F, DF, D, DB, B, UB+P
Cost: 150 EXP
Sonic Boom B (Charge), F+P
Cost: 150 EXP
Super Combos:
Giga Gladiator D, DB, B, D, DB, B, D, DF, F+P
Cost: 300 EXP
Sho-Ran B, DB, D, DF, F, D, DF+P
Cost: 300 EXP
Killer Bee Assault DB (Charge), DF, DB, UF+K
Cost: 300 EXP
Massive Missile LP, LK, F, MP, MK
Cost: 300 EXP
Meteor Combo:
Nekketsu Hadouken D, DF, F, D, DF, F+PPP
Cost: 500 EXP
Set 4
Special Moves:
Shoryuken F, D, DF+P
Cost: 175 EXP
Fully Leveled-Up: By performing the Shoryuken using LP, with precise
timing, silver stars will trail behind Ace as the move will knock the
opponent up, instead of away. An infinite juggling combo is possible
with this move.
Somersault Kick D (Charge), U+K
Cost: 175 EXP
Geifu Danjin Souyso LP+LK+MK
Cost: 175 EXP
Junsiu Suisyu F, B+LP+LK
Cost: 175 EXP
Super Combos:
Arayougi D, DF, F, D, DF, F+P Hold P to charge during second round
Cost: 350 EXP
Ground Tiger Cannon D, DF, F, D, DF, F+K
Cost: 350 EXP
Spin Side Shoot D, DF, F, D, DF, F+K
Cost: 350 EXP
Meteor Combo:
Galaxy D, DB, B, D, DB, B+KKK
Cost: 700 EXP
8. Secrets
Hidden Fighters: By completing Original Mode a certain # of times using
different fighters, you will unlock additional fighters to use any time.
You will unlock the following in order:
Sagat - 1 time
Garuda - 2 times
Bison - 3 times
Shadow Geist - 4 times
Pullum Puruna - 5 times
Darun Mister - 6 times
Kairi - 7 times
Area - 8 times
Vulcano Rosso - 9 times
Medal Bonuses: By earning all 10 medals of a certain color, you will be
rewarded with a nifty bonus.
Bronze Medal reward: Sakura becomes the announcer (hit select while
highlighting Sakura)
Silver Medal reward: Unlocks Bison II as a playable fighter (Only
available for use in Original Mode. Highlight and hold select on Bison,
then select to use)
Gold Medal reward:
Platinum Medal reward:
Alternative Medal unlocks: If you can't get all 10 medals of a certain
color to obtain the reward, you can unlock the rewards using these
simple methods.
With Sakura: Complete Original Mode 8 times
With Bison: Complete Original Mode 8 times
With Ryu: Complete Original Mode 8 times (unlocks Evil Ryu as a playable
fighter. Follow the same instructions as for Bison II, except that Evil
Ryu is available for other modes)
Beat Bison II/Shin Bison: Vs. Bison II in Arena Mode
Hidden Battles: You can unlock the hidden battles using these methods.
Complete the first 4 battles and finish with a Meteor Combo, Critical
Parade, or Meteor Tag Combo in each battle. The following battles will
take place at the fifth stage (against Sagat). You'll need to fight
through using certain fighters in Original Mode in order to have the
hidden battle. Remember, if you don't finish each of the first 4 battles
with the above, you will have to restart again. Difficulty does not
count in this matter.
Against Evil Ryu: Sagat, Sakura, Ken, Bison/Bison II
Against Shadow Geist: Sharon, Skullomania
Against Kairi: Nanase, Hokuto
Fight Bison II: In order to fight Bison II in Original Mode, you must
meet the follow requirements below. Once you meet the circumstances in
this matter, the battle against Bison II at the final stage will be
unlocked.
Normal/Hard Difficulty:
Score more than 50,000 points
Finish each stage with a Meteor Combo, Critical Parade, or Meteor Tag
Combo
*No continues*
10. Ending/Credits and Thanks
Thanks for reading the FAQ. Hopefully, there is enough information to
help you, as well as providing you a quick start into SFEX3.
As for the credits and thanks:
- GameFAQs (or rather, CjayC) for posting the guide
- CjayC's excellent SFEX3 FAQ, which provided all information that
helped, as well as complete move lists (plus follow-ups to some moves)
for each fighter, secrets, move level-up requirements for Ace, and
Character Edit strategies
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