%%%%%%%%%%%%%%%%%%%
             %%%%%%%%%%%%%%  &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
          %%%%%%%%%  &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
       %%%%%%%     &&&&&&&&&&&&&&&&&                        &&&&         &&&
     %%%%%%%     &&&&&&&&&&&&&&&& #########   @@@@@@ @@@@@@ &&&&        &&&
    %%%%%%%%            &&&&&&     ##     ##  @@@    @@@    &&&&       &&
    %%%%%%%%%           &&&&&&     ##      #  @@@    @@@    &&&&      &
     %%%%%%%%%%         &&&&&&     ##     ##  @@@    @@@    &&&&
       %%%%%%%%%        &&&&&&    #########   @@@@@@ @@@@@@ &&&&
         %%%%%%%%%      &&&&&&    #########   @@@@@@ @@@@@@ &&&&
           %%%%%%%%%    &&&&&&     ##  ###    @@@    @@@    &&&&
            %%%%%%%%%%  &&&&&&     ##   ###   @@@    @@@    &&&&
             %%%%%%%%%% &&&&&&     ##    ###  @@@    @@@    &&&
              %%%%%%%%  &&&&&&     ##     ### @@@@@@ @@@@@@ &&
             %%%%%%%%   &&&&&&
          %%%%%%%%%%    &&&&&&
        %%%%%%%%%%      &&&&&&
      %%%%%%%%%%
    %%%%%%%%%%                                    !!!!!!!!!!!!!!!!!!!!!!
  %%%%%%%%%%   ^^^^^^^^^^                  !!!!!!!!!!!!!!!!!!!!!!!!!!
        ^^^^^^^^^^^^^^^^^^^^^^^^^ !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    ^^^^^^^^^^^^^                               !!!!!      $$$$$$$$$$$$$
  ^^^^^^^^^^                                    !!!!!      $$$$$$$$$$$$$$$
^^^^^^^^^                                       !!!!!         $$$        $$
^^^ ^^^^^                !!!!!!   )))))   )))))  !!!!!         $$$         $
   ^^^^^      ****    !!!!!!     )))))   )))))  !!!!! @@@@@@@ $$$         $
   ^^^^^     *****  !!!!!!       )))))   )))))  !!!!! @@@@    $$$        $$
   ^^^^^     ***** !!!!!         )))))   )))))  !!!!! @@@@    $$$       $$$
   ^^^^^     ***** !!!!!         )))))   )))))  !!!!! @@@@    $$$$$$$$$$$
  ^^^^^^^^^^ ***** !!!!!         )))))))))))))  !!!!! @@@@@@@ $$$$$$$$$$$
 ^^^^^^^^^^  ***** !!!!! !!!!!!! )))))))))))))  !!!!! @@@@@@@ $$$$   $$$$$
  ^^^^^^^    *****  !!!!  !!!!!! )))))   )))))  !!!!! @@@@    $$$$   $$$$$
   ^^^^^     *****  !!!!!  !!!!  )))))   )))))  !!!!! @@@@    $$$$    $$$$$
   ^^^^^     *****   !!!!!!!!!!  )))))   )))))  !!!!! @@@@    $$$$     $$$$$
   ^^^^^     *****     !!!!!!!!  )))))   )))))  !!!!! @@@@    $$$$     $$$$$
   ^^^^^      ****         !!!!  )))))   )))))  !!!!! @@@@@@@ $$$$     $$$$$
---^^^^^-------***---------------------------------------------------------
|   ^^^^^               C    O    L    L    E    C    T    I    O    N      |
----^^^^-------------------------------------------------------------------
     ^^^
      ^^
       ^


                       Street Fighter Collection FAQ
                             December 25, 1999
                   dingo_jellybean - @ - AsianAvenue.com
                          www.dingojellybean.com
                                  v5.01

*****************************************************************************

Message Board: http://pub44.ezboard.com/bdingojellybean

If you have questions, post there and I will answer it when I can. Sorry
if you can't contact me on AIM anymore...if it weren't for people warning
me up to 70% at times AFTER HELPING THEM, then I wouldn't have to close off
AIM to those who need help with a certain game. Thank you.

*****************************************************************************

*****************************************************************************
----------------------------------Credits------------------------------------
*****************************************************************************

+-+ Capcom(www.capcom.com)
   For the greatest game company of all time, there hard work even with
   limitations shows their resilience on pleasing the fans. Heck they even
   answer email. Thanks a lot Capcom, you truely are the greatest.

+-+ Kao Megura
   Thanks to him for telling me about the various movelists I have missed.

+-+ Krizalid([email protected])
   Thanks to him about various codes and such like palette swaps of Sakura
   and Dark Sakura.

+-+ CJayc(www.gamefaqs.com)
   Thanks for his great effort the to BEST gaming site on the net. It is
   "the best there was, the best is, and the best there ever will be."

+-+ Dingo Jellybean([email protected])
   And to me for typing up this FAQ.

*****************************************************************************
-----------------------------------------------------------------------------
*****************************************************************************

=============================================================================
=================================Copyright===================================
=============================================================================

 This FAQ was solely intended for the public use on the www. It cannot be
 reproduced, retransmitted, or re-written in any other form except by the
 notice  of the author.  Any violation of this code will result in strict
 penalty---and high fines susceptible  by law.  If this legal document is
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 code of law----and will be---punished.  In full contrast,  this document
 portrayed in the website found (www.gamefaqs.com) is to be used and only
 used by the public itself and cannot be sold.  Revisions of this FAQ are
 only to be done with notice of the author before hand and may be done so
 as long as the name of the author of the document appears in due credit.
 You may juxatpose this---document with other---documents as well without
 notice of the  author but it must not be used for sales and broadcasting
 or commercial  use.  This FAQ may not be---included in a promotional CD,
 magazine, or any other use of monetary product. This FAQ may not be used
 in a password protected area nor---in a high security area.  This FAQ is
 solely used and ONLY used for public---use only and may not be used in a
 promotional ad that sponsors any type of monetary use. This FAQ is to be
 used  "just like a book" meaning that it can be read over and over again
 by anybody who wishes to do so.  Just like a book it can be moved around
 from one person to another, but unlike a book the document can be viewed
 by more than one person at---once.  This FAQ is in no way possible to be
 plagerized,  doing so not only damages the person you had  intentionally
 forged,  but it also damages yourself in terms of self guilt or in terms
 of law,  whether the punishment be civil or  criminal law.  To put it at
 best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT
 MY PERMISSION!

 The Street Fighter names Akuma, Balrog, Blanka, Cammy, Chun-Li, Dee Jay,
 Dhalsim, E.Honda, Fei-Long, Guile,  Ken, M.Bison,  Ryu,  Sagat,  T.Hawk,
 Vega, and Zangief are copyright of Capcom (C) 1991,  1992,  1993,  1994,
 1998. The characters Adon,  Birdie,  Charlie,  Dan, Gen,  Guy,  Rolento,
 Rose, Sakura,  and Sodom are copyright of Capcom Japan 1996, 1997, 1998.

This document is (C) Dingo Jellybean; 1999

=============================================================================
=============================End of Copyright================================
=============================================================================

-- FAQ Introduction
---------------------------[Super Street Fighter 2]--------------------------

-- Changes from SNES to PSX
-- Game Engine
-- Balrog
    Background
    Movelist
    Combos
    Overall
-- Blanka
    Background
    Movelist
    Combos
    Overall
-- Cammy
    Background
    Movelist
    Combos
    Overall
-- Chun-Li
    Background
    Movelist
    Combos
    Overall
-- Dee Jay
    Background
    Movelist
    Combos
    Overall
-- Dhalsim
    Background
    Movelist
    Combos
    Overall
-- E.Honda
    Background
    Movelist
    Combos
    Overall
-- Fei-Long
    Background
    Movelist
    Combos
    Overall
-- Guile
    Background
    Movelist
    Combos
    Overall
-- Ken
    Background
    Movelist
    Combos
    Overall
-- M.Bison
    Background
    Movelist
    Combos
    Overall
-- Ryu
    Background
    Movelist
    Combos
    Overall
-- Sagat
    Background
    Movelist
    Combos
    Overall
-- T.Hawk
    Background
    Movelist
    Combos
    Overall
-- Vega
    Background
    Movelist
    Combos
    Overall
-- Zangief
    Background
    Movelist
    Combos
    Overall
-- Secrets

------------------------[Super Street Fighter 2 Turbo]-----------------------

-- Small Note
-- Game Engine
-- Akuma
    Background
    Movelist
    Combos
    Overall
-- Balrog
    Background
    Movelist
    Combos
    Overall
-- Blanka
    Background
    Movelist
    Combos
    Overall
-- Cammy
    Background
    Movelist
    Combos
    Overall
-- Chun-Li
    Background
    Movelist
    Combos
    Overall
-- Dee Jay
    Background
    Movelist
    Combos
    Overall
-- Dhalsim
    Background
    Movelist
    Combos
    Overall
-- E.Honda
    Background
    Movelist
    Combos
    Overall
-- Fei-Long
    Background
    Movelist
    Combos
    Overall
-- Guile
    Background
    Movelist
    Combos
    Overall
-- Ken
    Background
    Movelist
    Combos
    Overall
-- M.Bison
    Background
    Movelist
    Combos
    Overall
-- Ryu
    Background
    Movelist
    Combos
    Overall
-- Sagat
    Background
    Movelist
    Combos
    Overall
-- T.Hawk
    Background
    Movelist
    Combos
    Overall
-- Vega
    Background
    Movelist
    Combos
    Overall
-- Zangief
    Background
    Movelist
    Combos
    Overall
-- Secrets

------------------------[Street Fighter Alpha 2 Gold]------------------------

-- Game Engine
-- Adon
    Background
    Movelist
    Combos
    Overall
-- Akuma
    Background
    Movelist
    Combos
    Overall
-- Birdie
    Background
    Movelist
    Combos
    Overall
-- Cammy
    Background
    Movelist
    Combos
    Overall
-- Charlie
    Background
    Movelist
    Combos
    Overall
-- Chun-Li
    Background
    Movelist
    Combos
    Overall
-- Dan
    Background
    Movelist
    Combos
    Overall
-- Dhalsim
    Background
    Movelist
    Combos
    Overall
-- Evil Sakura
    Background
    Movelist
    Combos
    Overall
-- Gen
    Background
    Movelist
    Combos
    Overall
-- Fei-Long
    Background
    Movelist
    Combos
    Overall
-- Guy
    Background
    Movelist
    Combos
    Overall
-- Ken
    Background
    Movelist
    Combos
    Overall
-- M.Bison
    Background
    Movelist
    Combos
    Overall
-- Rolento
    Background
    Movelist
    Combos
    Overall
-- Rose
    Background
    Movelist
    Combos
    Overall
-- Ryu
    Background
    Movelist
    Combos
    Overall
-- Sagat
    Background
    Movelist
    Combos
    Overall
-- Sakura
    Background
    Movelist
    Combos
    Overall
-- Shin Akuma
    Background
    Movelist
    Combos
    Overall
-- Sodom
    Background
    Movelist
    Combos
    Overall
-- Zangief
    Background
    Movelist
    Combos
    Overall
-- Secrets

=============================================================================

-----------------------------[FAQ Introduction]------------------------------

 Well thanks guys for respecting the copyright on my FAQ. I never saw a
 movelist for this game, so instead of doing yet another Final Fantasy 8
 FAQ, I decided to do an FAQ for this game instead. If you haven't played
 SFA2 or SSF2, I suggest you buy this wonderful collection of old Street
 Fighter games. Heck I own Super Street Fighter 2 and Street Fighter Alpha
 2 for my Super Nintendo and still bought the game! Its $30 right now, so
 go pick up the game(s) and bring back some old memories and some new ones
 if you have a Gameshark that is!

-----------------------------------------------------------------------------

-----------------[Super Street Fighter 2: The New Challengers]---------------
=============================================================================
=============================================================================

                               Any Changes?

 Well this game was certainly changed from the SNES and Genesis versions.
 First off there are only 2 modes of play in the PSX version:

 PSX version:

 Arcade Mode: The standard aracde mode, chose any one of your 16 characters
              in the game and beat the game with that character in a best
              2 out of 3 match to see that character's ending.

 Versus Mode: The standard 2-player mode, pick any character against your
              friend and duel it out in a best of 3 match.

=============================================================================

 SNES/Genesis version:

 Arcade mode: The standard aracde mode, chose any one of your 16 characters
              in the game and beat the game with that character in a best
              2 out of 3 match to see that character's ending.

 Versus Mode: The standard 2-player mode, pick any character against your
              friend and duel it out in a best of 3 match.

 Tournament Mode: The exact same mode as found in the arcade tournament in
                  1993. Pick any 8 participants(any 8 participants can be
                  selected, including 8 of the same character!) and either
                  you or a friend can participate in the tournament at
                  anytime, you can control all 8 characters or a few, if
                  you chose on 1 character, that will be your character for
                  the tournament, the other 7 characters will be randomly
                  selected by the computer and controlled by the computer.

 Group Battle Mode: A mode in which you can pick up to 8 characters against
                    a friend in a head to head match. You can have 1 against
                    8, 2 vs. 4, 5 vs. 7, or any other combination. There
                    are two other modes in this mode:

       Elimination Mode: Each you will use each character out until they
                         are defeated in a one round match. Then continue
                         onto the next character until all characters are
                         defeated.

       Match Play Mode:  This mode means that both players will use an
                         equal amount of characters against each other and
                         they are matched against each other until someone
                         wins the best out of the matches, once a character
                         loses or wins, they cannot be used again later
                         in the Group.

 Time Battle Mode: This mode is a chanllenge in which you can attempt to
                   beat the Capcom all time record of 6 seconds. In this
                   mode the speed will always be at its slowest. Also the
                   Capcom record was held by Dhalsim, pretty sensible
                   since how else are you going to get to your opponent
                   in time without teleporting? Also the difficulty is set
                   at maximum, so that time will be against you.

=============================================================================

--------------------------------[Game Engine]--------------------------------

[Blocking]: hold against opposite direction of the attacker while being
           attacked.
   This simple concept allows you to take no damage from regular physical
   attacks. This is the most basic key to winning and takes little to
   master. However special attacks still do damage, just a small fractional
   portion that it normally does. However you cannot block in the air
   though.

[Jumping]: hold the directional pad up/upright/upleft
   This yet another simple concept is one of the most basic keys to winning
   as it will be useful in getting you out of many tight situations. You
   can't take block damage forever, and jumping is one of the keys to
   getting your combos started. Most combos don't even exist without jumping
   attacks.

[Reversals]: Perform special attack right after you get up
   This is one of the hardest manuvers to perform in the game. However
   mastery of this manuver can prove invaluable. Think of this as a semi-
   counter to certain attacks, when you are knocked down quickly perform
   a special move like a Tiger Uppercut or a Hadouken and if the score
   at the top left or right appears, then you have performed a counter
   quick enough. This will counter any attack(besides the Shouryuken)
   and prevent further attack from your opponent. However it all depends
   on which special attack you perform, because if you miss or the
   opponent blocks, then you will be counter-countered.

[Throws]: F/B+SP/FP/FK/RK(close to opponent)
   Throws in this game has been drastically toned down from Street Fighter
   2 Turbo, however they still do massive damage and can tip the favors to
   any opponent. Air throws can also be done and a lot of air throws do
   more damage than ground throws, and example can be seen by Guile's air
   backbreaker. Watch for close opponents to try or accidentally throw,
   and know that you cannot combo a throw.

=============================================================================

                             ------------
                             Combo Legend
                             ------------

   Once again I will use James Chen's fabulous combo system with the touch
   up of Mig Rustia's combo system. Incase you are a little baffled with
   some of the codings in the combos this legend is here to help.

J.    -- Stands for jumping
J.CU. -- Stands for crossing your opponent up while jumping with an attack
C.    -- Stands for crouching
FWD.  -- Stands for holding toward while perform an attack
F.    -- Stands for holding forward
DN.   -- Stands for holding down while jumping for an attack
UF.   -- Stands for jumping forward
UB.   -- Stands for jumping backwards
DF.   -- Stands for holding the controller in a down-forward position
DB.   -- Stands for a defensive crouch
B.    -- Stands for moving back
J.D.  -- Stands for jumping in with an attack that hits the opponent deep
J.SD. -- Stands for a super deep attack while jumping in
\/    -- Stands for landing after a jumping attack
/\    -- Stands for jumping after a standing attack
-->   -- Stands for cancelation of a normal move into a special attack
3P    -- Stands for holding or pressing all three punch buttons at once
3K    -- Stands for holding or pressing all three kick buttons at once
2P    -- Stands for holding or pressing any 2 punch buttons at once
2K    -- Stands for holding or pressing any 2 kick buttons at once
JP    -- Stands for Jab
SP    -- Stands for Strong
FP    -- Stands for Fierce
SK    -- Stands for Short
FK    -- Stands for Forward
RK    -- Stands for Roundhouse
(air) -- Means that move can only be done in the air
,     -- An indication of moving onto the next attack


=============================================================================
=============================================================================

Balrog(pronounced "Bar Log")
   For some reason that's how the announcer says it, for some apparent
   reason the announcer switched the "l" and the "r" or either its
   spelled the wrong way. Balrog was an ex-boxer that has been banned
   from the ring due to his violent nature and dirty tactics like hitting
   below the belt and biting of someone's ear(just kidding!). He had a
   sudden interest in joining Shadowlaw because he wanted to live a life of
   crime and riches. Then Balrog realize how good he had felt when he had
   one and decided to enter the World Warrior Tournament to hown his skills
   and see how well he would last in the fights against the strongest
   fighters in the world. Also thus if he wins he would take over Shadowlaw
   as their new leader.


Quote: "Get up you wimp!"


------------------[Dashing Punch: B(charge for 2 sec.)F+P]-------------------

   An excellent move to use overall because it has alot of range and damage
   potiential and is a quick counter to missed attacks like a Dragon Punch.
   It can easily be put in combos and has very little start up or recovery
   time and does good chipping damage. Although certain attacks can counter
   it like a projectile or some standing jabs, he is susceptible to low
   blows, but he is more than likely to win.


------------------[Dashing Uppercut: B(charge for 2 sec.)F+K]----------------

   Just like his Dashing Punch, it has excellent range and does alot of
   damage. It can easily be put in combos and counter missed moves like a
   Flash Kick. This move will hit opponents in the air and is an excellent
   counter, but the move must be started early. Ducking opponents can
   completely avoid damage and Balrog can fall victim to low attacks rather
   easily.


-------------------[Shoulder Butt: D(charge for 2 sec.)U+K]------------------

   This is Balrog's prime anti-air attack move. Sometimes opponents can't
   predict when this move will come out since it comes out instantly its
   hard to tell when he's going to use it. Also after the first couple of
   frames of animation he is invincible while traveling through projectiles
   and attacks. The recovery time and start up delay is very minimal.


----------[Turn Punch: Hold 3P or 3K(Charge for 2 sec.)then release]---------

   Its a very useful move in certain situations like when Balrog is being
   bombarded with projectiles he can counter that with his Turn Punch
   because it will go through projectiles, but Dragon punches can counter
   it. It will do alot of damage and can chip good damage as well.


--------[Final Punch: Hold 3P or 3K(charge for 3+ sec.) then release]--------

   Like his Turn Punch Blarog can charge for an attack, but the downside is
   that when he charges for more than 2 seconds the invulnerability is lost.
   The plus side is the block damage and regular damage. You can lose up to
   60% of your opponent's life with this move and you can chip about 15% of
   their life even if they block! Its not comboable and has a start up delay
   and recovery time.

=============================================================================

                              Other Moves:

---------------------------[Head Butt: F+SP or FP]---------------------------

   Basically its a grab move, constantly ram the buttons to get more hits
   and more damage, you can even drain away 1/3 of your opponent's life
   guage!

=============================================================================

                                 Combos

Two-in-One's

1. S.Jab --> Dashing Punch

2. S.Strong --> Dashing Uppercut

                       Other Combos

1. J.Roundhouse \/ C.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab, C.Jab --> Dashing Uppercut or Dashing Punch
  Basically charge while you jump in, and cancel quickly.

3. J.SD.Roundhouse \/ S.Strong --> Dashing Punch

4. J.D.Fierce \/ C.Jab, C.Jab --> Jab Dashing Punch, S.Fierce
  You must hesitate for a split second after the Dashing Punch.

5. J.D.Roundhouse \/ C.Jab, C.Jab --> Dashing Uppercut, Dashing Uppercut,
  S.Fierce
  Turn the juice loose with this Master Blaster of Disaster combo! Sorry for
  the corny line, but its possibly the sweetest combo in the game, use the
  short Dashing Uppercut on both accounts and hesistate for a split second
  before pulling off the final fierce.

6. J.D.Fierce \/ S.Jab --> Dashing Punch
  Make sure you charge ahead of time for this combo to work.

                             -------
                             Tactics


   Most opponents will block most of Balrog's Dashing attacks, but you can
   remedy this problem. Try performing a Dashing Uppercut or Dashing Punch
   just out of your opponent's range then Head Butt them, make sure you
   don't connect at all with this otherwise you can get countered.


-------------------------------[Ending: Balrog]------------------------------

   Here Balrog stands on top of a platform, he has finally reached his goal
   of being number 1, and exclaims "Only in America Baby!" Here's where the
   difference between the arcade occurs:

SNES/Genesis: Balrog sits on a couch with money around him, and he's also
             smiling.

Arcade: Balrog sits on a couch with money around him, but this time two girls
       are at the side of him as he holds a glass of shandy in his left
       hand.

----------------------------------[Overall]----------------------------------

                                  77/100
   Balrog is an excellent player when used well, his combos take off
   massive damage and he can caounter basically anything with his Shoulder
   Butt. The length and range of his attacks are basically unrivaled, but
   his main weakness is those against him with a projectile. It takes
   precise timing to really catch and opponent with your Turn Punch
   and against Ryu or Ken, Balrog really can't do much about that.

=============================================================================
=============================================================================


Blanka
   Raised in the amazon jungle of Brazil, Blanka(also known as Jimmy) was
   forced to adapt to the new world after a plane crash. He has learned many
   attacks from the different animals of the jungle. He gained his
   electrical ability when he encountered electric eels and the eels had
   shocked him and sent an electrical current running through him, and thus
   he can make himself into a giant light bulb! However he wasn't always
   green, or even an animal, he was once human and he wishes to find his
   mother. Blanka feels that through the World Warrior tournament he can
   find a link to his mysterious past and also reunite himself with his
   mother.

Quote: "Seeing you in action is a joke!"


----------------------[Electricity: Press P(rapidly)]------------------------

   This move has alot of priority. It allows Blanka to become a giant ball
   of electricity, once opponents get neared him they will get zapped. This
   is an excellent defender against air attacks and will beat out
   practically any jumping attacks. However he can be swept from about 3 or
   4 steps distance and he is vulnerable to projectiles, but the recovery
   time is very minimal, and will chip twice if up close.


-------------------[Rolling Attack: B(charge 2 sec.)F+P]---------------------

   An excellent move to use overall because mainly it has good priority and
   can be put in two-in-one combos. It does good damage and can counter
   missed Dragon Punches, but Blanka is still vulnerable to jumping attacks,
   projectiles, Dragon Punches, and a few standing attacks. The recovery
   time in this move is quite bad as Blanka will bounce off his opponent if
   they block. The stronger the button used the faster and more horizontal
   range that it has.


--------------[Vertical Rolling Attack: D(charge 2 sec.)U+K]-----------------

   This move has good vertical range and will hit opponents above him, it
   also has a bit of horizontal range in the air so Blanka can counter
   missed Dragon Punches even if the opponent is still in the air. It
   doesn't have as much priority as his electricity, but it has more range.
   The stronger the button used the faster it goes.


---------------------[Beast Leap: B(charge 2 sec.)F+K]-----------------------

   Its a fairly decent attack, the only problem with this move is that your
   opponent can easily block this after they have thrown a projectile. It
   has a start up delay where Blanka flips back and then hurls over at his
   opponent in an arc form going over projectiles, but just barely. You must
   start this move early and its sorta like a guessing game if you want to
   counter attack your opponent. The recovery time is fairly decent, but
   Balrog and E.Honda can counter with either Sumo Headbutt or a Dashing
   Uppercut.

=============================================================================

                            Other moves:

----------------------------[Head Bite: F+FP]--------------------------------
   A basic grab move that will have Blanka bite his opponent's head, ram the
   button for more hits.


-------------------------[Head Butt: F+SP(close)]----------------------------
   This move double hits if up close and can be canceled into a 2-in-1 combo
   but you must cancel after the first hit, otherwise your move won't
   connect.

--------------------------[Double Hit Knee: F+FK]----------------------------
   As you can tell from the title this move will double hit, and can also be
   canceled into a special move, but after the first hit.


=============================================================================

                                Combos

Two-in-One's

1. S.FWD.Strong --> Rolling Attack
  You must cancel after the first hit, if the move double hits, you were too
  slow!

2. S.Strong --> Vertical Rolling Attack
  This combo works best if you are up close to your opponent.

3. C.Forward --> Rolling Attack

                           Other Combos

1. J.D.Fierce \/ S.Jab --> Electricity

2. J.D.Fierce \/ C.Forward --> Rolling Attack
  You must charge ahead of time for this combo to work, otherwise it won't
  come out.

3. J.D.Roundhouse \/ S.Strong, C.Fierce

4. J.D.Roundhouse \/ D.Strong, C.Roundhouse


                              -------
                              Tactics

   When you use your Rolling Attack you can always expect an opponent to
   block since you are either in a crouching position or moving back. You
   might not always land a Rolling Attack, but you can mess opponents up for
   example:

                Jab Rolling Attack, wait, Electricity

   Since you land short in front of the opponent, you can counter if they
   decide to try and use a special move to counter attack like a Dragon
   Punch or Flash Kick.

   Another good tactic is to fake your opponent that you are going to
   connect with your Rolling Attack. They will block in advance in most
   cases:

                   Jab Rolling Attack, Head Bite

   This is sorta like a confusion tactic that can easily fool your opponent,
   the point of this move is try not to let this connect and you should stop
   within a step or two in front of your opponent, then while you land
   immediately press forward and fierce at the same time to catch them off
   guard.


-----------------------------[Ending: Blanka]--------------------------------

   In the end Blanka finally finds his mother as they hug and cry, and he is
   yet to find out about is mysterious past...

-----------------------------[Overall: Blanka]-------------------------------

79/100
   Blanka is a very quick character in this game, regardless of his beasty
   nature. He has a lot of range on his attacks and his Beast Roll and
   vertical Beast Roll attacks can make for a very quick reversal, and
   his defense is very good, thanks to his Electricity attack, standing
   roundhouse, and his vertical Beast Roll. However projectiles are
   sometimes Blanka's worst nightmare, across the screen Blanka can't
   really do anything about it and he is forced to jump into Ryu and
   Ken's rediculous Hadouken/Shouryuken pattern at times. Controlling
   Blanka is another thing, he takes time to get adapted to and mastering
   him soemtimes won't cut it against better opponents like Guile or Ryu.

=============================================================================
=============================================================================


Cammy
   Cammy now is a current member of the Delta Red special forces. She has
   somehow lost her memory in an accident and was founded by Delta Red
   units. They took her in and she went into training and the units were
   amazed by her quick reflexes and she was quickly moved to the top ranks
   in the special op forces. She now enters the World Warrior Tournament to
   find out about her mysterious past.

Quotes: "Your missing teeth will remind you of my victory"
       "You must enjoy being beat, let me remodel your face one more time"


--------------------------[Cannon Drill: D,DF,F+K]---------------------------

   An excellent move with alot of horizontal range. It easily combos and can
   be used to punish mistakes like missed anti-air attacks. It does good
   block damage and does good damage. The roundhouse version will double
   hit, blocking or not, when you are close to your opponent. Just watch for
   the recovery time though because its pretty bad and she will get
   countered rather easily.


---------------------------[Thrust Kick: F,D,DF+K]---------------------------

   One of the best anti-air attacks in the game, simply because of the
   damage and range this move possesses. It has alot of horizontal range,
   and even her short version has more range than Ken's fierce Shouryuken!
   This move is easily put in combos and counters alot of attacks. This move
   has high priority over any jump in attack, but you are not invulnerable
   to projectiles like the Shatokens. The recovery time is pretty decent
   compared to most anti-air attacks as she bounces away from a blocked
   opponent.


------------------------[Spinning Knuckle: DB,B,F+P]-------------------------

   The motion might seem a little awkward, but you can make it easier for
   yourself to do the motion. Simply pretend that this move only has a B,F+P
   motion and quickly execute the move like a Sonic Boom, except that you
   don't have to charge for it. There are two very useful tactics involving
   this move, one its goes through projectiles at start up, and second it
   does a ton of block damage. Even if the opponent blocks this move you
   still won't be dissapointed by the damage done. The real downside to this
   move is that you can't combo it because it starts out too slow and also
   Cammy is vulnerable to practically any attack besides projectiles during
   the duration of this move. Be careful while using this move.

=============================================================================

                              Other Moves:

--------------------------[Suplex: F/B+SP or FP]-----------------------------

   A powerful move that does alot of damage, use this to counter misses and
   to give yourself an edge in certain fights.


------------------------[Thigh Press: F/B+FK or RK]--------------------------

   A very powerful move that does alot of damage, it also has alot of throw
   priority and good range. Use this to counter attacks missed by opponents.


--------------------[Air Body Throw: F/B+SP or FP(air)]----------------------

   An excellent move to use overall, it does alot of damage and can be used
   to counter mistakes put out by opponents.


--------------------[Frankensteiner: F/B+FK or RK(air)]----------------------

   An immensely powerful and useful move, the priority on this move rivals
   Chun-Li's air throw and can even take opponents out of their attacks! Use
   this whenever possible.

=============================================================================

                              Combos

Two-in-One's

1. F.Forward --> Cannon Drill

2. C.Short --> Thrust Kick

3. S.Strong --> Cannon Drill

                         Other Combos

1. J.D.Fierce \/ S.Strong --> Cannon Drill

2. J.D.Roundhouse \/ S.Strong --> Thrust Kick

3. J.D.Fierce \/ C.Short, C.Forward
  This combo is kinda risky because it doesn't knock the opponent down, but
  the computers puts this combo on me often, so I thought I can add it in!
  (^_^)

4. J.D.Roundhouse \/ C.Short, C.Forward --> Cannon Drill or Thrust Kick
  Well here's a little more insurance, this combo does 50% damage and can
  easily give you a victory, but make sure to cancel quickly!

5. J.SD.Fierce \/ S.Short, S.Short, C.Short, C.Forward --> Forward Cannon
  Drill or Forward thrust Kick
  This is possibly the biggest combo Cammy can pull off, she puts on the
  nacho with this cheap combo and it does about 55% damage, cancel quickly
  for best results. You may have to skip a short on smaller characters.


                             -------
                             Tactics

   Well Cammy has this annoying corner trap that I constantly put on my
   brother:

         S.Short, S.Short --> Short Thrust Kick, S.Short, S.Short --> Short
         Thrust Kick, etc.

   Very annoying and hard to escape, anti-air attacks(mainly the Shouryuken)
   can counter this nacho cheese corner trap.


   Cammy's standing roundhouse can counter alot of jumping attacks,
   including Chun-Li's annoying Stomp Kick. Make sure you are close to your
   opponent when you execute the roundhouse, think of this move as her
   launcher in XSF. The official strategy guide calls it the Handstand
   Counter.


----------------------------[Ending: Cammy]----------------------------------

   Cammy defeats Bison, she goes over him and demands that he tells her
   everything. Bison is puzzled that Cammy defeated him, he tells her if she
   remembered him and also tells her about the accident. Cammy doesn't
   remember, Bison told Cammy that they were both once lovers, but Cammy
   doesn't believe it. Cammy leaves Bison to rot and she stands outside the
   Shadowlaw headquarters in Thailand, here she wonders if any of it were
   true. Then the elite force of Delta Red comes by, they try to cheer her
   up and tells Cammy that she could never love a criminal like that. Cammy
   then cheers up and they leave in a nice scene with a helicopter. (In my
   opinion one of the best endings in the game, or any game for that matter!
   Its definitely worth the trouble to see it.

-----------------------------[Overall: Cammy]--------------------------------

86/100
   Cammy is one the quicker characters in the game, she has excellent
   dominance with her attacks as well as her special attacks and she is an
   avid combo character. Her throws not only have priority but they have
   range as well and she will msot likely win any close throw fights.
   However her attacks jumping in make it almost useless because of the
   angle and countering her missed special attacks like the Cannon Drill
   and Thrust Kick are pretty easy to do since due to the recovery delay.

=============================================================================
=============================================================================


Chun-Li
   While at a young age her father was killed by the ruthless emperor of
   China, M.Bison. At this time he was the most feared ruler in the land and
   her father was killed simply because he refused to give the Shadowlaw his
   food. She has fought and trained very hard throughout her life to stop
   this madman and has never gotten the chance to face him in combat, but
   she believes through the World Warrior tournament she will find the one
   who has killed her father.

Quote: "I am the strongest woman in the world!"


----------------------[Kikouken: B(charge 2 sec.)F+P]------------------------

   Its a pretty decent projectile and can be used in combos and corner
   traps. The range of this fireball no longer goes full screen, but it
   still has alot of range and does good damage. The speed of the projectile
   is pretty slow and basically anybody can jump over it. It can be used to
   chip damage and its fairly decent in fireball fights, but only against
   slow projectiles like the Yoga Fire.


-------------------[Hyaku Retsu Kyaku: Press K(rapidly)]---------------------

   This move has alot of chipping potiential and does alot of damage, but
   you cannot get more than two hits out of this move simply because the
   between hits are blockable. Its a really annoying move that can fustrate
   the heck out of opponents because it does alot of damage even if blocked
   and can also be used in a combo.


-----------------[Spinning Bird Kick: D(charge 2 sec.)U+K]-------------------

   This move is similar to Ryu and Ken's Tatsumaki Senpuu Kyaku except its
   not quite as useful. It can pass through projectiles, but the priority
   isn't so great. An opponent can easily block under this move, but if it
   connects it will do alot of damage as it can string together multiple
   hits, but the multiple hits are blockable. This move can be used in
   combos, but the tricky timing makes it useless, but this move can be used
   to escape from certain situations.


----------------[Air Spinning Bird Kick: D(charge 2 sec.)U+K]----------------

   Its hard to explain exactly how to do this move, but this version is
   higher than her standard Spinning Bird Kick and will move to the top of
   the screen. The way I do this move is after I charge I continue to hold
   Up then press kick instead of just letting go like her regular Spinning
   Bird Kick. She can use this move after a wall jump or after a Stomp Kick.


-------------------------[Stomp Kick: D+FK(air)]-----------------------------

   Quite possibly the most dominating jump in attack in the game. It has so
   much priority that it can even trade hits with a Flash Kick or a Tiger
   Uppercut. Ryu's crouching fierce isn't even a match for this move and
   only a few moves will out prioritize this one, mainly the Dragon Punch,
   Chun-Li's close standing roundhouse or Cammy's close standing roundhouse.
   The wierd thing about this move is that you can chain it for multiple
   hits and can be used as an effective air combo! The recovery time is very
   minimal though.


------------------------[Neck Breaker Kick: F+RK]----------------------------

   A rather odd confusion move. Chun-Li will flip over her opponent and hit
   them on the back of the head with a kick, the confusing part is that
   opponents often forget which way to block and ends up crossing them up,
   but in actuallity she never hits the opponent in the back of the head,
   this is a great way to move over projectiles as well.


----------------------------[Flip Kick: F+FK]--------------------------------

   This move is mainly used in combos and it does alot of damage if it
   double hits. She will flip out of the opponent's way if the opponent
   manages to block and Ken basically has the best chance to counter with
   his fierce Dragon Punch.

=============================================================================

                              Combos

Special Game Notes: Chun-Li

-- Chun-Li can bounce off the walls, simply jump towards a wall and quickly
  hit the opposite direction.

-- Take note that she has alot of throw priority including on the ground and
  in the air, use her throw to counter alot of mistakes.

-- She is possibly the weakest character in the game, her attacks do less
  damage than all other street Fighter characters.


Two-in-One's

1. S.Fierce --> Kikouken

2. S.Short --> Hyaku Retsu Kyaku
  Basically rapidly press the kick button and the Hyaku Retsu Kyaku should
  cancel on its own.

3. S.Fierce --> Spinning Bird Kick
  The only tricky part is that you pull off the standing fierce at the
  midpoint of the move. After you charge down let your controller go at a
  neutral position then quickly press up and kick.

4. C.Forward --> Kikouken

                              Other Combos

1. J.Fierce \/ S.Strong, C.Roundhouse
  This her basic chain combo, you should master this one first.

2. S.Strong, S.Fierce

3. C.Forward, C.Roundhouse

4. J.Fierce \/ S.Fierce --> Kikouken
  The way to perfect this combo is that you must charge ahead of time.

5. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku
  After the two fierces connect rapidly ram those buttons and the move will
  cancel.

6. J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward
  This is her strongest combo and can easily drain half your opponent's
  life. Only on Sagat will this hit 5 times, on Zangief, Balrog, and T.Hawk
  this will hit 4 times, and all other characters it will hit 3 times.

7. J.DN.Forward, J.Roundhouse \/ S.Fierce --> Spinning Bird Kick
  Quite possibly the most dangerous combo in the game, she is the only
  character in the game that can jump in with multiple attacks, remember to
  charge in advance and cancel quickly.

                             -------
                             Tactics

   Chun-Li's air throw has amazing prioirity. She can even counter midair
   attacks like Ryu's Tatsumaki Senpuu Kyaku even in the middle of their
   move! But the timing is rediculous and will take alot of practice.

   Chun-Li has this annoying corner trap and it goes like this:

         Kikouken, C.Forward --> Kikouken, C.Forward --> Kikouken, etc.

   Its hard to break out of and its also hard to accomplish, alot of
   practice is need for this to work and a Dragon Punch or a Hyper Fist can
   break out of it.

   When an opponent tries to cross you up you can pull a Flip Kick to knock
   them out of it or a Neck Breaker Kick.


------------------------------[Ending: Chun-Li]------------------------------

   Chun-Li has two endings. In the arcade version you will see her mourning
   over her father's death at a tomb, while at the home version she stands
   in her win pose over Bison. You have two choices nonetheless and you can
   pick the choice of either being a detective or return to the life of a
   single girl.

Single Girl: Appears in a costume of some sort and knocks a guy senseless
            while having the calm look on her face. The people doesn't
            realize that she is Chun-Li, winner of the World Warrior
            tournament, until she gives them a good thrashing of course.

Detective: This is basically the same scene as the first one except she is in
          a detective's jacket and the quotes are different, and she still
          knocks a few punks senseless.

-----------------------------[Overall: Chun-Li]------------------------------

81/100
   Chun-Li is very quick and has some pretty confusing manuvers. She is
   probably the only chain combo character in this game and her Hyaku Retsu
   Kyaku will do massive damage even if blocked. Her close standing
   roundhouse is an excellent anti-air attack manuver, but however overall
   her defense sucks. She has the lowest attack strength of any character
   in a game where every other character's attack strength is the same.
   Also her confusing attacks can sometimes back fire on an opponent because
   the player might be confused as well, and never go into a projectile
   fight because her projectile doesn't even go full screen's distance and
   it takes time to charge for it as well.

=============================================================================
=============================================================================


Dee Jay
   A proud man of his heritage he has trained hard over the years of his
   western kickboxing style. His other love is his music, he believes that
   with a good rythmn and kickboxing style, he feels that nothing can stop
   him from winning the World Warrior Tournament. He has alot of style in
   his techniques and also one day wishes to become a record music label
   artist. If he wins this tournament he will feel alot of accomplishment,
   since being the only person to be a label artist and a street fighting
   champion.

Quote: "Were my combos too much for you mon?"


----------------[Double Dread Kick: B(charge 2 sec.)F+K]---------------------

   A very powerful kick that will knock the opponent down. Only the short
   version of this move will hit once. This move does good block damage and
   also excellent damage. Sometimes the move will be blockable after the
   first hit, to remedy this problem make sure you are deep enough to your
   opponent's sprites. The second kick can be used as a semi-useful anti-air
   attack, but this move must be started real early. The recovery time and
   start up delay for this move is very minimal so use this in combos or to
   take away a bit of life.


----------------------[Max Out: B(charge 2 sec.)F+P]-------------------------

   Just like Guile's Sonic Boom, it does good damage, can be used in combos,
   and also the motion is Guile's! The only downside to this move is that it
   has just as much recovery time as a Hadouken. This can be used to keep
   people out in fireball fights, but stay away from Sagat and Ryu because
   their projectiles are much faster. Be sure to charge for this move
   everytime.


----------------[Hyper Fist: D(charge 2 sec.)U+P(rapidly)]-------------------

   An immensely powerful move that hits up to four times, as long as you
   have a rapid fire controller of course! This move can be put in combos
   and also be used as an anti-air attack. The downside is that when you use
   it as an anti-air attack the hit is rather weak and the priority is
   pretty low. To remedy this problem start the Hyper Fist and wait until
   the opponent is as close to you as possible, the first few frames of
   animation are invincible and you will do alot of damage with a single
   hit. This can also be used to go through projectiles during start up and
   the block damage on this move is mind boggling!

=============================================================================

                              Other Moves:

---------------------[Shoulder Toss: F/B+SP or FP]---------------------------

   A good throw with a good amount of range, the priority isn't as good as
   other throws, but its once of the better ones in the game because it'll
   throw your opponent away from you.


---------------------[Backflip Toss: F/B+SP or FP]---------------------------

   Just like his Shoulder Toss, but the range is less, the plus side is the
   fact that it has more priority. Use this to counter miss attacks.

=============================================================================

                                Combos

Two-in-One's

1. S.Strong --> Max Out

2. C.Forward --> Double Dread Kick

3. C.Jab --> Hyper Fist

                      Other Combos

1. J.D.Fierce \/ S.Strong --> Max Out

2. J.D.Fierce \/ S.Strong --> Forward Double Dread Kick

3. J.D.Forward \/ C.Short, S.Fierce
  If you did connect deep enough the fierce will double hit. That's means if
  you master this combo you can be cruising to a victory, four hit style
  that is!!!!

4. J.CU.Forward \/ C.Jab, C.Jab, S.Strong --> Hyper Fist
  Thanks to CAPCOM for this combo. Its Dee Jay's 8-hit monster and is
  visually impressive and does about 60% damage. Make sure you throw a
  strong at the midpoint of the Hyper Fist, and charge in advance for this
  move. But all in all deal this, and you will be king of the street
  fighting champs!!


                             -------
                             Tactics

   Dee Jay doesn't carry much tactics, nor does he need to. His jumping
   roundhouse is a good move to knock opponents out of the air with. His
   crouching forward is also a knockdown. Also his crouching roundhouse has
   been known to go under projectiles!

---------------------------[Ending: Dee Jay]---------------------------------

   Dee Jay celebrates his victory with his music. Later he has become the
   fastest selling record artist in Earth's history and fans simply adore
   his excellent music. (Kudos to Capcom for this pretty good ending! ^_^)

--------------------------[Overall: Dee Jay]---------------------------------

85/100
   Dee Jay is quite possibly the best combo character in the game, which is
   not surprising because he promotes them in his quote. He has very good
   speed and A LOT of priority on most of his attacks and he can really
   deal damage with his combos. However his projectile, while being a very
   effective one, takes a time to charge obviously and against Sagat, Ken,
   or Ryu he probably won't do that well. His combos, while being very
   impressive, are quite hard to master meaning that those who want to be-
   come an expert with Dee Jay must take a lot of time to learn how to use
   him, but trust me the combos this guy be doing are well worth the
   practice.

=============================================================================
=============================================================================


Dhalsim
   With famine and disease striking his homeland, he has made it his own
   priority to seek out whoever is responsible. The goal of his has led him
   to the World Warrior Tournament, he believes whoever is the head of this
   tournament is the head of Shadowlaw, an evil corrupt ruler known as
   M.Bison, through the years he has sought to purify his soul with the
   power of Yoga and he doesn't feel he can rise to another level of
   consiousness unless he accomplishes his goal of stopping the corrupt
   ruler.

Quote: "I will meditate and then destroy you"


--------------------------[Yoga Fire: D,DF,F+P]------------------------------

   A pretty good projectile that can keep Dhalsim in those close fireball
   fights. The only problem with this move is that it travels too slow and
   opponents will be able to dodge or block the projectile rather easily. It
   does good damage and good block damage and can be used in an effective
   two-in-one combo. Just watch for the recovery time because opponents can
   jump over the Yoga Fire and come in for a combo.


----------------------[Yoga Flame: B,DB,D,DF,F+P]----------------------------

   A pretty decent move that can stop jumping in attackers. It does alot of
   damage and can also be put in combos, but opponents don't really have
   much trouble going over this move as they can just jump over it and
   attack Dhalsim. If the opponent is close to Dhalsim the Yoga Flame will
   not hit, so try to avoid that.


-------[Yoga Teleport: F,D,DF or B,D,DB+3P or 3K(2P or 2K:SNES only)]-------

   On the SNES version all you need to press are just two punches or two
   kicks. The Dragon Punch motion plus 2P makes him teleport close and
   behind the opponent while the Dragon Punch motion plus 2K makes him
   teleport far and behind his opponent. The reverse Dragon Punch motion
   plus 2P makes him teleport close and infront of his opponent while the
   reverse Dragon Punch motion plus 2K makes him teleport away and infront
   of his opponent. There is a slight recovery time from this move however
   and opponents can quickly counter. Use this to escape corner traps,
   projectile fights, or to put pressure on your opponent.


---------------------[Instant Yoga Spear: D+RK(air)]-------------------------

   This move has good priority and can knock opponents out of certain
   dashing attacks like a Psycho Crusher or Sumo Head Butt. It does a decent
   amount of damage and has very minimal start up delay and recovery time,
   just watch for Ryu or Ken who can counter with a Shouryuken.


--------------------[Instant Yoga Mummy: D+FP(air)]--------------------------

   While its not as dominating as his Yoga Spear this move does however,
   have more range. It does more damage, and the recovery time is put down
   to a bare minimum.

=============================================================================

                          Other Moves:

----------------------[2-Hit Head Butt: FP(close)]---------------------------

   This move hits twice and does good damage, use this in combos.


-----------------------[Yoga Nuggie: F+SP(close)]----------------------------

   Basically its a grab attack, it doesn't have much priority or range but
   you can ram the buttons to get more hits and more damage out of it
   through.


------------------------[Arm Throw: F+FP(close)]-----------------------------

   A powerful throw, it does alot of damage and has good range and priority
   over most attacks. Use this to counter missed moves and attacks.

=============================================================================

                               Combos

Two-in-One's

1. C.Forward --> Yoga Fire

2. C.Firward --> Yoga Flame

                            Other Combos

1. C.Short, C.Forward --> Yoga Flame or Yoga Fire
  Basically with this combo you must cross your opponent with the slide,
  time the slide at the last possible second and you will cross them up.

2. S.Jab, C.Jab, C.Roundhouse

3. S.Jab, S.Fierce
  Make sure you are close to your opponent so the fierce headbutt double
  hit.

4. Jab Yoga Fire --> Teleport, C.Forward --> Yoga Flame
  Funky combo, but effective, the real timing is the teleport, use this and
  mess with your opponent's head! Make sure you teleport behind your
  opponent and cancel as soon as possible. Also this move must be done from
  full screen's distance.

5. Jab Yoga Fire, S.Fierce
  Effective combo and also cheap! Make sure you are within range of your
  fierce when you throw the projectile, and don't throw the fierce Yoga Fire
  otherwise you'll knock them down. This is mainly a sucker combo and only
  suckers get caught by this combo. (^_^)

                              -------
                              Tactics

   Dhalsim can really fustrate the opponent with his cheap tactics mainly
   this one:

                    Jab Yoga Fire, S.Roundhouse, etc.

   Its very similar to the Dragon/Fireball pattern.

   Also you can do this:

                    Yoga Fire --> Teleport, Throw

   Very effective and very cheesy.


----------------------------[Ending: Dhalsim]--------------------------------

   Dhalsim goes back to his family and he teleports out of the Thailand
   temple. 3 years have passed and he and his son are enjoying a nice meal
   together, his son asks him what the picture is about and Dhalsim replies
   that him in his past life.

---------------------------[Overall: Dhalsim]--------------------------------

84/100
   For those of you who have played as Dhalsim in the crossover series and
   the Alpha series, let me remind you that he is nothing like he was in
   those games. Dhalsim, believe it or not, is actually one of the more
   preferable characters in this game. He is the only character in this game
   that can teleport and with his teleportations he can be one serious
   fighter. Watch for Dhalsim to use a lot of teleporting and Yoga Fires,
   its very hard to stop this kind of pattern. However this does not mean
   that Dhalsim does not have flaws, his teleportation can be his own
   demise if the opponent can pickpocket the location in which Dhalsim can
   land on, and jumpign in with attacks is NOT Dhalsim's specialty, this is
   due to the fact that he drifts and cannot combo after jumping in from an
   attack and also with the awkwardness of the angles on his attacks.

=============================================================================
=============================================================================


E.Honda
   While growing up in the life of Japan he was always admiring sumo
   wrestlers and he too hoping to one day become one himself. Now he has
   after gaining a couple of hundred pounds he has worked his way up to the
   top of the charts and is known widely in Japan. He also has his own dojo
   where he teaches potiential sumo wrestlers about discipline and respect
   for your opponent with these Honda thinks that is what it takes to become
   a true sumo wrestler. He enters the World Warrior Tournament to teach his
   students how discipline can show them the way.

Quote: "Can't you do better than that?"


-----------------[Hundred Hand Slap: Press P(rapidly)]-----------------------

   An excellent move to use overall because of its damage potiential and the
   fact that it chips so much damage! This can be used as an anti-air attack
   but its almost useless since opponents can easily jump in and counter.
   E.Honda can move a little bit during the duration of this move and can
   use it after his Bear Hug.


-------------------[Sumo Smash: D(charge 2 sec.)U+K]-------------------------

   Its a pretty decent attack, it longer hits on the way up like in previous
   games making him vulnerable to jumping attacks. It does however go
   through projectiles and knocks opponents down. The stronger the button
   used the more range that it goes. Just watch for the recovery time on
   this move because he can be knocked down after this move.


------------------[Sumo Head Butt: B(charge 2 sec.)F+P]----------------------

   An excellent move to use because it has alot of range and damage
   potiential. This move can also combo and can be used to counter missed
   attacks from screen distance! The recovery time on this move is very
   minimal and during the first few frames of start up it will pass through
   projectiles, but only through quick projectiles.

=============================================================================

                            Other moves:

-------------------------[Sumo Splash: D+FK(air)]----------------------------

   A pretty decent move, it has good priority and attack power. The jumping
   roundhouse is a better alternative to jump in attacks.


--------------------------[Bear Hug: F+FP(close)]----------------------------

   An excellent move to use because it has good priority and good range. Ram
   the buttons to get more hits and more damage out of it.


-------------------------[Sumo Toss: F+SP(close)]----------------------------

   This move has good range, but not alot of priority. use this to counter
   mistakes or missed attacks.


-------------------------[Knee Bash: F+RK(close)]----------------------------

   Like the bear hug, it has god range and good priority. Ram the buttons to
   get more hits and more damage out of it.

=============================================================================

                                Combos

Two-in-One's

1. C.Strong --> Sumo Head Butt

                         Other combos

1. J.D.Roundhouse \/ S.Jab --> Hundred Hand Slap

2. J.D.Roundhouse \/ C.Strong --> Sumo Headbutt
  Make sure you charge ahead of time for this combo.

3. J.D.Roundhouse \/ S.Jab, C.Roundhouse

4. J.D.Fierce \/ S.Roundhouse
  Depending on how deep your hit was, the roundhouse should hit two times.

                                 -------
                                 Tactics

   Not much here. But there is a 60% damage cheesy strategy!:

                  Bear Hug --> Hundred Hand Slap

   Make sure you ram the buttons to get more hits out of the bear hug, then
   after the opponent recovers, they will land in drop in front of you! Ram
   the punch buttons and use Hundred Hand Slap! It doesn't matter if they
   block because you'll be so deep into the opponent's sprites that the
   Hundred Hand Slap will hit about 7 times!


----------------------------[Ending: E.Honda]--------------------------------

   E.Honda wins the tournament. He goes back home and teaches his students
   about discipline while eating rice.

---------------------------[Overall: E.Honda]--------------------------------

77/100
   E.Honda is a pretty good character up close, his throw range is pretty
   good and his special attacks are good counters against certain
   situations. He has decent range on his attacks, but his priority is
   somewhat average or pretty weak. The main problem with his Sumo Smash
   is that the opponent can trip him prior to landing, and he often uses
   that to jump over projectiles but Ryu is his main nemesis and Ryu will
   95% of the time catch E.Honda in that kind of trap, remember that and
   try to avoid those kind of traps.

=============================================================================
=============================================================================


Fei Long
   With the looks and talents of Bruce Lee, its no question that he is one
   of the most skilled fighters in the world. He has been asked serveral
   times to be in movies but has refused. He wishes to live on the legend
   that his father once possessed(does this mean he's Bruce Lee's son?).
   When he was young he wish was to be in show-business but his dedication
   to Kung Fu has paved another road for him. He enters the World Warrior
   Tournament to see if his skills are good enough to defeat the World
   Warriors.

Quotes: "You must learn to block or my speed will always overcome you"
       "You have been trained to be a great loser, now you must learn to
        fight"


------------[Rekka Ken: D,DF,F+P(can be done 3 times in a row)]--------------

   An excellent move overall because of its damage potiential, the best part
   is that Fei Long can chain up to three of these in a row resulting in a
   powerful three hit combo! Try to avoid using the last Rekka Ken because
   it will leave him in his pose which leaves him vulnerable to attack.
   Pester your opponent with the first and second Rekka Kens, then stop and
   do them again! This way you won't be countered and you can chip away alot
   of life!


-------------------------[Shien Kyaku: B,D,DB+K]-----------------------------

   Quite possibly one of the coolest looking moves in the game! This move
   does an unbelievable amount of damage and just as much damage as Ken's
   Shouryuken! This move is an excellent anti-air attack but like the Flash
   Kick and Tiger Uppercut, you must use it when your opponent is deep
   within your sprites. The Roundhouse version will double hit if up close.
   This move does have a bit of recovery time so avoid using it too often.


----------------------------[Thrust Kick: F+RK]------------------------------

   This is more like a psych out quick then anything else. It starts out
   slow but it double hits and Fei Long has almost no recovery time from
   this move making it hard to counter. I've seen the computer combo this
   move and I'm still baffled as to how they do it.

=============================================================================

                              Other Moves:

-----------------------[Power Throw: F+SP/FP(close)]-------------------------

   An excellent throw mainly because it has good range and priority. Use
   this to counter mistakes and missed attacks.


--------------------------[Hair Throw: F+FK/RK]------------------------------

   Same as above, it has alot of range and priority. Use it to counter
   missed attacks.

=============================================================================

                               Combos

Special Game Notes: Fei Long

-- Fei Long's crouching fierce is a very useful move, about 2 or 3 of them
  will dizzy your opponent!

Two-in-One's

1. S.Jab --> Shien Kyaku

2. S.Fierce --> Shien Kyaku

                           Other Combos

1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ S.FWD.Roundhouse
  I saw the computer to do this combo and was unable to block it, but since
  the kick has a bit of start up delay I'm not sure how they did it.

3. S.Jab --> Rekka Ken --> Rekka Ken --> Rekka Ken

4. J.D.Fierce \/ S.Fierce --> Rekka Ken --> Rekka Ken --> Rekka Ken
  Its best if you use the fierce button for the Rekka Ken's.

5. J.Fierce \/ S.Jab --> Shien Kyaku
  One of my favorite combos in the game, cancel quickly.

6. J.D.Fierce \/ S.Fierce --> Shien Kyaku
  This one is harder to pull off but it still works, hefty damage if it
  connects though!

                               -------
                               Tactics

   Well not much tactics for Fei Long. You can try this annoying corner trap
   though:

        Rekka Ken --> Rekka Ken, stop, Rekka Ken, stop, Rekka Ken, stop,
        Rekka Ken

   You can make up your own patterns if you like, but avoid this tactic
   against Shatokens because they can break out of this trap rather easily.


----------------------------[Ending: Fei Long]-------------------------------

   A director comes and and says he wants to catch that 4-hit red-dizzy
   combo on film(sorry I don't remember him having one!). Fei Long however
   does not want to join the movie industry. LAter he opens up his own dojo
   and trains his style to millions of people. You see a statue
   commemorating him and students training near his statue. Apparently the
   style of Fei Long passes onto the people, but the game does somehow
   mention that he died.

---------------------------[Overall: Fei Long]-------------------------------

88/100
   Fei Long is one of the more powerful characters in this game, his
   devasting 5 hit combo does massive damage and two of them can end the
   match pretty quickly. He has excellent defense and he is a very quick
   and agile character with throw priority and range. However Fei Long is
   one of those character with just a few flaws, make sure not to do all
   three Rekka Kens in a row against a blocking opponent, he stands there
   for the longest time and is very liable for a counter attack. Watch for
   his Shien Kyaku, if he misses he is just as vulnerable as a Tiger
   uppercut.

=============================================================================
=============================================================================


Guile
   Serving in the air force Guile is the proud soldier that fights criminals
   wherever they lurk. He has been known for his Flash Kick and his honor
   around the military and he seeks out corruption and gives his best effort
   to stop it. However during his mission in the jungles of Thailand his
   friend Charlie has died while trying to escape the the camps of
   Shadowlaw. Guile has been sworn with vengence ever since, and the only
   way he will find M.Bison is through the World Warrior Tournament.

Quote: "Are you bad enough to fight with me?"


---------------------[Sonic Boom: B(charge 2 sec.)F+P]-----------------------

   A prime weapon for Guile mainly because there is almost no recovery time
   from it! Use this often and then follow up on it to mess with your
   opponent's head! This projectiles also comes out quick and can be used in
   combos. Make sure you are charging for this through out the match.


--------------------[Flash Kick: D(charge 2 sec.)U+K]------------------------

   An excellent anti-air attack that has alot of priority and alot of range.
   The only problem with this move is that he can trade hits with the
   opponent rather easily, but to remedy this problem wait until the
   opponent's sprites are deep within yours and execute the Flash Kick for a
   clean hit. This move can be put in combos and it comes out very quick and
   is a good counter against missed attacks. Just make sure not to miss with
   this move though because hte recovery time is rediculous!

=============================================================================

                              Other moves:

-------------------------[Ground Throw: F+SP(close)]-------------------------

   This move has alot of priority and range, use this to counter missed
   attacks and special moves.


---------------------------[Suplex: F+FP(close)]-----------------------------

   Like the one above counter against miss attakcs and special moves.


-----------------------[Air Throw: F+SP/FP(air)(close)]----------------------

   The priority on this move is pretty good and also the range, but its not
   as powerful as Chun-Li's air throw.


----------------------[Back Breaker: F+FK/RK(air)(close)]--------------------

   This move lacks range and priority but its the strongest throw in the
   game! It does just as much damage as Zangief's Spinning Pile Driver and
   is an excellent counter against air attacks.


-----------------------------[Backfist: F+FP]--------------------------------

   An excellent move to use overall, mainly because it has alot of range, it
   combos off of his Sonic Boom, and is liable to trade hits or completely
   nullify fireball throwing opponents!


----------------------------[Knee Thrust: F+FK]------------------------------

   An excellent move to use because he can follow up with it after his Sonic
   Boom, and this move has excellent range and does good damage.

=============================================================================

                                Combos

Two-in-One's

1. S.Jab --> Sonic Boom

2. C.Short --> Flash Kick

3. C.Fierce --> Sonic Boom

4. S.Fierce --> Flash Kick
  This combo will only work if you throw a fierce at the midpoint of the
  Flash Kick motion.

5. Sonic Boom, S.Fierce
  While most two-in-one's involve the special move being the last hit, this
  involves the special move being the first hit!


                            Other combos


1. J.D.Fierce \/ C.Forward --> Flash Kick

2. J.D.Fierce \/ C.Jab --> Sonic Boom

3. J.D.Fierce \/ C.Fierce --> Sonic Boom, S.FWD.Fierce

4. Jab Sonic Boom /\ J.D.Fierce \/ C.Fierce --> Sonic Boom
  This is mainly a sucker combo and will only work if you are about 3/4's
  screen's distance away.

5. J.D.Forward \/ C.Strong --> Sonic Boom, C.Forward

6. C.Jab --> Sonic Boom, C.Strong --> Sonic Boom, S.FWD.Fierce
  Well Capcom and Gamepro call this the re-dizzy combo, but I'm not sure if
  this works in SSF2.

7. Jab Sonic Boom /\ J.D.Fierce \/ C.Jab --> Sonic Boom, C.Strong --> Sonic
  Boom
  Like number 4 you must be a certain distance away and your opponent has to
  be dumb (^_^).

8. J.D.Fierce \/ C.Strong --> Sonic Boom, C.Forward --> Flash Kick

                               -------
                               Tactics

   Well not much for Guile, you must always charge for your Sonic Boom and
   go after it and attack your opponent. You can even throw a Sonic Boom,
   walk up, and throw your opponent! Charging for Guile is the key to
   winning and always throw an attack after your Sonic Boom if your opponent
   counters your projectile with theirs.


------------------------------[Ending: Guile]--------------------------------

   Guile asks why Bison has killed Charlie, and Guile is angered with
   revenge. Before he can do anything his wife comes and tells Guile that if
   he kills Bison he is no better off than he is. Guile knows she's right
   and leaves Bison. Later they are at the comfort of his own home, but
   Guile still wonders about Charlie.

-----------------------------[Overall: Guile]--------------------------------

90/100
   Guile is one of the most dominating characters in this game, his combo
   ability is only rivaled by Dee Jay and Ken. Guile has excellent throw
   range and priority and his defense is top notch that matches perfectly
   with his offensive skills. I find very little weakness in Guile besides
   the fact that he sounds a little dumb, however jumping in with priority
   is something Guile lacks and can be knocked out of the air easily.
   What he holds an advantage over all projectile throwers in the game is
   his Sonic Boom, it has basically no recovery time after the move and
   you can combo after it.

=============================================================================
=============================================================================


Ken
   The long time friend of Ryu and rival. Ken trained under the same master
   Ryu did, but Ken grew up differently than Ryu did. Ken was an obnoxiuos
   boy during his early years and was always out having fun on his family
   yacht. His parents wanted to change Ken's behavior so they sent him to
   Japan to learn some discipline. It was then and there that he had met Ryu
   who would later become his best friend. After his long training Ken went
   back to his home and later would meet Eliza, who would then become his
   girlfriend. Ever since he has met her his fighting skills have rapidly
   deteriorated and since he heard that Ryu was entering the World Warrior
   Tournament, Ken has also decide to enter the tournament as well.

Quote: "Attack me if you dare, I will crush you!"


----------------------------[Hadouken: D,DF,F+P]-----------------------------

   An excellent move overall, it comes out fast, it easily combos, and does
   good damage. You can even counter missed attacks from a distance with
   this move, and it also does good block damage. The speed is slower than
   Ryu's, but Ken has the second fastest projectile in the game and can
   easily wear down other opponents.


----------------------------[Shouryuken: F,D,DF+P]---------------------------

   An excellent anti-air attack, it does a ton of damage, probably just as
   much as Sagat's Tiger Uppercut and also it hits multiple times. The jab
   version hits once, the strong version is powerful and hits twice, and the
   fierce version hits three times while lighting your opponent on fire.
   This move combos in just as easily as Ryu's and it does alot of block
   damage. The range is tremendous and has excellent horizontal range. Watch
   for the recovery time on this move though, only the jab version will
   leave you safe most of the time.


----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

   Unlike Ryu's this move can hit up to four times and the first initial hit
   will hit ducking opponents. This move doesn't knock down like Ryu's but
   it combos just as easily and it does good damage. The hits alone are
   rather weak and you will need to get multiple hits to do some real
   damage. Like Ryu he can successfully aim this in the air to avoid
   attacks. There is very little recovery time from this move, but Ken can
   be knocked down or thrown just as he recovers from the move.

=============================================================================

                               Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

   This throw has good range and priority, use this to counter mistakes and
   also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

   Like the throw above, it has good range and priority, its main point is
   to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

   This move double hits, but it cannot be comboed, or comboed after. It
   still does the same amount of damage as his regular roundhouse, so I
   don't see much point in using this move.

=============================================================================

                                Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                       Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
  Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
  The CPU does this combo to me all the time, and I'm still baffled as to
  how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
  This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
  cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Fierce Shouryuken
  This is Ken's mosnter 6 hit combo that will literally put your opponent
  on fire. Cancel quick enough to get all 3 hits out of the Shouryuken.

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
  This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
  Ken could easily master this in SF2T but I think it still works.

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken


                                -------
                                Tactics

   Do I even have to mention it? Well if you did forget here ya go.

                   Hadouken, Jab Shouryuken, etc.

   This is Ken's primo corner trap that's extremely hard to escape from.

   Also when your opponent blocks your jumping attacks do this:

            J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short,
            C.Roundhouse --> Hadouken

   Its annoying, but its use to keep Ken out of certain tight situations.


-------------------------------[Ending: Ken]---------------------------------

   Here Ken defeats M.Bison then Eliza comes in and worries about Ken. Ken
   and Eliza later marry each other, the end.(not a bad ending, and it fits
   his personality as well, Kudos to you Capcom!)

------------------------------[Overall: Ken]---------------------------------

94/100
   Ken is the second best character in the game if you ask me, his sheer
   dominance and his overwhelming attacks and combos makes him quite
   possibly the most feared character in the game. He has excellent range
   on his attacks and can execute a Hadouken/Shouryuken corner trap with
   ease for an easy cheesy victory. He also can match speeds with any other
   projectile character in the game, but being all this he has very little
   flaws in his overall game. His Shouryuken leaves him more open than Ryu's
   and his throw range isn't really too good nor does it have much priority
   anyways.

=============================================================================
=============================================================================


M.Bison
   Never has the world seen such a corrupt and insane ruler. He is the
   leader of Shadowlaw and reigns supreme among the the World Warrior
   Tournament set up up by him. His fighting power and agility is un-matched
   and his power is a site to be witnessed. His infamous crime organization
   has thrown terror upon the world and that has led to a few enemies that
   have entered the tournament mainly Guile, Chun-Li, and T.Hawk.

Quote: "Get lost, you can't compare with my powers!"


-------------------[Psycho Crusher: B(charge 2 sec.)F+P]---------------------

   An excellent move to use because it has a ton of range and it does a ton
   of block damage, even if it is blocked it'll do almost as much damage as
   if the opponent didn't block! Cheap! The combo possibilities are very
   minimal and this move's prime use is agaisnt missed attacks. However
   M.Bison can still be hit out of this by alot of jumping attacks, some
   jabs, and projectiles. The recovery time is minimal, but you can be
   thrown when you land from this move.


--------------------[Scissors Kick: B(charge 2 sec.)F+K]---------------------

   An excellent move to use overall mainly because it goes over low attacks
   and does alot of damage. This move can be used as an anti-air attack but
   only when you are deep within your opponent's sprites. The range that
   this move has is determined by the strength of the kick button. Use this
   in combos and to counter mistakes. The combo possibilities it had in SF2T
   are now gone, but the recovery time is minimal and it knocks down the
   opponent.


----------------------[Head Stomp: D(charge 2 sec.)U+K]----------------------

   Its a so-so good attack. It comes out fast, but its so easily seen that
   its often blocked. This is mainly used to get around projectiles as Bison
   flies towards his opponent with a stomp to the head. The recovery time is
   minimal and this move does good damage. Just watch for jumping attacks
   and anti-air attacks because he can be taken out of the move rather
   easily with those attacks. After the Head Stomp M.Bison can go into his
   flying punch.


------------------[Flying Psycho Fist: D(charge 2 sec.)U+P]------------------

   This is more of a confusion or surprise attack than anything else. It
   will have Bison flying down and smacking the opponent on the side of the
   head with his fist. At first it looks like he misses with his Head Stomp
   and lands on the otherside of his opponent then he comes down with his
   charged fist, this move cannot be blocked low since its a jumping attack.
   The recovery time is very minimal on this move.

=============================================================================

                           Other Moves:

------------------------[Flying Punch: UF/UB+SP/FP]--------------------------

   This move is mainly used after his Head Stomp. You can steer this move
   away or towards the opponent only after the Head Stomp. You can use this
   move alone for jump in attacks as well.


---------------------------[Body Throw: F+SP/FP]-----------------------------

   This move has alot of range and alot of priority. Its just incredible!
   Use this to counter mistakes and missed attacks.

=============================================================================

                                Combos

Two-in-One's

1. C.Jab --> Psycho Crusher

2. C.Jab --> Scissors Kick

                              Other Combos

1. Head Stomp, Flying Punch
  Not a combo, but if both moves connect right after each other, its more
  than guaranteed that your opponent will be dizzy!

2. J.D.Fierce \/ C.Jab --> Psycho Crusher

3. J.D.Fierce \/ C.Jab --> Scissors Kick

4. J.D.Fierce \/ C.Short, C.Jab --> Scissors Kick

5. J.D.Fierce \/ C.Strong, S.Forward

                                -------
                                Tactics

   Well not much here. Use your Psycho Crusher and use whatever button that
   will land you just behind your opponent. When you land immediately throw
   your opponent! Its cheap but effective!


-----------------------------[Ending: M.Bison]-------------------------------

   M.Bison stands and watches over a city as his corrupt power takes over
   the Earth. Can anyone stop this madman?!!

-----------------------------[Overall: M.Bison]------------------------------

89/100
   M.Bison in this game is one of the more powerful characters in this game
   thanks ranks with the likes of Guile or Dee Jay. He has very fast speed
   and his attacks can often catch people by surprise and he has very good
   range on his attacks and also his throw range and priority is just
   insane. However M.Bison lacks jump in priority and he is certainly not
   a combo character, he will sorta have to play a pecking game to really
   achieve some sort of victory. His most fierce opponent is either M.Bison
   or Ryu, watch for them!

=============================================================================
=============================================================================


Ryu
   Ryu is the lone warrior that seeks eternal fight. He constantly fights
   and trains to become the true warrior and was an orphan when Gouken had
   picked him up and taught him the styles of Shatoken. Through the years he
   has believe that he can become the eternal champion through mastery of
   the Hadouken. He has left a scar on Sagat, both physically and mentally,
   and that has shown was true potiential Ryu has. He has never suffered
   defeat before, and his long time rival and best friend Ken is always
   there to fight either against him or by his side.

Quote: "You must defeat my Dragon Punch to stand a chance"


---------------------------[Hadouken: D,DF,F+P]------------------------------

   An excellent projectile. Not only of its range, but also of its damage
   potiential. This move has alot of speed and will often wear down any
   other projectile fighter that comes across his path, besides Sagat of
   course. Use this to counter moves from a distance and also put this move
   in combos. Watch for the recovery time though because he be easily
   countered with jump in attacks if he fires his Hadouken up close.


--------------------------[Shouryuken: F,D,DF+P]-----------------------------

   An excellent anti-air attack because it does alot of damage and nothing
   can put prioritize it. It will even go through projectiles with ease and
   can be put in combos rather easily. The stronger the button used the more
   vertical range that it has, but you should mainly stick to the jab
   version instead. This move will double hit if blocked up close, just
   watch if you miss because you will be easily countered. MAinly the jab
   version has almost no recovery time and you can do the Jab Shouryuken
   over and over again for an unstoppable victory!


----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

   This move does good damage and has excellent range, it can be put in
   combos and also it knocks the opponent down with only one hit! Only
   during start up is he invincible through projectiles, but ducking
   opponents can easily avoid any damage. The recovery time on this move is
   minimal but he can be knocked down after the move.

=============================================================================

                               Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

   This throw has good range and priority, use this to counter mistakes and
   also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

   Like the throw above, it has good range and priority, its main point is
   to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

   This move double hits, but it cannot be comboed, or comboed after. It
   still does the same amount of damage as his regular roundhouse, so I
   don't see much point in using this move.

=============================================================================

                                Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                       Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
  Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
  The CPU does this combo to me all the time, and I'm still baffled as to
  how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
  This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
  cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Shouryuken

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
  This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
  Ryu could easily master this in SF2T but I think it still works in SSF2.
  Care to prove me wrong?

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken

                                  -------
                                  Tactics

   DO I even have to mention it? Well if you did forget here ya go.

                    Hadouken, Jab Shouryuken, etc.

   This is Ryu's primo corner trap that's extremely hard to escape from.

   Also when your opponent blocks your jumping attacks do this:

             J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short,
             C.Roundhouse --> Hadouken

   Its annoying, but its used to keep Ryu out of certain tight situations.


--------------------------------[Ending: Ryu]--------------------------------

   Sagat and M.Bison stnad in their respected places on top of a platform.
   The crowd cheers Ryu's name but Ryu is nowhere to be found. Ryu does not
   believes in ceremonies and he walks off with his belongings and into the
   sunset to find yet another worthy challenger.(Cool ending, and it fits
   his personality perfectly)

-------------------------------[Overall: Ryu]--------------------------------

97/100
   Ryu in my opinion is the best character in the game. His dominance is
   sheer flawless and his combo ability is just an absolute monster when you
   put him in the hands of an expert. He is pretty quick and has an
   unbreakable defense and combined that with a brilliant offense, then
   you've got one excellent character. He can keep throwing Jab Shouryukens
   all day long and win the battles with ease. The only flaw I see in him
   is that if he does for a Strong or Fierce Shouryuken, he is liable for
   a counter attack, other than that he is purely the most dominating
   character in the game.

=============================================================================
=============================================================================


Sagat
   With an ambition to seek out a worthy opponent he crushes those who
   oppose him. He has a patch over his right eye, he recieved it when he
   fought Dan's father. Apparently he has killed Dan's father for his
   missing eye. The one true warrior he seeks to fight his Ryu, with Sagat's
   first defeat at the hands of Ryu he trains hard to one day avenge his
   defeat. Ryu was the one who left a giant scar on Sagat's chest with a
   very bloody Dragon Punch after Sagat had thrown Ryu to the ground and had
   let his guard down thinking he had defeated Ryu. Since the infamous
   battle in the plains of Austrailia he has been seeking Ryu ever since and
   by joining the World Warrior Tournament he hopes to find Ryu and even his
   defeat.

Quote: "You are not a warrior, your a beginner!"


----------------------------[Tiger Shot: D,DF,F+P]---------------------------

   A very fast projectile with speeds that equal Ryu's Hadouken. It can
   easily take down most jumping opponents and Sagat can wear down basically
   any projectile besides Ryu. This can be put in combos and it does good
   damage and good block damage. The real disadvantage is that ducking
   opponents will easily avoid any damage.


--------------------------[Low Tiger Shot: D,DF,F+K]-------------------------

   Just like the one above except Sagat can hit ducking opponents as well
   and can also be put in combos. It has the same speed and damage
   potiential, but opponents like Zangief can easily jump over this! Try to
   mix them up and psych out your opponent with these.


--------------------------[Tiger Uppercut: F,D,DF+P]-------------------------

   I just can't believe how powerful this move is! Its just as powerful as
   Zangief's Spinning Pile Driver can can easily be put in combos. It has
   good range and can basically take down any attack. The problem with this
   move is that it lacks priority unlike the Shatokens. It will not go
   through projectiles and alot of jumping attacks can easily trade hits
   with it. To remedy this problem time this move at the last second so that
   the very few frames of invincible animation can hit your opponent. And
   unlike the last game Sagat will have an easier time comboing this move.
   Just watch for the recovery time because he can be easily countered.


-------------------------[Tiger Knee: D,DF,F,UF+K]---------------------------

   The motion is a little awkward and tough to do but its one of Sagat's
   main weapons that can easily knock opponents out from a distance. This
   can be used as an anti-air attack but it must be started early. Sagat can
   easily combo this move in and it comes out extremely fast and will often
   catch opponents by surprise, the damage that it does is pretty good but
   not as much as his Tiger Uppercut, but the roundhouse version will double
   hit if up close. The recovery time is a bare minimal so use this whenever
   you get the chance.

=============================================================================

                             Other moves:

-------------------[Double Hit kicks: SK/FK/RK(close)]-----------------------

   Basically these kicks will double hit if up close, use them in combos or
   cancel in two-in-one combos.


----------------------[Body Toss: F+SP or FP(close)]-------------------------

   This throw has fair range and priority. Use this to counter missed
   attacks and so on.

=============================================================================

                                 Combos

Two-in-One's

1. S.Jab --> Tiger Shot

2. C.Short --> Tiger Knee

3. S.Roundhouse --> Tiger Uppercut
  You must cancel quickly after the first hit otherwise it won't connect.


                               Other combos


1. J.D.Roundhouse \/ S.Roundhouse
  The roundhouse will only double hit on larger characters like Zangief,
  Sagat, T.Hawk, or Balrog. Use a forward against all other characters.

2. J.D.Roundhouse \/ S.Roundhouse --> Tiger Uppercut
  You must cancel quickly otherwise it won't connect, so don't let that kick
  double hit!

3. J.D.Roundhouse \/ C.Short --> Tiger Uppercut

4. J.D.Fierce \/ S.Jab --> Tiger Knee

5. J.D.Fierce \/ C.Short --> Tiger Shot

                                 -------
                                 Tactics

   Well first off Sagat has a fireball pattern like Ken and Ryu:

           Tiger Shot, Tiger Uppercut, Tiger Shot, Tiger Uppercut, etc.

   Its very fustrating to get out of and Ken and Ryu will have an easier
   time breaking out of this trap.

   Like all characters in the game you can do a special move motion while
   you are on a knocked down position, use your Tiger Uppercut to stop
   oncoming attacks and start the motion while you are laying down.


-----------------------------[Ending: Sagat]---------------------------------

   Sagat has won the World Warrior Tournament but he did not even see Ryu in
   the tournament. Sagat is proud of the title he has one but still not
   satisfied and he knows that Ryu did not get lucky on his victory and he
   still searches one day to even that defeat with Ryu. (Pretty sweet ending
   might I add!)


=============================================================================
=============================================================================


T.Hawk
   With his homeland being taken away from his people, his people and his
   family have moved to Mexico. Since then he has swore revenge on M.Bison,
   the leader of the World Warrior Tournament. His people and family has
   suffered upon Bison's acts and that is why T.Hawk has entered the World
   Warrior Tournament, to bring back his homeland not only for his family
   and people, but also for his pride.

Quotes: "Your scream sounds like a pathetic war cry!"
       "My totem is too great for your desperate fighting techniques!"


------------------------[Thunderstrike: F,D,DF+P]----------------------------

   An excellent move and also a powerful anti-air attack. It goes through
   projectiles and can easily be put in combos. The only problem with this
   move is that opponents will have an easier time jumping over the move
   since it goes up diagonally. Its still a powerful weapon though, but just
   watch for the recovery time. The fierce version will double hit if up
   close.


-----------------[The Hawk: D+3P(air)(2P for SNES version)]------------------

   This move is an excellent arsenal for T.Hawk because it allows him to
   soar over projectiles and deck the opponent. Just make sure you start
   this move as soon as possible, otherwise the opponent will be able to
   block after the projectile or even counter you. If blocked T.Hawk bounces
   away from the opponent, the only thing that will counter is a projectile
   or a low roundhouse.


-----------------[Storm Hammer: 360 Degree Motion+P(close)]------------------

   The motion for this is a little harder to do than Zangief's Spinning Pile
   Driver but its still effective and has excellent range. It does just as
   much damage as the Spinning Pile Driver though and unlike Zangief, it
   won't leave him in his miss pose if he misses with the move. The range is
   less than the Spinning Pile Driver, but it can still be used in an
   effective two-in-one combo.


------------------------[Condor Splash: D+FP(air)]---------------------------

   An excellent move to use, mainly because of the damage and the priority
   this move possess. It can also be used to cross the opponent up and into
   a combo. The recovery time is almost nothing and its really hard to
   counter this move. Use this whenever you jump in for an attack.

=============================================================================

                            Other moves:

------------------------[Elbow Smasher: F/B+RK(close)]-----------------------

   The range is very limited, but since its a hold youc an ram the buttons
   to get more hits and more damage out of this move.


--------------------------[Neck Choke: F+FP(close)]--------------------------

   Like the one above, poor range and priority, use this to counter mistakes
   and ram those buttons to drain the enrgy out of your opponent.


------------------------[Overhead Throw: F/B+SP(close)]----------------------

   This move has good priority and range, use this to counter mistakes and
   missed attacks.

=============================================================================

                               Combos

Two-in-one's

1. J.Jab \/ Storm Hammer

2. S.Short --> Thunderstrike

3. S.Jab --> Thunderstrike

                       Other Combos

1. J.D.Roundhouse \/ C.Jab --> Thunderstrike

2. J.CU.Fierce \/ S.Short, S.Jab --> Thunderstrike

3. J.CU.Fierce \/ C.Jab, C.Jab, C.Jab --> Thunderstrike

                                -------
                                Tactics

   Well not much here, use your Hawk to go over projectiles and deck your
   opponent. Take advantage and start your Storm Hammer motion early while
   you are knocked down, and if your foe is next to you, snatch 'em!


------------------------------[Ending: T.Hawk]-------------------------------

   T.Hawk goes over M.Bison and holds him by the neck. He asks why he has
   driven his people and family away from his home, M.Bsion replies "because
   I can take whatever I want..." but T.Hawk tells M.Bison that he knows how
   to take care of trash like M.Bison. Later T.Hawk returns to his homeland,
   he finds it lifeless, but T.Hawk won't stop until he has recontructed his
   homeland and will build it strong to keep out future predators. At the
   same time the sun rises in his land.(Pretty sweet ending! Kudos to
   Capcom!)

-----------------------------[Overall: T.Hawk]-------------------------------

79/100
   T.Hawk is one of the more powerful characters in this game. He has
   very good throw range and good combo ability for a big guy. However being
   said, he really has to be close to do some damage, and while his
   Hawk Dive is really a good counter against projectiles, if not done
   immediately you will be countered. You must predict when the opponent
   will throw his projectile, otherwise you can miss and be countered.

=============================================================================
=============================================================================


Vega
   Nicknamed the "Spanish Ninja" why? Because he has studied under the art
   of Ninjitsu and he has combined it with his Bull fighting to form a nasty
   combination of speed and agility. But being egotistical he wears a mask
   to prevent his face from being scarred in battle. He believes he is the
   most beautiful fighter in the world and believes that beauty is strength.
   He enters the World Warrior Tournament so show the fighters how beauty is
   strength.

Quote: "Beautiful fighters never lose a battle!"


----------------------[Claw Roll: B(charge 2 sec.)F+P]-----------------------

   This is a pretty decent move to use overall. It hits multiple times and
   does alot of damage the only problem with this move is that it can be
   blocked during the middle of this move even if the first hit had
   connected. The fierce version will go full screen while the other
   versions will stop after a certain distance. However Vega is also
   vulneable to knockdowns, dragon punches, and projectiles duiring the
   duration of this move.


------------------[Claw Dive: D(charge 2 sec.)U+K, then P]-------------------

   This is more of a confusion that anything else. It will do good damage,
   but it is easily seen as Vega jumps off the wall and decks the opponent
   with a claw slash. Opponents can't block it low, but opponents can knock
   Vega out of it in the air or when he jumps after a wall.


-----------[Wall Leap: D(charge 2 sec.)U+K, then F+P or K(close)]------------

   This move is an excellent move overall. It will take the opponent for a
   suplex ride. This move can catch opponents in the air and is quite fast.
   But opponents can knock Vega out of it rather easily with jumping attacks
   or uppercuts.


---------------------[Claw Thrust: D(charge 2 sec.)U+P]----------------------

   This is also a surprise move than anything else. It does rather weak
   damage when compared to other attacks, but it comes out quick and its
   hard to counter. But its also a dead give away when Vega bounces off the
   wall. Its a quick attack and cannot be comboed.


------------------[Double Backflip: 3P(2P for SNES version)]-----------------

   This move is pretty useful to get Vega out of certain situations. Just
   never use this to get out of corner traps because Vega cannot flip
   forward and he can be hit at the end of this move. During the two flips
   he is invincible to any attack, but he himself cannot attack either.


-------------------[Single Backflip: 3K(2K for SNES version)]----------------

   Like the one above except he only does a single backflip. Its invincible
   to attacks but he cannot flip forward. Avoid using this in corner traps,
   and only use it to avoid attacks.

=============================================================================

                               Other Moves:

---------------------[Ground Suplex: F/B+SP/FP(close)]-----------------------

   A very high priority move, but it lacks the range other throws have. Use
   this to counter missed attacks and mistakes.


-----------------[Midair Choke Throw: F+SP/FP(air)(close)]-------------------

   The priority on this move is pretty good and also has good range. The
   problem with this move is that Vega jumps too high and low jumping
   opponents are extremely hard to catch.

=============================================================================

                                Combos

Special Game notes: Vega

-- Vega can bounce off the walls, just hit the opposite direction as you jump
  towards a wall.

-- Vega can no longer climb the fence like he did in previous games.


Two-in-One's


1. S.Jab --> Claw Roll


                             Other combos


1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab --> Claw Roll
  You must charge ahead of time for this combo to connect, it doesn't matter
  if the opponent blocks in the middle of this combo because it drains alot
  of life anyways!

                                -------
                                Tactics

   Not much tactic info on Vega. Although he is the best equipped when going
   against fireball fighters up close. His superior speed that is unmatched
   lets him quickly attack his opponent when they throw out a projectile,
   even Ryu has trouble throwing the Fireball/Dragon pattern against him!
   Also avoid backflips in corner traps, they just make things worst because
   it will leave him vulnerable to attack at the end of it.


------------------------------[Ending: Vega]---------------------------------

   A picture of Vega has him holding a rose by the mouth. Not really much of
   an ending here except that he has become the world's biggest narcissist!
   (very sick!)

------------------------------[Overall: Vega]--------------------------------

76/100
   Vega is EXTREMELY fast in this game. He has excellent agility and can
   bounce off of walls to confuse the opponent. He has excellent throw
   range and priority, his claw certainly gives him a lot of range. However
   he is TOO FAST for his own good, a lot of players will miss use Vega
   mainly because of his speed. He is no combo character and is a pecker
   and his special attacks like the Flying Claw Thrust can be seen a mile
   away, which sometimes makes it pointless to use.

=============================================================================
=============================================================================


Zangief
   With his usual run alongs wrestling bears for fun he realizes that his
   country is in a poor condition and has recieved alot of criticism. He has
   a strong sense of pride for his country and will do anything for his
   country. That's why he has decided to enter the World Warrior Tournament
   not only for his own pride but for his country.

Quote: "My strength is much greater than yours!"


--------------[Spinning Clothesline: 3P(2P for SNES version)]----------------

   This move is an excellent anti-air attack and will literally snuff out
   any attack your opponent tries to come in with. It does alot of damage,
   it comes out quick, and has little to no recovery time. This move also
   cruises over projectiles during start up and can be easily put in combos.
   Watch for his feet though because he can be easily knocked down.


----------------[Spinning Lariat: 3K(2K ofr SNES version)]-------------------

   This move is similar to the one above, but this move cannot go through
   projectiles. It does do good damage, comes out fast and also its a good
   and quick counter attack. Also its not so reliable to countering jump in
   attacks, the good side to this move is that Zangief is invincible to low
   attacks during start up.


-------------[Spinning Pile Driver: 360 Degree Motion+P(close)]--------------

   Well despite the fact that it is a 360 degree motion, if you've got
   either a PSX pad or an SNES pad it seems like the only take 215 degree
   motions because its just so easy to do! Basically if you can perfect the
   motion roll around the pad and press punch randomly and hopefull it will
   come out. The priority of this move has been lost and so has its range,
   but it still has good range and one of the most powerful moves in the
   game. Make sure you use this when you are close to your opponent
   otherwise Zangief will go into his miss pose and it will leave him
   vulnerable to attacks.


--------------[Siberian Bear Crusher: 360 Degree Motion+K(far)]--------------

   The motion is incredibly easy to do if you have either a PSX or SNES pad.
   It doesn't matter what kick button you use because they all have the same
   range and damage potiential. This move does quite a bit of damage and has
   excellent priority over move attacks and is easily put in combos. The one
   key thing about this move is that its been known to stop combos, even
   right in the middle of them! Use this to counter miss attacks.


----------------[Siberian Suplex: 360 Degree Motion+K(close)]----------------

   Again if you have a PSX or SNES pad this move is very easy to do. Its
   basically a double slam suplex that does just as much damage as his
   Spinning Pile Driver. This can also be put in combos and it has high
   priority and good range. Use this to counter missed attacks.


---------------------[Diving Knee Drop: D+SK/FK(air)]------------------------

   This move is an excellent arsenal to Zangief's offensive game because it
   leaves him deep enough so that he can easily combo his opponent with any
   of his special grabs. It will do good damage and it has decent priority,
   use this whenever you can.


-----------------------[Siberian Splash: D+FP(air)]--------------------------

   This move has insane priority and it does alot of damage. Use this move
   to jump in and and cross up your opponent and combo them.

=============================================================================

                                Combos

Special game Notes: Zangief

-- Zangief has 8 different grabs and throws, it all depends on how close you
  are to your opponent and what kicks and punches you use.

-- Zangief is quite possibly the most dangerous combo character in the game,
  not only can he easily combo his throws with ease, but he can end matches
  very quickly with 2 or 3 combos.


Two-in-One's

1. S.Jab --> Spinning Pile Driver
  This combo works easily and it does alot of damage.

2. C.Short --> Spinning Lariat or Clothesline

3. S.Forward --> Siberian Bear Crusher

4. S.Short --> Siberian Suplex
  Make sure you are close to your opponent for this move to connect.


                     Other combos


1. J.DN.Fierce \/ C.Short --> Spinning Clothesline/Lariat

2. J.DN.Short \/ Siberian Suplex
  Even if the opponent blocks you'll catch them everytime! This move is very
  cheap, but master it and you'll master competition!

3. J.DN.Short \/ Spinning Pile Driver
  Like the one above, even if your opponent blocks, you'll catch 'em!

4. J.D.Fierce \/ S.Strong, C.Roundhouse

5. J.DN.CU.Fierce \/ S.Strong, S.Short, C.Roundhouse

6. J.DN.CU.Fierce \/ S.Strong, S.Short --> Siberian Bear Crusher

7. J.DN.D.Fierce \/ C.Jab, C.Jab, S.Jab --> Siberian Bear Crusher

8. J.DN.Short \/ S.Short, S.Short --> Siberian Bear Crusher

9. J.DN.CU.Fierce \/ C.Jab, C.Jab, C.Jab, C.Jab, C.Roundhouse

                               -------
                               Tactics

   There aren't much tactics for Zangief. Avoid jumping over projectiles
   because he has a hard time going over them and he will be hit by Jab
   projectiles most of the time. Also combo in your grabs whenever possible
   and use your Spinning Clothesline to go through opponents projectiles.

------------------------------[Ending: Zangief]------------------------------

   Zangief and the Prime Minster of Russia dances to victory as Zangief
   wins the tournament. Sweet ending!

------------------------------[Overall: Zangief]-----------------------------

88/100
   Zangief in this game is truely a monster, his ability to combo in his
   throws with ease are just amazing. You can't escape them even if blocked
   and Zangief is quite possibly the most dominating character in the game.
   He has massive throw range and good priority on his air throw, the real
   serious flaw is that he can't jump over Jab projectiles from Ryu, Ken,
   Dhalsim, or Guile too well. He will either have to block, attempt to
   jump over them, or use a Spinning Clothesline to go through them,
   in which the last two options are very hard to do.

=============================================================================
=============================================================================

                             Miscellaneous

   Well there really isn't much codes in this game besides a few of them.


---------------------------------------------------------------
Select more than two of the same character in Group Battle Mode
---------------------------------------------------------------

--  Go to Group Battle Mode
--  At the message where it tells you to select a number of characters enter
   the code:
--  L, R, L, R, L, R, R, L on your second controller

   It's exactly what the code says. Normally in group battle mode you can
   only pick 2 Guile's or 2 of anybody and no more than that. With this code
   the 1P or 2P side can have up to 8 Ryu's!!


-------------------------------------------------------------------
Change key configurations before battle and CPU controlled opponent
-------------------------------------------------------------------

--  Enter any mode
--  Before the vs screen comes up hold select
--  Basically hold select after you've selected your handicap in other modes

   With this code, just incase you didn't get a chance to alter your
   configurations you can change them right before battle, also youc an set
   the second player side to CPU. Meaning that a CPU controlled fighter will
   fight you even if you are in versus mode!


--------------------------------------------
View Character Profiles without interruption
--------------------------------------------

--  Wait after Ryu throws his Hadouken at intro screen
--  You should see character profiles popping up
--  Hold down L+R
--  Character profiles can be viewed without interruption

   Basically you must hold down the L+R buttons. If you let go that means
   the demo will ensue.


=============================================================================
=============================================================================
=============================================================================

---------[Super Street Fighter 2 Turbo: The Ultimate Championship]-----------

=============================================================================
=============================================================================
=============================================================================

------------------------[Miscellaneous Game Notes]---------------------------

   About the endings in this game, the endings in this game are basically
   all the same as in Super Street Fighter 2,  the only addition to these
   endings  are the additional  portraits found in the endings,  like the
   picture of Ryu fighting or Chun--Li trying on a dress.  The artwork on
   these portraits are really nice if you ask me and they looked detailed
   and they are worth it for beating the game with the character.  Saving
   the portraits would really be cool though.

-------------------------------[Game Engine]---------------------------------

[Blocking]: hold against opposite direction of the attacker while being
           attacked.
   This simple concept allows you to take no damage from regular physical
   attacks. This is the most basic key to winning and takes little to
   master. However special attacks still do damage, just a small fractional
   portion that it normally does. However you cannot block in the air
   though.

[Jumping]: hold the directional pad up/upright/upleft
   This yet another simple concept is one of the most basic keys to winning
   as it will be useful in getting you out of many tight situations. You
   can't take block damage forever, and jumping is one of the keys to
   getting your combos started. Most combos don't even exist without jumping
   attacks.

[Reversals]: Perform special attack right after you get up
   This is one of the hardest manuvers to perform in the game. However
   mastery of this manuver can prove invaluable. Think of this as a semi-
   counter to certain attacks, when you are knocked down quickly perform
   a special move like a Tiger Uppercut or a Hadouken and if the score
   at the top left or right appears, then you have performed a counter
   quick enough. This will counter any attack(besides the Shouryuken)
   and prevent further attack from your opponent. However it all depends
   on which special attack you perform, because if you miss or the
   opponent blocks, then you will be counter-countered.

[Throws]: F/B+SP/FP/FK/RK(close to opponent)
   Throws in this game has been drastically toned down from Street Fighter
   2 Turbo, however they still do massive damage and can tip the favors to
   any opponent. Air throws can also be done and a lot of air throws do
   more damage than ground throws, and example can be seen by Guile's air
   backbreaker. Watch for close opponents to try or accidentally throw,
   and know that you cannot combo a throw.

[Super Comboes]: Perform special motion plus punch or kick
   The Super Combos in this game are hear to bring back any character from
   the brink of defeat. The combo meter can be seen at the bottom left or
   bottom right of the screen, once your super meter is full it will say
   SUPER in flashing letters, then you are ready to perform a super. However
   supers like Vega's Rolling Crystal Flash or Zangief's Final Atomic
   Buster, even if you perform the motion you will not waste a level of
   super. You must connect with the super to reset the bar, however every
   round the super bar refreshes so you will have to gain up that super
   bar all over again. You can fill up the super meter only by successfully
   connecting with an attack to your opponent(blocking or not blocking it
   doesn't matter) or by performing a special attack like a Gou Hadouken or
   Hyaku Retsu Kyaku, and it doesn't matter if your special attack connects
   or not.

[Juggling]: Balance your opponent with series of attacks
   This is also called the Volleyball Effect or VE for short. This is
   probably what you can call the early forms of air combos. Your opponent
   cannot escape from it, but juggles are hard to connect against an
   opponent because both you and the opponent must be in the air for the
   juggle combo to work. Ryu's jumping Strong is a good example of a
   juggle.

[Throw Parry or Grab Escape]: Do a throw motion(F/B+SP/FP/FK/RK) after throw
   This will lessen the damage from throws, basically cut the overall
   damage down in half, although there is no message that tells you that
   you have performed the parry or escape successfully, you can tell if
   the character you are using lands on his or her feet after being thrown
   because you would land on your back if you did not perform the parry or
   escape successfully. For the grab escape you can basically ram the
   buttons and rock the joystick or the directional pad around, but this is
   a more effective and quicker way of doing it.

=============================================================================

                             ------------
                             Combo Legend
                             ------------

   Once again I will use James Chen's fabulous combo system with the touch
   up of Mig Rustia's combo system. Incase you are a little baffled with
   some of the codings in the combos this legend is here to help.

J.    -- Stands for jumping
J.CU. -- Stands for crossing your opponent up while jumping with an attack
C.    -- Stands for crouching
FWD.  -- Stands for holding toward while perform an attack
F.    -- Stands for holding forward
DN.   -- Stands for holding down while jumping for an attack
UF.   -- Stands for jumping forward
UB.   -- Stands for jumping backwards
DF.   -- Stands for holding the controller in a down-forward position
DB.   -- Stands for a defensive crouch
B.    -- Stands for moving back
J.D.  -- Stands for jumping in with an attack that hits the opponent deep
J.SD. -- Stands for a super deep attack while jumping in
\/    -- Stands for landing after a jumping attack
/\    -- Stands for jumping after a standing attack
-->   -- Stands for cancelation of a normal move into a special attack
3P    -- Stands for holding or pressing all three punch buttons at once
3K    -- Stands for holding or pressing all three kick buttons at once
2P    -- Stands for holding or pressing any 2 punch buttons at once
2K    -- Stands for holding or pressing any 2 kick buttons at once
JP    -- Stands for Jab
SP    -- Stands for Strong
FP    -- Stands for Fierce
SK    -- Stands for Short
FK    -- Stands for Forward
RK    -- Stands for Roundhouse
(air) -- Means that move can only be done in the air
,     -- An indication of moving onto the next attack


=============================================================================
=============================================================================

Akuma
   Akuma is the demon warrior that is feared among the World Warrior
   tournament. He thrives off fights against opponents and those who are
   strong enough can the very least survive his attacks. His powerful Shun
   Goku Satsu is reason enough not to mess with this bad boy(sorry, I just
   had to say it). He only seeks the most worthy opponents, he does not
   care for the weaker foes, if a weaker foe attempts to challenge him,
   he ignores them. He seeks after the one named M.Bison, the holder of
   the World Warrior Tournament, but knowing Akuma, M.Bison is just small
   potatoes compared to Akuma. Can anyone stop this evil being?

Quote: '.............................'

-------------------------[Gou Hadouken: D,DF,F+P]----------------------------

   This move looks EXACTLY like Ryu's Hadouken, its just given a different
   name. This move comes out just as fast as Ryu's, travels just as fast
   and is just as comboable. However opponents will be able to easily
   jump over this projectile and attack Akuma from above, just watch for
   opponents to do that. It does good block damage also, just don't over
   use it agaisnt quick opponents like Ken or Vega.

-----------------[Shakunetsu Gou Hadouken: B,DB,D,DF,F+P]--------------------

   This is similar to Ryu's Shakunetsu Hadouken, but it hits multiple times
   and does a good amount of damage. This will knock the opponent down if
   up close and stun them from far screen's distance. This projectile will
   hit up to three times, but it can be dispersed by any regular old
   projectile. It does however, combo in as easily as his Gou Hadouken
   and it does a little more damage than his Gou Hadouken, not much more
   or significantly more but noticeably more.

------------------[Zankuu Hadouken: D,DF,F+P(in the air)]--------------------

   This move is one of the cheapest moves in the game. It has excellent
   horizontal range and its a great keep away tool against annoying
   opponents like Vega. This move does good block damage and is the only
   projectile that can be thrown in the game, so why is it so cheap? Well
   mainly because scrub Akuma uses will use this often and just take out
   all the fun in playing against him. Its just so hard to escape from
   this move, mainly because it has excellent range and when you try to
   jump over it, you can't because you can't air block in this game and
   you will usually get hit by it. The only other person that has the best
   chance of escaping it is Akuma, and to do that you use the...

--------------[Ashura Senkuu: F,D,DF+3P or 3K/B, D,DB+3P or 3K]--------------

   ...Ashura Senkuu. This move is his teleport and it will glide him across
   the screen with a trail of mirror images left behind him. This is a great
   move to use to get you out of corner traps and there is almost no
   recovery after using this, which is excellent and you can probably even
   combo after it! Use this often to get yourself out of tight situations
   and such. The kicks go half screen and the punches go full screen's
   distance.

--------------------[Tatsumaki Zankuu Kyaku: D,DB,B+K]-----------------------

   This move is sorta like Ryu's Tatsumaki Senpuu Kyaku and Ken's Tatsumaki
   Senpuu Kyaku combined. It does multiple hits and each hit deals out
   a lot of damage. This will even juggle the opponent in the air as well
   and does good block damage. However the opponent can easily duck from
   this move and counter with an uppercut like Ryu or Guile. Use this in
   a combo, and only in a combo, its too easy to avoid and very easy to
   counter against.

------------------------[Gou Shouryuken: F,D,DF+P]---------------------------

   This move is the only anti-air attack that will go through projectiles,
   so sorry Ryu and Ken, you don't get this priveledge anymore. So you can
   use Akuma in this game like Ryu or Ken from Super Street Fighter 2 Turbo.
   Don't be surprised if you find a lot of people using this, as it will
   combo very easily and is the best anti-air attack in the game. No if's
   and's and but's about it.

=============================================================================

                              Other Moves

-------------------------[Shoulder Grab: F/B+SP/FP]--------------------------

   This throw has good range, while the priority is lacking you can catch
   the opponent from a little under foot sweeping distance!

-------------------------[Forward Roll: F/B+FK/RK]---------------------------

   This is his other grab or throw(whatever you want to call it) and it
   has more priority than range, so its up to you to decide when to use
   the throw.

=============================================================================

                               Combos

Two-in-one's

1. S.Jab --> Gou Hadouken

2. S.Short --> Gou Shoruyuken

3. C.Fierce --> Tatsumaki Zankuu Kyaku

                             Other Combos

1. J.D.Fierce \/ C.Forward --> Gou Hadouken

2. J.CU.Roundhouse \/ C.Short, S.Short --> Gou Shouryuken

3. J.Fierce \/ S.Jab --> Tatsumaki Senpuu Kyaku

4. (from very far screen's distance)Jab Gou Hadouken, Ashura Senkuu,
  C.Short --> Any special attack
  This awkward combo is similar to Dhalsim's teleport combo, you must do
  the motion for the Ashura Senkuu after the projectile has been thrown out
  and everything should be fine from there.

5. J.CU.Roundhouse \/ C.Short, C.Short, C.Short, S.Short --> Gou Shouryuken


                            -------
                            Tactics

   Well, I hate to say this over and over again, but I will, the Dragon/
   Hadouken pattern is one of the most effective patterns in the game and
   will easily take down your opponent. You can keep doing this pattern:

              Jab Gou Hadouken, Jab Gou Shouryuken, etc.

   Also his Gou Shouryuken will go through projectiles with ease, so you
   may want to keep that in mind incase an opponent close to you tries to
   use his projectile against you as you are knocked down.

-----------------------------[Endings: Akuma]--------------------------------

   Akuma stands in one of his win poses and the credits go by as the
   portraits of each character go by, the funny part is that the portraits
   are the portraits of the characters being beaten!

-----------------------------[Overall: Akuma]--------------------------------

94/100
   Well Dee Jay is the best character in the game, but Akuma takes that spot
   since he is the better character, and he has no super combo. Akuma in
   this game is pretty awkward in terms of voice, it may seem wierd after
   seeing him in games like Marvel Super Heroes vs. Street Fighter or Street
   Fighter Alpha 2 Gold, but if you haven't played the game, it probably
   won't sound so awkward. When he does his Tatsumaki Zankuu Kyaku, he
   sounds like Zangief doing either his Spinning Clothesline or his
   Spinning Lariat, and when he loses he sounds exactly like Ryu, who does
   the voice for Akuma anyways? Oh well, back to the main argument. His
   Gou Shouryuken is unmatched by no other anti air attack in the game,
   mainly because its just so comboable and it comes out quickly and has
   superior priority over all air borne attacks and it goes through
   projectiles during the entire frame of animation of the Gou Shouyuken.
   There are little flaws in Akuma, the real pesky thing about Akuma is
   the fact that someone might constantly overuse the Zankuu Hadouken,
   and while the Zankuu Hadouken does weak damage, it is very hard to
   escape from.

=============================================================================
=============================================================================

Balrog(pronounced "Bar Log")
   For some reason that's how the announcer says it, for some apparent
   reason the announcer switched the "l" and the "r" or either its
   spelled the wrong way. Balrog was an ex-boxer that has been banned
   from the ring due to his violent nature and dirty tactics like hitting
   below the belt and biting of someone's ear(just kidding!). He had a
   sudden interest in joining Shadowlaw because he wanted to live a life of
   crime and riches. Then Balrog realize how good he had felt when he had
   one and decided to enter the World Warrior Tournament to hown his skills
   and see how well he would last in the fights against the strongest
   fighters in the world. Also thus if he wins he would take over Shadowlaw
   as their new leader.


Quote: "Get up you wimp!"

-------------[Ground Dashing Straight: B(charge for 2 sec.)DF+P]-------------

   This move is very similar to Balrog's Dashing Punch except for the
   fact that it goes under the opponent's projectile. It does excellent
   damage and can also be comboed with ease like the rest of his punches.
   The only real problem with using this move is that when you miss you
   will be left open for a counter attack by the opponent, so try to use
   it only when the opponent is either throwing the projectile or they have
   missed a special attack like a Somersault Kick or a Tiger Uppercut.


--------------[Ground Dashing Upper: B(charge for 2 sec.)DF+K]---------------

   This move is similar to the first one, except this one can be used as
   a semi-anti air attack, its an Uppercut going down and will go under
   projectiles if timed right. This will easily combo and if the opponent
   in the air is low enough, you can knock them out of the air. The recovery
   time on this move is not too good, but your attack pushes the opponent so
   far away anyways.

------------------[Dashing Punch: B(charge for 2 sec.)F+P]-------------------

   An excellent move to use overall because it has alot of range and damage
   potiential and is a quick counter to missed attacks like a Dragon Punch.
   It can easily be put in combos and has very little start up or recovery
   time and does good chipping damage. Although certain attacks can counter
   it like a projectile or some standing jabs, he is susceptible to low
   blows, but he is more than likely to win.


------------------[Dashing Uppercut: B(charge for 2 sec.)F+K]----------------

   Just like his Dashing Punch, it has excellent range and does alot of
   damage. It can easily be put in combos and counter missed moves like a
   Flash Kick. This move will hit opponents in the air and is an excellent
   counter, but the move must be started early. Ducking opponents can
   completely avoid damage and Balrog can fall victim to low attacks rather
   easily.


-------------------[Shoulder Butt: D(charge for 2 sec.)U+K]------------------

   This is Balrog's prime anti-air attack move. Sometimes opponents can't
   predict when this move will come out since it comes out instantly its
   hard to tell when he's going to use it. Also after the first couple of
   frames of animation he is invincible while traveling through projectiles
   and attacks. The recovery time and start up delay is very minimal.


----------[Turn Punch: Hold 3P or 3K(Charge for 2 sec.)then release]---------

   Its a very useful move in certain situations like when Balrog is being
   bombarded with projectiles he can counter that with his Turn Punch
   because it will go through projectiles, but Dragon punches can counter
   it. It will do alot of damage and can chip good damage as well.


--------[Final Punch: Hold 3P or 3K(charge for 3+ sec.) then release]--------

   Like his Turn Punch Blarog can charge for an attack, but the downside is
   that when he charges for more than 2 seconds the invulnerability is lost.
   The plus side is the block damage and regular damage. You can lose up to
   60% of your opponent's life with this move and you can chip about 15% of
   their life even if they block! Its not comboable and has a start up delay
   and recovery time.

=============================================================================

                              Other Moves:

---------------------------[Head Butt: F+SP or FP]---------------------------

   Basically its a grab move, constantly ram the buttons to get more hits
   and more damage, you can even drain away 1/3 of your opponent's life
   guage!

---------[Super Combo: Crazy Buffalo: B(charge for 2 sec.)F,B,F+P]-----------

   This super does an incredible amount of damage, possibly more than
   the Final Atomic Buster! This move has incredible range and possibly just
   as much as the Shinkuu Hadouken, what Balrog will do is 5 consecutive
   Dashing Straights for a monster 5 hit combo. It doesn't act too well
   against airborne opponents though, as Ryu or Sagat can jump over it and
   attack Balrog from above. It does excellent block damage and comes out
   very fast and can be easily comboed. The recovery time of this move
   isn't really too bad and Balrog will go through projectiles during the
   start up of the super combo.

=============================================================================

                                 Combos

Two-in-One's

1. S.Jab --> Dashing Punch

2. S.Strong --> Dashing Uppercut

                       Other Combos

1. J.Roundhouse \/ C.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab, C.Jab --> Dashing Uppercut or Dashing Punch
  Basically charge while you jump in, and cancel quickly.

3. J.SD.Roundhouse \/ S.Strong --> Dashing Punch

4. J.D.Fierce \/ C.Jab, C.Jab --> Jab Dashing Punch, S.Fierce
  You must hesitate for a split second after the Dashing Punch.

5. J.D.Roundhouse \/ C.Jab, C.Jab --> Dashing Uppercut, Dashing Uppercut,
  S.Fierce
  Turn the juice loose with this Master Blaster of Disaster combo! Sorry for
  the corny line, but its possibly the sweetest combo in the game, use the
  short Dashing Uppercut on both accounts and hesistate for a split second
  before pulling off the final fierce.

6. J.D.Fierce \/ S.Jab --> Dashing Punch
  Make sure you charge ahead of time for this combo to work.

7. J.D.Fierce \/ S.Strong --> Crazy Buffalo

8. S.Jab --> Crazy Buffalo
  This combo will juggle, if you knock the opponent out of the air with
  your standing jab and cancel into the Crazy Buffalo immediately then you
  can juggle your opponent for 6 hits doing awesome damage!

                             -------
                             Tactics


   Most opponents will block most of Balrog's Dashing attacks, but you can
   remedy this problem. Try performing a Dashing Uppercut or Dashing Punch
   just out of your opponent's range then Head Butt them, make sure you
   don't connect at all with this otherwise you can get countered.


-------------------------------[Ending: Balrog]------------------------------

   Here Balrog stands on top of a platform, he has finally reached his goal
   of being number 1, and exclaims "Only in America Baby!" Here's where the
   difference between the arcade occurs:

SNES/Genesis: Balrog sits on a couch with money around him, and he's also
             smiling.

Arcade: Balrog sits on a couch with money around him, but this time two girls
       are at the side of him as he holds a glass of shandy in his left
       hand.

PSX: See arcade version.

----------------------------------[Overall]----------------------------------

81/100
   Balrog is a better character in this game, his punches are just as
   lethal and with the addition of two new punches, it makes him even better
   against the Shatokens. His new dashing punches will go under projectiles
   if timed correctly and is an excellent way to counter Ryu and Ken, in
   which the last game(Super Street Fighter 2) he had a lot of trouble with
   against the two. His new super looks wicked and does incredible and
   unthinkable damage, as well as block damage, and can be very easily
   comboed. He might still have a little trouble against projectilers
   but at least he has new weapons to defend against them. However he is
   a bit slow on his attacks so you may want to watch for that.

=============================================================================
=============================================================================


Blanka
   Raised in the amazon jungle of Brazil, Blanka(also known as Jimmy) was
   forced to adapt to the new world after a plane crash. He has learned many
   attacks from the different animals of the jungle. He gained his
   electrical ability when he encountered electric eels and the eels had
   shocked him and sent an electrical current running through him, and thus
   he can make himself into a giant light bulb! However he wasn't always
   green, or even an animal, he was once human and he wishes to find his
   mother. Blanka feels that through the World Warrior tournament he can
   find a link to his mysterious past and also reunite himself with his
   mother.

Quote: "Seeing you in action is a joke!"


----------------------[Electricity: Press P(rapidly)]------------------------

   This move has alot of priority. It allows Blanka to become a giant ball
   of electricity, once opponents get neared him they will get zapped. This
   is an excellent defender against air attacks and will beat out
   practically any jumping attacks. However he can be swept from about 3 or
   4 steps distance and he is vulnerable to projectiles, but the recovery
   time is very minimal, and will chip twice if up close.


-------------------[Rolling Attack: B(charge 2 sec.)F+P]---------------------

   An excellent move to use overall because mainly it has good priority and
   can be put in two-in-one combos. It does good damage and can counter
   missed Dragon Punches, but Blanka is still vulnerable to jumping attacks,
   projectiles, Dragon Punches, and a few standing attacks. The recovery
   time in this move is quite bad as Blanka will bounce off his opponent if
   they block. The stronger the button used the faster and more horizontal
   range that it has.


--------------[Vertical Rolling Attack: D(charge 2 sec.)U+K]-----------------

   This move has good vertical range and will hit opponents above him, it
   also has a bit of horizontal range in the air so Blanka can counter
   missed Dragon Punches even if the opponent is still in the air. It
   doesn't have as much priority as his electricity, but it has more range.
   The stronger the button used the faster it goes.


---------------------[Beast Leap: B(charge 2 sec.)F+K]-----------------------

   Its a fairly decent attack, the only problem with this move is that your
   opponent can easily block this after they have thrown a projectile. It
   has a start up delay where Blanka flips back and then hurls over at his
   opponent in an arc form going over projectiles, but just barely. You must
   start this move early and its sorta like a guessing game if you want to
   counter attack your opponent. The recovery time is fairly decent, but
   Balrog and E.Honda can counter with either Sumo Headbutt or a Dashing
   Uppercut.

=============================================================================

                            Other moves:

----------------------------[Head Bite: F+FP]--------------------------------

   A basic grab move that will have Blanka bite his opponent's head, ram the
   button for more hits.


-------------------------[Head Butt: F+SP(close)]----------------------------

   This move double hits if up close and can be canceled into a 2-in-1 combo
   but you must cancel after the first hit, otherwise your move won't
   connect.


--------------------------[Double Hit Knee: F+FK]----------------------------

   As you can tell from the title this move will double hit, and can also be
   canceled into a special move, but after the first hit.


--------------------------[Amazon River Dash: DF+SP]-------------------------

   This move is basically a counter against projectilers, this move is
   similar to Dhalsim's slide and will go under projectiles, but since this
   doesn't go too far the timing of the move will have to be pretty precise,
   otherwise you will be eating the projectile instead of avoiding it.


---[Super Combo: Ground Sweep Rolling Attack: B(charge for 2 sec.)F,B,F+P]---

   This move isn't very comboable at all, however it goes full screen's
   distance in under a second and it a great counter against missed attacks
   from far distances. It has a start up delay though, and sometimes its
   a dead giveaway for the opponent, use it as a counter mainly. It does
   excellent damage and good block damage as well, the recovery time on
   this move is very minimal so its pretty safe to use. Also I must warn
   you that its prettye asy for the opponent to jump over this move, so
   use it when you definitely know when its going to connect.

=============================================================================

                                Combos

Two-in-One's

1. S.FWD.Strong --> Rolling Attack
  You must cancel after the first hit, if the move double hits, you were too
  slow!

2. S.Strong --> Vertical Rolling Attack
  This combo works best if you are up close to your opponent.

3. C.Forward --> Rolling Attack

                           Other Combos

1. J.D.Fierce \/ S.Jab --> Electricity

2. J.D.Fierce \/ C.Forward --> Rolling Attack
  You must charge ahead of time for this combo to work, otherwise it won't
  come out.

3. J.D.Roundhouse \/ S.Strong, C.Fierce

4. J.D.Roundhouse \/ D.Strong, C.Roundhouse


                              -------
                              Tactics

   When you use your Rolling Attack you can always expect an opponent to
   block since you are either in a crouching position or moving back. You
   might not always land a Rolling Attack, but you can mess opponents up for
   example:

                Jab Rolling Attack, wait, Electricity

   Since you land short in front of the opponent, you can counter if they
   decide to try and use a special move to counter attack like a Dragon
   Punch or Flash Kick.

   Another good tactic is to fake your opponent that you are going to
   connect with your Rolling Attack. They will block in advance in most
   cases:

                   Jab Rolling Attack, Head Bite

   This is sorta like a confusion tactic that can easily fool your opponent,
   the point of this move is try not to let this connect and you should stop
   within a step or two in front of your opponent, then while you land
   immediately press forward and fierce at the same time to catch them off
   guard.


-----------------------------[Ending: Blanka]--------------------------------

   In the end Blanka finally finds his mother as they hug and cry, and he is
   yet to find out about is mysterious past...

-----------------------------[Overall: Blanka]-------------------------------

79/100
   Well in this game nothing has changed at all for Blanka besides the fact
   that he has a new super and a few new moves, he is basically the same.
   Blanka is a very quick character in this game, regardless of his beasty
   nature. He has a lot of range on his attacks and his Beast Roll and
   vertical Beast Roll attacks can make for a very quick reversal, and
   his defense is very good, thanks to his Electricity attack, standing
   roundhouse, and his vertical Beast Roll. However projectiles are
   sometimes Blanka's worst nightmare, across the screen Blanka can't
   really do anything about it and he is forced to jump into Ryu and
   Ken's rediculous Hadouken/Shouryuken pattern at times. Controlling
   Blanka is another thing, he takes time to get adapted to and mastering
   him soemtimes won't cut it against better opponents like Guile or Ryu.

=============================================================================
=============================================================================


Cammy
   Cammy now is a current member of the Delta Red special forces. She has
   somehow lost her memory in an accident and was founded by Delta Red
   units. They took her in and she went into training and the units were
   amazed by her quick reflexes and she was quickly moved to the top ranks
   in the special op forces. She now enters the World Warrior Tournament to
   find out about her mysterious past.

Quotes: "Your missing teeth will remind you of my victory"
       "You must enjoy being beat, let me remodel your face one more time"


--------------------------[Cannon Drill: D,DF,F+K]---------------------------

   An excellent move with alot of horizontal range. It easily combos and can
   be used to punish mistakes like missed anti-air attacks. It does good
   block damage and does good damage. The roundhouse version will double
   hit, blocking or not, when you are close to your opponent. Just watch for
   the recovery time though because its pretty bad and she will get
   countered rather easily.


---------------------------[Thrust Kick: F,D,DF+K]---------------------------

   One of the best anti-air attacks in the game, simply because of the
   damage and range this move possesses. It has alot of horizontal range,
   and even her short version has more range than Ken's fierce Shouryuken!
   This move is easily put in combos and counters alot of attacks. This move
   has high priority over any jump in attack, but you are not invulnerable
   to projectiles like the Shatokens. The recovery time is pretty decent
   compared to most anti-air attacks as she bounces away from a blocked
   opponent.


---------------------[Spinning Knuckle: B,DB,D,DF,F+P]-----------------------

   I'm glad Capcom finally changed the motion of this move, in the previous
   game the motion was pretty awkward and players had trouble executing it,
   but the half circle motion should make everybody a better player now
   that the motion for the Spinning Knuckle isn't too difficult. There are
   two very useful tactics involving this move, one its goes through
   projectiles at start up, and second it does a ton of block damage. Even
   if the opponent blocks this move you still won't be dissapointed by the
   damage done. The real downside to this move is that you can't combo it
   because it starts out too slow and also Cammy is vulnerable to
   practically any attack besides projectiles during the duration of this
   move. Be careful while using this move.

-------------------[Hooligan Combination: DB,D,DF,F,UF+K]--------------------

   The motion for this move is very hard to do and practice makes perfect.
   There are tow things that you can do while executing this move, you
   can perform a Frankensteiner when you are near the opponent or you can
   press kick at the end of it to perform a slide kick. The slide kick does
   a lot of damage, just not as much damage as the Frankensteiner, and also
   you may want to avoid using this, mainly because Cammy can be knocked
   out of it pretty easily. Watch for counters if she misses though.

=============================================================================

                              Other Moves:

--------------------------[Suplex: F/B+SP or FP]-----------------------------

   A powerful move that does alot of damage, use this to counter misses and
   to give yourself an edge in certain fights.


------------------------[Thigh Press: F/B+FK or RK]--------------------------

   A very powerful move that does alot of damage, it also has alot of throw
   priority and good range. Use this to counter attacks missed by opponents.


--------------------[Air Body Throw: F/B+SP or FP(air)]----------------------

   An excellent move to use overall, it does alot of damage and can be used
   to counter mistakes put out by opponents.


--------------------[Frankensteiner: F/B+FK or RK(air)]----------------------

   An immensely powerful and useful move, the priority on this move rivals
   Chun-Li's air throw and can even take opponents out of their attacks! Use
   this whenever possible.

-------------[Super Combo: Spin Dive Smasher: D,DF,F,D,DF,F+K]---------------

   Cammy's new super in this game provides little room for her opponent when
   it comes to combo ability. This move is very easily comboed and it can
   do some serious damage if it connects, basically what Cammy will do is a
   roundhouse Cannon Drill into a Roundhouse multi hit Cannon Spike. It
   works great as a chipper and it also can cover a lot of horizontal
   ground as well. However since Cammy ends the super in a Roundhouse
   Cannon Spike, she will fall unable to block and be liable for a counter
   attack when she lands, you may want to watch for that while you are
   using it.

=============================================================================

                              Combos

Two-in-One's

1. F.Forward --> Cannon Drill

2. C.Short --> Thrust Kick

3. S.Strong --> Cannon Drill

                         Other Combos

1. J.D.Fierce \/ S.Strong --> Cannon Drill

2. J.D.Roundhouse \/ S.Strong --> Thrust Kick

3. J.D.Fierce \/ C.Short, C.Forward
  This combo is kinda risky because it doesn't knock the opponent down, but
  the computers puts this combo on me often, so I thought I can add it in!
  (^_^)

4. J.D.Roundhouse \/ C.Short, C.Forward --> Cannon Drill or Thrust Kick
  Well here's a little more insurance, this combo does 50% damage and can
  easily give you a victory, but make sure to cancel quickly!

5. J.SD.Fierce \/ S.Short, S.Short, C.Short, C.Forward --> Forward Cannon
  Drill or Forward thrust Kick
  This is possibly the biggest combo Cammy can pull off, she puts on the
  nacho with this cheap combo and it does about 55% damage, cancel quickly
  for best results. You may have to skip a short on smaller characters.

6. J.D.Fierce \/ S.Short, C.Forward --> Spin Dive Smasher

                             -------
                             Tactics

   Well Cammy has this annoying corner trap that I constantly put on my
   brother:

         S.Short, S.Short --> Short Thrust Kick, S.Short, S.Short --> Short
         Thrust Kick, etc.

   Very annoying and hard to escape, anti-air attacks(mainly the Shouryuken)
   can counter this nacho cheese corner trap.


   Cammy's standing roundhouse can counter alot of jumping attacks,
   including Chun-Li's annoying Stomp Kick. Make sure you are close to your
   opponent when you execute the roundhouse, think of this move as her
   launcher in XSF. The official strategy guide calls it the Handstand
   Counter.


----------------------------[Ending: Cammy]----------------------------------

   Cammy defeats Bison, she goes over him and demands that he tells her
   everything. Bison is puzzled that Cammy defeated him, he tells her if she
   remembered him and also tells her about the accident. Cammy doesn't
   remember, Bison told Cammy that they were both once lovers, but Cammy
   doesn't believe it. Cammy leaves Bison to rot and she stands outside the
   Shadowlaw headquarters in Thailand, here she wonders if any of it were
   true. Then the elite force of Delta Red comes by, they try to cheer her
   up and tells Cammy that she could never love a criminal like that. Cammy
   then cheers up and they leave in a nice scene with a helicopter. (In my
   opinion one of the best endings in the game, or any game for that matter!
   Its definitely worth the trouble to see it.

-----------------------------[Overall: Cammy]--------------------------------

86/100
   Well not much has changed from the last game for Cammy, she has all
   her special moves and regular attacks intact, not to mention a new super
   and also a new special attack, which is a bit odd and takes practice.
   Cammy is one the quicker characters in the game, she has excellent
   dominance with her attacks as well as her special attacks and she is an
   avid combo character. Her throws not only have priority but they have
   range as well and she will msot likely win any close throw fights.
   However her attacks jumping in make it almost useless because of the
   angle and countering her missed special attacks like the Cannon Drill
   and Thrust Kick are pretty easy to do since due to the recovery delay.

=============================================================================
=============================================================================


Chun-Li
   While at a young age her father was killed by the ruthless emperor of
   China, M.Bison. At this time he was the most feared ruler in the land and
   her father was killed simply because he refused to give the Shadowlaw his
   food. She has fought and trained very hard throughout her life to stop
   this madman and has never gotten the chance to face him in combat, but
   she believes through the World Warrior tournament she will find the one
   who has killed her father.

Quote: "I am the strongest woman in the world!"


----------------------[Kikouken: B(charge 2 sec.)F+P]------------------------

   Its a pretty decent projectile and can be used in combos and corner
   traps. The range of this fireball no longer goes full screen, but it
   still has alot of range and does good damage. The speed of the projectile
   is pretty slow and basically anybody can jump over it. It can be used to
   chip damage and its fairly decent in fireball fights, but only against
   slow projectiles like the Yoga Fire.


-------------------[Hyaku Retsu Kyaku: Press K(rapidly)]---------------------

   This move has alot of chipping potiential and does alot of damage, but
   you cannot get more than two hits out of this move simply because the
   between hits are blockable. Its a really annoying move that can fustrate
   the heck out of opponents because it does alot of damage even if blocked
   and can also be used in a combo.


-----------------[Spinning Bird Kick: B(charge 2 sec.)F+K]-------------------

   This move is similar to Ryu and Ken's Tatsumaki Senpuu Kyaku except its
   not quite as useful. It can pass through projectiles, but the priority
   isn't so great. An opponent can easily block under this move, but if it
   connects it will do alot of damage as it can string together multiple
   hits, but the multiple hits are blockable. This move can be used in
   combos, but the tricky timing makes it useless, but this move can be used
   to escape from certain situations.


--------------------[Tenshou Kyaku: D(charge 2 sec.)U+K]---------------------

   This is Chun-Li's new anti-air attack move in this game, while her
   close standing roundhouse was a very good defender against airborne
   opponents, it however was sometimes hard to time and Chun-Li would get
   attacked because she would miss with it. Now she can counter the
   opponent's airborne attack with her anti-air attack move. Its comboable
   and it will juggle the opponent in the air, but if she misses with the
   move she will be liable for a counter attack coming down from the move.

-------------------------[Stomp Kick: D+FK(air)]-----------------------------

   Quite possibly the most dominating jump in attack in the game. It has so
   much priority that it can even trade hits with a Flash Kick or a Tiger
   Uppercut. Ryu's crouching fierce isn't even a match for this move and
   only a few moves will out prioritize this one, mainly the Dragon Punch,
   Chun-Li's close standing roundhouse or Cammy's close standing roundhouse.
   The wierd thing about this move is that you can chain it for multiple
   hits and can be used as an effective air combo! The recovery time is very
   minimal though.


------------------------[Neck Breaker Kick: F+RK]----------------------------

   A rather odd confusion move. Chun-Li will flip over her opponent and hit
   them on the back of the head with a kick, the confusing part is that
   opponents often forget which way to block and ends up crossing them up,
   but in actuallity she never hits the opponent in the back of the head,
   this is a great way to move over projectiles as well.


----------------------------[Flip Kick: F+FK]--------------------------------

   This move is mainly used in combos and it does alot of damage if it
   double hits. She will flip out of the opponent's way if the opponent
   manages to block and Ken basically has the best chance to counter with
   his fierce Dragon Punch.

----------[Super Combo: Senretsu Kyaku: B(charge for 2 sec.)F,B,F+K]---------

   One of the better supers in the game, this super combo will do massive
   damage if it connects as Chun-Li does a standing roundhouse into a
   standing forward into a horizontal moving Hyaku Retsu Kyaku that tallies
   up to a maximum of 6 hits. This super combo is not only comboable, but
   it goes through projectiles at start up as well and does decent block
   damage, it doesn't do too much like the Carnival Hook Kick or the
   Shouryuu Reppa, but it still does decent block damage to say the most.
   The super has basically no recovery time from this move, so feel free to
   use it at will, just be warned that opponents can very easily jump over
   this super combo.

=============================================================================

                              Combos

Special Game Notes: Chun-Li

-- Chun-Li can bounce off the walls, simply jump towards a wall and quickly
  hit the opposite direction.

-- Take note that she has alot of throw priority including on the ground and
  in the air, use her throw to counter alot of mistakes.

-- She is possibly the weakest character in the game, her attacks do less
  damage than all other street Fighter characters.


Two-in-One's

1. S.Fierce --> Kikouken

2. S.Short --> Hyaku Retsu Kyaku
  Basically rapidly press the kick button and the Hyaku Retsu Kyaku should
  cancel on its own.

3. S.Fierce --> Spinning Bird Kick
  The only tricky part is that you pull off the standing fierce at the
  midpoint of the move. After you charge down let your controller go at a
  neutral position then quickly press up and kick.

4. C.Forward --> Kikouken

                              Other Combos

1. J.Fierce \/ S.Strong, C.Roundhouse
  This her basic chain combo, you should master this one first.

2. S.Strong, S.Fierce

3. C.Forward, C.Roundhouse

4. J.Fierce \/ S.Fierce --> Kikouken
  The way to perfect this combo is that you must charge ahead of time.

5. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku
  After the two fierces connect rapidly ram those buttons and the move will
  cancel.

6. J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward, J.DN.Forward
  This is her strongest combo and can easily drain half your opponent's
  life. Only on Sagat will this hit 5 times, on Zangief, Balrog, and T.Hawk
  this will hit 4 times, and all other characters it will hit 3 times.

7. J.DN.Forward, J.Roundhouse \/ S.Fierce --> Spinning Bird Kick
  Quite possibly the most dangerous combo in the game, she is the only
  character in the game that can jump in with multiple attacks, remember to
  charge in advance and cancel quickly.

8. J.D.Fierce \/ C.Forward --> Tenshou Kyaku

                             -------
                             Tactics

   Chun-Li's air throw has amazing prioirity. She can even counter midair
   attacks like Ryu's Tatsumaki Senpuu Kyaku even in the middle of their
   move! But the timing is rediculous and will take alot of practice.

   Chun-Li has this annoying corner trap and it goes like this:

         Kikouken, C.Forward --> Kikouken, C.Forward --> Kikouken, etc.

   Its hard to break out of and its also hard to accomplish, alot of
   practice is need for this to work and a Dragon Punch or a Hyper Fist can
   break out of it.

   When an opponent tries to cross you up you can pull a Flip Kick to knock
   them out of it or a Neck Breaker Kick.


------------------------------[Ending: Chun-Li]------------------------------

   Chun-Li has two endings. In the arcade version you will see her mourning
   over her father's death at a tomb, while at the home version she stands
   in her win pose over Bison. You have two choices nonetheless and you can
   pick the choice of either being a detective or return to the life of a
   single girl.

Single Girl: Appears in a costume of some sort and knocks a guy senseless
            while having the calm look on her face. The people doesn't
            realize that she is Chun-Li, winner of the World Warrior
            tournament, until she gives them a good thrashing of course.

Detective: This is basically the same scene as the first one except she is in
          a detective's jacket and the quotes are different, and she still
          knocks a few punks senseless.

-----------------------------[Overall: Chun-Li]------------------------------

83/100
   Chun-Li in this game is a better improvement over the last game, while
   she really can't do a super high Spinning Bird Kick anymore, she still
   has excellent throw range and priority on her throws and her new super,
   the Senretsu Kyaku, it very useful, it does good block damage and can
   travel through projectiles and to the other side of the screen in a split
   second. However she really doesn't have too much priority on her attacks
   while jumping in and when it comes to exchanging hits, she will be on
   the bad end. This is because her attacks are the weakest in the game out
   of everybody elses.

=============================================================================
=============================================================================


Dee Jay
   A proud man of his heritage he has trained hard over the years of his
   western kickboxing style. His other love is his music, he believes that
   with a good rythmn and kickboxing style, he feels that nothing can stop
   him from winning the World Warrior Tournament. He has alot of style in
   his techniques and also one day wishes to become a record music label
   artist. If he wins this tournament he will feel alot of accomplishment,
   since being the only person to be a label artist and a street fighting
   champion.

Quote: "Were my combos too much for you mon?"


----------------[Double Dread Kick: B(charge 2 sec.)F+K]---------------------

   A very powerful kick that will knock the opponent down. Only the short
   version of this move will hit once. This move does good block damage and
   also excellent damage. Sometimes the move will be blockable after the
   first hit, to remedy this problem make sure you are deep enough to your
   opponent's sprites. The second kick can be used as a semi-useful anti-air
   attack, but this move must be started real early. The recovery time and
   start up delay for this move is very minimal so use this in combos or to
   take away a bit of life.


----------------------[Max Out: B(charge 2 sec.)F+P]-------------------------

   Just like Guile's Sonic Boom, it does good damage, can be used in combos,
   and also the motion is Guile's! The only downside to this move is that it
   has just as much recovery time as a Hadouken. This can be used to keep
   people out in fireball fights, but stay away from Sagat and Ryu because
   their projectiles are much faster. Be sure to charge for this move
   everytime.


----------------[Hyper Fist: D(charge 2 sec.)U+P(rapidly)]-------------------

   An immensely powerful move that hits up to four times, as long as you
   have a rapid fire controller of course! This move can be put in combos
   and also be used as an anti-air attack. The downside is that when you use
   it as an anti-air attack the hit is rather weak and the priority is
   pretty low. To remedy this problem start the Hyper Fist and wait until
   the opponent is as close to you as possible, the first few frames of
   animation are invincible and you will do alot of damage with a single
   hit. This can also be used to go through projectiles during start up and
   the block damage on this move is mind boggling!

------------------[Maximum Jacknife: D(charge for 2 sec.)U+K]----------------

   In the last game Dee Jay's defense, while pretty good, had trouble
   countering that nasty jumping fierce of both Ken and Ryu. Now Dee Jay
   can quickly turn the tides in his favor with his new anti-air attack.
   It hits up to three times and will juggle the opponent in the air,
   however if Dee Jay so happens to miss with this move he is very liable
   for a counter attack because the recovery time on this move isn't too
   good.

=============================================================================

                              Other Moves:

---------------------[Shoulder Toss: F/B+SP or FP]---------------------------

   A good throw with a good amount of range, the priority isn't as good as
   other throws, but its once of the better ones in the game because it'll
   throw your opponent away from you.


---------------------[Backflip Toss: F/B+SP or FP]---------------------------

   Just like his Shoulder Toss, but the range is less, the plus side is the
   fact that it has more priority. Use this to counter miss attacks.

-------[Super Combo: Carnival Hook Kick: B(charge for 2 sec.)F,B,F+K]--------

   This super does massive damage if it connects and does a little more
   damage than two Double Dread Kicks, it combos in greatly and it does
   good overall block damage. The start up delay isn't too bad and is a
   nice way to counter the opponent's attacks, not to mention cheesing an
   opponent to death. The recovery time is minimal and you really won't
   have to worry about counters, but you should watch for Guile or M.Bison
   to try and throw you after you have missed with the move.

=============================================================================

                                Combos

Two-in-One's

1. S.Strong --> Max Out

2. C.Forward --> Double Dread Kick

3. C.Jab --> Hyper Fist

                      Other Combos

1. J.D.Fierce \/ S.Strong --> Max Out

2. J.D.Fierce \/ S.Strong --> Forward Double Dread Kick

3. J.D.Forward \/ C.Short, S.Fierce
  If you did connect deep enough the fierce will double hit. That's means if
  you master this combo you can be cruising to a victory, four hit style
  that is!!!!

4. J.CU.Forward \/ C.Jab, C.Jab, S.Strong --> Hyper Fist
  Thanks to CAPCOM for this combo. Its Dee Jay's 8-hit monster and is
  visually impressive and does about 60% damage. Make sure you throw a
  strong at the midpoint of the Hyper Fist, and charge in advance for this
  move. But all in all deal this, and you will be king of the street
  fighting champs!!

5. J.CU.Forward \/ C.Jab, S.Strong --> Carnival Hook Kick

                             -------
                             Tactics

   Dee Jay doesn't carry much tactics, nor does he need to. His jumping
   roundhouse is a good move to knock opponents out of the air with. His
   crouching forward is also a knockdown. Also his crouching roundhouse has
   been known to go under projectiles!

---------------------------[Ending: Dee Jay]---------------------------------

   Dee Jay celebrates his victory with his music. Later he has become the
   fastest selling record artist in Earth's history and fans simply adore
   his excellent music. (Kudos to Capcom for this pretty good ending! ^_^)

--------------------------[Overall: Dee Jay]---------------------------------

91/100
   Dee Jay is everything from the last game and more, not only does his
   throw range have more range than the last game, but now he is an avid
   defense character as well with his new Maximum Jacknife. He is still
   an excellent combo character, heck he is now the best combo character in
   the game as well as the best character overall. There really aren't too
   many flaws with him, besides the fact that his priority on his throws
   are pretty weak and his attacks jumping in aren't that great.

=============================================================================
=============================================================================


Dhalsim
   With famine and disease striking his homeland, he has made it his own
   priority to seek out whoever is responsible. The goal of his has led him
   to the World Warrior Tournament, he believes whoever is the head of this
   tournament is the head of Shadowlaw, an evil corrupt ruler known as
   M.Bison, through the years he has sought to purify his soul with the
   power of Yoga and he doesn't feel he can rise to another level of
   consiousness unless he accomplishes his goal of stopping the corrupt
   ruler.

Quote: "I will meditate and then destroy you"


--------------------------[Yoga Fire: D,DF,F+P]------------------------------

   A pretty good projectile that can keep Dhalsim in those close fireball
   fights. The only problem with this move is that it travels too slow and
   opponents will be able to dodge or block the projectile rather easily. It
   does good damage and good block damage and can be used in an effective
   two-in-one combo. Just watch for the recovery time because opponents can
   jump over the Yoga Fire and come in for a combo.


----------------------[Yoga Flame: B,DB,D,DF,F+P]----------------------------

   A pretty decent move that can stop jumping in attackers. It does alot of
   damage and can also be put in combos, but opponents don't really have
   much trouble going over this move as they can just jump over it and
   attack Dhalsim. If the opponent is close to Dhalsim the Yoga Flame will
   not hit, so try to avoid that.


-------------------------[Yoga Blast: B,DB,D,DF,F+K]-------------------------

   This move is a good move against jumping opponents, due to the fact that
   it has great range and it comes out pretty fast. The only problem with
   this move is that the range sucks when it comes to horizontal range,
   and opponents can duck under it and counter. Avoid using this unless the
   opponent is close to you and jumping because Dhalsim will rarely connect
   with this move.

------------------[Yoga Teleport: F,D,DF or B,D,DB+3P or 3K]-----------------

   The Dragon Punch motion plus 3P makes him teleport close and
   behind the opponent while the Dragon Punch motion plus 3K makes him
   teleport far and behind his opponent. The reverse Dragon Punch motion
   plus 3P makes him teleport close and infront of his opponent while the
   reverse Dragon Punch motion plus 3K makes him teleport away and infront
   of his opponent. There is a slight recovery time from this move however
   and opponents can quickly counter. Use this to escape corner traps,
   projectile fights, or to put pressure on your opponent.


----------------------[Instant Yoga Spear: D+RK(air)]------------------------

   This move has good priority and can knock opponents out of certain
   dashing attacks like a Psycho Crusher or Sumo Head Butt. It does a decent
   amount of damage and has very minimal start up delay and recovery time,
   just watch for Ryu or Ken who can counter with a Shouryuken.


--------------------[Instant Yoga Mummy: D+FP(air)]--------------------------

   While its not as dominating as his Yoga Spear this move does however,
   have more range. It does more damage, and the recovery time is put down
   to a bare minimum.

=============================================================================

                          Other Moves:

----------------------[2-Hit Head Butt: FP(close)]---------------------------

   This move hits twice and does good damage, use this in combos.


-----------------------[Yoga Nuggie: F+SP(close)]----------------------------

   Basically its a grab attack, it doesn't have much priority or range but
   you can ram the buttons to get more hits and more damage out of it
   through.


------------------------[Arm Throw: F+FP(close)]-----------------------------

   A powerful throw, it does alot of damage and has good range and priority
   over most attacks. Use this to counter missed moves and attacks.

------------------[Yoga Inferno: B,DB,D,DF,F,B,DB,D,DF,F+P]------------------

   This super right here does incredible damage, it hits multiple times
   and is basically the super version of his Yoga Flame, it covers a lot
   of ground, but you really can't combo it. If an opponent is far away
   from you and you miss, a character like Ryu can quickly throw a Shinkuu
   Hadouken to counter attack, watch for that. The recovery time on this
   move isn't too good, but it isn't bad either, just watch for opponents
   who jump over this move, Ryu, Ken, and Chun-Li has the best overall
   chance to jump over this super combo and attack Dhalsim at the same time.

=============================================================================

                               Combos

Two-in-One's

1. C.Forward --> Yoga Fire

2. C.Firward --> Yoga Flame

                            Other Combos

1. C.Short, C.Forward --> Yoga Flame or Yoga Fire
  Basically with this combo you must cross your opponent with the slide,
  time the slide at the last possible second and you will cross them up.

2. S.Jab, C.Jab, C.Roundhouse

3. S.Jab, S.Fierce
  Make sure you are close to your opponent so the fierce headbutt double
  hit.

4. Jab Yoga Fire --> Teleport, C.Forward --> Yoga Flame
  Funky combo, but effective, the real timing is the teleport, use this and
  mess with your opponent's head! Make sure you teleport behind your
  opponent and cancel as soon as possible. Also this move must be done from
  full screen's distance.

5. Jab Yoga Fire, S.Fierce
  Effective combo and also cheap! Make sure you are within range of your
  fierce when you throw the projectile, and don't throw the fierce Yoga Fire
  otherwise you'll knock them down. This is mainly a sucker combo and only
  suckers get caught by this combo. (^_^)

                              -------
                              Tactics

   Dhalsim can really fustrate the opponent with his cheap tactics mainly
   this one:

                    Jab Yoga Fire, S.Roundhouse, etc.

   Its very similar to the Dragon/Fireball pattern.

   Also you can do this:

                    Yoga Fire --> Teleport, Throw

   Very effective and very cheesy.


----------------------------[Ending: Dhalsim]--------------------------------

   Dhalsim goes back to his family and he teleports out of the Thailand
   temple. 3 years have passed and he and his son are enjoying a nice meal
   together, his son asks him what the picture is about and Dhalsim replies
   that him in his past life.

---------------------------[Overall: Dhalsim]--------------------------------

84/100
   Basically in this game, Dhalsim isn't much different from Super Street
   Fighter 2, he gained a Yoga Blast to counter jumping in attacks, but he
   had to pay for it at the expense of his throw priority, his throw
   priority completely sucks now, and even if he tries to reverse throw
   the opponent will most likely have already have thrown him! Be careful!
   For those of you who have played as Dhalsim in the crossover series and
   the Alpha series, let me remind you that he is nothing like he was in
   those games. Dhalsim, believe it or not, is actually one of the more
   preferable characters in this game. He is the only character in this game
   that can teleport and with his teleportations he can be one serious
   fighter. Watch for Dhalsim to use a lot of teleporting and Yoga Fires,
   its very hard to stop this kind of pattern. However this does not mean
   that Dhalsim does not have flaws, his teleportation can be his own
   demise if the opponent can pickpocket the location in which Dhalsim can
   land on, and jumpign in with attacks is NOT Dhalsim's specialty, this is
   due to the fact that he drifts and cannot combo after jumping in from an
   attack and also with the awkwardness of the angles on his attacks.

=============================================================================
=============================================================================


E.Honda
   While growing up in the life of Japan he was always admiring sumo
   wrestlers and he too hoping to one day become one himself. Now he has
   after gaining a couple of hundred pounds he has worked his way up to the
   top of the charts and is known widely in Japan. He also has his own dojo
   where he teaches potiential sumo wrestlers about discipline and respect
   for your opponent with these Honda thinks that is what it takes to become
   a true sumo wrestler. He enters the World Warrior Tournament to teach his
   students how discipline can show them the way.

Quote: "Can't you do better than that?"


-----------------[Hundred Hand Slap: Press P(rapidly)]-----------------------

   An excellent move to use overall because of its damage potiential and the
   fact that it chips so much damage! This can be used as an anti-air attack
   but its almost useless since opponents can easily jump in and counter.
   E.Honda can move a little bit during the duration of this move and can
   use it after his Bear Hug.


-------------------[Sumo Smash: D(charge 2 sec.)U+K]-------------------------

   Its a pretty decent attack, it longer hits on the way up like in previous
   games making him vulnerable to jumping attacks. It does however go
   through projectiles and knocks opponents down. The stronger the button
   used the more range that it goes. Just watch for the recovery time on
   this move because he can be knocked down after this move.


------------------[Sumo Head Butt: B(charge 2 sec.)F+P]----------------------

   An excellent move to use because it has alot of range and damage
   potiential. This move can also combo and can be used to counter missed
   attacks from screen distance! The recovery time on this move is very
   minimal and during the first few frames of start up it will pass through
   projectiles, but only through quick projectiles.

-------------------[Ouicho Nage: 360 degree motion +P]-----------------------

   This move is just funny like heck! E.Honda will grab his opponent and
   then slam them down in front of him and then jump up and sit on them with
   authority! Its pretty funny and it does massive damage, just as much
   damage as the Spinning Pile Driver or the Stormhammer. However the range
   on this move completely sucks, as you will need to be very close to your
   opponent if you wish for this to connect.

=============================================================================

                            Other moves:

-------------------------[Sumo Splash: D+FK(air)]----------------------------

   A pretty decent move, it has good priority and attack power. The jumping
   roundhouse is a better alternative to jump in attacks.


--------------------------[Bear Hug: F+FP(close)]----------------------------

   An excellent move to use because it has good priority and good range. Ram
   the buttons to get more hits and more damage out of it.


-------------------------[Sumo Toss: F+SP(close)]----------------------------

   This move has good range, but not alot of priority. use this to counter
   mistakes or missed attacks.


-------------------------[Knee Bash: F+RK(close)]----------------------------

   Like the bear hug, it has god range and good priority. Ram the buttons to
   get more hits and more damage out of it.

----------------------[Knee Kick: F+RK(semi-close)]--------------------------

   Well this move right here will require you to be close to your opponent,
   but out of his throw range. He has good throw range so sometimes when
   you try to go for the Knee Kick, you will go for the Bear Hug. I don't
   see a lot of uses for this move though, other than the fact that it does
   more damage than his normal roundhouse.

-----------[Super Combo: Onimusou: B(charge for 2 sec.)F,B,F+P]--------------

   The Onimusou does quite a bit of damage and is also quite fast, the
   only problem with this move is that it is easily jumped over. This is
   basically a double Sumo Headbutt, it hits multiple times and does
   excellent block damage. You can also combo this in, but I've only seen
   the CPU do it, I have trouble comboing it in though. This can be used
   to counter certain attacks, mainly attacks that were missed like a low
   Roundhouse or a Somersault Kick.

=============================================================================

                                Combos

Two-in-One's

1. C.Strong --> Sumo Head Butt

                         Other combos

1. J.D.Roundhouse \/ S.Jab --> Hundred Hand Slap

2. J.D.Roundhouse \/ C.Strong --> Sumo Headbutt
  Make sure you charge ahead of time for this combo.

3. J.D.Roundhouse \/ S.Jab, C.Roundhouse

4. J.D.Fierce \/ S.Roundhouse
  Depending on how deep your hit was, the roundhouse should hit two times.

                                 -------
                                 Tactics

   Not much here. But there is a 60% damage cheesy strategy!:

                  Bear Hug --> Hundred Hand Slap

   Make sure you ram the buttons to get more hits out of the bear hug, then
   after the opponent recovers, they will land in drop in front of you! Ram
   the punch buttons and use Hundred Hand Slap! It doesn't matter if they
   block because you'll be so deep into the opponent's sprites that the
   Hundred Hand Slap will hit about 7 times!


----------------------------[Ending: E.Honda]--------------------------------

   E.Honda wins the tournament. He goes back home and teaches his students
   about discipline while eating rice.

---------------------------[Overall: E.Honda]--------------------------------

76/100
   E.Honda hasn't changed much from this game since the last game, the only
   real noticable difference is the fact that he has gained a new super, but
   lost some priority on his attacks. He still has good throw range, just
   not a lot of priority, that can hurt him when he tries to throw an
   opponent who is trying to throw him. Also as being a big target, he is
   liable for some attacks jumping in and he has basically no way to
   defend them because his defensive skills suck. It will take a lot to win
   with E.Honda though, so practice will be needed.

=============================================================================
=============================================================================


Fei Long
   With the looks and talents of Bruce Lee, its no question that he is one
   of the most skilled fighters in the world. He has been asked serveral
   times to be in movies but has refused. He wishes to live on the legend
   that his father once possessed(does this mean he's Bruce Lee's son?).
   When he was young he wish was to be in show-business but his dedication
   to Kung Fu has paved another road for him. He enters the World Warrior
   Tournament to see if his skills are good enough to defeat the World
   Warriors.

Quotes: "You must learn to block or my speed will always overcome you"
       "You have been trained to be a great loser, now you must learn to
        fight"


------------[Rekka Ken: D,DF,F+P(can be done 3 times in a row)]--------------

   An excellent move overall because of its damage potiential, the best part
   is that Fei Long can chain up to three of these in a row resulting in a
   powerful three hit combo! Try to avoid using the last Rekka Ken because
   it will leave him in his pose which leaves him vulnerable to attack.
   Pester your opponent with the first and second Rekka Kens, then stop and
   do them again! This way you won't be countered and you can chip away alot
   of life!


-------------------------[Shien Kyaku: B,D,DB+K]-----------------------------

   Quite possibly one of the coolest looking moves in the game! This move
   does an unbelievable amount of damage and just as much damage as Ken's
   Shouryuken! This move is an excellent anti-air attack but like the Flash
   Kick and Tiger Uppercut, you must use it when your opponent is deep
   within your sprites. The Roundhouse version will double hit if up close.
   This move does have a bit of recovery time so avoid using it too often.


---------------------------[Roundhouse Hop: F+RK]----------------------------

   This is more like a psych out quick then anything else. It starts out
   slow but it double hits and Fei Long has almost no recovery time from
   this move making it hard to counter. I've seen the computer combo this
   move and I'm still baffled as to how they do it.

---------------------------[Forward Hop: F/B+FK]-----------------------------

   This move is basically Fei Long's anti crouch counter as it will hit any
   low blocking opponent, regardless if they are blocking. It has very
   little start up time, but it cannot be comboed.

=============================================================================

                              Other Moves:

-----------------------[Power Throw: F+SP/FP(close)]-------------------------

   An excellent throw mainly because it has good range and priority. Use
   this to counter mistakes and missed attacks.


--------------------------[Hair Throw: F+FK/RK]------------------------------

   Same as above, it has alot of range and priority. Use it to counter
   missed attacks.

---------------[Super Combo: Rekka ShinKen: D,DF,F,D,DF,F+P]-----------------

   This super does a lot of damage and can hit up to 6 times. Its just as
   comboable as it was in the last game, and it does excellent block damage
   as well. This super has good range and will go through projectiles at
   start up like the Shouryuu Reppa or Double Somersault Kick. The only
   problem with this move is that it is easily jumped over and the fact that
   if Fei Long misses, he will be stuck in his pose and be liable for a
   counter attack, so you may want to watch out for that.

=============================================================================

                               Combos

Special Game Notes: Fei Long

-- Fei Long's crouching fierce is a very useful move, about 2 or 3 of them
  will dizzy your opponent!

Two-in-One's

1. S.Jab --> Shien Kyaku

2. S.Fierce --> Shien Kyaku

                           Other Combos

1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ S.FWD.Roundhouse
  I saw the computer to do this combo and was unable to block it, but since
  the kick has a bit of start up delay I'm not sure how they did it.

3. S.Jab --> Rekka Ken --> Rekka Ken --> Rekka Ken

4. J.D.Fierce \/ S.Fierce --> Rekka Ken --> Rekka Ken --> Rekka Ken
  Its best if you use the fierce button for the Rekka Ken's.

5. J.Fierce \/ S.Jab --> Shien Kyaku
  One of my favorite combos in the game, cancel quickly.

6. J.D.Fierce \/ S.Fierce --> Shien Kyaku
  This one is harder to pull off but it still works, hefty damage if it
  connects though!

7. J.D.Fierce \/ S.Fierce --> Rekka ShinKen

                               -------
                               Tactics

   Well not much tactics for Fei Long. You can try this annoying corner trap
   though:

        Rekka Ken --> Rekka Ken, stop, Rekka Ken, stop, Rekka Ken, stop,
        Rekka Ken

   You can make up your own patterns if you like, but avoid this tactic
   against Shatokens because they can break out of this trap rather easily.


----------------------------[Ending: Fei Long]-------------------------------

   A director comes and and says he wants to catch that 4-hit red-dizzy
   combo on film(sorry I don't remember him having one!). Fei Long however
   does not want to join the movie industry. LAter he opens up his own dojo
   and trains his style to millions of people. You see a statue
   commemorating him and students training near his statue. Apparently the
   style of Fei Long passes onto the people, but the game does somehow
   mention that he died.

---------------------------[Overall: Fei Long]-------------------------------

86/100
   Fei Long is just sheer fun to play, he has excellent combo ability and
   can really dizzy the opponent quick with his attacks. He is very quick
   and has both great throwing priority and great throwing range. He has
   good range on his attacks, but people often tend to overuse the Rekka
   Ken too much, and when Fei Long misses with the last hit, he is
   vulnerable to a counter attack. His new Rekku Kyaku doesn't serve much
   new purposes and while jumping in for offense, his attacks aren't
   really dominating and someone can easily knock him out of the air.

=============================================================================
=============================================================================


Guile
   Serving in the air force Guile is the proud soldier that fights criminals
   wherever they lurk. He has been known for his Flash Kick and his honor
   around the military and he seeks out corruption and gives his best effort
   to stop it. However during his mission in the jungles of Thailand his
   friend Charlie has died while trying to escape the the camps of
   Shadowlaw. Guile has been sworn with vengence ever since, and the only
   way he will find M.Bison is through the World Warrior Tournament.

Quote: "Are you bad enough to fight with me?"


---------------------[Sonic Boom: B(charge 2 sec.)F+P]-----------------------

   A prime weapon for Guile mainly because there is almost no recovery time
   from it! Use this often and then follow up on it to mess with your
   opponent's head! This projectiles also comes out quick and can be used in
   combos. Make sure you are charging for this through out the match.


--------------------[Flash Kick: D(charge 2 sec.)U+K]------------------------

   An excellent anti-air attack that has alot of priority and alot of range.
   The only problem with this move is that he can trade hits with the
   opponent rather easily, but to remedy this problem wait until the
   opponent's sprites are deep within yours and execute the Flash Kick for a
   clean hit. This move can be put in combos and it comes out very quick and
   is a good counter against missed attacks. Just make sure not to miss with
   this move though because hte recovery time is rediculous!

=============================================================================

                              Other moves:

-------------------------[Ground Throw: F+SP(close)]-------------------------

   This move has alot of priority and range, use this to counter missed
   attacks and special moves.


---------------------------[Suplex: F+FP(close)]-----------------------------

   Like the one above counter against miss attakcs and special moves.


-----------------------[Air Throw: F+SP/FP(air)(close)]----------------------

   The priority on this move is pretty good and also the range, but its not
   as powerful as Chun-Li's air throw.


----------------------[Back Breaker: F+FK/RK(air)(close)]--------------------

   This move lacks range and priority but its the strongest throw in the
   game! It does just as much damage as Zangief's Spinning Pile Driver and
   is an excellent counter against air attacks.


-----------------------------[Backfist: F+FP]--------------------------------

   An excellent move to use overall, mainly because it has alot of range, it
   combos off of his Sonic Boom, and is liable to trade hits or completely
   nullify fireball throwing opponents!

------------------------[Reverse Spin Kick: F/B+FK]--------------------------

   This move is a very excellent tool to use in Guile's arsenal if you know
   how to use it. Guile will jump into the air and go over low attacks
   and it the opponent at the same time. There is basically no recovery
   time from this move at all.

--------------------------[Knee Berserker: F+RK]-----------------------------

   An excellent move to use because he can follow up with it after his Sonic
   Boom, and this move has excellent range and does good damage.

------[Super Combo: Double Somersault Kick: DB(charge 2 sec.)UF,DB,UF+K]-----

   This super combo is excellent for basically all purposes. Even if you
   use it as an anti-air attack the two kicks will juggle the opponent and
   you still retain full damage out of it. The recovery from this time is
   less than that of his regular Somersault Kick. Did I mention that this
   super combo does a lot of block damage? Well it does and it can be
   easily put into a combo. There are only two flaws with this super combo,
   one is that the motion is just frickin hard for some people except me,
   and two there is still ample time for the opponent to counter if Guile
   does indeed miss with his Double Somersault Kick.

=============================================================================

                                Combos

Two-in-One's

1. S.Jab --> Sonic Boom

2. C.Short --> Somersault Kick

3. C.Fierce --> Sonic Boom

4. S.Fierce --> Somersault Kick
  This combo will only work if you throw a fierce at the midpoint of the
  Flash Kick motion.

5. Sonic Boom, S.Fierce
  While most two-in-one's involve the special move being the last hit, this
  involves the special move being the first hit!


                            Other combos


1. J.D.Fierce \/ C.Forward --> Somersault Kick

2. J.D.Fierce \/ C.Jab --> Sonic Boom

3. J.D.Fierce \/ C.Fierce --> Sonic Boom, S.FWD.Fierce

4. Jab Sonic Boom /\ J.D.Fierce \/ C.Fierce --> Sonic Boom
  This is mainly a sucker combo and will only work if you are about 3/4's
  screen's distance away.

5. J.D.Forward \/ C.Strong --> Sonic Boom, C.Forward

6. C.Jab --> Sonic Boom, C.Strong --> Sonic Boom, S.FWD.Fierce
  Well Capcom and Gamepro call this the re-dizzy combo, but I'm not sure if
  this works in SSF2.

7. Jab Sonic Boom /\ J.D.Fierce \/ C.Jab --> Sonic Boom, C.Strong --> Sonic
  Boom
  Like number 4 you must be a certain distance away and your opponent has to
  be dumb (^_^).

8. J.D.Fierce \/ C.Strong --> Sonic Boom, C.Forward --> Somersault Kick

9. J.D.Fierce \/ C.Fierce --> Sonic Boom, C.Forward --> Double Somersault
  Kick
  This combo is rather tricky, the first part is pretty easy, charge for the
  Sonic Boom and then QUICKLY charge for the Somersault kick at the same
  time you hit the low forward. If you have charged in time and you have
  done the motion correctly, then your combo will come out.

                               -------
                               Tactics

   Well not much for Guile, you must always charge for your Sonic Boom and
   go after it and attack your opponent. You can even throw a Sonic Boom,
   walk up, and throw your opponent! Charging for Guile is the key to
   winning and always throw an attack after your Sonic Boom if your opponent
   counters your projectile with theirs.


------------------------------[Ending: Guile]--------------------------------

   Guile asks why Bison has killed Charlie, and Guile is angered with
   revenge. Before he can do anything his wife comes and tells Guile that if
   he kills Bison he is no better off than he is. Guile knows she's right
   and leaves Bison. Later they are at the comfort of his own home, but
   Guile still wonders about Charlie.

-----------------------------[Overall: Guile]--------------------------------

90/100
   Guile hasn't gained or lost effectiveness in this game, he can still
   follow up after his jab Sonic Boom with ease and he can also do some
   rather wicked combos. However, his re-dizzy combo is NOT in this game
   anymore, but his defense and offense are still the same, being
   excellent and dominating. His throw range has also remained intact as
   well along with his throwing priority and he has excellent priority
   on his air throws also.

=============================================================================
=============================================================================


Ken
   The long time friend of Ryu and rival. Ken trained under the same master
   Ryu did, but Ken grew up differently than Ryu did. Ken was an obnoxiuos
   boy during his early years and was always out having fun on his family
   yacht. His parents wanted to change Ken's behavior so they sent him to
   Japan to learn some discipline. It was then and there that he had met Ryu
   who would later become his best friend. After his long training Ken went
   back to his home and later would meet Eliza, who would then become his
   girlfriend. Ever since he has met her his fighting skills have rapidly
   deteriorated and since he heard that Ryu was entering the World Warrior
   Tournament, Ken has also decide to enter the tournament as well.

Quote: "Attack me if you dare, I will crush you!"


----------------------------[Hadouken: D,DF,F+P]-----------------------------

   An excellent move overall, it comes out fast, it easily combos, and does
   good damage. You can even counter missed attacks from a distance with
   this move, and it also does good block damage. The speed is slower than
   Ryu's, but Ken has the second fastest projectile in the game and can
   easily wear down other opponents.


----------------------------[Shouryuken: F,D,DF+P]---------------------------

   An excellent anti-air attack, it does a ton of damage, probably just as
   much as Sagat's Tiger Uppercut and also it hits multiple times. The jab
   version hits once, the strong version is powerful and hits twice, and the
   fierce version hits three times while lighting your opponent on fire.
   This move combos in just as easily as Ryu's and it does alot of block
   damage. The range is tremendous and has excellent horizontal range. Watch
   for the recovery time on this move though, only the jab version will
   leave you safe most of the time.


----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

   Unlike Ryu's this move can hit up to four times and the first initial hit
   will hit ducking opponents. This move doesn't knock down like Ryu's but
   it combos just as easily and it does good damage. The hits alone are
   rather weak and you will need to get multiple hits to do some real
   damage. Like Ryu he can successfully aim this in the air to avoid
   attacks. There is very little recovery time from this move, but Ken can
   be knocked down or thrown just as he recovers from the move.


---------------------[Soto Mawashi Keri: B,DB,D,DF,F+K]----------------------

   This move is a bit odd, its like his S.Fwd.Roundhouse found in Street
   Fighter Alpha 3, it does excellent damage and it can be a real nasty
   counter as well. The only problem with this move is that I can't seem
   to do a good job of comboing the move in. It may be me though, but
   some people claim they can combo it in off a crouching fierce. Also if
   you want a heel kick(Inazuma Kakato Wari) then you have to press K during
   the duration of this move.

-----------------------[Nata Otoshi Geri: F,D,DF+K]--------------------------

   This kick is a bit odd, I personally never use this kick. It has good
   priority and does a lot of damage if you get this to connect. The delay
   time is also minimal.

=============================================================================

                               Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

   This throw has good range and priority, use this to counter mistakes and
   also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

   Like the throw above, it has good range and priority, its main point is
   to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

   This move double hits, but it cannot be comboed, or comboed after. It
   still does the same amount of damage as his regular roundhouse, so I
   don't see much point in using this move.

---------------[Super Combo: Shouryuu Reppa: D,DF,F,D,DF,F+P]----------------

   The Shouryuu Reppa is one of the most quickest moves in the game, not
   only is it so easily comboable, but it does massive damage and block
   damage as Ken first does a Jab Shouryuken into a flaming Fierce
   Shouryuken. Even if blocked this super combo does excellent block
   damage, but since he ends the super with his fierce flaming Dragon punch,
   you must watch for counters when you land. So try to do this super
   against an opponent who misses with an attack like the Spinning Pile
   Driver or a Tiger Uppercut.

=============================================================================

                                Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                       Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
  Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
  The CPU does this combo to me all the time, and I'm still baffled as to
  how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
  This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
  cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Fierce Shouryuken
  This is Ken's mosnter 6 hit combo that will literally put your opponent
  on fire. Cancel quick enough to get all 3 hits out of the Shouryuken.

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
  This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
  Ken could easily master this in SF2T but I think it still works.

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken

10. J.CU.Roundhouse \/ S.Fierce --> Shouryuu Reppa

                                -------
                                Tactics

   Do I even have to mention it? Well if you did forget here ya go.

                   Hadouken, Jab Shouryuken, etc.

   This is Ken's primo corner trap that's extremely hard to escape from.

   Also when your opponent blocks your jumping attacks do this:

            J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short,
            C.Roundhouse --> Hadouken

   Its annoying, but its use to keep Ken out of certain tight situations.
   Keep in mind that like Ryu, Ken no longer has the invincibility of his
   Shouryuken, so don't try to counter attack opponents with it.

-------------------------------[Ending: Ken]---------------------------------

   Here Ken defeats M.Bison then Eliza comes in and worries about Ken. Ken
   and Eliza later marry each other, the end.(not a bad ending, and it fits
   his personality as well, Kudos to you Capcom!)

------------------------------[Overall: Ken]---------------------------------

87/100
   While toned down from the last game, Ken is still one of the more better
   characters in this game. His Shouryuken, like Ryu has been toned down
   since the last game, mainly due to the fact that Ken and Ryu were in fact
   too dominating in the last game. His Shouryuken no longer goes through
   projectiles in this game, but that doesn't mean that he is not an
   effective character in this game. He still has the second best combo
   ability in this game with Dee Jay being ahead of him, but just watch
   for Ken though, he tends to get dizzy easier than Ryu does.

=============================================================================
=============================================================================


M.Bison
   Never has the world seen such a corrupt and insane ruler. He is the
   leader of Shadowlaw and reigns supreme among the the World Warrior
   Tournament set up up by him. His fighting power and agility is un-matched
   and his power is a site to be witnessed. His infamous crime organization
   has thrown terror upon the world and that has led to a few enemies that
   have entered the tournament mainly Guile, Chun-Li, and T.Hawk.

Quote: "Get lost, you can't compare with my powers!"


-------------------[Psycho Crusher: B(charge 2 sec.)F+P]---------------------

   An excellent move to use because it has a ton of range and it does a ton
   of block damage, even if it is blocked it'll do almost as much damage as
   if the opponent didn't block! Cheap! The combo possibilities are very
   minimal and this move's prime use is agaisnt missed attacks. However
   M.Bison can still be hit out of this by alot of jumping attacks, some
   jabs, and projectiles. The recovery time is minimal, but you can be
   thrown when you land from this move.


--------------------[Scissors Kick: B(charge 2 sec.)F+K]---------------------

   An excellent move to use overall mainly because it goes over low attacks
   and does alot of damage. This move can be used as an anti-air attack but
   only when you are deep within your opponent's sprites. The range that
   this move has is determined by the strength of the kick button. Use this
   in combos and to counter mistakes. The combo possibilities it had in SF2T
   are now gone, but the recovery time is minimal and it knocks down the
   opponent.


----------------------[Head Stomp: D(charge 2 sec.)U+K]----------------------

   Its a so-so good attack. It comes out fast, but its so easily seen that
   its often blocked. This is mainly used to get around projectiles as Bison
   flies towards his opponent with a stomp to the head. The recovery time is
   minimal and this move does good damage. Just watch for jumping attacks
   and anti-air attacks because he can be taken out of the move rather
   easily with those attacks. After the Head Stomp M.Bison can go into his
   flying punch.


------------------[Flying Psycho Fist: D(charge 2 sec.)U+P]------------------

   This is more of a confusion or surprise attack than anything else. It
   will have Bison flying down and smacking the opponent on the side of the
   head with his fist. At first it looks like he misses with his Head Stomp
   and lands on the otherside of his opponent then he comes down with his
   charged fist, this move cannot be blocked low since its a jumping attack.
   The recovery time is very minimal on this move.

=============================================================================

                           Other Moves:

------------------------[Flying Punch: UF/UB+SP/FP]--------------------------

   This move is mainly used after his Head Stomp. You can steer this move
   away or towards the opponent only after the Head Stomp. You can use this
   move alone for jump in attacks as well.


---------------------------[Body Throw: F+SP/FP]-----------------------------

   This move has alot of range and alot of priority. Its just incredible!
   Use this to counter mistakes and missed attacks.


------[Super Combo: Knee Press Knightmare: B(charge for 2 sec.)F,B,F+K]------

   The devastating super that fits M.Bison's modus operandi perfectly, not
   to mention the name of the super! This super does massive damage and
   it can be easily comboed if you charge it right and release it upon
   impact of his standing strong. First M.Bison does a Roundhouse Scissors
   Kick and then followed by another super roundhouse Scissors Kick! It
   does massive block damage and can really bring the tide over to Bison's
   favor, however at the last footsweep at the end of the super will leave
   M.Bison open to a counter attack.

=============================================================================

                                Combos

Two-in-One's

1. C.Jab --> Psycho Crusher

2. C.Jab --> Scissors Kick

                              Other Combos

1. Head Stomp, Flying Punch
  Not a combo, but if both moves connect right after each other, its more
  than guaranteed that your opponent will be dizzy!

2. J.D.Fierce \/ C.Jab --> Psycho Crusher

3. J.D.Fierce \/ C.Jab --> Scissors Kick

4. J.D.Fierce \/ C.Short, C.Jab --> Scissors Kick

5. J.D.Fierce \/ C.Strong, S.Forward

6. J.D.Fierce \/ S.Strong --> Knee Press Nightmare


                                -------
                                Tactics

   Well not much here. Use your Psycho Crusher and use whatever button that
   will land you just behind your opponent. When you land immediately throw
   your opponent! Its cheap but effective!


-----------------------------[Ending: M.Bison]-------------------------------

   M.Bison stands and watches over a city as his corrupt power takes over
   the Earth. Can anyone stop this madman?!!

-----------------------------[Overall: M.Bison]------------------------------

87/100
   If you ask me basically M.Bison has not changed much from the last game,
   he is just as dominating as before and with his new super it just makes
   M.Bison in this game is one of the more powerful characters in this game
   thanks ranks with the likes of Guile or Dee Jay. He has very fast speed
   and his attacks can often catch people by surprise and he has very good
   range on his attacks and also his throw range and priority is just
   insane. However M.Bison lacks jump in priority and he is certainly not
   a combo character, he will sorta have to play a pecking game to really
   achieve some sort of victory. His most fierce opponent is either M.Bison
   or Ryu, watch for them! Also there is one fault in his game plan, his
   Flying Psycho Fist is more predictable now and it doesn't really
   confuse the opponent as much.

=============================================================================
=============================================================================


Ryu
   Ryu is the lone warrior that seeks eternal fight. He constantly fights
   and trains to become the true warrior and was an orphan when Gouken had
   picked him up and taught him the styles of Shatoken. Through the years he
   has believe that he can become the eternal champion through mastery of
   the Hadouken. He has left a scar on Sagat, both physically and mentally,
   and that has shown was true potiential Ryu has. He has never suffered
   defeat before, and his long time rival and best friend Ken is always
   there to fight either against him or by his side.

Quote: "You must defeat my Dragon Punch to stand a chance"


---------------------------[Hadouken: D,DF,F+P]------------------------------

   The king of all projectiles, the only difference in this game from the
   last game is that it comes out quicker, but the overall projectile
   speed is slower. However it still combos pretty easily and it doesn't
   leave Ryu as open as it did in the last game because he can bust out
   with a Shouryuken against a jumping opponent instead of having to wait
   for the Hadouken motion to finish like it did in Super Street Fighter 2.

--------------------------[Shouryuken: F,D,DF+P]-----------------------------

   Becareful about the Shouryuken in this game guys, it does the same
   amount of damage and is just as easily comboable like the last game and
   will double hit if it is blocked but the only problem with the Shouryuken
   in this game is that it no longer goes through projectiles! It still
   does go through projectiles but it must be done very early at the start
   up point. If you however are playing in Super mode for Ryu, it will go
   through projectiles though like it did in Super Street Fighter 2. Just
   watch for counters if you miss with the Strong or Fierce versions
   because you will be liable for a counter attack.

----------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]---------------------

   This move does good damage and has excellent range, it can be put in
   combos and also it knocks the opponent down with only one hit! Only
   during start up is he invincible through projectiles, but ducking
   opponents can easily avoid any damage. The recovery time on this move is
   minimal but he can be knocked down after the move.

=============================================================================

                               Other moves:

----------------------[Shoulder Throw: F+SP/FP(close)]-----------------------

   This throw has good range and priority, use this to counter mistakes and
   also missed attacks.


---------------------------[Back Roll: F+SP/FP]------------------------------

   Like the throw above, it has good range and priority, its main point is
   to counter or to cheese your opponent.


---------------------------[Axe Kick: RK(close)]-----------------------------

   This move double hits, but it cannot be comboed, or comboed after. It
   still does the same amount of damage as his regular roundhouse, so I
   don't see much point in using this move.

----------------------------[Fierce Dash: F+FP]------------------------------

   This move is rather odd, but its very quick and I think it hits the
   opponent as they are blocking low, so I'm not sure if this is an anti
   crouch counter, but from the look of things it is questionable. However
   this move is still one of Ryu's best moves believe it or not because
   it comes out a lot quicker than his normal fierce punch.

-------------------------[Overhead Counter: F+SP]----------------------------

   This is Ryu's anti crouch counter as it cannot be blocked low. So to
   those old school turtlers, you will have to find a new way to hide in
   your shell. Watch the start up delay though, it sucks and Ryu can be
   swept if the opponent can predict it early enough, and watch for the
   recovery time if Ryu misses because he will be liable for a counter
   attack.

--------------[Super Combo: Shinkuu Hadouken: D,DF,F,D,DF,F+P]---------------

   Like his regular Hadouken but much more powerful, this does about 50%
   damage! No lie and can really bring about the tide in Ryu's favor if he
   ever needs it. This super combo hits up to 5 times and does good block
   damage, but not equal to the amount of 5 blocked Hadoukens though. This
   move is just as comboable and is a bit faster than his regular
   projectile. However opponents can easily jump over this, besides Zangief,
   and can come in for an attack in the animation that Ryu does his Shinkuu
   Hadouken. You must watch out for that because you will have wasted a
   super combo!

=============================================================================

                                Combos

Two-in-One's

1. S.Jab --> Hadouken

2. S.Jab --> Shouryuken

3. S.Jab --> Tatsumaki Senpuu Kyaku

4. S.Fierce --> Hadouken

5. C.Fierce --> Shouryuken

6. C.Forward --> Hadouken

7. S.Short --> Shouryuken


                       Other Combos

1. J.D.Fierce \/ C.Fierce --> Hadouken
  Master this combo and watch 50% of your opponent's life drain away!

2. J.CU.Roundhouse \/ C.Short, C.Roundhouse
  The CPU does this combo to me all the time, and I'm still baffled as to
  how he does it, I've managed execute this combo, but only twice!

3. J.D.Roundhouse \/ C.Forward --> Shouryuken

4. J.D.Fierce \/ C.Forward --> Hadouken
  This is an old skool combo, this does alot of damage and is a must master!

5. J.CU.Roundhouse \/ C.Short, C.Short --> Hadouken
  cheap! Cheap! Cheap!

6. J.CU.Roundhouse \/ S.Short, C.Short --> Shouryuken

7. J.CU.Roundhouse \/ C.Short, C.Fierce --> Hadouken
  This isn't as easy as it was in SF2T but it still works.

8. J.D.Fierce \/ /\ J.Fierce --> Tatsumaki Senpuu Kyaku
  Ryu could easily master this in SF2T but I think it still works in SSF2.
  Care to prove me wrong?

9. J.CU.Roundhouse \/ C.Jab, C.Strong --> Hadouken

10. J.CU.Roundhouse \/ C.Forward, C.Strong --> Shinkuu Hadouken

11. C.Fierce /\ J.Strong(juggle)
   This is a three hit combo that does good damage, the jumping strong will
   double hit, but you must use the crouching fierce to knock the opponent
   into the air while the opponent is in the air.

                                  -------
                                  Tactics

   DO I even have to mention it? Well if you did forget here ya go.

                    Hadouken, Jab Shouryuken, etc.

   This is Ryu's primo corner trap that's extremely hard to escape from.

   Also when your opponent blocks your jumping attacks do this:

             J.D.Roundhouse \/ C.Short, C.Short, C.Short, C.Short,
             C.Roundhouse --> Hadouken

   Its annoying, but its used to keep Ryu out of certain tight situations.
   Also note that the SHOURYUKEN IS NO LONGER INVINCIBLE! Yep that's right
   folks, and avoiding those projectiles will be harder and more difficult
   than ever.

--------------------------------[Ending: Ryu]--------------------------------

   Sagat and M.Bison stnad in their respected places on top of a platform.
   The crowd cheers Ryu's name but Ryu is nowhere to be found. Ryu does not
   believes in ceremonies and he walks off with his belongings and into the
   sunset to find yet another worthy challenger.(Cool ending, and it fits
   his personality perfectly)

-------------------------------[Overall: Ryu]--------------------------------

90/100
   Ryu in this game is still one of the better characters in this game,
   however with his Shouryuken being not as invincible as it was in Super
   Street Fighter 2 really makes him at a disadvantage point. He can
   however still do a lot of nifty combos and his priority both jumping
   in for offense and his defensive skills are top notch and only rivaled
   by Guile and Ken. He is still an excellent character to use in this game,
   but he has lost the best spot to Dee Jay! See Dee Jay for more details!
   But anyways, Ryu has gained throwing range from the last game but he has
   lost throw priority and he also has excellent juggle abilities as well.

=============================================================================
=============================================================================


Sagat
   With an ambition to seek out a worthy opponent he crushes those who
   oppose him. He has a patch over his right eye, he recieved it when he
   fought Dan's father. Apparently he has killed Dan's father for his
   missing eye. The one true warrior he seeks to fight his Ryu, with Sagat's
   first defeat at the hands of Ryu he trains hard to one day avenge his
   defeat. Ryu was the one who left a giant scar on Sagat's chest with a
   very bloody Dragon Punch after Sagat had thrown Ryu to the ground and had
   let his guard down thinking he had defeated Ryu. Since the infamous
   battle in the plains of Austrailia he has been seeking Ryu ever since and
   by joining the World Warrior Tournament he hopes to find Ryu and even his
   defeat.

Quote: "You are not a warrior, your a beginner!"


----------------------------[Tiger Shot: D,DF,F+P]---------------------------

   A very fast projectile with speeds that equal Ryu's Hadouken. It can
   easily take down most jumping opponents and Sagat can wear down basically
   any projectile besides Ryu. This can be put in combos and it does good
   damage and good block damage. The real disadvantage is that ducking
   opponents will easily avoid any damage.


--------------------------[Low Tiger Shot: D,DF,F+K]-------------------------

   Just like the one above except Sagat can hit ducking opponents as well
   and can also be put in combos. It has the same speed and damage
   potiential, but opponents like Zangief can easily jump over this! Try to
   mix them up and psych out your opponent with these.


--------------------------[Tiger Uppercut: F,D,DF+P]-------------------------

   The Tiger Uppercut has changed in this game, it still does massive
   damage but now it does at most 7 hits! It hits multiple times now and it
   just looks so frickin cool to watch when Sagat connects with it! I am
   just literally amazed, but its still as comboable as ever and it works
   as a great anti-air attack and will juggle the opponent since it hits
   multiple times. However if it is blocked it only hits two times and
   that being bad if blocked because Sagat has more recovery time now than
   ever! Yep that's right, you want the multi hit uppercut you will have
   to pay for it, watch for serious counters and two-in-ones if you miss
   with this attack.

-------------------------[Tiger Knee: D,DF,F,UF+K]---------------------------

   The motion is a little awkward and tough to do but its one of Sagat's
   main weapons that can easily knock opponents out from a distance. This
   can be used as an anti-air attack but it must be started early. Sagat can
   easily combo this move in and it comes out extremely fast and will often
   catch opponents by surprise, the damage that it does is pretty good but
   not as much as his Tiger Uppercut, but the roundhouse version will double
   hit if up close. The recovery time is a bare minimal so use this whenever
   you get the chance.

=============================================================================

                             Other moves:

-------------------[Double Hit kicks: SK/FK/RK(close)]-----------------------

   Basically these kicks will double hit if up close, use them in combos or
   cancel in two-in-one combos.


----------------------[Body Toss: F+SP or FP(close)]-------------------------

   This throw has fair range and priority. Use this to counter missed
   attacks and so on.

---------------[Super Combo: Tiger Genocide: D,DF,F,D,DF,F+K]----------------

   This move is just simply devastating. It does massive damage and its just
   so comboable! First Sagat does a forward multi-hit Tiger Knee followed by
   a Fierce Tiger Uppercut! Even if blocked this move does massive block
   damage and it can really turn the tides over to Sagat! However you must
   be careful when you are using this super combo because Sagat does a
   Tiger Uppercut at the end of it and that means that leaves room for a
   counter. Just watch for your opponent to miss with an attack because
   this will go through projectiles at start up!

=============================================================================

                                 Combos

Two-in-One's

1. S.Jab --> Tiger Shot

2. C.Short --> Tiger Knee

3. S.Roundhouse --> Tiger Uppercut
  You must cancel quickly after the first hit otherwise it won't connect.


                               Other combos


1. J.D.Roundhouse \/ S.Roundhouse
  The roundhouse will only double hit on larger characters like Zangief,
  Sagat, T.Hawk, or Balrog. Use a forward against all other characters.

2. J.D.Roundhouse \/ S.Roundhouse --> Tiger Uppercut
  You must cancel quickly otherwise it won't connect, so don't let that kick
  double hit!

3. J.D.Roundhouse \/ C.Short --> Tiger Uppercut

4. J.D.Fierce \/ S.Jab --> Tiger Knee

5. J.D.Fierce \/ C.Short --> Tiger Shot

6. J.D.Roundhouse \/ S.Roundhouse(one-hit) --> Tiger Uppercut


                                 -------
                                 Tactics

   Well first off Sagat has a fireball pattern like Ken and Ryu:

           Tiger Shot, Tiger Uppercut, Tiger Shot, Tiger Uppercut, etc.

   Its very fustrating to get out of and Ken and Ryu will have an easier
   time breaking out of this trap.

   Like all characters in the game you can do a special move motion while
   you are on a knocked down position, use your Tiger Uppercut to stop
   oncoming attacks and start the motion while you are laying down.


-----------------------------[Ending: Sagat]---------------------------------

   Sagat has won the World Warrior Tournament but he did not even see Ryu in
   the tournament. Sagat is proud of the title he has one but still not
   satisfied and he knows that Ryu did not get lucky on his victory and he
   still searches one day to even that defeat with Ryu. (Pretty sweet ending
   might I add!)


=============================================================================
=============================================================================


T.Hawk
   With his homeland being taken away from his people, his people and his
   family have moved to Mexico. Since then he has swore revenge on M.Bison,
   the leader of the World Warrior Tournament. His people and family has
   suffered upon Bison's acts and that is why T.Hawk has entered the World
   Warrior Tournament, to bring back his homeland not only for his family
   and people, but also for his pride.

Quotes: "Your scream sounds like a pathetic war cry!"
       "My totem is too great for your desperate fighting techniques!"


------------------------[Thunderstrike: F,D,DF+P]----------------------------

   An excellent move and also a powerful anti-air attack. It goes through
   projectiles and can easily be put in combos. The only problem with this
   move is that opponents will have an easier time jumping over the move
   since it goes up diagonally. Its still a powerful weapon though, but just
   watch for the recovery time. The fierce version will double hit if up
   close.


-----------------[The Hawk: D+3P(air)(2P for SNES version)]------------------

   This move is an excellent arsenal for T.Hawk because it allows him to
   soar over projectiles and deck the opponent. Just make sure you start
   this move as soon as possible, otherwise the opponent will be able to
   block after the projectile or even counter you. If blocked T.Hawk bounces
   away from the opponent, the only thing that will counter is a projectile
   or a low roundhouse.


-----------------[Storm Hammer: 360 Degree Motion+P(close)]------------------

   The motion for this is a little harder to do than Zangief's Spinning Pile
   Driver but its still effective and has excellent range. It does just as
   much damage as the Spinning Pile Driver though and unlike Zangief, it
   won't leave him in his miss pose if he misses with the move. The range is
   less than the Spinning Pile Driver, but it can still be used in an
   effective two-in-one combo.


------------------------[Condor Splash: D+FP(air)]---------------------------

   An excellent move to use, mainly because of the damage and the priority
   this move possess. It can also be used to cross the opponent up and into
   a combo. The recovery time is almost nothing and its really hard to
   counter this move. Use this whenever you jump in for an attack.

=============================================================================

                            Other moves:

------------------------[Elbow Smasher: F/B+RK(close)]-----------------------

   The range is very limited, but since its a hold youc an ram the buttons
   to get more hits and more damage out of this move.


--------------------------[Neck Choke: F+FP(close)]--------------------------

   Like the one above, poor range and priority, use this to counter mistakes
   and ram those buttons to drain the enrgy out of your opponent.


------------------------[Overhead Throw: F/B+SP(close)]----------------------

   This move has good priority and range, use this to counter mistakes and
   missed attacks.

---------------[Super Combo: Double Typhoon: 360 motionx2+P]-----------------

   This move is just like Zangief's Final Atomic Buster, while it has a lot
   of damage potiential, the range on this move is a bit weaker than that of
   the Final Atomic Buster, and you will have a hard time connecting with
   it against your opponent. If you do manage to connect with the super
   T.Hawk will first do a Fierce Stormhammer followed by a Jab Stormhammer!
   Like Zangief's Final Atomic Buster you will not lose your super if you
   miss with it, you will only lose your super if you connect with it. Also
   I might want to add that is super is comboable!

=============================================================================

                               Combos

Two-in-one's

1. J.Jab \/ Storm Hammer

2. S.Short --> Thunderstrike

3. S.Jab --> Thunderstrike

                       Other Combos

1. J.D.Roundhouse \/ C.Jab --> Thunderstrike

2. J.CU.Fierce \/ S.Short, S.Jab --> Thunderstrike

3. J.CU.Fierce \/ C.Jab, C.Jab, C.Jab --> Thunderstrike

4. J.CU.Fierce \/ S.Jab --> Double Typhoon


                                -------
                                Tactics

   Well not much here, use your Hawk to go over projectiles and deck your
   opponent. Take advantage and start your Storm Hammer motion early while
   you are knocked down, and if your foe is next to you, snatch 'em!


------------------------------[Ending: T.Hawk]-------------------------------

   T.Hawk goes over M.Bison and holds him by the neck. He asks why he has
   driven his people and family away from his home, M.Bsion replies "because
   I can take whatever I want..." but T.Hawk tells M.Bison that he knows how
   to take care of trash like M.Bison. Later T.Hawk returns to his homeland,
   he finds it lifeless, but T.Hawk won't stop until he has recontructed his
   homeland and will build it strong to keep out future predators. At the
   same time the sun rises in his land.(Pretty sweet ending! Kudos to
   Capcom!)

-----------------------------[Overall: T.Hawk]-------------------------------

79/100
   T.Hawk is one of the more powerful characters in this game. He has
   very good throw range and good combo ability for a big guy. However being
   said, he really has to be close to do some damage, and while his
   Hawk Dive is really a good counter against projectiles, if not done
   immediately you will be countered. You must predict when the opponent
   will throw his projectile, otherwise you can miss and be countered.

=============================================================================
=============================================================================


Vega
   Nicknamed the "Spanish Ninja" why? Because he has studied under the art
   of Ninjitsu and he has combined it with his Bull fighting to form a nasty
   combination of speed and agility. But being egotistical he wears a mask
   to prevent his face from being scarred in battle. He believes he is the
   most beautiful fighter in the world and believes that beauty is strength.
   He enters the World Warrior Tournament so show the fighters how beauty is
   strength.

Quote: "Beautiful fighters never lose a battle!"


----------------------[Claw Roll: B(charge 2 sec.)F+P]-----------------------

   This is a pretty decent move to use overall. It hits multiple times and
   does alot of damage the only problem with this move is that it can be
   blocked during the middle of this move even if the first hit had
   connected. The fierce version will go full screen while the other
   versions will stop after a certain distance. However Vega is also
   vulneable to knockdowns, dragon punches, and projectiles duiring the
   duration of this move.


------------------[Claw Dive: D(charge 2 sec.)U+K, then P]-------------------

   This is more of a confusion that anything else. It will do good damage,
   but it is easily seen as Vega jumps off the wall and decks the opponent
   with a claw slash. Opponents can't block it low, but opponents can knock
   Vega out of it in the air or when he jumps after a wall.


-----------[Wall Leap: D(charge 2 sec.)U+K, then F+P or K(close)]------------

   This move is an excellent move overall. It will take the opponent for a
   suplex ride. This move can catch opponents in the air and is quite fast.
   But opponents can knock Vega out of it rather easily with jumping attacks
   or uppercuts.


---------------------[Claw Thrust: D(charge 2 sec.)U+P]----------------------

   This is also a surprise move than anything else. It does rather weak
   damage when compared to other attacks, but it comes out quick and its
   hard to counter. But its also a dead give away when Vega bounces off the
   wall. Its a quick attack and cannot be comboed.


---------------------------[Double Backflip: 3P]-----------------------------

   This move is pretty useful to get Vega out of certain situations. Just
   never use this to get out of corner traps because Vega cannot flip
   forward and he can be hit at the end of this move. During the two flips
   he is invincible to any attack, but he himself cannot attack either.


--------------------------[Single Backflip: 3K]------------------------------

   Like the one above except he only does a single backflip. Its invincible
   to attacks but he cannot flip forward. Avoid using this in corner traps,
   and only use it to avoid attacks.

---------------------[Red Scarlet: D(charge 2 sec.)U+K]----------------------

   This is Vega's new anti-air attack, and its a great counter against air
   borne opponents, in the last game Vega could do very little to counter
   airborne opponents, all he could do was use his semi-powerful roundhouse
   kick or do either a single backflip or a double backflip. I haven't
   really found a way to combo this move in though, but there is small
   recovery time in this move, but you can still be countered if you
   miss.

=============================================================================

                               Other Moves:

---------------------[Ground Suplex: F/B+SP/FP(close)]-----------------------

   A very high priority move, but it lacks the range other throws have. Use
   this to counter missed attacks and mistakes.


-----------------[Midair Choke Throw: F+SP/FP(air)(close)]-------------------

   The priority on this move is pretty good and also has good range. The
   problem with this move is that Vega jumps too high and low jumping
   opponents are extremely hard to catch.


--------[Super Combo: Rolling Claw Dive: DB(charge 2 sec.)DF,DB,UF+K]--------

   This move is one of the most wicked motions to do in Capccom history.
   However mastery of this motion is very good since this super will do a
   a lot of damage, you can do a Rolling Barcelona Attack in the air by
   pressing P near your opponent, or you can go for the Rolling Izuna Drop
   by pressing F/B+SP/FP/FK/RK near your opponent. The Rolling Barcelona
   Attack does massive damage and also does a lot of block damage and its
   basically a win win situation. Vega barely has any recovery time from
   the super so its safe to pull off, the Rolling Izuna Drop does just as
   much damage as Zangief's Final Atomic Buster, the only real part of the
   super is trying to connect with it because it lacks range, if you miss
   with the move you will do the Rolling Barcelona Attack instead. But if
   you do manage to connect with the Rolling Izuna Drop Vega proceeds in
   multiple Backdrops towards your opponent that is both visually
   impressive damage wise and eye candy wise. However Vega's super can be
   completely wasted because he is vulnerable to basically any attacks
   while in the air, including throws, and if the opponent manages to
   connect you will have wasted a super. Be careful while using it!

=============================================================================

                                Combos

Special Game notes: Vega

-- Vega can bounce off the walls, just hit the opposite direction as you jump
  towards a wall.

-- Vega can no longer climb the fence like he did in previous games.


Two-in-One's


1. S.Jab --> Claw Roll


                             Other combos


1. J.D.Roundhouse \/ S.Jab, C.Roundhouse

2. J.D.Fierce \/ C.Jab --> Claw Roll
  You must charge ahead of time for this combo to connect, it doesn't matter
  if the opponent blocks in the middle of this combo because it drains alot
  of life anyways!

                                -------
                                Tactics

   Not much tactic info on Vega. Although he is the best equipped when going
   against fireball fighters up close. His superior speed that is unmatched
   lets him quickly attack his opponent when they throw out a projectile,
   even Ryu has trouble throwing the Fireball/Dragon pattern against him!
   Also avoid backflips in corner traps, they just make things worst because
   it will leave him vulnerable to attack at the end of it.


------------------------------[Ending: Vega]---------------------------------

   A picture of Vega has him holding a rose by the mouth. Not really much of
   an ending here except that he has become the world's biggest narcissist!
   (very sick!)

------------------------------[Overall: Vega]--------------------------------

76/100
   Vega is EXTREMELY fast in this game. He has excellent agility and can
   bounce off of walls to confuse the opponent. He has excellent throw
   range and priority, his claw certainly gives him a lot of range. However
   he is TOO FAST for his own good, a lot of players will miss use Vega
   mainly because of his speed. He is no combo character and is a pecker
   and his special attacks like the Flying Claw Thrust can be seen a mile
   away, which sometimes makes it pointless to use.

=============================================================================
=============================================================================


Zangief
   With his usual run alongs wrestling bears for fun he realizes that his
   country is in a poor condition and has recieved alot of criticism. He has
   a strong sense of pride for his country and will do anything for his
   country. That's why he has decided to enter the World Warrior Tournament
   not only for his own pride but for his country.

Quote: "My strength is much greater than yours!"


------------------------[Spinning Clothesline: 3P]---------------------------

   Prior to this game the Sinning Clothesline would sail through
   projectiles pretty easily, however while it still sails through
   projectiles the timing of the move is really hard to execute if you want
   to go through projectiles, but this move does a lot of damage and can
   be easily comboed.


--------------------------[Banishing Fist: F,DF,D+P]-------------------------

   This move does have an awkward motion to it, but it can realy help
   Zangief against projectilers. This is because in the last game Zangief
   had trouble jumping over jab projectiles, this move can be comboed also
   and it does quite a bit of damage. Use it wisely as youc an leave
   yourself open if you attempt to catch an opponent with it but miss.

----------------------------[Spinning Lariat: 3K]----------------------------

   This move is similar to the one above, but this move cannot go through
   projectiles. It does do good damage, comes out fast and also its a good
   and quick counter attack. Also its not so reliable to countering jump in
   attacks, the good side to this move is that Zangief is invincible to low
   attacks during start up, so an opponent that is about to sweep you isn't
   going to happen.


-------------[Spinning Pile Driver: 360 Degree Motion+P(close)]--------------

   The range on this move has significantly increased in this game, it has
   more range than it appears and its just as comboable as ever. The only
   real problem with this move is that when Zangief attempts to go for this
   move and misses, he is liable for a counter attack, just like his
   Siberian Bear Crusher. However this is one of the most powerful reversals
   in the game and can really set the tone against your opponent. What I
   like to do is to tick my opponent with two jabs into the Spinning Pile
   Driver, yes it has that much range. Its cheap and cheesy yes, but it
   can really give you the edge against certain opponents, especially Ryu.

--------------[Siberian Bear Crusher: 360 Degree Motion+K(far)]--------------

   This move is a pain to do with the PSX pad, but its not as bad as the
   arcade joystick. What you really want to do with this move is to use it
   as a far counter, incase an opponent lands far out of your normal reach.
   The range has gone down a bit since the last game, but in a combo its
   just as effective. Try avoiding using this against far opponents with
   projectiles like Ryu, however using this close against projectiles
   means that Zangief will more than likely win.


----------------[Siberian Suplex: 360 Degree Motion+K(close)]----------------

   Well this move can be a pain to do in the arcades but if you get right
   down to the bare of it, it can be done rather easily. All it takes is
   practice. This move will combo in very nicely with the rest of his
   attacks and is a serious counter against missed attacks like a Shoryuken
   or a Cannon Drill.


---------------------[Diving Knee Drop: D+SK/FK(air)]------------------------

   This move is an excellent arsenal to Zangief's offensive game because it
   leaves him deep enough so that he can easily combo his opponent with any
   of his special grabs. It will do good damage and it has decent priority,
   use this whenever you can.


-----------------------[Siberian Splash: D+FP(air)]--------------------------

   This move has insane priority and it does alot of damage. Use this move
   to jump in and and cross up your opponent and combo them.

----------[Super Combo: Final Atomic Buster: 360 Degree Motionx2+P]----------

   This is the super that will send chills down your opponent's spine! This
   move does massive damage as Zangief will do a Siberian Suplex into a
   Spinning Pile Driver! Each one of those grabs do enough damage on its
   own, but to combine them into one giant Final Atomic Buster really
   makes Zangief more feared in the game than he already is. The only
   real serious downside to this move is that the range is lacking, it has
   just about as much range as his Spinning Pile Driver, however the good
   side is that you will not waste your super meter if you attempt to use
   it from a far screen distance because your super meter will only go
   down if you connect with it.

=============================================================================

                                Combos

Special game Notes: Zangief

-- Zangief has 8 different grabs and throws, it all depends on how close you
  are to your opponent and what kicks and punches you use.

-- Zangief is quite possibly the most dangerous combo character in the game,
  not only can he easily combo his throws with ease, but he can end matches
  very quickly with 2 or 3 combos.


Two-in-One's

1. S.Jab --> Spinning Pile Driver
  This combo works easily and it does alot of damage.

2. C.Short --> Spinning Lariat or Clothesline

3. S.Forward --> Siberian Bear Crusher

4. S.Short --> Siberian Suplex
  Make sure you are close to your opponent for this move to connect.


                     Other combos


1. J.DN.Fierce \/ C.Short --> Spinning Clothesline/Lariat

2. J.DN.Short \/ Siberian Suplex
  Even if the opponent blocks you'll catch them everytime! This move is very
  cheap, but master it and you'll master competition!

3. J.DN.Short \/ Spinning Pile Driver
  Like the one above, even if your opponent blocks, you'll catch 'em!

4. J.D.Fierce \/ S.Strong, C.Roundhouse

5. J.DN.CU.Fierce \/ S.Strong, S.Short, C.Roundhouse

6. J.DN.CU.Fierce \/ S.Strong, S.Short --> Siberian Bear Crusher

7. J.DN.D.Fierce \/ C.Jab, C.Jab, S.Jab --> Siberian Bear Crusher

8. J.DN.Short \/ S.Short, S.Short --> Siberian Bear Crusher

9. J.DN.CU.Fierce \/ C.Jab, C.Jab, C.Jab, C.Jab, C.Roundhouse

10. J.DN.D.Forward \/ C.Strong --> Banishing Flat

                               -------
                               Tactics

   In this game there are more tactics for Zangief to try and pick apart
   his opponent. He can use his Banishing Flat to absorb and attack his
   opponent's projectile. While his throw range has been shortened a bit in
   this game, he can still combo his throws with ease. Against Ryu what
   you really want to do is use your Banishing Flat often, Ryu can do little
   to counter this besides a Shouryuken. Basically block close attacks and
   while you are blocking do the motion for the special grabs and quickly
   grab your opponent, even if they try to go for an attack. His grabs are
   that fast to grab people right out of attacks.

------------------------------[Ending: Zangief]------------------------------

   Zangief and the Prime Minster of Russia dances to victory as Zangief
   wins the tournament. Sweet ending!

------------------------------[Overall: Zangief]-----------------------------

84/100
   Zangief will be able to still combo in his throws like he did from the
   last game. However his Final Atomic Buster is hard like heck to connect.
   If you rely too much on his Final Atomic Buster to pull you through a
   victory, then you are looking at the wrong way. Zangief has some priority
   while jumping in, especially with his Body Splash or his Knee Drop and
   can really set him up for some great combos. Watch for his throw range
   in this game though, it has gone down since the last game and he really
   won't win much throwing fights unless he reverse throws against an
   opponent who is trying to throw him.

=============================================================================
=============================================================================

                            Miscellaneous

-------------------
Play as Akuma/Gouki
-------------------

-+- Go to either Arcade mode or Versus Mode

-+- Move Cursor over to Ryu

-+- Hit L1 and R1 SIMULTANEOUSLY

-+- Your character portrait will be replaced by a black and blank box

-+- You are now playing as Akuma!


-----------------------
Play Against Shin Akuma
-----------------------

-+- Select Arcade Mode

-+- Select any character that you wish

-+- Score at least 5 perfects, 8 super finishes, and not lose a match

-+- When you reach M.Bison's stage, the announcer will not yell 'Fight!'
   but instead Shin Akuma will teleport from behind and step up in front
   of M.Bison and perform the Shun Goku Satsu

-+- Hopefully you will be able to beat him as M.Bison's body will remain
   on the floor through the match.

NOTE: I want to point out that this is the way I fight Shin Akuma. While
     my theory might be out of line,  but I think they are about right.
     I'm not sure if it should happen on random though,  but Shin Akuma
     is very tough.  This is Shin Akuma and not Akuma, and please don't
     email me about a Gameshark code on how to play as him because I do
     not have the code nor do I know what the code is to playing as him
     either. Also watch for Shin Akuma to do his Shun Goku Satsu during
     the match,  it will take you down rather quickly and it is blazing
     fast.  He has a double air Zankuu Hadouken, my strategy to beating
     him is to try and throw him often, he might tech hit from the grab
     but you can inflict easy damage this way.

=============================================================================
=============================================================================
=============================================================================

-----------------------[Street Fighter Alpha 2 Gold]-------------------------

=============================================================================
=============================================================================
=============================================================================

-------------------------------[Game Engine]---------------------------------

[Blocking]: hold against opposite direction of the attacker while being
           attacked.
   This simple concept allows you to take no damage from regular physical
   attacks. This is the most basic key to winning and takes little to
   master. However special attacks still do damage, just a small fractional
   portion that it normally does. In Street Fighter Alpha 2 however, you
   can block attacks in the air like projectiles or Shouryukens, you can't
   however block super combos and regular attacks.

[Jumping]: hold the directional pad up/upright/upleft
   This yet another simple concept is one of the most basic keys to winning
   as it will be useful in getting you out of many tight situations. You
   can't take block damage forever, and jumping is one of the keys to
   getting your combos started. Most combos don't even exist without jumping
   attacks.

[Reversals]: Perform special attack right after you get up
   This is one of the hardest manuvers to perform in the game. However
   mastery of this manuver can prove invaluable. Think of this as a semi-
   counter to certain attacks, when you are knocked down quickly perform
   a special move like a Tiger Uppercut or a Hadouken and if the score
   at the top left or right appears, then you have performed a counter
   quick enough. This will counter any attack(besides the Shouryuken)
   and prevent further attack from your opponent. However it all depends
   on which special attack you perform, because if you miss or the
   opponent blocks, then you will be counter-countered.

[Throws]: F/B+SP/FP/FK/RK(close to opponent)
   Throws in this game has been drastically toned down from Street Fighter
   2 Turbo, however they still do massive damage and can tip the favors to
   any opponent. Air throws can also be done and a lot of air throws do
   more damage than ground throws, and example can be seen by Guile's air
   backbreaker. Watch for close opponents to try or accidentally throw,
   and know that you cannot combo a throw.

[Super Combos]: Perform special motion plus (?)punch or (?)kick
   In this game all super combos have various different variable levels
   of the same super. The strength in each super is determined by how many
   punches or kicks you press after you have performed the super. For
   example a level 1 super requires you to press one kick button or one
   punch button, however a level 1 super doesn't do very much damage at
   all. However if you press all three punch buttons at the same time
   after you do the motion for the super, the attack power on the super
   will be significantly higher. However, three level 1 supers do more
   damage than a level 3 super as does two level 1 supers and one level 2
   super does more damage than a level 3 super. Even if you have one level
   of super and you hit all three attack buttons, you still will come out
   with a level 1 type super. Some supers may alter depending on the level
   used lke Rose's Aura Assault, or some may stay basically the same like
   Ryu's Shinkuu Hadouken or Sagat's Tiger Cannon. You can build up your
   super meter by several ways, use your strong punch, fierce punch,
   forward kick, or roundhouse kick either against the opponent or away
   from the opponent, it does not matter since you will still gain levels
   of super. However using a jab and short away from the opponent will
   not gain you any super meter at all, attacking the opponent and having
   it successfully connect will gain you some super meter meter faster
   than while not attacking the opponent. Doing a special attack will
   gain you some super meter as will throws.

[Juggling]: Balance your opponent with series of attacks
   This is also called the Volleyball Effect or VE for short. This is
   probably what you can call the early forms of air combos. Your opponent
   cannot escape from it, but juggles are hard to connect against an
   opponent because both you and the opponent must be in the air for the
   juggle combo to work. Ryu's jumping Strong is a good example of a
   juggle.

[Tech Hits]: Do a throw motion(F/B+SP/FP/FK/RK) after throw
   Tech Hits in this game are exactly like in throw parrys or grab escapes
   from Super Street Fighter 2 Turbo. This time a message will pop up to
   tell you that you have performed the move successfully. Immediately after
   being either thrown or grabbed, perform the throw motion and you will
   have performed a tech hit. The same goes for a grab, however if you are
   caught in the middle of a grab and did not perform the throw motion
   successfully, ram the buttons and rock the directional pad to try and
   escape any more further damage done by the grab. However Tech Hits in
   this game do not work too well as they are basically useless, you will
   only lessen the game by about 10% at most, but if your a point junkie
   than go ahead.

[Alpha Counters]: B,DB,D+K or P while blocking an attack
   Depending on which button you press, your character will perform a
   different counter attack. Each character in the game has two different
   types of counter attacks, sometimes you may trade hits with your counter
   attack or you may out prioritize your opponent's attack or the opponent's
   attack may out prioritize you, you will need to find which one is best
   for you. If you press a certain button after the complete Alpha Counter
   motion, you will perform a regular attack depending on which button you
   have pressed, the regular attacks however will do a lot of damage if they
   are used in a counter. Don't always use your Alpha Counters though,
   the Alpha Counters will consume up one level of super for each character.

[Safety Roll]: B,DB,D+P after being knocked down(like a Shouryuken or throw)
   If you don't want an opponent to persuit you and continue his or her
   attacks as you get up, you can perform a Safety Roll as you will roll
   away from your opponent and avoid a further persuit attack. However you
   must watch where you may land, sometimes an opponent can easily
   predict where you will land.

[Custom Combo]: 2K+P/K+2P(level 1 minimum)
   The Custom Combos in this game will allow you to create your own
   barrage of rapid fire assaults towards your opponent. You will need at
   least one level of super to initiate the Custom Combo, once you
   start the Custom Combo you can be knocked out of it by a hit or a
   throw of any kind and your character will automatically move forward
   very quickly. In this mode you can cancel your attacks one after
   another, chaining multiple fierce punches or projectiles and you are
   given infinite juggles as well. Just be warned that you cannot block
   and if an opponent jumps over you, then you cannot block.

[Auto Guard/Manual]: Choose either one after selecting character
   In Auto Guard mode you will be able to block attacks automatically
   without having to think about blocking. This is mainly here for
   beginners at the game. There are very bad disadvantages to using the
   Auto Guard mode though, when you block a regular attack you will take
   block damage, and when you block a special attack or a super combo you
   will take twice as much block damage from your opponent. The only time
   the Auto Guard will not work is when you are in your animation of
   attacking. Also note that in Auto Mode you will only recieve one level
   of super and you would fill it up as normally as you would a regular
   super meter. However your super meter will fill up three times faster
   and performing a super only requires the simple button pressing of
   the same strengthed punch and kick(Jab and Short, Strong and Forward,
   Fierce and Roundhouse). Depending on which two buttons you press will
   determine which super you will use, like if you were to press Jab
   and Short for Zangief, Zangief will perform is level 1 Final Atomic
   Buster, if Zangief does a Strong and Forward he will perform an
   aerial Russian Slam, howevr for the fierce and roundhouse buttons
   Zangief will perform his Final Atomic Buster, mainly because he
   only has two different super combos. For characters that have 4 or
   more supers, a certain super will not be available through the
   simplified super motions, like a Shun Goku Satsu or the Legendary
   Taunt. You can start Custom Combos as well, but you will only be
   given a very limited amount of time because it is just a level 1
   super. Also note that you cannot be defeated by a regular attack
   while blocking in Auto Guard Mode, even though regular attacks cause
   block damage and in the air you can block super combos. The Manual
   command allows you full control of your character, you will have all
   access to three levels of super meter and you will not sustain block
   damage from regular attacks or obtain twice as much block damage from
   special attacks and super combos, but you will have to remember how
   and when to block.

[Taunt]:Select
   Taunts in this game are just made too tease people in battle, you
   can only taunt once per round and some characters have different
   taunts if you hold the directional pad while hitting select. Be
   warned that taunting leaves you open, and while some taunts may hit
   the damage will always be minute, and if you win with it you will get
   one of those special symbols at under your life bar.

[Projectile Strength]
   Projectile strength in this game is determined by how close you are
   to your opponent, your projectiles will do very little damage if you
   are far away from your opponent, but if you are close you can get
   maximum damage out, this includes projectile supers like the Sonic
   Break or Tiger Cannon as well.

=============================================================================

                             ------------
                             Combo Legend
                             ------------

   Once again I will use James Chen's fabulous combo system with the touch
   up of Mig Rustia's combo system. Incase you are a little baffled with
   some of the codings in the combos this legend is here to help.

J.    -- Stands for jumping
J.CU. -- Stands for crossing your opponent up while jumping with an attack
C.    -- Stands for crouching
FWD.  -- Stands for holding toward while perform an attack
F.    -- Stands for holding forward
DN.   -- Stands for holding down while jumping for an attack
UF.   -- Stands for jumping forward
UB.   -- Stands for jumping backwards
DF.   -- Stands for holding the controller in a down-forward position
DB.   -- Stands for a defensive crouch
B.    -- Stands for moving back
J.D.  -- Stands for jumping in with an attack that hits the opponent deep
\/    -- Stands for landing after a jumping attack
/\    -- Stands for jumping after a standing attack
-->   -- Stands for cancelation of a normal move into a special attack
3P    -- Stands for holding or pressing all three punch buttons at once
3K    -- Stands for holding or pressing all three kick buttons at once
2P    -- Stands for holding or pressing any 2 punch buttons at once
2K    -- Stands for holding or pressing any 2 kick buttons at once
JP    -- Stands for Jab
SP    -- Stands for Strong
FP    -- Stands for Fierce
SK    -- Stands for Short
FK    -- Stands for Forward
RK    -- Stands for Roundhouse
(air) -- Means that move can only be done in the air
,     -- An indication of moving onto the next attack
?(P)  -- An indication telling you can press any number of punches
?(K)  -- An indication telling you can press any number of kicks

=============================================================================
=============================================================================

Adon
   Adon is one of the great masters of the different styles of Muai Thai,
   his quick reflexes and his agility is a keen sense that he possesses.
   Adon however feels that Sagat was a disgrace to not only his own country
   where the people hailed Sagat, but also to the art in which Sagat studied
   under. With the painful and unforgettable loss to Ryu, Adon wishes to
   challenge Sagat to prove who really is the master of Muai Thai, and while
   being sometimes rather ignorant and egoist, Sagat will have his hands
   full when he meets Adon.

-------------------------[Rising Jaguar: F,D,DF+K]---------------------------

   This is an excellent anti-air attack move that does excellent damage and
   is a great anti-air attack defender. This move will hit twice and juggle
   the opponent in the air and also can be comboed in rather easily. Its
   a quick move and has a lot of priority, however if Adon misses he will
   be in for a counter attack as he lands because the recovery time isn't
   too good. Just watch for it and mainly use the short version the most
   often.

-----------------------[Jaguar Tooth: F,DF,D,DB,B+K]-------------------------

   This is one of Adon's best moves believe it or not, it connects the
   majority of the time mainly because its just so lightning quick. It has
   a bit of a start up delay and cannot be comboed, but once Adon bounces
   off the wall, the opponent will mainly try to attack you or out
   prioritize you, but will fail miserably. The kick button used will
   determine the location of which Adon will land with his kick, this is
   a great way to fool your opponent and also to go over projectiles. There
   is very little disadvantages to using this because Adon has no recovery
   dealy time from this move at all, and it has a lot of priority and an
   opponent who tries to counter attack with a Shouryuken will either be
   too late on using it or too early on using it.

--------------------------[Jaguar Kick: D,DF,F+K]----------------------------

   This move is a bit awkward, the short version will go far horizontally
   but low vertically, the roundhouse version will go short horizontally but
   high vertically, and the forward version is basically a combination of
   the two other versions. Consider this as a surprise attack, it cannot
   be comboed however, but the recovery time is basically non-existant.
   You can use this to go over projectiles against an opponent, but this
   move is often blocked and the priority on this move is fairly decent
   but a few uppercuts can counter this move rather easily.

----------------------------[Jaguar Elbow: F+SP]-----------------------------

   This is Adon's anti-crouch counter, this will damage any low opponent
   regardless if they are blocking or not, but watch for it though. This
   move has start up delay and will leave Adon open to an attack for a
   short while, if Adon does not touch the opponent with this move, then
   he is also liable for a counter attack, just be careful when using it.
   I tend to use this move when the opponent is knocked down and I time it
   so that when the opponent gets up they will either have to block the
   move, get it by it, or counter it and the opponent will rarely counter
   against the attack, if of course you did time the Jaguar Elbow correctly.

---------------------------[Jutting Kick: DF+FK]-----------------------------

   This kick is a bit odd, useful at times to avoid high attacks, but its
   not at all very fast as his other special attack moves.

=============================================================================

                            Super Combos

--------[Super Combo #1: Jaguar Variable Assault: D,DF,F,D,DF,F+(?)P]--------

   This move is a bit odd, however one thing is that it can combo rather
   easily and it does a good amount of damage. However you may want to save
   your levels on level 1 though because it just lacks a lot of horizontal
   range. On Level 2 Adon will finish it off with a quick Rising Jaguar,
   on level 3 Adon can do one of three things. If you do a level 3 Jaguar
   Variable Assault, Adon will do the complete combo that ends in a quick
   Jaguar Tooth tallying a total of 6 hits, if you press K Adon will do a
   quick combo followed by a double hit Rising Jaguar that totals up to
   seven hits, and if you press punch after doing the motion for a level
   3 Jaguar Variable Assault, Adon will end the combo in somehwat of a
   E.Honda Hundred Hand Slap type of fashion, but depending on how fast
   you ram the buttons will determine how much more hits you will get, I
   got 22 hits one time doing that.

-----------[Super Combos #2: Jaguar Revolver: D,DF,F,D,DF,F+(?)K]------------

   This move is one of the more awkward supers in the game, it does a lot
   of damage, but it cannot be comboed. This is due to the fact that there
   is start up delay while using this move, it won't combo and sometimes,
   heck most of the times Adon will go over his opponent using this move
   and only when the opponent is in the corner will Adon have a chance of
   connecting towards the opponent. The recovery time on this move is very
   minimal and it will do a lot of block damage as well, just make sure
   your opponent is in the corner for this to connect.

=============================================================================

                              Combos

1. S.Strong --> Rising Jaguar

2. J.Forward \/ S.Jab --> Rising Jaguar

3. J.Fierce \/ S.Jab, S.Short --> Rising Jaguar


                              -------
                              Tactics

   Well what you can do with Adon a lot is use the Jaguar Tooth often, it
   confuses the opponent at times and does a lot of damage. You can try
   to mix and match the Jaguar tooth patterns occasionally as well, because
   that will confuse a human opponent often. Try to avoid jumping in
   because the priority on the attacks are not too good.

------------------------------[Ending: Adon]---------------------------------

   Adon has defeated Sagat and holds a small tournament to challenge worthy
   opponents. However one of Adon's opponents was serverely beaten by the
   one with moves similar to Ryu and with red hair, Adon knows who this
   challenger is, and Akuma only challenges the worthiest.

------------------------------[Overall: Adon]--------------------------------

80/100
   Adon is a quick and resilient character with agile speed and good
   priority against airborne opponents. Watch for Adon to use his Jaguar
   tooth often, its a great way to not only confuse the opponent but a great
   tactic against projectiles throwers as well like Ryu or Sagat. However
   Adon really does suck when it comes to jumping in with attacks, the
   awkwardness of his jumping attacks and the angles that they come in
   makes it basically completely useless and Adon is more than likely to get
   knocked out of the air. His supers however are effective, but watch when
   using his Jaguar Revolver, you will tend to miss with the attack
   sometimes.

=============================================================================
=============================================================================

Akuma
   Akuma is known as the demon warrior, he lives off the evil intent and
   decimates his opponents with a single stroke of the Shun Goku Satsu.
   The Shun Goku Satsu was released in the hands of Akuma when his master
   Goutetsu would not teach him the fatal art of the Shatoken. Ignoring
   the warnings brought by his sensai, Akuma sealed his fate and performed
   the Shun Goku Satsu on his master Goutetsu after a long and hard fought
   battle by both Akuma and Goutetsu. Akuma believed Goutetsu to be a fool
   for not teaching him the fatal arts as Akuma used Goutetsu as a guinea
   pig. However Akuma's brother Gouken would not let Akuma go away, he
   searched for Akuma, but Akuma found him as he would know Gouken would
   come after him. The two had fought a fierce battle, but it was Akuma
   who remained victorious and performed the Shun Goku Satsu, however
   Gouken's body, unlike Goutetsu's body, was never found and Gouken has
   left sight of Akuma without a trace, not even Akuma knows where to
   find Gouken. Then enter Ryu, the student of Goutetsu who seeks to find
   Akuma and to challenge him, not only to beat him for the sake of
   Goutetsu but to become the true warrior that Ryu wishes to become.
   However, Akuma is still a very powerful warrior and has not been
   defeated, but then again he has never met of an old assassin named Gen,
   he has only heard of him.

-------------------------[Gou Hadouken: D,DF,F+P]----------------------------

   The prime weapon of Akuma, it does a good amount of damage and is very
   easily comboed. You can use this move to play keep away towards an
   opponent and also as a way to get some block damage off on your opponent.
   The start up delay is basically minimal and there is very little
   recovery time and countering it without the use of an Alpha Counter is
   almost impossible. However watch for opponents who will tend to jump
   over this, as it is pretty easy to jump over and an opponent can come
   in for a combo.

------------------[Shakunetsu Gou Hadouken: B,DB,D,DF,F+P]-------------------

   This move is similar to his Gou Hadouken, except the only difference
   with this move than his Gou Hadouken is that it hits multiple times and
   it does excellent damage, but not much more so than the Gou Hadouken.
   This will hit up to three times and do three pixels of block damage and
   will light the opponent on fire with this move. This has a bit of a
   start up delay, more so than his Gou Hadouken and will make him an
   open target ofr airborne attacks, you can still combo this, just only
   off of his fierce punch or roundhouse kick. Be careful when you are
   using this because the recovery time is worst than the Gou Hadouken.

---------------------[Zankuu Hadouken: D,DF,F+P(air)]------------------------

   This move was very cheap in the last game, however the range on this
   move has been toned down since Street Fighter Alpha. It goes at more of
   an acute angle now and basically what that means is that the Zankuu
   Hadouken has less horizontal range. You can combo after it if you can
   connect correctly with it and you can play keep away with it, but its
   much easier to avoid this time than in Super Street Fighter 2 Turbo and
   Street Fighter Alpha, making it almost useless.

-------------------------[Gou Shouryuken F,D,DF+P]---------------------------

   The Gou Shouryuken is one of the best anti-air attacks in the game.
   However, since the ability to go through projectiles is basically
   gone, you will have to watch for that. It does great damage when put in
   a combo and it also does well against airborne opponents, and it is
   also very comboable and comes out very quickly. Try not to miss with
   this move though because you will be countered on your way down, and
   even a blocking opponent in the air can land before you and counter
   attack your mistake.

--------------------[Tatsumaki Zankuu Kyaku: D,DB,B+K]-----------------------

   This is Akuma's best weapon to use on the ground and also it can give
   him a boost while jumping across the screen. While the move can be easily
   ducked under by most players, it still is a pretty safe move to use
   because of the lack of recovery time on the move. It comboes in very
   nicely and does good damage. However a ducking opponent can counter with
   a crouching fierce like Charlie or Ken, so you may want to watch for
   that.

-------------[Ashura Senkuu: F,D,DF+3P or 3K/B,D,DB+3P or 3K]----------------

    This is Akuma's teleport and it will have Akuma sailing across the
    screen as sweet a@@ shadow images sail behind him. This is mainly used
    as a tactic to either escape corner traps or to confuse the opponent
    and attack. However don't go crazy over the teleports because the
    opponent will be able to easily counter if they can predict where you
    will land. The forward motions will make Akuma go forward, the back
    motions will make Akuma go backwards, the punches will go full screen's
    distance while the kicks will go only half a screen's distance.

----------------------[Tenma Kujin Kyaku: F,DF+FK(air)]----------------------

    This move is a very quick and high priority jump in attack, however
    the problem with this move is that its so hard to do in the air and you
    may even mess up with it and that will give room for your opponent to
    counter attack you before you can recover from your mistake. It does
    good damage and comes down pretty fast, however the only way you will
    be able to do it is to jump forward.

----------------------------[Senpuu Kyaku: F+FK]-----------------------------

    This is just a simple hop kick, its a shorted version of his regular
    demon hurricane. Its quick and has basically no recovery time, and it
    also goes over low attacks.

----------------------[Overhead Collarbone Chop: F+SP]-----------------------

   This is basically Akuma's anit crouch counter. While you cannot combo
   this move in, it works great against low blocking opponents because you
   cannot block this low and it must be blocked high. However the start up
   delay on this move can be easily seen and Akuma can get countered before
   he even connects with it, if Akuma does not connect with this against
   a blocking or non blocking opponent, he will be left momentarily to
   an attack.

--------------------------[Forward Roll: D,DB,B+P]---------------------------

   This roll is pretty much useless, it will go through projectiles if you
   can time it near the beginning of the move, but it goes very slow and
   the opponent can trip Akuma up while Akuma is in the middle of this.
   You can get behind your opponent with this roll, but it really sets up
   Akuma for a counter attack. Be careful when you are using the Forward
   Roll.

-------------------[Hyakki Gou Shou: D,DF,F,UF+P, then P]--------------------
   Well this move is rather useless because you have to be close to your
   opponent to actually connect. After Akuma flips into the air press P
   right before you hit your opponent and he will sorta grunt while he hits
   the opponent with his fist. I wouldn't use this much at all.


-----------------[Hyakki Gou Sai: D,DF,F,UF+P, then P(close)]----------------

   This is an excellent anti-air attack because it comes out quick and does
   some serious damage. What Akuma will do is jump up into the air and if
   the opponent is in the air with him he will grab his opponent and then
   slam him down. This has good priority and comes out quite quick, but the
   recovery time is horrible so don't pull this out of nowhere.


--------------------[Hyakki Gou Sen: D,DF,F,UF+P, then K]--------------------

   Well what Akuma will do is flip into the air and perform a full collision
   body drop right on top of his opponent's head dealing good damage.
   However this will not hit in the air, but as it comes down it has good
   priority as well. But if Evil Ryu misses he will be left open for an
   attack.


----------------[Hyakki Gou Tsui: D,DF,F,UF+P, then K(close)]----------------

   Basically the same as Akuma's Hyakki Gou Sai, it will grab the opponent
   out of the air and slam the opponent down doing good damage and having
   good priority. But if Akuma misses he will be left open to attack.

=============================================================================

                             Super Combos

------[Super Combo #1: Messatsu Gou Hado: B,DB,D,DF,F,B,DB,D,DF,F+(?)P]------

   This super combo will have Akuma doing his start up pose for his
   Shakunetsu Gou Haoduken and then release the Messatsu Gou Hado. However
   this move is a bit faster than the Shakunetsu Gou Hadouken, but the
   start up delay will really keep you down. Watch for your opponent to
   jump over this move, its hard to connect at most times. The level 1
   version will hit 5 times, the level 2 version will hit about 6 times
   and a level 3 version will hit 8 times.

---------[Super Combo #2: Messatsu Gou Shouryuu: D,DF,F,D,DF,F+(?)P]---------

   Like Ken's Shouryuu Reppa, it is very comboable and comes out very
   quickly and can juggle your opponent. It is invincible to all attacks
   duirng start up, so if you and Ken or another Akuma use this against
   each other, you will pass right through each other. This does good
   block damage as well as normal damage. However avoid using this too
   often because Akuma will be left open to a counter attack as he lands
   from the super. A level 1 version will hit four times, a level 2
   version will hit 6 times, and a level three version will have Akuma
   do three waves of Gou Shouryukens and hit 7 times.

-----------[Super Combo #3: Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P]------------

   The Tenma Gou Zankuu is a great way to keep your opponent at bay, it
   has a little more range than his regular Zankuu Hadouken, but it can
   do a lot of block damage as well as normal damage. However unlike the
   other two of his super combos, the opponent can air block this super.
   After Akuma performs this super he will jump out of his animation and
   land, during the duration of this an opponent like Ken or Zangief can
   grab Akuma out of the air with either the Shinryuken or the Aerial
   Russian Slam. Don't use it too often unless you are positive it will
   connect.

------------[Super Combo #4: Shun Goku Satsu: JP, JP, F, SK, FP]-------------

   This is the move everybody fears, the dread Shun Goku Satsu. This move
   is unblockable and does a heck of a lot of damage, it does probably
   just as much damage as the Final Atomic Buster if not more. However
   you cannot combo this in and during the middle of this move Akuma can
   be knocked out of this rather easily, even a jab can bring him out of
   it or a throw. Its best used on a dizzy opponent, don't use this on a
   downed opponent unless its the computer because its very easy to escape
   from this move.

=============================================================================

                             Combos

1. C.Short --> Gou Hadouken

2. J.Fierce \/ C.Fierce --> Tatsumaki Senpuu Kyaku

3. C.Fierce --> Messatsu Gou Shouryuu
  This will work either if the opponent is on the ground or in the air,
  the fierce will knock your opponent back into the air and make sure you
  quickly cancel to balance your opponent.

4. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shouryuken
  One of the rare juggle combos in the game, its pretty hard to do though.

5. J.Fierce \/ C.Forward --> Tatsumkai Zankuu Kyaku, Messatsu Gou Shouryuu
  Like the one above, except you can replace it with a super instead of the
  Gou Shouryuken.

6. Zankuu Hadouken \/ C.Forward --> Gou Hadouken
  You must be right atop your opponent for this combo to work, otherwise
  the opponent can block the rest of your combos after getting hit by the
  Znakuu Hadouken.


                               -------
                               Tactics

   Well for Akuma there are a lot of different tactics that he can use. For
   one you can have Akuma continuously build up a level of super for his
   Tenma Gou Zankuu, once a level is charged up you can fire away at the
   opponent, this will deal out good block damage to the opponent and you
   can continuously do this and keep your opponent away, just make sure that
   your opponent who is playing against you is not bigger than you. Also
   Akuma's crafy Ashura Senkuu is a great way to avoid resurgant attacks
   from your opponent and is also a nice way to set up your opponent as
   well.

-----------------------------[Ending: Akuma]---------------------------------

   Akuma defeats Gen and looks at the moon, the moon flashes pcitures of
   who he thinks were worthy opponents like Gen, Ryu, and M.Bison. He thinks
   to himself and perhaps the world was not as weak as he thought anymore.
   Then perhaps Akuma may be the next to die, then he laughs to himself.

-----------------------------[Overall: Akuma]--------------------------------

87/100
   Akuma is a very quick and swift character with amazing combo ability, the
   Ashura Senkuu is a great addition to Akuma's arsenal, it allows him to
   escape any type of attack with ease or to give him the jump on his
   opponent. His supers are very effective and they cover a lot of range in
   a short amount of time. Turtling opponents will find it difficult to
   block all the time against Akuma, mainly because of the overhead
   collarbone slice chop and his Shun Goku Satsu. However using Akuma's
   teleport too often can lead to his demise, if an opponent can
   successfully predict when and where the opponent will land, they can
   easily counter attack, and watch for Akuma to miss with his special
   attacks like his Gou Haoduken or Tatsumaki Zankuu Kyaku, every single one
   of his special attacks can be avoided and countered rather easily.

=============================================================================
=============================================================================

Birdie
   The street punk of England is one of the bad boys from his native
   country that likes to cause trouble. In an attempt to join Shadowlaw
   he will fight the leader in hopes that he can join his army, Birdie was
   raised from the streets of England in a profound manner, he does not have
   any know relatives and his background is often too unclear and always
   a bit vague. However, while his exterior and his personality might hide
   his intelligence, he is probabaly one of the better thinking street
   fighters out there believe it or not.

---------------------[Bull Head: B(charge for 2 sec.)F+P]--------------------

   This is a very good move to use, its invincible during start up delay
   and will go through projectiles if it is timed correctly. However while
   this move reaches across the screen pretty fast, the opponent can often
   see it and block the move in time. You can combo this in after the first
   hit of his crouching fierce though, but other than that you can use it
   as a counter attack against missed attacks or just to punish your
   opponent who misses with a special attack like a Shouryuken or a
   Somersault Kick.

-------------------[Choke Chain: 360 degree motion+P(close)]-----------------

   This move is a very lethal move if it connects, you cannot tech hit
   special grabs obviously, but once connected you will have already done
   as much damage as some level 1 supers. Birdie will grab the opponent with
   his chain and slam them over and over again twice for incredible damage,
   while its not as strong as Zangief's Spinning Pile Driver, it still does
   a lot of damage. Just make sure that you are in throw range though,
   because obviously you cannot throw from a distance. And don't use this
   out of nowhere because Birdie will go into his miss pose and we left
   open to a counter attack.

-----------------[Bullhorn: Hold either 2P or 2K and release]----------------

   This move is basically the same as the Bull Head except Birdie will turn
   red once he executes the move. Birdie can do two of these consecutively
   if he charges both the kicks and punches at the same time, however if
   you release both the punches and the kicks at the same time, Birdie will
   only do one Bullhorn, release the punch or the kick first and after it
   release the kick or punch charge and Birdie will pull off two consecutive
   Bullhorns. Watch for this move though, it will do a lot of damage but
   the problem with this is that Birdie can be sweep before he reaches the
   opponent. Watch for that and use it mainly as a counter attack and you
   can also treat this liek you would the Final Punch, charge long enough
   to get enough damage out of it.

-----------------------[Birdie Splash: D+FP(in air)]-------------------------

   Well this move is like Zangief's Siberian Splash, it has excellent
   priority and it does good damage and will beat out basically anything.
   Just watch for the opponent to counter with a special anti-air attack
   like a Shouryuken or Somersault Kick.

----------------------------[Bull Drop: F+RK]--------------------------------

   This basically is a smaller version of his Bull Horn, it does good damage
   and its a good counter towards attacks. However the recover and start up
   delay really sucks, so watch out.

=============================================================================

                             Super Combos

-----------[Super Combo #1: Bull Revenger: D,DF,F,D,DF+(?)P or K]------------

   Well this super combo is a bit odd, what Birdie will do is jump at you
   and attempt to catch you, however it is sometimes hard to catch the
   opponent, if Biride does catch you he will do his Choke Chain, once,
   one in a half, or two times. However Birdie cannot catch the opponent
   in the air and he can be knocked out of it rather easily. This does a lot
   of damage if it manages to connect though. A level 1 version will do a
   regular Choke Chain, a level 2 will do a regular Choke Chain and an
   extra slam and a level 3 will do a double Choke Chain. The punches will
   go about half a screen's distance while the kicks will go full screen's
   distance.

----------[Super Combo #2: The Birdie: B(charge for 2 sec.)F,B,F+P]----------

   This super will do good damage as it can be comboed and will do good
   block damage. However, the problem with this move is that an opponent
   will usually see it coming. Use this to counter an opponent's missed
   attack like a Shouryuken or some similar manuver. This will also juggle
   the opponent and it has massive range. A level 1 version will have
   Birdie do three Bull Heads, a level 2 version will have Birdie do three
   Bull Heads, but each one of the Bull Heads will double hit, and a level
   3 version will have Birdie do 3 Bull Heads, this will get the opponent
   dizzy, then Birdie will taunt and do two more Bull Heads.

=============================================================================

                                 Combos

1. C.Fierce --> Bull Head

2. J.CU.DN.Fierce \/ Choke Chain or Bandit Chain
  The point of this combo is to have your opponent crossed up, don't do the
  motion for the move immediately as you land, wait a tiny split second
  and compelte the motion and capture your opponent.

3. J.DN.Fierce \/ C.Fierce --> Bull Head, Bullhorn
  This combo will take some practice, what you want to do is charge for
  the Bullhorn after you hit your crouching fierce, then release.

=============================================================================

                                -------
                                Tactics

   There isn't really much tactics for Birdie, what you can do is keep
   charging for the Bullhorn and release it when the opponent misses with
   the attack. However I want to note that Birdie's throw range is fairly
   decent, while not anywhere near the caliber of Zangief's throw range
   it can still grab opponents from afar.

------------------------------[Ending: Birdie]-------------------------------

   The ending for Birdie is not what most people expected, Birdie defeats
   M.Bison and convinces M.Bison that he is worthy to join his army of
   Shadowlaw, M.Bison wants Birdie to join his army now, but Birdie knows
   that M.Bison was just going to use him all along, he leaves M.Bison to
   suffer his defeat.

------------------------------[Overall: Birdie]------------------------------

72/100
   Birdie has good throw range and excellent priority on his attacks. His
   supers are effective at most times and he has good combo ability. However
   Birdie's recovery time from a lot of his moves suck, a smart, heck the
   opponent doesn't even have to be smart, opponent will always counter
   Birdie's missed Bullhead or Bullhorn with a super or a quick attack.
   His defense utterly is down the drain, he really can't do much against
   jumping airborne attackers.

=============================================================================
=============================================================================

Cammy
   Cammy, the mysterious English girl that has cat like reflexes, however
   her memory was erased in a car accident. Since then she has only regained
   a few memeories from her past, M.Bison has found her and used as a sort
   of biological weapon. She is keen on her fighting skills and has trained
   under Shadowlaw, but as each day passes by a portion of her memory
   returns to her. But her personality is stiff, being stone cold(no pun
   intended) in her heart she could care less about her opponent, but what
   if one day all her memories were to return? What would happen to M.Bison?

-------------------------[Spiral Arrow: D,DF,F+K]----------------------------

   Well this is an excellent surprise attack because it has some speed and
   range and is also excellent for countering missed supers or Dragon
   Punches. This can do quite a bit of damage but if the opponent blocks
   this your in for some heat because just like it was in Super Street
   Fighter 2 you can be tripped afterwards or be eating a super. The
   Roundhouse version will hit twice if up close though.


--------------------------[Cannon Spike: F,D,DF+K]---------------------------

   An excellent anti-air attack move because it comes out quick and does
   good damage. Always use the short version unless the opponent is far
   away because this has extreme range potiential. Her Short Version will
   basically leave her safe because even if the opponent blocks this she
   will be pushed away and land safe enough to block afterwards. But if
   she comepletely misses she will fall unable to block.


------------------------[Spin Kunckle: F,DF,D,DB,B+P]------------------------

   Well I love how Capcom has left this move alone since Super Street
   Fighter 2. In Super Street Fighter 2 it was an excellent counter against
   up close fireballers, and this move can pass through projectiles. Also
   its really good for is block damage. Despite the fact that this hits
   two times it can really chip away at the lifebar and also if it connects
   its also really powerful. She basically has no recovery time from doing
   this but she can be swept when she is in the middle of this move.


-----------------[Hooligan Combination: BD,D,DF,F,UF+P]---------------------

   This has got to be one of the most confusing tactics in the game. What
   Cammy will do is roll herself into a ball and spin at your opponent,
   when she lands she will do a slide kick that will immediately knock
   down an opponent. She can't hit in the air with this and this move
   cannot be comboed. Also the opponent has loads of time to attack her
   and its also a dead giveaway when she rolls into a ball. What you can
   do is go into her patented Frakensteiner by pressing F or B+2K and she
   will immediately slam the opponent. You can cancel this out by pressing
   a kick button anytime you want as well.


=============================================================================

                             Supers Combos

----------[Super Combo #1:Spin Drive Smasher: D,DF,F,D,DF,F+(?)K]------------

   The Spin Dive Smasher is one of the more effective super combos in the
   game. It does a lot of damage, and it is highly comboable, the super
   has good range, but the second portion of the super can be air blocked.
   This move does good block damage, but if Cammy misses with the super
   she will be liable to a counter attack as she falls down from the super
   combo. This will go through projectiles during start up as well, but
   avoid using this from out of nowhere, as it can be easily countered.

------[Super Combo #2: Psycho Streak: B(charge for 2 sec.)F,B,F+(?)P]--------

   This super is a bit odd, what Cammy will do is taunt, but at the same
   time that she taunts M.Bison will come out and do his Psycho Crusher.
   This super will do good damage, but its a bit weaker than his regular
   Psycho Crusher. It does excellent block damage and will absorb
   projectiles, but sometimes an opponent can jump over the Psycho Crusher
   by M.Bison. However if the opponent is close to Cammy, the Psycho
   Crusher will go through the opponent.

=============================================================================

                                -------
                                Tactics

   There isn't very much tactics for Cammy, however she will win a lot of
   throwing games in a close match. Playing defense is probably the best
   measure for winning with Cammy. Playing as Cammy is sorta like a waiting
   game against better opponents like Ryu, however she can go totally
   offensive against weaker opponents like Zangief or Sodom. What you can
   do is jump up and meet the opponent and air throw them, Cammy has the
   most air throw priority in the game.

------------------------------[Endings: Cammy]-------------------------------

   None were given to Cammy because you cannot use her in Arcade Mode!

------------------------------[Overall: Cammy]-------------------------------

85/100
   Cammy in this game is very dominating when it comes to playing defense.
   She is quick and agile and can counter attacks with ease rather quickly
   and she is an avid combo character. However, her attacks jumping in are
   pretty awkward at times, while not all of them, her jumping attacks are
   not too dominating.  Against stronger opponents like Ryu or Ken, she is
   often at times out matched because of their projectiles and anti air
   attacks, and the revovery time on half of her special moves and super
   combos literally suck.

=============================================================================
=============================================================================

Charlie
   From the jungles near Thailand, Charlie and Guile were sent after
   M.Bison to bring him in for questioning about illegal drug operations
   and illegal smuggling of weapons of mass destruction. It is Charlie's
   goal that all coruption must end in the navy, army, and for the security
   of the people. Charlie and Guile has been trying to find a way to bring
   in M.Bison or stop him for his crimes and also to take down Shadowlaw,
   but when Charlie meets M.Bison, something is bound to occur.

--------------------[Sonic Boom: B(charge for 2 sec.)F+P]--------------------

   This is one of Charlie's prime moves and very similar to Guile's Sonic
   Boom from previous games. It comes out quick and does good damage and
   can be easily comboed or used to chip away at an opponent's lifebar.
   However, Charlie does not even recover from the Sonic Boom near as fast
   as Guile did, but he recovers from his projectile motion faster than
   any other character in the game. Watch for opponents who will jump over
   and attack Charlie from above though.

-----------------[Somersault Kick: D(charge for 2 sec.)U+K]------------------

   This is Charlie's main anti air attack as it will do good damage and it
   has excellent priority over basically any airborne attack besides Akuma's
   Tenma Gou Zankuu. This is very easily comboed and the Short version of
   it cannot be air blocked, much like the weakest version of all special
   anti-air attacks cannot be blocked. However the recovery time on this
   move basically sucks and avoid using it out of nowhere as it is pretty
   easy to counter.

-----------------------------[Backfist: F+FP]--------------------------------

   While Charlie cannot use the Backfist after a Sonic Boom like Guile can
   its still a very good move to use because of the speed at which this
   move comes out and the priority that this move provides. There is almost
   no start up delay to using this move and also there is basically no
   recovery delay either.

-----------------------------[Top Kick: F+FK]--------------------------------

   This move is basically an anti-crouch counter. It does good damage and
   will often catch opponents by surprise and it can really annoy your
   opponent when you use this move because often a human opponent can get
   fooled by it, thinking its just a regular attack. This move will also
   hop over low attacks as well and it starts out quick and has basically
   almost no recovery time making it a pretty safe move to use.

----------------------------[Sobat Kick: F+RK]-------------------------------

   This move is the move you should use after you have thrown a Sonic Boom.
   It comes out quick and it does a lot of damage, it has the most
   horizontal range of any of his regular attacks and has excellent priority
   with basically no recovery time.

=============================================================================

[Super Combo #1: Sonic Break: B(charge for 2 sec.)F,B,F+(?)P, then P rapidly]

   For this super to get the full effect you will need to press the punch
   button afterwords rapidly. You will need to press the button pretty
   fast though because if you press the punch button to slow the rest of
   the Sonic Booms will not come out. It does good damage, but the level 1
   version won't do very much damage as all. It comes out quick and has
   good combo ability, but each Sonic Boom can be rendered useless by a
   projectile. A level 1 version will have Charlie throw out a maximum of
   two Sonic Booms, a level 2 version will have Charlie throw out a
   maximum of three Sonic Booms and a level 3 version will have Charlie
   throw out a maximum of 4 Sonic Booms. However even if you do a level
   3 super, but not press punch afterwards, you will only get one Sonic
   Boom to come out. Each Sonic Boom from this super can be nullified by
   a regular projectile, and against a Shinkuu Hadouken, a level 2 Shinkuu
   Hadouken can nullify completely a level 3 Sonic Break while a level 3
   Shinkuu Hadouken will nullify a level 3 Sonic Break and still go through
   and hit Charlie, basically the amount of hits the super does will
   determine if the super will go through the Sonic Booms or not. Don't use
   the Sonic Break against an airborne opponent though, the rest of the
   Sonic Booms will not juggle the opponent after the first Sonic Boom
   connects.

-------[Super Combo #2: Cross Fire Blitz: B(charge for 2 sec.)F,B,F+K]-------

   This super is very effective in combos and also as a counter attack. This
   has good priority and will do excellent damage as well as block damage.
   The Cross Fire Blitz however doesn't have too much horizontal range if
   you want to catch an opponent from afar, so most likely and opponent will
   be able to block in time. However this will juggle an airborne opponent
   but the only problem with it is that it won't juggle the opponent with
   all the hits and some of the hits will fail to connect, thus weakening
   the super. The recovery time on this isn't too bad though and opponents
   will have a tough time counter the move if Charlie misses with it.

---[Super Combo #3: Somersault Justice: DB(charge for 2 sec.)UF,DB,UF+(?)K]--

   This super will do quite a bit of damage no matter what level you use it
   at. Its Charlie's strongest super(why wouldn't it be? The motion is hard
   to pull off anyways, but at least Capcom gave us a nice incentive for
   pulling it off) and it is very comboable and does an insane amount of
   block damage. This super will juggle the opponent as well and serves as
   a great air defender against airborne opponents. Just watch out when
   using it because it has horrible recovery time and it allows an opponent
   ample time to counter attack.

=============================================================================

                                Combos

1. C.Fierce --> Sonic Boom

2. C.Forward --> Somersault Kick

3. Sonic Boom, Sobat Kick

4. J.Fierce \/ C.Jab --> Somersault Justice/Cross Fire Blitz

5. C.Fierce --> Somersault Justice
  Basically in this combo knock the opponent out of the air with your
  uppercut and quickly cancel into the super, it will juggle the opponent
  if you are quick enough.

=============================================================================

                                -------
                                Tactics

   There isn't too much tactics for Charlie however, but what you always
   must do to win is charge. It doesn't matter what move you are charging
   for, just as long as you are charging your on your way to victory.
   Charging is very essential for Charlie to win, just like Guile in the
   previous Street Fighter games as well as Street Fighter Alpha 3.

-----------------------------[Endings: Charlie]------------------------------

   Charlie finally finds and defeats M.Bison. He wants M.Bison to spill his
   guts about the smuggling operations of Shadowlaw and tells M.Bison that
   there is a chopper coming in at about 5 minutes. However, the chopper
   arrives and shoots Charlie in the back as Charlie falls into the
   giant waterfall in Venezuela, however his dog tag remains behind with
   blood stains on it. One of M.Bison's soldiers wishes to check to see if
   Charlie is dead or not, but M.Bison tells of the soldier that no one
   could have survived that shooting or that fall. And even if Charlie
   did survive he wouldn't be back, would he?

-----------------------------[Overall: Charlie]------------------------------

88/100
   Charlie in this game is one of the best characters in the game. He has
   excellent defensive skills and also one of the best anti-air attacks in
   the game. His supers are very effective and he is one of the best combo
   characters in the game and he has excellent reach and range on his
   attacks both jumping in on an opponent and on defense. The problem with
   Charlie is that he must constant charge to be effective, a Charlie that
   does not charge will usually result in a defeat, and comboing in the
   charge motion supers can be a pain for some people.

=============================================================================
=============================================================================

Chun-Li
   Chun-Li was only a little girl when shehad witnessed the death of her own
   father. However she did not know who killed her father and since then
   been enraged and seeks out revenge. To do this she must train hard to
   avenge her father's death, through the years she sought out the one
   who killed her father but has never found out who. She then joins
   Interpol, a secret spy organization sought out to stop and end all
   corruption provided by Shadowlaw. She believes that with conclusive
   evidence, that the head leader of the Shadowlaw corporation is the killer
   of her father.


-------------------------[Kikouken: B,DB,D,DF,F+P]---------------------------

   Well her projectile is pretty good but far from being the best. Her
   fireball has a bit of a start-up delay and is barely comboable. It does
   good damage in its own rights. But like all other fireballs she has a
   recovery time from this and opponents can easily jump over this.


------------------Spinning Bird Kick: D(charge 2 sec.)U+K--------------------

NOTE: You must be in Super Street Fighter 2 mode to do this!
   Well this move is almost identical to Ryu's Tatsumaki Senpuu Kyaku but
   except she spins upside down with her legs spinning around. This can hit
   up to multiple times doing good damage, but opponents can easily duck
   under this move. Well I wish the move was the charge down motion instead
   because she had the ability to control whether it was low Spinning Bird
   Kick or a High Spinning Bird Kick. She can do this in the air but she
   must bounce off a wall to do it because she won't have enough time to
   charge for the move unless she bounces off the wall.


----------------------[Tenshokyaku: D(charge 2 sec.)U+K]---------------------

   This is Chun-Li's anti air attack but it really isn't that strong and she
   will curve at a 60 degree angle but this will catch opponents basically
   99% of the time. What Chun-Li will do is rise into the air kicking her
   opponent three times(depending on which kick button used). If she misses
   she is open to attacks and supers but she can pick opponents off the
   ground with this.


----------------------------[Senenshu: F,DF,D,DB,B+K]------------------------

   Well this is her anti-crouch attack but this is her strongest special
   move, this move is similar to Adon's Jaguar Teeth because her Short
   version will go into a high arc while the Roundhouse version is used to
   attack crouchers from long distances(or was it the other way around?).
   She basically has no recovery time from this so feel free to use it.


------------------------[Hyakuretsukyaku: K(rapidly)]------------------------

   This is mainly the bulk of her offense, but she needs multiple hits to
   really rack up the damage because a single hit is rather weak. But this
   move can really do a lot of block damage and its a good counter against
   missed attacks. However, after the first few hits against a blocking
   opponent, she will get pushed away rather quickly, but the recovery time
   on this move is only as long as you rapidly push the kick button.


---------------------------[Stomp Kick: D+FK(air)]---------------------------

   This move is a good jump in attack because it comes out quick and it has
   a lot of priority while jumping in. You cna't combo off of htis move
   because even if you do connect agaisnt a blocking or non-blocking
   opponent, you will bounce away from them. If this connects agaisnt an
   opponent, it will automatically knock them down.


--------------------------[Neckbraker Kick: DF+RK]---------------------------

   Well this is also her anti-crouch counter but it moves really slow but
   sometimes it confuses your opponent because she flips around and someimes
   the opponent will block the wrong way. This move does good damage but
   becomes extremely predictable after just a few uses so watch out.

=============================================================================

                             Supers Combos

---------------[Super Combo #1: Kikoushou: D,DF,F,D,DF,F+(?)P]---------------

   Well a good anti-air attack to say the least because opponents will get
   hammered if they try to attack and this move does good damage as well as
   excellent block damage. She has good recovery time from this and it will
   hit multiple times, this super will juggle the opponent for a couple
   its and serves as a great anti-air attack and the recovery time is very
   quick, I don't see much disadvantages in using this unless you miss with
   it.


---------[Super Combo #2: Senretsu Kyaku: B(charge 2 sec.)F,B,F+(?)K]--------

   A the Thousand Burst Kick at its best! Well not actually, it does
   excellent block damage and is easily comboed that even a baby can do it
   but it does very little damage when compared to most level 1 supers even
   on level 3 the damage stinks! But she has almost no recovery time from
   this super and it can be easily put into combos and used as a counter
   against missed attacks.


-----[Super Combo #3: Hazan Tenshou Kyaku: DB(charge 2 sec.)F,B,UF+(?)K]-----

   This is one of the best looking supers in the game and it is also her
   strongest super. The only problem with this is is that the motion is just
   so hard to do and sometimes when I do it the Senretsu Kyaku comes out.
   But if this connects it does a tremendous amount of damage and can be
   used as an excellent anti-air attack manuever.

=============================================================================

                             Combos

1. S.Fierce --> Kikousho

2. J.Fierce \/ S.Fierce --> Kikoushou

3. J.Fierce \/ C.Forward --> Hyaku Restu Kyaku/Senretsu Kyaku/Hazan Tenshou
  Kyaku

=============================================================================

                                 -------
                                 Tactics

   Well for Chun-Li, what I usually do is get into a throwing game, since
   her throw range and priority both on the ground and in the air are
   excellent. Her defense is good as well with her special attack, super
   combo and her standing roundhouse keeps opponents out of the air.
   Avoid jumping in on people with anti-air attacks like Ryu or Charlie
   since her stomp kick won't be enough to overpower them.

------------------------------[Endings: Chun-Li]-----------------------------

NOTE: Chun-Li's ending can be altered, but just a tiny bit. If you beat the
     game in her Alpha uniform the first picture of the ending has her in
     her Alpha uniform, while you beat her in her Street Fighter 2 uniform
     the first picture of the ending will have her in her Street Fighter 2
     uniform.

   Chun-Li defeats M.Bison, however he escapes away and M.Bison tells
   Chun-Li that he was the one who killed her father. She finally learns
   the truth, but the next scene has her back at Interpol headquarters. She
   looks out the window and tells to herself and her father that this is the
   last time she will cry, next time she will settle the score.

-----------------------------[Overall: Chun-Li]------------------------------

85/100
   Chun-Li is a very quick character in this game, and she has excellent
   combo abilities. Her supers are very effective and she has excellent
   defensive skills. However she doesn't have much priority on her jumping
   attacks and going into an offensive rythmn can be a pain against better
   characters like Ryu. Also make note that she can bounce off walls as
   well.

=============================================================================
=============================================================================

Dan
   Dan is the ever going enthusiast of starting his own fighting style. He
   has studied under the Shatoken style for many years, but however he has
   used that form of art to create his so called strongest style. But this
   was not what had inspired Dan,  his father was his inspiration for this
   Saikyou style,  but it was all ended when Sagat had met Dan's father in
   battle. A fierce battle was waged between Sagat and Dan's father, it
   was Dan's father that gave the missing eye to Sagat, but it was Dan's
   father that had paid with the price of his own life. Now Dan is out for
   revenge of his father, and his honor.


----------------------------[Gadouken: D,DF,F+P]-----------------------------

   Don't even bother using this. It has no range and unlike in MSHSF this is
   not one of the strongest projectiles. I would sorta call this Dan's
   S.Fierce with good range, but extremely poor range if you want to use it
   in a projectile.


----------------------------[Kouryuken: F,D,DF+P]----------------------------

   Well if you want a powerful anti-air attack you've got one! This is even
   stronger than Ryu's Shoryuken. The only problem with this is that it goes
   straight up lacking the range the other Shatoken'ers have. But this can
   still hit opponents on the ground. Like all Dragon Punches it has
   recovery time. Dan often flashes at random while it doesn't do extra
   damage it will make him invincible during the duration of the Kouryuken.


---------------------------[Dankuu Kyaku: D,DB,B+K]--------------------------

   Short-       A short Knee Hop
   Foward-      A short Knee Hop with an extra kick
   Roundhouse-  A shor Knee Hop with two extra kicks

   Basically the same Gale Kick he had since his last Alpha encounter. An
   excellent move to counter miss supers and Dragon Punches. This is also a
   powerful 3 hit combo(Roundhouse version) that can drain your opponent's
   lifebar very fast. This is also an excellent chipper but sometimes Dan
   will land on the other side of the opponent. This is not as comboable as
   it was in the crossover series because it has a start-up delay.


-------------------------------[Taunt: Select]-------------------------------

   Well Dan is the only one who can taunt unlimitedly. This will gain his
   Super meter fairly fast. But this leaves him open to attack.

------------------------[Jumping Taunt: Jump+Select]-------------------------

   This gains his Super meter very little because its so safe as he can
   immediately block as he is coming down.


-------------[Rolling Taunt: D,DB,B+Select or D,DF,F+Select]-----------------

   This will gain Dan's super meter very quickly because the opponent has
   loads of time to attack him. What Dan will do is roll and come out with a
   taunt. Don't use this unless you like eating supers for breakfast,
   brunch, lunch, supper, dinner, and a midnight snack!

=============================================================================

                            Supers Combos

----------[Super Combo #1: Shinkuu Gadouken: D,DF,F,D,DF,F+(?)P]-------------

   Well even though his Gadouken has no range whatsoever, on a level 3 this
   super can go up to 3/4 screens distance! Depending on which level you use
   will determine the range of this super I guess. It does do alot of damage
   though, even more than other projectile supers. This can be a good ample
   chipper as well, so use it just before your opponent gets up.


------------[Super Combo #2: Kouryuu Rekka: D,DF,F,D,DF,F+(?)K]--------------

   If you want to use this super, use it when your at level 3. Level 1 has
   basically no range just like in MSHSF. Level 3 is just a brilliant super
   as it will easily chain off his C.Short. Level 3 can deal a ton of damage
   and it has pretty good range. But if he misses he will be asking for it.


-----------[Super Combo #3: Hisshou Biraiken: D,DB,B,D,DB,B+(?)K]------------

   Basically the "beating you with no one's help but my own fists" super.
   What Dan will do is engage in an auto combo that just does a ton of
   damage. You should save it for a level 3 super because it looks awesome
   on level 3 and the damage is mind boggling! However this super doesn't
   have much range and you must be right next to your opponent otherwise
   they will get hit a few times and be able to block. But this is an all
   around excellent chipper.


---------[Super Combo #4: Chouhatsu Densetsu: D,DF,F,D,DF,F+Select]----------

   His super taunt that gives the opponent so much time to attack. Whoever
   blocks this the entire way is a mark of a true bamma. Dan will hurl a ton
   of taunts at you giving the opponent a full 15 seconds to attack. Don't
   use this unless you are absolutely sure of a victory otherwise you will
   be eating a super, guaranteed. Even if the opponent doesn't have a super
   he can just build it while Dan is in the middle of his taunt.

=============================================================================

                                Combos

1. C.Fierce --> Gadouken

2. S.forward --> Kouryuken

3. J.Roundhouse \/ C.Fierce --> Any Super
  Well just don't use Super Combo #4!

=============================================================================

                                -------
                                Tactics

   Well for Dan he must fight close, this is due to the fact that Dan has
   not taught himself well enough for a longer ranged projectile. In fact
   fighting close is one of Dan's specialties,  his throw range is superb
   actually and he can reverse throw with the best of them. Keep close to
   your opponent and block attacks up close, then counter.

-------------------------------[Endings: Dan]--------------------------------

   Dan yells out 'Yahoo I did it!' in Japanese(I think) and is proud that he
   has avenged his father's death, he then starts his own small dojo to
   train people in his strongest sytle. Yahoo!

--------------------------------[Overall: Dan]-------------------------------

74/100
   Well what can you expect? This is Dan remember? He doesn't have much
   range on his projectile, scratch that, the range on his roundhouse kick
   has more range than his Gadouken! But on the plus side Dan has excellent
   priority on his attacks and he can easily win over an offensive opponent
   with his defensive skills. His Kouryuken is a nasty counter on jumping
   attacks, and Dan has incredible throw range as well. However Dan's
   weakness is his egoism, players have a tendancy to taunt with Dan quite
   often, and that leads to his downfall rather quickly.

=============================================================================
=============================================================================

Dark Sakura

NOTE: Dark Sakura's background and moves are basically the same, however
     when I use her, she has no Shun Goku Satsu! Or at least I can't execute
     it! Does anybody know the true button sequences for Dark Sakura's
     Shun Goku Satsu?
   An obnoxious school girl who loves to get into a fight. It wasn't always
   like this though, before you would be like a good school girl and do her
   studies get good grades and so on. That all stopped until she heard of
   Ryu a person with keen fighting skills and has high respect for his
   opponents regardless whether they win or lose. That is when she decided
   she would become a Shatokener herself by studying the moves of Shatoken
   and perfecting them on her own rights, that is why her style seems so
   awkward. She would kill for the chance to meet Ryu(not literally of
   course) and get a chance to fight him and have him instruct her about the
   fighting Style Shatoken. Now she hopes that her training will top Ryu and
   hopefully that he can become her master.


------------------[Hadouken: D,DF,F+P (opt.)then P rapidly]------------------

   Well her projectile is pretty good but make sure you don't keep pressing
   the button afterwards because she will charge for her bigger fireball and
   it will take alot more time to bring out and it will have considerably
   less range but it will do more damage but its not too much more because
   the extra damage is barely noticable. Like all fireballers she has some
   recovery time after she has thrown it so watch out.


---------------------------[Shououken: F,D,DF+P]-----------------------------

   Well this isn't exactly the best anti-air attack because she will glide
   across the floor before she actually goes into the Dragon Punch motion,
   but her Jab version is excellent for anti-air attacks. This can hit up to
   six times by itself and is highly comboable and does a good amount of
   chip damage as well as normal damage but if she misses she will fall back
   down unable to block.


--------------------------[Shunpuu Kyaku: D,DB,B+K]--------------------------

   Well unlike the Tatsumaki Senpuu Kyaku this goes in sorta of an awkward
   arc but the short version barely goes the distance while the Roundhouse
   version goes full screen in a 180 degree arc. This is barely comboable
   despite the fact that it has practically no start up delay so I guess the
   fact is that Sakura doesn't really have any attacks that will stun the
   opponent long enough for this move to connect. But if she misses she will
   be free to safely block because this move practically has no recovery
   time afterwards. While in X-ISM mode Sakura can do this in the air.


-----------------------[Sakura Otoshi: B,D,DB+K then P]----------------------

   This move is a bit odd, personally I don't even know what this is
   suppose to do, it has huge start up delay and you can't even combo
   it in, even if it does connect it does pitiful damage as it will only
   hit once. But then again I guess it fits her funky Shatoken like style.


------------------------[Overhead Swing Axe Kick: F+FK]----------------------

   Basically this is her anti-crouch counter but it has a bit of a start up
   delay making it uncomboable. But it can be used often just as the
   opponent just gets up from a knockdown so they have no chance of
   countering it unless they decide to waste a super and use an Alpha
   Counter.


=============================================================================

                                  Supers

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

   Just like Ryu's Shinkuu Hadouken, it comes out pretty fast, is highly
   comboable, and does a good amount of damage. She can not continously hit
   the punch button for a bigger fireball to come out though and this also
   has recovery time just like all other fireball supers. This move has a
   bit of a start up delay though, but it will still combo, however it gets
   very weak the farther it goes, make sure you use it up close, it also
   does good block damage as well.



-------------[Super Combo #2 Haru Ichiban: D,DB,B,D,DB,B+(?)K]---------------

   A wicked funky ground based Tatsumaki Senpuu Kyaku kick that has Sakura
   spinning on the ground and coming fast towards her opponent hitting
   multiple times and causing good damage and a ton of chipping damage. This
   is an excellent super against missed supers or Dragon Punches alike even
   if the opponent is a half-screen distance away. USe this whenever you can
   because it is extremely comboable and has basically no recovery time.


------------[Super Combo #3: Midare Zakura: D,DF,F,D,DF,F+(?)K]--------------

  This is one of Sakura's most effective supers in the game, it does a lot
  of damage and will go through projectiles at start up. This move also
  does a lot of block damage and has quite a bit of range, even if you
  catch the opponent out of the air it will still juggle them, but only
  the tip of each Shououken will connect, thus weakening the super
  serverely. Watch for the recover time on this move, its sucks and when
  she falls back to the ground she is liable to a counter attack.

=============================================================================

                                  Combos

1. S.Short --> Hadouken

2. S.Strong --> Shunpuu Kyaku

3. J.Roundhouse \/ S.Strong --> Shunpuu Kyaku

4. J.Fierce \/ S.Short, S.Jab --> Midare Zakura

=============================================================================

                                  -------
                                  Tactics

   Well for Sakura playing offensively is key for her victory, she has
   excellent potiential offensive skills and has good throw range as well
   as decent throw priority. Just avoid playing defensively with her, she
   really cna't do much against jumping opponents as her Shououken is a
   bit awkward to use and her crouching fierce comes out too slowly.

--------------------------[Endings: Dark Sakura]-----------------------------

NOTE: Dark Sakura's ending is exactly the same as Sakura's ending.
   Sakura finally defeats Ryu, she asks Ryu if he would become her teacher
   but Ryu knows himself that he cannot train her because he has not fully
   trained himself. Just as he is about to leave, Sakura wants to get a
   picture of him, she does and the next day when she goes to school her
   friend asks of Ryu, Sakura shows her the friend the picture, but then
   suddenly the school bell rings and they must hurry before they are late
   to class!(also the funky Sakura theme plays at this time)

--------------------------[Overall: Dark Sakura]-----------------------------

83/100
   Dark Sakura is an excellent combo character and also an excellent custom
   combo character, she is one of the better characters in the game as her
   offensive skills are basically top notch. However her defensive skills
   aren't too good and smart opponents can take advantage of this and she
   is a bit slow for a character her size and missing with attacks and
   recovering quickly are simply not her specialty because the majority of
   her attacks can be over powered by other jumping attacks from the
   opponent.

=============================================================================
=============================================================================

Dhalsim
   Dhalsim's country is grief stricken with unger, disease, and famine. He
   knows that the leader of Shadowloo is behind this and he will not stop
   until he finds and punishes the culprit. It is his belief that a reaction
   follows an action, and Dhalsim wants to prove that his just actions will
   provide a right reaction in which he wants his family and his people to
   live in greater prosperity.


----------------------------[Yoga Fire: D,DF,F+P]----------------------------

   His basic projectile move. It does good damage but travels slower than
   most projectiles. Like all projectiles, it should be used when far away
   from the opponent and should be avoided when near the opponent. You
   should use it when they get up so that they can take some block damage.


-------------------------[Yoga Flame: F,DF,D,DB,B+P]-------------------------

   The use of this puzzles me, while its a semi-good counter against jump
   in attackers, he has the Yoga Blast anyways, but this does a bit more
   damage than his Yoga Fire and it covers more of his frontal area. Don't
   use it too often though because a jumping opponent like Ryu can easily
   attack Dhalsim from above.


-------------------------[Yoga Blast: F,DF,D,DB,B+K]-------------------------

   This is his anti-air attack that deals quite a bit of damage. But if
   blocked opponents can tend to come in for an attack. Do not use this when
   your near your opponent because it'll most likely miss him or her. This
   also lacks alot of horizontal range as well.

---------------------------[Yoga Spear: D+K(air)]----------------------------

   Short-       twenty degree angle, has alot of horizontal range
   Foward-      forty degree angle, has moderate horizontal range
   Roundhouse-  eighty degree angle, extremely poor horizontal range, but
                good surprise attack.

   Baiscally his attack that is used air borne and has good priority as it
   will cancel out alot of normal attacks use against him.


--------------------------[Yoga Mummy: D+FP(air)]----------------------------

   The same as his Short Yoga Spear except that it has more horizontal range
   and it moves quicker. The priority on this move isn't too great however,
   but the recovery time is better though.


-------------[Yoga Teleport: F,D,DF+3P or 3K or B,D,DB+3P or 3K]-------------

   A good tactic that dates all the way to the original Street Fighter 2. He
   can also use this in the air as it will leave him safe to block because
   this has lamost no recovery delay! Depending on which motion and which
   set of buttons you press, you will land either far away and behind your
   opponent, close and behind your opponent, far away in front of your
   opponent, or close and in front of your opponent. You should teleport
   right behind your opponent after you have thrown your Yoga Fire and
   immediately throw him or her as they are still in their block stance.
   Sure it's cheap but this is Dhalsim, he lacks alot of cheap qualities
   anyways and it takes alot of skill to master him.


------------------------------[Yoga Slide: DF+K]-----------------------------

   This is an all around excellent move to use because of the fact that it
   travels under all projectiles except Sagat's low Tiger Shot. The timing
   is extremely easy to time and you can easily escape fireballs with this
   move and attack the opponent while they are still in fireball stun
   animation and the recovery time is almost nothing, but you should use the
   Roundhouse version most of the time though.

=============================================================================

                             Supers Combos

-------------[Super Combo #1: Yoga Inferno: D,DF,F,D,DF,F+(?)P]--------------

   This super really lacks some range, but it can deal out multiple hits
   doing good damage and block damage. This thing will sorta drag the
   opponent into it forcing them to take block damage. This super has sorta
   of a vortex effect that brings the opponent in giving it a little more
   range. When your opponent is low on energy you should use this and just
   chip him or her to death. On level three this thing seems to take forever
   because it deals out so much hits!


-------------[Super Combo #2: Yoga Strike: D,DF,F,D,DF,F+(?)K]---------------

   Ouch! Even on Level 1 this thing hurts! This is obviously his strongest
   super but the opponent must be in the air for this to work even if the
   opponent is right next to Dhalsim he will miss. But this is an incredibly
   effective anti-air attack, but on level 3 this thing deals out a ton of
   damage as he slams the opponent down three times! But opponents can still
   hit Dhalsim out of it even though they are in the air but they often miss
   because this thing comes out so fast. I don't think this can be tech hit
   out of like in the crossover series because I tried and to no avail.

=============================================================================

                               Combos

1. What? Dhalsim combos? Can't think of any!

=============================================================================

                                -------
                                Tactics

   Well not much for Dhalsim, what you want to do a lot is keep throwing
   projectiles and teleporting behind your opponent or teleporting in front
   of them to fool them. Don't jump too often because Dhalsim lands like he
   has a parachute or something because of how he drifts to the ground, this
   gives the opponent more chances and opportunities to counter attack or
   just knock Dhalsim out from the air.

------------------------------[Endings: Dhalsim]-----------------------------

   Dhalsim has finally defeated M.Bison, all those figures in the back are
   the world warriors he has defeated. He meditates in front of a tree,
   there are other villages near by him and cheering for Dhalsim has he has
   brought them medecine and food back into their country. Dhalsim believes
   that he has created bad karma(hinudism, this is in which a person will
   live out another life as another person without memoryof previous
   existence), but his wife says no, and Dhalsim hopes she's right.

-----------------------------[Overall: Dhalsim]------------------------------

75/100
   Dhalsim can have some pretty crafty manuvers and abilities. His teleport
   allows him to get out of tight situations and also get the jump on
   opponents, and also he has good ground throw range. His lengthy arm
   attacks and kick attacks allows him to attack without even doing motions
   or moving, however these limbs can be hit and he does not have good
   defense or offensive capabilities, and also his throw priority isn't
   too good, you have to watch for that.

=============================================================================
=============================================================================

Evil Ryu
   Left by the evil presense of Akuma on the day that Ryu had fought Akuma
   on his small island off the coast of Japan. He was not sure of what Akuma
   had meant about him reaching his untapped potiential. Ryu made his way
   back to the island of Japan, he trained hard and fought hard against
   opponents who would challenge him, yet at the same time he was still
   trying to figure out what Akuma had meant on what he had said. It was
   not really all that easy to figure out, Ryu did not even understand.
   With this fustration of not knowing what Akuma had said and realizing
   that his master Goutetsu had died in the works of Akuma, Ryu could not
   bottle his emotions any longer. He started to act a bit strange and when
   his friend Ken decided to stop by for another round of a fight, Ryu
   had refused. Something told Ken that Ryu was not right, regardless he did
   not really care much and thought that Ryu was probably going over
   something tough and needed to be alone. However Akuma's patience would
   not hold Akuma back any longer, he seeked Ken and challenged him into
   a fight. Sensing on how Ken was egoistic, he thought Akuma was mere small
   potatoes. That would prove his downfall, but while Ken gave a good fight
   for Akuma, it was clear that Ken could not defeat him. Akuma mysteriously
   did not perform the Shun Goku Satsu on Ken, after hearing about this Ryu
   had become enraged. So enraged he swore revenge for Ken, but that was not
   the enraged that I was talking about. He began to study under the dark
   side of the Shatoken karate, knowing that there is both good and evil
   in every art, Ryu knows that he himself cannot contain his powers
   forever. After being heavily influenced by the dark side, Ryu had learned
   the Shun Goku Satsu, an art in which if performed on another individual
   would spell eternal doom for the user. No one has ever come back alive
   after performing the art, well that is if you don't count Akuma. Evil
   Ryu sets off in hopes of finding Akuma, but in fact it maybe Akuma that
   is in hopes of finding Ryu.

-----------------------------[Hadouken: D,DF,F+P]----------------------------

   The basic fireball that dates all the way to Street Fighter in 1987
   that's still a hit today. Use this often when your away from your
   opponent of in combos. Don't try to use this up close because opponents
   will usually jump over this and attack you while you are still in stun
   animation.


----------------------------[Shoryuken: F,D,DF+P]----------------------------

   The basic anti-air attack that is a great defender against air-borne
   opponents. This is a strong attack that can be used in combos but if he
   misses he will be left open to attack on the way down. This move does
   serious damage and the jab version cannot be air blocked,


----------------------[Tatsumaki Senku Kyaku: D,DB,B+K]----------------------

   Evil Ryu veers off as he lifts off the ground while spinning one leg in a
   helicopter motion and any opponent who gets hit will suffer moderate
   damage. This move only hits once but that one hit can equal the damage
   done by Ken's 5 hit or Akuma's 3 hit hurricane. This is basically a safe
   move to use but don't use the roundhouse version from a distance or
   opponents will throw projectiles to counter and also don't use it against
   opponents who are ducking because Ryu can be hit by a regular anti-air
   attack like Ken's C.Fierce.


----------------------------[Hop Kick: F+MK]---------------------------------

   Basically a short kick that is overlooked. This kick comes out quite fast
   and also goes over low attacks and has practically no recovery delay
   afterwards. This can also go into his Shin Shoryuken might I add.


-----------------------[Overhead Crouch Counter: F+MP]-----------------------

   Don't use this too often because it has a long start up delay. Use this
   when opponents have nothing to do but crouch block all day. I would use
   this just as the opponent is coming up so they can't counter it(only by
   Alpha counters of course) if they block low and it is only blockable
   high.




-------------------[Shakunetsu Hadouken: D,DF,F+P(up close)]-----------------

   This projectile is Ryu's old Shakunetsu Hadouken from Super Street
   Fighter 2, however it requires the same motion as his regular Hadouken
   but you must be close to your opponent, and your opponent will light
   on fire if you connect with it. It has the same uses, and you do extra
   damage with it.


------------------------[Fireball Fake: D,DF,F+Select]-----------------------

   I see no purpose in this move actually. He still recovers from this so I
   don't know what Capcom was thinking when they put this here. Just stay
   away from this move because this does no damage whatsoever.

=============================================================================

                              Supers Combos

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

   The super projectile move created by Evil Ryu in Super Street Fighter 2
   Turbo. It does good damage and will combo in rather easily and does
   excellent block damage. It will juggle the opponent for the first few
   hits, but after that the rest of the Shinkuu Hadouken is wasted. Like all
   projectiles in the game(including super versions of them) the closer you
   are to the opponent the more damage that you will do. The recovery time
   on this move is not too bad and its certainly longer than his regular
   Hadouken.

-----[Super Combo # 2: Shinkuu Tatsumaki Senpu Kyaku: D,DB,B,D,DB,B+(?)K]----

   The hyper version of his hurricane kick goes as he pummels the opponent
   back and forth. This has absolutely no horizontal range whatsoever unless
   you are near the opponent. This move does insane block damage and also
   a lot of regular damage, its comboable and can juggle an opponent.
   However when it juggles the opponent, it only does a few hits and that's
   it, the rest of your super is completely wasted! Also if Ryu does not
   connect with this, not even towards a blocking opponent, then he can
   be seriously countered, possibly by a projectile super like a Messatsu
   Gou Hado.

---------[Super Combo #3: Messatsu Gou Shouryuu: D,DF,F,D,DF,F+(?)K]---------

   This is basically an evil version of the Shouryuu Reppa, it comboes real
   easily and does a lot of damage. It goes through projectiles from the
   starting frames of animation and it does good block damage. However,
   Evil Ryu can get countered as he comes down from the super if he misses.

------------[Super Combo #4: Shun Goku Satsu: JP, JP, F, SK, FP]-------------

   Well Evil Ryu's version of the Shun Goku Satsuis exactly like Akuma's
   Shun Goku Satsu. It doesn't have the range or the speed of Shin Akuma's
   Shun Goku Satsu but it still does the same damage and is also
   unblockable. You can't combo this in either, and your opponent must be
   semi-dumb to be caught in this. What I mean by that is often you can
   catch turtlers, however if your opponent misses with an attack that is
   the time to pull it off and catch opponents on their way down from a
   super or special attack like a Somersault Kick Tiger Genocide. Just
   watch how you use it though because three levels of super are very hard
   to earn in this game and Evil Ryu can be easily knocked out of this move.

=============================================================================

                               Combos

1. C.Fierce --> Hadouken

2. J.Fierce \/ C.Forward --> Tatsumaki Senpuu Kyaku

3. J.Roundhouse \/ C.Strong --> Shinkuu Tatsumaki Senpuu Kyaku
  Cancel quickly for this combo, it won't work if you are late canceling.

=============================================================================

                               -------
                               Tactics

   Well there are plenty of different tactics for Evil Ryu. What you mainly
   want to do for Ryu is jump in towards your opponent and combo them.
   You can keep the fireball pressure against your opponent as well, but
   be warned that the Hadouken/Dragon pattern it not even a fraction as
   effective as it was in the old Street Fighter games. Evil Ryu's throw
   range has been weakened as well, so you may want to watch for that.
   What you can do is teleport often, it can confuse the opponent, but only
   use it if it does not confuse you because the tables can turn.

---------------------------[Endings: Evil Ryu]-------------------------------

NOTE: Evil Ryu's ending is exactly the same as Ryu's. If you want the real
     ending you will have to buy Street Fighter Alpha 3 and see for
     yourself!
   Ryu defeats Akuma, but it was a weakened Akuma. Akuma's island sinks and
   tells Ryu to find his full inner strength, and when he does they shall
   meet again(he is referring to Evil Ryu, the ending can be found in
   Street Fighter Alpha 3). The island sinks and all that is left is the
   feeling of Akuma's evil presense, in which Ryu can sense. He drifts alone
   in the water as the ending fades off...

---------------------------[Overall: Evil Ryu]-------------------------------

98/100
   Evil Ryu is just one of the best characters in the game, his ability to
   combo is just amazing and his overall defensive and offensive skills are
   without equal. He has good throw range and priority on the ground and in
   the air, and he has excellent priority and range on his regular attacks.
   I find very little disadvantages in him, excpet for the fact that his
   Hadouken is very slow compared to the previous SF games and the fact
   that he has more recovery time on his Shinkuu Hadouken than in the last
   game. However with the help of the Shun Goku Satsu and his Ashura Senkuu
   makes him an improvement over Ryu as it will allow him to catch turtling
   opponents and also allow him to get out of tight situations and also
   allow him to get the jump on his opponent.

=============================================================================
=============================================================================

Gen
   Gen is the age old street fighter, however his age is always decieving
   amongst his opponents. Only those of the truest warriors can sense the
   strength inside him, he is not only quick for his age, he is a deadly
   fighter and is also known as an assassin. His fighting ability is
   unmatched and often an opponent has to suffer the consequences for
   underestimation. He seeks the one named Akuma, the one who possesses the
   power of the Shun Goku Satsu, and it is Gen's only wish to die in battle
   against a worthy opponent.


------------------------[Preying Mantis Style: 3P]---------------------------

   Well as you all know Gen has two different fighting styles and he can
   switch whenever he wants like when he's in the air or after a knock down.
   Having two different styles in his possesion makes him a very versatile
   player because each style plays comepletely different from each other as
   all his normal attacks, special attacks, and super combos are completely
   different. In this mode Gen is an all around combo master. He can
   successfully chain combos in a ZigZag motion like Jab, Short, Strong,
   Foward, Fierce, Roundhouse or even a reverse ZigZag(like Akuma in X-COTA)
   Short, Jab, Foward, Strong, Roundhouse, Fierce. But he can most likely
   chain up to four hits, but his attacks are really weak and it will take
   quite a bit of time and attacks for him to cause any real damage.


--------------------[Hyakurenkou: Press P (rapidly)]-------------------------

   This is exactly like E.Honda's Hundred Hand Slap, except Gen cannot move
   while in this. This does good damage and is way too easy to combo in.
   This move will do good block damage, but often Gen gets pushed away from
   it while using it against an opponent, the recovery time is only as bad
   as you hold onto the punch buttons, so you may want to be careful about
   that.


------------------[Preying Mantis Leap: F,D,DF+K then K]---------------------

   Boy I simply love this move! It juggles the opponent and does up to 7
   hits! Once Gen connects he will kick the opponent and after a few hits he
   will do sorta a Lui Kang Bicycle kick diagonally in the air. This does
   alot of damage and will also catch ground opponents and also serves as an
   excellent anti-air attack because Gen practically has no recovery time
   from this. However, I am still puzzled as to how the CPU gets 7 hits out
   of this move.

=============================================================================

                           Supers Combos

--------[Super Combo #1: Zan'ei(Touch of Death): D,DF,F,D,DF,F+(?)P]---------

   Boy I really hate this move. This does alot of damage and also it slowly
   drains your life and you can become dizzy after a while. What Gen will do
   is the souped up version of his Hyakurenkou as he barrages his fist that
   ends with him pointing his finger at his opponent. When it connects not
   only will it do a great deal of damage, it can steadily drain your life
   bar away with each count of the countdown above the opponent's head. When
   the counter reaches "0" the opponent automatically becomes dizzy(if he
   hasn't hit Gen during the duration of this timer) allowing you to do this
   trick all over again. Capcom should have made this a complete level 3
   super because of all the benefits it has. Also Gen players will also try
   to play keep away with you as well so just don't let this thing connect
   because the damage is herendous and it can be accomplished over and over
   again until your defeated.


-----------[Super Combo #2: Shitenshuu: D,DB,B,D,DB,B+(?)P(A-ISM)]-----------

   Boy I simply love this move as well. What Gen will do is glide across the
   floor and if he connects a series of internal explosions will explode
   inside the character causing massive damage. But if Gen misses he will
   can easily recover and also despite the opponent is blocking or not Gen
   will land on the other side of the opponent. This move will do one pixel
   of block damage if it connects though.

=============================================================================

-----------------------------[Snake Style: 3K]-------------------------------

   Like his Preying Mantis Style he can switch different styles whenever he
   wants whether he is knocked down or in the air. This style is completely
   different from his preying Mantis because he can not chain combo as
   easily and often relies on one attack button to combo, the Roundhouse
   button. He can chain up to four consecutive Roundhouses in a row causing
   alot of damage. In this mode he also has alot of normal moves that leaves
   him open to attack but he is also a little stronger than in Preying
   Mantis mode. However whether your in Snake Style or Preying Mantis Style
   Gen will remain in that style until you lose the entire match or you
   decide to switch. Gen will always be in Preying Mantis style whenever you
   start a fresh battle, also you can notice which style Gen is in by his
   standing pose. When he is in Preying Mantis Mode he walks normally with
   his hands in a clamp form. When he is in Snake mode he will sorta stand
   on one leg.


------------------------[Jyasen: B(charge 2 sec.)F+P]------------------------

   Boy this has got to be the move that sets Gen apart from being lousy in
   his Snake Style. What Gen will do is roll into a ball and roll across the
   ground hitting up to five times for tremendous damage. This is too
   powerful of a move it easily equals the damage of most level 1 supers.
   This is also a really heavy chipper and can easily knock away that Guard
   Meter. It has a tiny bit of start up delay that is barely noticeable
   making it uncomboable. This is an excellent counter against missed supers
   as well as Dragon Punches alike. Gen is practically safe even if the
   opponent blocks.


---------------------[Ouga: DB(charge 2 sec.)UB or UF+K]---------------------

   Sorta like the Cajun Strike and Jaguar Tooth combined. Gen will hop onto
   to a wall and you can do a ton of things while he is on the wall:
        -Don't do anything and Gen will do a jump kick towards the opponent
        -Press B to comepletely stop the move
        -Press F to have Gen do a longer jump kick towards the opponent
        -Press U to have Gen move towards the top of the screen
        -Gen does a head stomp when you do nothing when in ceiling
        -Press UB or UF and Gen will completely stop the move
        -Press F or B and Gen will do a dive kick
   Well this is sorta confusing but with a little practice and memory you
   can master this and confuse opponents in no time flat.


----------------------------[Overhead Confusion: SP]-------------------------

   This is Gen's turtle counter. Use it on opponents who tend to block low
   too often and give them a nasty surprise.


-----------------------[Double Air Kick: RK, RK(air)]------------------------

   When Gen is in the air he can perform two consecutive Roundhouse kicks in
   a row. This is an all around excellent move to use because it can set up
   alot of combo possibilities. Sometimes the opponent blocks the first hit
   and then low blocks the second hit, but instead you cannot low block air
   attacks and thus making this a confusion tactic as well. Gen can
   immediately go into his S.Roundhouse after this as it will result in a
   nasty and powerful four-hit combo.

=============================================================================

                              Supers Combos

---------------[Super Combo #3: Jyakouha: D,DF,F,D,DF,F+(?)K]----------------

   This is an excellent and also an extremely powerful air counter. This is
   similar to Dhalsim's Yoga Strike as Gen will grap the opponent with his
   feet and then stomp on the opponent. This doesn't have much priority all
   it really has is speed. But do not worry about the priority part because
   this thing travels very fast and can catch an airborne opponent most of
   the time. But moves like T.Hawk's Condor Dive or Cammy's Cannon Thrust
   Gen can be easily knocked out of the air by these. This is also easily
   comboed off his C.Short because it bounces the opponent into the air and
   is the perfect setup for this move.


--------------[Super Combo #4: Kouga: D,DB,B,D,DB,B+(?)K(air)]---------------

   Boy this is an all around worthless move. This is sorta like the Maximum
   Spider except for the fact that it won't juggle the opponent or do
   extreme damage. Each hit though is very powerful but the opponent always
   or mostly blocks the second hit. This super cannot combo within itself
   but is good for a surprise attack against fireballers and missed supers
   or Dragon Punches alike. This will however drain the Guard Meter down
   extremely fast and can chip pretty nicely but Gen can be hit out of it as
   he bounces off the walls.

=============================================================================

                               Combos

                          Snake Combination

1. S.Jab --> Hyaku Renkou

2. J.Roundhouse \/ C.Forward --> Zanei

3. J.Roundhouse \/ S.Jab, S.Short, S.Forward, S.Roundhouse

4. J.Roundhouse \/ S.Jab, S.Short --> Geki-ro

                          Mantis Combination

1. J.Roundhouse, J.Roundhouse \/ S.Roundhouse
  The standing roundhouse should double hit into a mean and nasty four hit
  combo!

2. J.Roundhouse \/ C.Short --> Jyakouha
  The crouching short will knock the opponent into the air and is the
  perfect set up for the Jyakouha.

=============================================================================

                                 -------
                                 Tactics

   Well for Gen, what you want to do a lot is switch styles often, this
   really confuses the opponent as well, and it can be an advantage for Gen.
   Make sure you know how to use both styles well, because you don't want to
   turn the tides over to your opponent if you do not know the style well.
   Don't throw often though because Gen's throw range and priority is
   pitiful.

------------------------------[Endings: Gen]---------------------------------

   Gen defeats Akuma, however Akuma wants Gen to finish him off, Gen does
   not and Akuma lies back unconsious. Gen looks out to the sea and his wish
   of dying against a worthy opponent is lost, he is ill, but he does not
   want to die in any other way besides battle against a worthy opponent.

------------------------------[Overall: Gen]---------------------------------

87/100
   Gen is one heck of a character, his two unique styles of fighting
   actually makes him a two-in-one character! His priority on his attacks
   are excellent including the range and he has some rather effective supers
   as well. The problem with Gen is that his throw range and priority is
   very poor and also due to the fact that it's just too easy to switch
   styles can make the player really confused.

=============================================================================
=============================================================================

Guy
   A self protested ninja descendant he proves himself that he is one by
   defeating Sodom during Cody, Haggar, and Guy's reign against the Mad Gear
   Gang. He has trained hard over the years to this respect while balancing
   street smarts and ninjitsu to combine a nasty combination of strength and
   calculation. Now he finds a new evil to lurk down while constantly
   reminding his defeated opponents that he is a ninja master.


----------------------------[Hayagake: D,DF,F+K]-----------------------------

   Well this is Guy's run and you can't pull off any normal attacks while in
   this stance and you cannot stop in the middle of it either, but hitting
   any other kick button will result in a different special move attack.


---------------------[Hayagake Cancel: D,DF,F+K, then SK]--------------------

   Well as far as I can tell this has no attacking abilities whatsoever and
   guy will cancel out his run, but you must be quick about it because his
   run is rather fast. This can easily confuse an opponent if you know when
   to use it at the right time.


------------------[Hayagake: Kage Sukui: D,DF,F+K, then FK]------------------

   A good surprise move that can easily tag opponents from screen distance
   and does a good amount of damage as well, the recovery time is excellent
   and you can also chip away at some life too, not to mention chipping away
   at the Guard Meter as well.


--------------------[Hayagake: Kubikari: D,DF,F+K, then RK]------------------

   This is Guy's crouch counter that pops out of nowhere when the opponent
   least expects it. This does alot of damage but opponents see it coming
   way too often and the ability to combo it is non existant. The recovery
   time is pretty good though and the priority of this move is pretty high.


------------------------[Bushin Senpuu Kyaku: D,DB,B+K]----------------------

   Well as far as I can tell this is Guy's only special anti-air attack.
   While being far from being the best anti-air attack the move as alot of
   priority up close and does good damage while juggling the opponent in the
   air. The Roundhouse version basically misses all ground opponents but
   hits three times in the air, while the Foward version easily chains off
   his C.Forward. What Guy will do is do a Shatoken like Tatsumaki Senpuu
   Kyaku except his version has basically completely vertical range while
   lacking alot of horizontal range, also if Guy misses he will land back to
   the ground and be unable to block, so try to use this sparingly unless
   you are sure it will connect.


----------------------------[Bushin Leap: D,DF,F+P]--------------------------

   Well this move has no attack whatsoever but if you it the punch button
   again Guy will perform either of two moves. This looks like Guy's regular
   jump but with a smaller arc in which you can control and opponents can
   easily knock Guy out of the air.


-------------------[Bushin Elbow Drop: D,DF,F+P, then P]---------------------

   After you have performed the Bushin Leap hit punch and Guy will do an
   Elbow Drop that does good damage and the recovery time on this is pretty
   good since its so hard to counter. But I don't think this will hit
   crouching block opponents though.


-------------[Bushin Izuna Drop: D,DF,F+P, then F+2P(up close)]--------------

   Well this has got to be one of the most intimidating moves Guy has. After
   you perfrom the Bushin Leap wait until you are close to your opponent and
   then hit F+P and Guy will suplex the heck out of the opponent doing alot
   of damage. Guy can also catch opponents out of the air as well. The only
   problem with this move is the timing, but if you give it a little
   practice you should easily pull it off.


---------------------------[Hozanto: D,DB,B+P]-------------------------------

   Well this move does do alot of damage and it can be comboed even though
   it has a bit of a start-up delay it can still surprise opponents. What
   Guy will do is spin a little on the ground and then suddenly pop up with
   an elbow, and I think this either goes through projectiles or under them,
   I'm not sure because I have done this several times and have sometimes
   gone through projectiles. The recovery time is practically non-existant
   as well.


--------------------------[Overhead Elbow: F+SP]-----------------------------

   Well this is Guy's crouch counter and like most crouch counters this has
   a bit of a start-up delay and it can't be comboed. This anti-crouch
   counter only hits once but that hit easily matches up to Ryu's two hits
   and it comes out faster than Ryu's as well. Try not to be too predictable
   with this even though it comes out fast because when Guy starts this move
   anybody can easily sweep him.


----------------------------[Foot Slide: D+RK]-------------------------------

   Well despite the fact that this involves a Roundhouse kick the damage
   done is practically worthless. This will leave Guy open to all sorts of
   opponents attacks if he misses, so I just wanted to mention to stay away
   from this move.


----------------------------[Flip Kick: DF+RK]-------------------------------

   A good attack that does decent damage and can also be used as an anti-air
   attack, but the priority of being an anti-air attack is fairly low. This
   can be used as a good surprise move and this will push Guy back leaving
   him safe to block incase he misses.

=============================================================================

                            Super Combos

-----------[Super Combo #1: Bushin Hassou Ken: D,DF,F,D,DF,F+(?)P]-----------

   This is an excellent anti-air attack because its unblockable. Despite
   this being an anti-air attack this has tremendous ground range and can
   catch most standing opponents from 1/3 screen distance! What Guy will do
   is perfrom an auto-juggle air combo that does alot of damage, but it will
   not catch crouching opponents and if he misses he can easily be
   countered, so don't just pop this up out of nowhere and expect it to
   connect.


----------[Super Combo #2: Bushin Gou Rai Kyaku: D,DF,F,D,DF,F+(?)K]---------

   Well if there was a cool super award, Guy would definately be a top
   contender. What Guy will do is come at the opponent with a series of
   attacks and ends the a thrust kick. This chips very nicely at the life
   guage and can bring down the Guard Meter real easily. This is also good
   for countering missed supers of Dragon Punches alike. Becareful when
   using this though, because right before Guy does that last kick he can be
   thrown out of the super, if the super is blocked though.


-------[Super Combo #3: Bushin Musourenka: F,DF,D,DB,B,F,DF,D,DB,B+P]--------

   This is one of the sweetest looking supers in the game, while not nearly
   as flashy as the one found in Street Fighter Alpha 3, this super combo
   does a lot of damage and will have Guy do a 10 hit combo on the opponent
   in pitch black, however you can see the hit marks on the screen while
   this super connects. The range on this super however is ever lacking
   and you will need to be in throw range, and have three levels of super
   to connect with it though.

=============================================================================

                                Combos

1. S.Strong --> Bushin Senpuu Kyaku

2. J.Roundhouse \/ C.Forward --> Bushin Senpuu Kyaku
  Basically with this combo you must cancel after the first hit of the
  low forward, otherwise your Bushin Senpuu Kyaku will not connect.

3. S.Short, S.Jab, S.Strong, S.Fierce --> Anything
  This is one of the sweestest combos in the game, it allows Guy to chain
  in a lot of his special attacks, while not all of his special attacks,
  you can still do a lot with this combo.

=============================================================================

                              -------
                              Tactics

   Well for Guy, what I usually do is go on offense, this is key to winning
   battles because Guy is a purely offensive character. He has some very
   effective supers in the game, no scratch that he has the MOST effective
   supers in the game. Catching an opponent with his Bushin Hassoken is a
   snap, but don't overuse it. Use a lot of throws as well because of Guy's
   throw range.

------------------------------[Endings: Guy]---------------------------------

   Guy has finally realized his inner power, an abstract feeling that cannot
   be described by diction or realized by human emotion, it is the inner
   secret in which Guy has found for himself. Master Zekuu comes along and
   tells Guy that he has remained in full potiential of his power and tells
   Guy that Bushin is only a name, and that a fighting style is something
   created. They fight each other, not because they hate each other
   (obviously they do not hate each other) but because they fight worthy
   opponents. May the best man win...

------------------------------[Overall: Guy]--------------------------------

84/100
   Guy is just an amazing combo character, he is tied with Gen as being one
   of the best combo characters in the game. He his very quick and has good
   throw range on the ground and has super effective super combos. His
   ability to connect with the Bushin Hassoken is just phenominal and he
   can also bounce off walls as well. However defense is his weakpoint and
   he will have to come close to the opponent to be an effective player,
   and some of his attacks have weak priority and leaves him in a bad
   position, be careful when using him!


=============================================================================
=============================================================================

Ken
   Ken is the most profested street fighter of his kind.  As a small child
   Ken was an obnoxious little boy and would often get into small quarrels
   with other kids his age and would often disobeyhis parents. His parents
   then decided to send him over to Japan where Ken would learn discipline
   and self respect for not only himself,  but also for respect for others
   as well.  It was then that Ken had spent nearly 15 years training under
   the guidance of Goutetsu and that he was becoming a bright fighter, but
   Goutetsu never thought of Ken of becoming  the grace warrior that he is
   today. With his mastery of the Hiryufist, he put a dumbfounded reaction
   on master Goutetsu and Ryu. And may I add it was also the same place as
   Ryu and Ken became best friends and training partners.


---------------------------[Hadouken: D,DF,F+P]------------------------------

   Just like Ryu's fireball but not as fast. Use this whenever your far away
   from the opponent and use it just when they get up so you can chip that
   extra bit of life. Just watch out when opponents jump over this
   projectile and come in for an attack which makes Ken vulnerable. Try to
   use this often in an effective two-in-one like those old Street Fighter 2
   days.


---------------------------[Shoryuken: F,D,DF+P]-----------------------------

   The best anti-air attack in the game! This Dragon punch is very powerful
   as it hits multiple times doing good damage as well as block damage. He
   has less recovery time than that of anyone else's anti-air attack. The
   recovery time is worst than Ryu's Shouryuken though, and the fierce
   version of the Shouryuken will light the opponent on fire and this is
   quite deadly when you put it in combos.


---------------------[Tatsumaki Senpuu Kyaku: D,DB,B+K]----------------------

   The infamous hurricane kick that hits multiple times doing good block and
   chip damage. But make sure all the hits connect because one hit does very
   little damage and you will need multiple hits to see the best results.


----------------------------[Axe Kick: F+FK]---------------------------------

   Ken's crouch counter that has a start up delay and can be seen miles
   away. Just use it on people who constantly block low and when opponents
   just get up from a knockdown. This thing will get predictable after a
   while.


-------------------------[Ground Roll: D,DB,B+P]-----------------------------

   Well not much for this move though. You can roll through opponents with
   this move which is good for crossing up opponents but the roll is rather
   slow and doesn't really have much distance. This has no offensive purpose
   whatsoever and Ken can be knocked down from it.

=============================================================================

                            Supers Combos

--------------------[Shoryuu Reppa: D,DF,F,D,DF,F+(?)P]----------------------

   One of the best supers in the game. This will beat anything out during
   start-up and I mean anything! He is practically invincible during start-
   up as he rushes towards the opponent with multiple Dragon Punches. After
   the first dragon pucn he is vulnerable to some attacks.


----------------------[Shinryuken: D,DF,F,D,DF,F+(?)K]-----------------------

   The Shinryuken in this game does a lot of damage, it comes out just as
   quick as the Shinryuken and it does a lot of block damage as well. This
   can be used as an anti-air attack, but not all the hits will connect
   since this will juggle the opponent, this super combo also has more
   range than it looks, and it will vacuum in the opponent. Just don't
   miss with the Shinryuken though because it has very bad recovery time
   and Ken is liable to a counter attack as he falls down.

=============================================================================
=============================================================================

                              Super Combos

1. C.Short --> Hadouken

2. C.Fierce --> Shoryuken

3. J.Fierce \/ S.Strong --> Hadouken

4. S.FWD.Forward, C.Forward --> Shinryuken
  Yep, that's right he can combo in his anti-crouch counter, cancel quickly
  for the best effect.

=============================================================================

                               -------
                               Tactics

   Well for Ken playing either offense or defense is good, Ken is strong at
   both points in the game. Often Ken will win out most battles with his
   speed, and his projectile is a nice wayofkeeping his opponent at bay.
   Block and use counters agaisnt another Ken because the CPU Ken has a
   tendancy to use a jab Shoryuken, a Strong Shouryuken, and then a Fierce
   Shoruyuken in that consecutive order.

-------------------------------[Endings: Ken]--------------------------------

   Ken finds that Ryu was not of himself as of late and thinks it might have
   been that fight with Sagat that had messed him up. Ken doesn't think Ryu
   was up to his fighting spirit and gives something to Ryu to remember him
   by so that the next time they fight, it will be on equal grounds with
   both Ken and Ryu fighting up to their standards.

-------------------------------[Overall: Ken]--------------------------------

88/100
   Ken is just simply an amazing combo character, his ability to chain hit
   after hit is truely amazing. His priority is overwhelming and his offense
   and defense is top notch. The range on his attacks are good and his throw
   range is excellent. However his special attacks and all of his super
   combos leave him open to attack when he misses, and his air throw range
   and priority both suck.

=============================================================================
=============================================================================


M.Bison
   The evil ruler of the infamous Shadowloo organization has never stopped
   from wanting more power. Once part of a psychic organization he split
   apart from the group because they weren't even near power hungry as Bison
   was. But the only way Bison can get stronger is if he fights and then
   drains the opponents power, but far too many of his men were cowards to
   face up against his wrath. This had dissapointed Bison but he has heard
   of a street Fighter named Ryu, who narrowly defeated Sagat who was which
   was Bison's right hand man. This had impressed Bison and now he seeks the
   eternal challenger for power.



--------------------[Psycho Shot: B(charge 2 sec.)F+P]-----------------------

   This is basically Bison's projectile but its one of the worst projectiles
   in the game despite the fact that it goes screen distance. This fireball
   moves slow and has a bit of a start-up delay and a long recovery delay.
   Unless your trying to chip your opponent to death I suggest you try to
   stay away from this move.


-----------------[Double Knee Press: B(charge 2 sec.)F+K]--------------------

   This is basically Bison's offensive move. It has good range and does good
   damage and comes out quite quick and quick enough to be comboed as well.
   This hits twice and will knock the opponent down and can easily hack away
   at the guard meter. But if Bison misses he will be left open to attack.


---------------------[Head Press: D(charge 2 sec.)U+K]-----------------------

   This is a good surprise move because its Bison's anti-crouch counter
   except it really isn't all that effective because it takes him quite a
   bit of time to connect since he launches himself in the air. But it comes
   out quick and does alot of damage.


-----------------------[Psycho Fist: Head Stomp, F+P]------------------------

   This is a follow up move from Bison's head stomp and it cannot be comboed
   but it can be pretty confusing since it looks like he jumps away and then
   he suddenly comes in at you, this is also a crouch counter but Bison can
   just stear the other direction if he does not want the chance of getting
   hit.


----------------[Somersault Skull Diver: D(charge 2 sec.)U+P]----------------

   This practically looks the same as his Psycho fist but instead Bison
   flies over the opponent and comes down in a little arc. This is not a
   combo tactic but more of a surpries move because sometimes the opponent
   blocks the wrong way. But it can also be countered by anti-air attacks
   because this does not have the greatest priority.


-------------------[Bison Warp: F,D,DF or B,D,DB+3K or 3P]-------------------

   This is Bison's teleport move and it can be useful because it takes him
   out of sticky situations. He will either move far or close behind or in
   front of the opponent, so get to know each location well to mess up your
   opponent. On the plus side of this move, its nowhere near as noticeable
   as Akuma's or Evil Ryu's, its pretty much unpredicatable as to where
   M.Bison would land, the punch makes him go across the screen while the
   kicks can make M.Bison land in the middle of the screen.

=============================================================================

                              Supers Combos


---------[Super combo #1: Psycho Crusher: B(charge 2 sec.)F,B,F+(?)P]--------

   Well throw away his old Psycho Crusher and give him a spanking brand
   new super. This super does a lot of damage and will do good block damage
   as well. However unlike Cammy's Psycho Streak, M.Bison WILL NOT absorb
   projectiles from this move because I have tried. Use this as a counter
   against missed supers or missed special attacks and so on, at the early
   frames of animation this will out prioritize anything your opponent tries
   to throw at you.


-----[Super Combo #2: Knee Press Nightmare: B(charge 2 sec.)F,B,F+(?)K]------

   This super is still a very effective super, it does a lot of block damage
   and it can combo in easily as well as do good normal damage. The problem
   with this move is that it doesn't do as much damage as you would like it
   to, and his level 3 version will leave him open to attack.

=============================================================================

                                  Combos

1. C.Fierce --> Psycho Shot

2. J.Roundhouse \/ C.Forward --> Psycho Crusher/Double Knee Press

=============================================================================

                                -------
                                Tactics

   Well for M.Bison what I meanly try to do is do a lot of teleportations
   around the place to confuse my opponent. Use your Somersault Skull Diver
   and related moves to fool around with your opponent's mind. You may want
   to throw often as well because M.Bison has excellent throw range and
   priority.

-----------------------------[Endings: M.Bison]------------------------------

   M.Bison finally defeats Ryu and takes him back to Shadowloo headquarters
   where Ryu is restrained in some sort of electric chair. However M.Bison
   plans to feul Ryu's untapped energies to will it into M.Bison's own
   energy so that be may become all powerful, but something won't give.
   The machine that holds Ryu is not as strong as Ryu's will, Ryu continues
   to resist. The powers that M.Bison wants to give to Ryu are not working,
   Ryu's Shatoken and Akuma sides are battling each other within, if the
   two sides do not balance each other Ryu can die, and the machine is only
   feuling it. Can Ryu survive?

-----------------------------[Overall: M.Bison]------------------------------

80/100
   Well Bison in this game is well known for his massive throw range and
   priority, he has excellent priority on his attacks as well. His supers
   are rather effective and they can connect against an opponent 80% of the
   time. However when it comes to defense, M.Bison is just a total loser
   and his combo ability sucks as well, not to mention the fact that 90% of
   the players that use M.Bison teleport by accident and even if they do
   they don't even know where M.Bison lands, so practice is the key with
   M.Bison.

=============================================================================
=============================================================================

Rolento
   A former member of the Mad Gear Gang left the organization after the
   defeat of Sodom and the death of their head leader Belgar. He now wants
   to start not but his own gang but his own nation as he craves more Soviet
   Power. But to do that he needs the finest members possible and who other
   to turn to than Sodom, but Sodom wilingly refused as Rolento challenged
   him to a fight and if Sodom would lose then he would join his rising
   army. But Sodom won easily as he now called it quits joining the new
   gang. Rolento wasn't going to stop with a minor loss and now he finds
   fights those he seems worthy to join his army.


----------------[Patriot Circle: D,DF,F+P(then repeat x3)]-------------------
   A good attack that should only be used up close. This move will do alot
   of chipping damage as Rolento spins his staff around. You can repeat this
   move up to three times in a row for a total of 11 hits. This move does
   alot of damage if it connects as it will knock the opponent down if the
   move is repeated three times in a row. If its block it totally
   uncounterable since the fact that it pushes the opponent back, but if he
   does not connect with this the opponent has loads of time to attack.

-----------------------[Stinger: F,D,DF+K then K]----------------------------

   Well this is Rolento's projectile but he can not win fireball fights with
   this move because it has a huge start up delay and also that the fact
   that his knife can be knocked away with a simple punch or kick. What
   Rolento will do is jump up into the air and hold out his knife, but you
   must hit kick button again to throw the knife. The one key advantage is
   that he can aim it at practically any angle he wants because he can throw
   the knife anytime he wants as long as he is in the air. Each kick button
   used at the start of this move will make Rolento throw it at a different
   angle. However if it does connect it will do alot of damage and can
   sometimes be considered as the strongest projectile in the game. He can
   be knocked out of it on the way up and also if he comes down and misses
   with the knife, he is left open for an attack.


-----------------[Mekong Delta Air Raid: D,DB,B+P then P]--------------------

   This is both a surprise attack and an escape tactic. What Rolento will do
   is jump backwards and put himself a good distance away from the opponent.
   If Rolento performs this move and he presses the punch button again he
   will automatically flip towards his opponent with a quick staff attack
   that does good damage and practically no recovery time afterwards making
   it a safe attack.


----------------------[Mekong Delta Escape: D,DB,B+K]------------------------

   This is an extremely excellent escape tactic because Rolento can put
   himself a great distance between him and the opponent, if you move either
   back or forth you can control where Rolento lands. Also Rolento has
   basically no recovery time from using this move but he cannot attack
   either and can be attacked while he is in the air.


---------------------[Mekong Delta Attack: 3P then P]------------------------

   This is also another one of Rolento's escape and attack tactics. What
   Rolento will do is flip backwards sorta like Vega putting a good distance
   between the opponent and him, but however he is not invincible while
   doing this move. Then press any punch button, but after he has finished
   the flip and Rolento will roll towards his opponent with a quick attack
   and then bounce off hs opponent. This has almost no recovery time and the
   opponent must be close to you to counter effectively.


--------------------------[Super Jump: D,U/UB]-------------------------------

   Well he can't fly off the screen like in the crossover series but this is
   higher than your average jump. What Rolento will do is do a high
   somersault into the air either over his opponents head or to the wall
   behind him. This can be very useful for getting you of corner trap
   situations.


-------------------[Delta Strike: D+FK(air) or F+FK]-------------------------

   What Rolento will do is balance himself on his staff while on the ground
   and if he does this in the air he will come in with a similar looking
   attack that has good priority. On the ground if you hold down the Foward
   Kick button be will remain balanced on his staff for quite sometime,
   while he does this he cannot be hit low, sometimes confusing the opponent
   but overall a good underated move.

=============================================================================

                            Supers Combos

--------------[Super Combo #1: Minesweeper: D,DB,B,D,DB,B+(?)P]--------------

   This super causes tremendous damage if it connects but it cannot be
   comboed and has huge start up delay due to the fact that Rolento rolls
   before he lets out the grenades. This will drag the opponent towards
   Rolento if it connects but he cannot attack the opponent while they are
   in the air, this also sets Rolento a good distance away from his
   opponent, but this does only a pixel of block damage and can't even push
   down the Guard Meter much.


-------------------[Take No Prisoners: D,DF,F,D,DF,F+(?)K]-------------------

   Well this isn't the best of supers and its also one of the corniest
   looking supers in the game. This move cannot be comboed and but travels
   extremely quick and often connects because it catches opponents by
   surprise. However you can only block this move low and this is one of the
   strongest supers in the game as a little blade of some sort glides across
   the floor very slowly and if it connects the opponent is lifted into the
   air as he is hung by one of Rolento's men and then dropped. Not very much
   range either.

=============================================================================

                                 Combos

1. J.Roundhouse \/ S.Strong --> Patriot Circle

2. Heck, I'll be darned if I know anymore combos for Rolento.

=============================================================================

                                 -------
                                 Tactics

   Well for Rolento, what you really want to do is play a strategy game,
   which is pretty coincidental because Rolento is no combo character but
   he relies solely on strategy to get him through. Have Rolento use a
   series of Mekong Delta manuvers against the opponent, super jump a lot
   and fool around with your opponent. Just make sure that you are not
   fooled by Rolento's attacks yourself, otherwise you will becomed fooled
   yourself and thus loosing the match.

-----------------------------[Endings: Rolento]------------------------------

   Rolento rises above from a flag behind him, he realizes that all of the
   politics and government is not suitable for him and he will need to
   build a powerful army. The scene heads back to Metro City and Haggar
   gets notice that someone is terrorizing the city, its none of than
   Rolento. The television is turned on and Rolento's rampage is ever
   rampant. (note that this ending is pretty funny, mainly at the end of
   the ending!)

-----------------------------[Overall: Rolento]------------------------------

78/100
   Rolento has excellent range on his attacks, the wodden stick that he
   carries around is an excellent way to attack opponents from afar and
   a lot of times his attacks do multiple hits because he spins the wooden
   stick around. He has pretty effective supers and can play mind games with
   your opponent, however he sucks at defense and his overall combo ability
   is dwarfed by that of Zangief's. While his Patriot Circle does insane
   block damage, it will leave him open if he misses with the attack.

=============================================================================
=============================================================================

Rose
   Rose, a member of an elite psyhic club has always belived that those who
   abuses the Psyhic power will be punished. Major Bison, formerly a member
   of this club abandoned it when he had gained all the psycho power he
   needed to take control of the world. Rose is after Bison as she will
   settle the score with him as she will capture him and bring Bison back to
   the society to cleanse his mind and rid him of all psycho power for good.
   Rose, a good-hearted young women only seeks what is right and wrong and
   apparently she seeks to end Major Bison's rain of psycho terror.


-------------------------[Soul Spark: B,DB,D,DF,F+P]-------------------------

   Basically the same as all other projectiles. Use this when your far away
   and use it when opponents are just getting up. Don't use this up close
   cause otherwise opponents will jump over this and attack you from above.
   The recovery time is horrible like all fireballs.


--------------------------[Soul Reflect: D,DB,B+P]---------------------------

   Jab-     Absorbs fireball and quickly refills SC meter.
   Strong-  Reflects opponent's projectile
   Fierce-  Reflects opponent's projectile upwards

   This is overall one of the best moves in the game. When your close to an
   opponent the opponent will have an extremely slim chance at blocking if
   they throw a projectile and Rose uses her Soul Reflect. But when she
   reflects her opponents' projectiles they hit the opponent but at half the
   damage that the projectile would normally do. Her Jab Soul Reflect is an
   excellent way to quickly gain your Super meter, her Fierce version can
   also be used as an anti-air attack because sometimes opponents tend to
   throw a fireball from a distance then come in and jump in at you, incase
   you suspect it use the fierce version because its practically
   uncounterable! I don't think you can reflect super fireballs though.


--------------------------[Soul Spiral: D,DF,F+K]----------------------------

   An excellent move to use when your opponent is low on energy. This hits
   multiple times and does good damage and is also an excellent chipper.
   Although this has a start up delay it can still be comboed in an
   effective two-in-one. The recovery time is horrible so don't use it too
   often.


--------------------------[Soul Throw: F,D,DF+P]-----------------------------

   Her anti-air attack move that takes off way too much damage! Its just as
   strong as most characters' level 1 supers! This comes out extremely fast
   an will catch jumping opponents napping. This however will not hit
   opponents on the ground just like Zangief's Aerial Russian Drop. She has
   horrible recovery time from this like all standard anti-air attack moves.


----------------------------[Arc Stance: F+RK]-------------------------------

   Well this move is a little odd, and I'm not sure what purpose it has
   here. This is Rose's kick from SFA2 that has her arc forward a little
   giving it good range as she hits the opponent with one foot and balancing
   on the other. This is also a very quick attack and it liable to trade
   hits with fireballs.

=============================================================================

                            Supers Combos

---------------------[Aura Soul Spark:D,DB,B,D,DB,B+(?)P]--------------------

   Her fireball super goes extremely fast as it will eat other projectiles
   that are weaker than it. But each projectile it eats it gets weaker. Try
   to use this up close and it is comboable in an effective two-in-one
   combo.


---------------------[Aura Soul Throw:D,DF,F,D,DF,F+(?)P]--------------------

   Her level 1 super is her Aura Throw which is just a bit stronger than her
   Soul Throw. While Level 2 and Level 3 are purely for ground combos. On
   these levels she will move an attack in awkward fashion as she does a
   flipkick and a bunch of other attacks and ends the combo with a Soul
   Spark on level 2 and on level 3 she ends the combo with a Aura Throw.
   This super is good for punishing mistakes.


---------------------[Soul Illusion: D,DF,F,D,DF,F+(?)K]---------------------

   Ouch! The Alpha version of Wolverine's Berserker Rage! This is even more
   deadlier than Wolverine's Berserker Rage because Rose will have multiple
   images appear behind her as she pummels the opponent. Say you throw one
   jab, that one hit you do can do as much damage as two fierces! She hits
   multiple times each hit dealing a ton of damage. Don't use a C.Roundhouse
   when your doing this because the C.Roundhouse will not hit multiple times
   and the opponent can immediately block after they get up and she cannot
   chip any life away with her regular attacks. Did I mention this can
   easily double or even triple the damage of her supers! Well it can and
   that's why I think its so cheap. The more levels you use the longer she
   goes into the effect, but three level 1's last significantly longer than
   a single level 3.

=============================================================================

                             Combos

1. S.Fierce --> Soul Spark
  Make sure you are close to your opponent when the fierce comes out,
  otherwise you will not be able to cancel in time.

2. J.D.Fierce \/ S.Fierce --> Soul Illusion --> Aura Soul Throw(level 2/3)
  This is one of the sweetest combos to ever grace videogaming! It doesn't
  really take long to master but it looks cool as heck!

3. Soul Illusion /\ J.Fierce \/ S.Fierce --> Aura Soul Throw(level 2/3)
  Well this combo is similar to that one above except for the fact that
  you can score more hits this way.

=============================================================================

                              -------
                              Tactics

   Well for Rose, playing keep away isn't exactly the best way to win with
   Rose. You can still play keep away though, but your best bet is to
   combo your your opponent, your jumping fierce will provide all the
   priority that you need. Use your Soul Illusion at times, you can get a
   lot of damage out with this. Counter your opponent's attacks with your
   own supers or special attacks. Go totally offensive against your
   opponents who tend to play a throwing game because Rose's throw range
   and priority is superior to that of most opponents, besides Sodom and
   Zangief.

------------------------------[Endings: Rose]--------------------------------

   Rose finally defeats M.Bison, she takes a relaxing shower in her own
   house and is relieved that the threat of M.Bison is finally over. The
   next scene takes place in her sorta 'crystal ball' type of room as she
   looks at her tarrot cards, however she realizes that one of the cards
   spells misfortune as the threat of M.Bison is not over. She is motionless
   with fear as the ending fades off...

------------------------------[Overall: Rose]--------------------------------

86/100
   Rose is an excellent character to use, she has excellent combo ability
   and very good range on her throws that are unrivaled(with the exception
   of Sodom and Zangief of course). Her attacks have a lot of range and
   her supers are literally super effective, but while she has her Soul
   Throw to counter airborne opponents, an airborne opponent who is
   attacking is likely to counter her attacks rather easily. You may want
   to watch for that. And also avoid missing with her supers, she doesn't
   reover to well from them depending on which level of super you use.

=============================================================================
=============================================================================

Ryu
   He is known as one of the proudest and most hard trained street fighter
   in all the years he has started fighting. Under the guidance of Goutetsu
   he was taken in as a small boy, an orphan for that matter, and he was
   trained by Goutetsu. Ryu believes that through mastery of the fireball
   (Hadouken, or 'Great Surge Fist') is key to becoming the true warrior he
   dearly wants to perfect. With great sacronage and knowledge of the
   Shatoken arts, Ryu can become one of the greatest fighters ever, but he
   knows himself that he is not even close at his full potiential, a
   potiential so powerful that even M.Bison himself wants. Ryu's main
   opponents include Sagat, Ken, and Akuma. All three of these warriors
   are what Ryu is today, Sagat represents the honor, Akuma represents
   the dark side found in Ryu, and Ken represents Ryu's will and enthusiasm
   to fight. Mix these three in and you've got a serious fighter, it was
   a few years ago that Ryu had met Sagat in the fields of Austrailia.
   A fierce battle was raging between Sagat and Ryu, both are seriously
   injured from the fight but both keep going, Sagat dodges a Tatsumaki
   Senpuu Kyaku and body slams Ryu down to the grown hard, as Sagat thinks
   he has Ryu pinned he slowly goes for the finish thinking he has won the
   fight already, however his egoism proves Sagat's defeat as when Sagat
   goes over to finish Ryu, Ryu emerges from the floor in which he was
   taken down and gives Sagat a powerful Shouryuken that echoes through the
   fields of Austrailia as the thunder remains silent as compared to the
   fight between Sagat and Ryu. A Shouryuken so powerful that hit rips
   through Sagat's chest, leaving a physical scar, but not even nearly as
   great as the mental scar left in Sagat. Ryu always seeks a new challenge
   and when the time comes, there will be one warrior that is strong enough
   to stand up to Ryu's true potiential.

-----------------------------[Hadouken: D,DF,F+P]----------------------------

   The basic fireball that dates all the way to Street Fighter in 1987
   that's still a hit today. Use this often when your away from your
   opponent of in combos. Don't try to use this up close because opponents
   will usually jump over this and attack you while you are still in stun
   animation.


----------------------------[Shoryuken: F,D,DF+P]----------------------------

   The basic anti-air attack that is a great defender against air-borne
   opponents. This is a strong attack that can be used in combos but if he
   misses he will be left open to attack on the way down. This move does
   serious damage and the jab version cannot be air blocked,


----------------------[Tatsumaki Senku Kyaku: D,DB,B+K]----------------------

   Ryu veers off as he lifts off the ground while spinning one leg in a
   helicopter motion and any opponent who gets hit will suffer moderate
   damage. This move only hits once but that one hit can equal the damage
   done by Ken's 5 hit or Akuma's 3 hit hurricane. This is basically a safe
   move to use but don't use the roundhouse version from a distance or
   opponents will throw projectiles to counter and also don't use it against
   opponents who are ducking because Ryu can be hit by a regular anti-air
   attack like Ken's C.Fierce.


----------------------------[Hop Kick: F+MK]---------------------------------

   Basically a short kick that is overlooked. This kick comes out quite fast
   and also goes over low attacks and has practically no recovery delay
   afterwards. This can also go into his Shin Shoryuken might I add.


-----------------------[Overhead Crouch Counter: F+MP]-----------------------

   Don't use this too often because it has a long start up delay. Use this
   when opponents have nothing to do but crouch block all day. I would use
   this just as the opponent is coming up so they can't counter it(only by
   Alpha counters of course) if they block low and it is only blockable
   high.




-------------------[Shakunetsu Hadouken: D,DF,F+P(up close)]-----------------

   This projectile is Ryu's old Shakunetsu Hadouken from Super Street
   Fighter 2, however it requires the same motion as his regular Hadouken
   but you must be close to your opponent, and your opponent will light
   on fire if you connect with it. It has the same uses, and you do extra
   damage with it.


------------------------[Fireball Fake: D,DF,F+Select]-----------------------

   I see no purpose in this move actually. He still recovers from this so I
   don't know what Capcom was thinking when they put this here. Just stay
   away from this move because this does no damage whatsoever.

=============================================================================

                              Supers Combos

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

   The super projectile move created by Ryu in Super street Fighter 2 Turbo.
   It does good damage and will combo in rather easily and does excellent
   block damage. It will juggle the opponent for the first few hits, but
   after that the rest of the Shinkuu Hadouken is wasted. Like all
   projectiles in the game(including super versions of them) the closer you
   are to the opponent the more damage that you will do. The recovery time
   on this move is not too bad and its certainly longer than his regular
   Hadouken.

-----[Super Combo # 2: Shinkuu Tatsumaki Senpu Kyaku: D,DB,B,D,DB,B+(?)K]----

   The hyper version of his hurricane kick goes as he pummels the opponent
   back and forth. This has absolutely no horizontal range whatsoever unless
   you are near the opponent. This move does insane block damage and also
   a lot of regular damage, its comboable and can juggle an opponent.
   However when it juggles the opponent, it only does a few hits and that's
   it, the rest of your super is completely wasted! Also if Ryu does not
   connect with this, not even towards a blocking opponent, then he can
   be seriously countered, possibly by a projectile super like a Messatsu
   Gou Hado.

=============================================================================

                               Combos

1. C.Fierce --> Hadouken

2. J.Fierce \/ C.Forward --> Tatsumaki Senpuu Kyaku

3. J.Roundhouse \/ C.Strong --> Shinkuu Tatsumaki Senpuu Kyaku
  Cancel quickly for this combo, it won't work if you are late canceling.

=============================================================================

                               -------
                               Tactics

   Well there are plenty of different tactics for Ryu. What you mainly
   want to do for Ryu is jump in towards your opponent and combo them.
   You can keep the fireball pressure against your opponent as well, but
   be warned that the Hadouken/Dragon pattern it not even a fraction as
   effective as it was in the old Street Fighter games. Ryu's throw range
   has been weakened as well, so you may want to watch for that.

------------------------------[Endings: Ryu]---------------------------------

   Ryu defeats Akuma, but it was a weakened Akuma. Akuma's island sinks and
   tells Ryu to find his full inner strength, and when he does they shall
   meet again(he is referring to Evil Ryu, the ending can be found in
   Street Fighter Alpha 3). The island sinks and all that is left is the
   feeling of Akuma's evil presense, in which Ryu can sense. He drifts alone
   in the water as the ending fades off...

------------------------------[Overall: Ryu]---------------------------------

97/100
   Ryu is just one of the best characters in the game, his ability to combo
   is just amazing and his overall defensive and offensive skills are
   without equal. He has good throw range and priority on the ground and in
   the air, and he has excellent priority and range on his regular attacks.
   I find very little disadvantages in him, excpet for the fact that his
   Hadouken is very slow compared to the previous SF games and the fact
   that he has more recovery time on his Shinkuu Hadouken than in the last
   game.

=============================================================================
=============================================================================

Sagat
   Scarred by the fierce battle with Ryu emotionally, he feels as though
   he had let Ryu go off. But he himself knows that Ryu is a much more
   powerful warrior than the Ryu he fought in the fields of Austrailia
   a few years ago. The giant scar on his chest is nothing compared to the
   emotional scar left in his mind, he wants yet another challenge to fight
   Ryu again and this time he trains harder than ever, hopefully he has
   trained enough to fight Ryu again.


---------------------------[Tiger Shot: D,DF,F+P]----------------------------

   One of the most feared projectiles in the game. This projectile is
   extremely fast and can easily counter missed supers. But sometimes
   opponents will duck under this because all opponents can duck under this
   and can avoid chip damage, but its very hard to jump over but if you like
   to use it on turtlers you can try the...


-------------------------[Low Tiger Shot: D,DF,F+K]--------------------------

   ...Low tiger Shot. This projectile goes at the same speed as his regular
   Tiger Shot. It still does the same amount of damage and block damage, but
   the use for this move is that it can hit low opponents who are blocking
   low, the only problem with this move is, is that opponents can easily
   jump over this and counter from above, mix and match to confuse against
   the opponent.


------------------------------[Tiger Blow: F,D,DF+P]-------------------------

   This move is just one of the coolest anti-air attacks in the game, it
   does a lot of damage and it hits multiple times dealing good block damage
   as well. The Jab does only 3 hits, the strong 5 hits, and the fierce
   version does 7 hits total. This serves as a good anti-air attack, but
   its not as dominating as the Shoryuken or Gou Shouryuken, don't miss with
   the Tiger Blow either because Sagat can be counter attacked when he
   lands.


------------------------------[Tiger Knee: F,D,DF+K]-------------------------

   A great anti-air move that does good damage and leaves him extremely safe
   to block. One of the more better anti-air attacks in the game, but this
   one has alot more horizontal range than his Tiger Flow though.


=============================================================================
=============================================================================

                             Supers Combos

-------------[Super Combo #1: Tiger Cannon: D,DF,F,D,DF,F+(?)P]--------------

   A souped up version of his Tiger Shot, but it has one major flaw, he uses
   the high version, so opponents can easily duck under this one and easily
   escape block damage. Never rely on this super to pull you out a victory.
   Also this will juggle the opponent for a few hits, but never the full
   monty, so save it for combos on the ground.


------------[Super Combo #2: Tiger Genocide: D,DF,F,D,DF,F+(?)K]-------------

   I simply love this super! Its too special moves combined in one to deal
   out monstrous pain to your opponent. First Sagat comes at you with a
   Tiger Knee the a Tiger Flow, it looks even cooler on Level 3 because it's
   sorta like the Tiger Knee and Shoryuu Reppa rolled into one, Tiger style!
   Sagat exclaims "Tiger Genocide!" as he pummels the opponent, on level
   three this thing does alot of block damage, so hit them with only a few
   energy left on your opponents guage.


--------------[Super Combo #3: Tiger Raid: D,DB,B,D,DB,B+(?)K]---------------

   Sagat veers up as he unleashes a lighting fast jump kick and flys towards
   the opponent dealing a good amount of hits. Even on level one this thing
   does alot of block damage and Sagat has practically no recovery delay!
   Use this whenever you can because opponents are not fast enough to escape
   this! Watch when using this, never use this against an airborne opponent
   because you will only get one hit out of it, and the rest of your super
   combo is wasted!

----------------[Super Combo #4: Angry Rage: D,DF,F+Select]------------------

   With this super, your Tiger Blow becomes much more powerful. However
   if you miss with it once, you will have to start is up again.

=============================================================================

                               Combos

1. S.Strong --> Tiger Blow

2. J.Fierce \/ C.Forward --> Tiger Shot/Low Tiger Shot/Tiger Cannon

3. J.Roundhouse \/ S.Roundhouse --> Tiger Raid/Tiger Genocide
  Basically calcel after the first hit, I've only gotten this combo to work
  on Zangief, Sodom, and another Sagat though.

=============================================================================

                               -------
                               Tactics

   Well for Sagat the best possible strategy that I use a lot since Super
   Street Fighter 2 Turbo is confusing your opponent with Low and High Tiger
   shots, mix andmatch its all good, but this is key tokeeping your opponent
   at bay. Sagat's defense is pretty good, so what you may want to do is
   block and counter.

------------------------------[Endings: Sagat]-------------------------------

   Sagat finally defeats Ryu, however he feels as though his skills are not
   up to par with his standards. He knows that Ryu just gave him the victory
   he stares around then he wishes to leave M.Bison's airship so that he
   may become stronger. He bursts out of a waterfall with a Tiger Blow and
   yet he still trains in fustration. Sagat is a powerful warrior, hopefully
   one day he can become a true champion!

------------------------------[Overall: Sagat]-------------------------------

82/100
   Sagat is one of the more powerful characters in the game, his combo
   ability is superb and he has a lot of range on his attacks and very
   effective supers. He has superiorly fast projectile speed along with
   good throw range, however his projectiles can be dodged rather easily
   and a lot of his kicks up close tends to miss a smaller opponent, thus
   making things more difficult. Sagat is not very agile in the air though
   and his throw range is pretty much down the drain in the air.

=============================================================================
=============================================================================

Sakura
   An obnoxious school girl who loves to get into a fight. It wasn't always
   like this though, before you would be like a good school girl and do her
   studies get good grades and so on. That all stopped until she heard of
   Ryu a person with keen fighting skills and has high respect for his
   opponents regardless whether they win or lose. That is when she decided
   she would become a Shatokener herself by studying the moves of Shatoken
   and perfecting them on her own rights, that is why her style seems so
   awkward. She would kill for the chance to meet Ryu(not literally of
   course) and get a chance to fight him and have him instruct her about the
   fighting Style Shatoken. Now she hopes that her training will top Ryu and
   hopefully that he can become her master.


------------------[Hadouken: D,DF,F+P (opt.)then P rapidly]------------------

   Well her projectile is pretty good but make sure you don't keep pressing
   the button afterwards because she will charge for her bigger fireball and
   it will take alot more time to bring out and it will have considerably
   less range but it will do more damage but its not too much more because
   the extra damage is barely noticable. Like all fireballers she has some
   recovery time after she has thrown it so watch out.


---------------------------[Shououken: F,D,DF+P]-----------------------------

   Well this isn't exactly the best anti-air attack because she will glide
   across the floor before she actually goes into the Dragon Punch motion,
   but her Jab version is excellent for anti-air attacks. This can hit up to
   six times by itself and is highly comboable and does a good amount of
   chip damage as well as normal damage but if she misses she will fall back
   down unable to block.


--------------------------[Shunpuu Kyaku: D,DB,B+K]--------------------------

   Well unlike the Tatsumaki Senpuu Kyaku this goes in sorta of an awkward
   arc but the short version barely goes the distance while the Roundhouse
   version goes full screen in a 180 degree arc. This is barely comboable
   despite the fact that it has practically no start up delay so I guess the
   fact is that Sakura doesn't really have any attacks that will stun the
   opponent long enough for this move to connect. But if she misses she will
   be free to safely block because this move practically has no recovery
   time afterwards.


-----------------------[Sakura Otoshi: F,D,DF+K then P]----------------------

   This move is a bit odd, personally I don't even know what this is
   suppose to do, it has huge start up delay and you can't even combo
   it in, even if it does connect it does pitiful damage as it will only
   hit once. But then again I guess it fits her funky Shatoken like style.


------------------------[Overhead Swing Axe Kick: F+FK]----------------------

   Basically this is her anti-crouch counter but it has a bit of a start up
   delay making it uncomboable. But it can be used often just as the
   opponent just gets up from a knockdown so they have no chance of
   countering it unless they decide to waste a super and use an Alpha
   Counter.


=============================================================================

                                  Supers

-----------[Super Combo #1: Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P]------------

   Just like Ryu's Shinkuu Hadouken, it comes out pretty fast, is highly
   comboable, and does a good amount of damage. She can not continously hit
   the punch button for a bigger fireball to come out though and this also
   has recovery time just like all other fireball supers. This move has a
   bit of a start up delay though, but it will still combo, however it gets
   very weak the farther it goes, make sure you use it up close, it also
   does good block damage as well.



-------------[Super Combo #2 Haru Ichiban: D,DB,B,D,DB,B+(?)K]---------------

   A wicked funky ground based Tatsumaki Senpuu Kyaku kick that has Sakura
   spinning on the ground and coming fast towards her opponent hitting
   multiple times and causing good damage and a ton of chipping damage. This
   is an excellent super against missed supers or Dragon Punches alike even
   if the opponent is a half-screen distance away. USe this whenever you can
   because it is extremely comboable and has basically no recovery time.


------------[Super Combo #3: Midare Zakura: D,DF,F,D,DF,F+(?)K]--------------

  This is one of Sakura's most effective supers in the game, it does a lot
  of damage and will go through projectiles at start up. This move also
  does a lot of block damage and has quite a bit of range, even if you
  catch the opponent out of the air it will still juggle them, but only
  the tip of each Shououken will connect, thus weakening the super
  serverely. Watch for the recover time on this move, its sucks and when
  she falls back to the ground she is liable to a counter attack.

=============================================================================

                                  Combos

1. S.Short --> Hadouken

2. S.Strong --> Shunpuu Kyaku

3. J.Roundhouse \/ S.Strong --> Shunpuu Kyaku

4. J.Fierce \/ S.Short, S.Jab --> Midare Zakura

=============================================================================

                                  -------
                                  Tactics

   Well for Sakura playing offensively is key for her victory, she has
   excellent potiential offensive skills and has good throw range as well
   as decent throw priority. Just avoid playing defensively with her, she
   really cna't do much against jumping opponents as her Shououken is a
   bit awkward to use and her crouching fierce comes out too slowly.

-----------------------------[Endings: Sakura]-------------------------------

   Sakura finally defeats Ryu, she asks Ryu if he would become her teacher
   but Ryu knows himself that he cannot train her because he has not fully
   trained himself. Just as he is about to leave, Sakura wants to get a
   picture of him, she does and the next day when she goes to school her
   friend asks of Ryu, Sakura shows her the friend the picture, but then
   suddenly the school bell rings and they must hurry before they are late
   to class!(also the funky Sakura theme plays at this time)

-----------------------------[Overall: Sakura]-------------------------------

83/100
   Sakura is an excellent combo character and also an excellent custom
   combo character, she is one of the better characters in the game as her
   offensive skills are basically top notch. However her defensive skills
   aren't too good and smart opponents can take advantage of this and she
   is a bit slow for a character her size and missing with attacks and
   recovering quickly are simply not her specialty because the majority of
   her attacks can be over powered by other jumping attacks from the
   opponent.

=============================================================================
=============================================================================

Shin Akuma

NOTE: Unless Shin Akuma's story is comepltely different from Akuma's story,
     Shin Akuma's background is basically the same as Akuma's background
     because they are basically both the same character.

   Akuma is known as the demon warrior, he lives off the evil intent and
   decimates his opponents with a single stroke of the Shun Goku Satsu.
   The Shun Goku Satsu was released in the hands of Akuma when his master
   Goutetsu would not teach him the fatal art of the Shatoken. Ignoring
   the warnings brought by his sensai, Akuma sealed his fate and performed
   the Shun Goku Satsu on his master Goutetsu after a long and hard fought
   battle by both Akuma and Goutetsu. Akuma believed Goutetsu to be a fool
   for not teaching him the fatal arts as Akuma used Goutetsu as a guinea
   pig. However Akuma's brother Gouken would not let Akuma go away, he
   searched for Akuma, but Akuma found him as he would know Gouken would
   come after him. The two had fought a fierce battle, but it was Akuma
   who remained victorious and performed the Shun Goku Satsu, however
   Gouken's body, unlike Goutetsu's body, was never found and Gouken has
   left sight of Akuma without a trace, not even Akuma knows where to
   find Gouken. Then enter Ryu, the student of Goutetsu who seeks to find
   Akuma and to challenge him, not only to beat him for the sake of
   Goutetsu but to become the true warrior that Ryu wishes to become.
   However, Akuma is still a very powerful warrior and has not been
   defeated, but then again he has never met of an old assassin named Gen,
   he has only heard of him.

-------------------------[Gou Hadouken: D,DF,F+P]----------------------------

   The prime weapon of Akuma, it does a good amount of damage and is very
   easily comboed. You can use this move to play keep away towards an
   opponent and also as a way to get some block damage off on your opponent.
   The start up delay is basically minimal and there is very little
   recovery time and countering it without the use of an Alpha Counter is
   almost impossible. However watch for opponents who will tend to jump
   over this, as it is pretty easy to jump over and an opponent can come
   in for a combo.

------------------[Shakunetsu Gou Hadouken: B,DB,D,DF,F+P]-------------------

   This move is similar to his Gou Hadouken, except the only difference
   with this move than his Gou Hadouken is that it hits multiple times and
   it does excellent damage, but not much more so than the Gou Hadouken.
   This will hit up to three times and do three pixels of block damage and
   will light the opponent on fire with this move. This has a bit of a
   start up delay, more so than his Gou Hadouken and will make him an
   open target ofr airborne attacks, you can still combo this, just only
   off of his fierce punch or roundhouse kick. Be careful when you are
   using this because the recovery time is worst than the Gou Hadouken.

---------------------[Zankuu Hadouken: D,DF,F+P(air)]------------------------

   Shin Akuma's Zankuu Hadouken is the best projectile in the game, why?
   Because its two projectiles for the price of one as you will only need
   to do one motion for two projectiles to come out. This move will keep
   opponents at bay, no matter where you are from the screen, its a very
   cheap tactic as well and very hard to escape from. The horizontal range
   on this move is rediculous and only Akuma or Evil Ryu or another Shin
   Akuma has the best chance of avoiding this by the help of the Ashura
   Senkuu.

-------------------------[Gou Shouryuken F,D,DF+P]---------------------------

   The Gou Shouryuken is one of the best anti-air attacks in the game.
   However, since the ability to go through projectiles is basically
   gone, you will have to watch for that. It does great damage when put in
   a combo and it also does well against airborne opponents, and it is
   also very comboable and comes out very quickly. Try not to miss with
   this move though because you will be countered on your way down, and
   even a blocking opponent in the air can land before you and counter
   attack your mistake.

--------------------[Tatsumaki Zankuu Kyaku: D,DB,B+K]-----------------------

   This is Akuma's best weapon to use on the ground and also it can give
   him a boost while jumping across the screen. While the move can be easily
   ducked under by most players, it still is a pretty safe move to use
   because of the lack of recovery time on the move. It comboes in very
   nicely and does good damage. However a ducking opponent can counter with
   a crouching fierce like Charlie or Ken, so you may want to watch for
   that.

-------------[Ashura Senkuu: F,D,DF+3P or 3K/B,D,DB+3P or 3K]----------------

    This is Akuma's teleport and it will have Akuma sailing across the
    screen as sweet a@@ shadow images sail behind him. This is mainly used
    as a tactic to either escape corner traps or to confuse the opponent
    and attack. However don't go crazy over the teleports because the
    opponent will be able to easily counter if they can predict where you
    will land. The forward motions will make Akuma go forward, the back
    motions will make Akuma go backwards, the punches will go full screen's
    distance while the kicks will go only half a screen's distance.

----------------------[Tenma Kujin Kyaku: F,DF+FK(air)]----------------------

    This move is a very quick and high priority jump in attack, however
    the problem with this move is that its so hard to do in the air and you
    may even mess up with it and that will give room for your opponent to
    counter attack you before you can recover from your mistake. It does
    good damage and comes down pretty fast, however the only way you will
    be able to do it is to jump forward.

----------------------[Overhead Collarbone Chop: F+SP]-----------------------

   This is basically Akuma's anit crouch counter. While you cannot combo
   this move in, it works great against low blocking opponents because you
   cannot block this low and it must be blocked high. However the start up
   delay on this move can be easily seen and Akuma can get countered before
   he even connects with it, if Akuma does not connect with this against
   a blocking or non blocking opponent, he will be left momentarily to
   an attack.

--------------------------[Forward Roll: D,DB,B+P]---------------------------

   This roll is pretty much useless, it will go through projectiles if you
   can time it near the beginning of the move, but it goes very slow and
   the opponent can trip Akuma up while Akuma is in the middle of this.
   You can get behind your opponent with this roll, but it really sets up
   Akuma for a counter attack. Be careful when you are using the Forward
   Roll.

-------------------[Hyakki Gou Shou: D,DF,F,UF+P, then P]--------------------
   Well this move is rather useless because you have to be close to your
   opponent to actually connect. After Akuma flips into the air press P
   right before you hit your opponent and he will sorta grunt while he hits
   the opponent with his fist. I wouldn't use this much at all.


-----------------[Hyakki Gou Sai: D,DF,F,UF+P, then P(close)]----------------

   This is an excellent anti-air attack because it comes out quick and does
   some serious damage. What Akuma will do is jump up into the air and if
   the opponent is in the air with him he will grab his opponent and then
   slam him down. This has good priority and comes out quite quick, but the
   recovery time is horrible so don't pull this out of nowhere.


--------------------[Hyakki Gou Sen: D,DF,F,UF+P, then K]--------------------

   Well what Akuma will do is flip into the air and perform a full collision
   body drop right on top of his opponent's head dealing good damage.
   However this will not hit in the air, but as it comes down it has good
   priority as well. But if Evil Ryu misses he will be left open for an
   attack.


----------------[Hyakki Gou Tsui: D,DF,F,UF+P, then K(close)]----------------

   Basically the same as Akuma's Hyakki Gou Sai, it will grab the opponent
   out of the air and slam the opponent down doing good damage and having
   good priority. But if Akuma misses he will be left open to attack.

=============================================================================

                             Super Combos

------[Super Combo #1: Messatsu Gou Hado: B,DB,D,DF,F,B,DB,D,DF,F+(?)P]------

   This super combo will have Akuma doing his start up pose for his
   Shakunetsu Gou Haoduken and then release the Messatsu Gou Hado. However
   this move is a bit faster than the Shakunetsu Gou Hadouken, but the
   start up delay will really keep you down. Watch for your opponent to
   jump over this move, its hard to connect at most times. The level 1
   version will hit 5 times, the level 2 version will hit about 6 times
   and a level 3 version will hit 8 times.

---------[Super Combo #2: Messatsu Gou Shouryuu: D,DF,F,D,DF,F+(?)P]---------

   Like Ken's Shouryuu Reppa, it is very comboable and comes out very
   quickly and can juggle your opponent. It is invincible to all attacks
   duirng start up, so if you and Ken or another Akuma use this against
   each other, you will pass right through each other. This does good
   block damage as well as normal damage. However avoid using this too
   often because Akuma will be left open to a counter attack as he lands
   from the super. A level 1 version will hit four times, a level 2
   version will hit 6 times, and a level three version will have Akuma
   do three waves of Gou Shouryukens and hit 7 times.

-----------[Super Combo #3: Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P]------------

   The Tenma Gou Zankuu is a great way to keep your opponent at bay, it
   has a little more range than his regular Zankuu Hadouken, but it can
   do a lot of block damage as well as normal damage. However unlike the
   other two of his super combos, the opponent can air block this super.
   After Akuma performs this super he will jump out of his animation and
   land, during the duration of this an opponent like Ken or Zangief can
   grab Akuma out of the air with either the Shinryuken or the Aerial
   Russian Slam. Don't use it too often unless you are positive it will
   connect.

------------[Super Combo #4: Shun Goku Satsu: JP, JP, F, SK, FP]-------------

   Like Akuma's Shun Goku Satsu, except that this move goes twice as fast
   and twice as far, basically if you calculate that proportionately its
   four times better than Akuma's Shun Goku Satsu! This will still do the
   same amount of damage as Akuma's Shun Goku Satsu, but if you think its
   like Shin Akuma's Shun Goku Satsu in Street Fighter Alpha 3, your wrong.
   In Street Fighter Alpha 3 Shin Akuma's Shun Goku Satsu would catch an
   opponent who is about to get up from a knockdown, making it virtually
   in-escapable, but in this game an opponent can successfully jump away
   from it if Shin Akuma knocks you down.

=============================================================================

                             Combos

1. C.Short --> Gou Hadouken

2. J.Fierce \/ C.Fierce --> Tatsumaki Senpuu Kyaku

3. C.Fierce --> Messatsu Gou Shouryuu
  This will work either if the opponent is on the ground or in the air,
  the fierce will knock your opponent back into the air and make sure you
  quickly cancel to balance your opponent.

4. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shouryuken
  One of the rare juggle combos in the game, its pretty hard to do though.

5. J.Fierce \/ C.Forward --> Tatsumkai Zankuu Kyaku, Messatsu Gou Shouryuu
  Like the one above, except you can replace it with a super instead of the
  Gou Shouryuken.

6. Zankuu Hadouken \/ C.Forward --> Gou Hadouken
  You must be right atop your opponent for this combo to work, otherwise
  the opponent can block the rest of your combos after getting hit by the
  Znakuu Hadouken.


                               -------
                               Tactics

   For Shin Akuma there are a lot of different tactics that he can use. For
   one you can have Shin Akuma continuously build up a level of super for
   his Tenma Gou Zankuu, once a level is charged up you can fire away at the
   opponent, this will deal out good block damage to the opponent and you
   can continuously do this and keep your opponent away, just make sure that
   your opponent who is playing against you is not bigger than you. Also
   Shin Akuma's crafy Ashura Senkuu is a great way to avoid resurgant
   attacks from your opponent and is also a nice way to set up your opponent
   as well.

---------------------------[Ending: Shin Akuma]------------------------------

NOTE: The ending for Shin Akuma is exactly the same as Akuma's.
   Akuma defeats Gen and looks at the moon, the moon flashes pcitures of
   who he thinks were worthy opponents like Gen, Ryu, and M.Bison. He thinks
   to himself and perhaps the world was not as weak as he thought anymore.
   Then perhaps Akuma may be the next to die, then he laughs to himself.

---------------------------[Overall: Shin Akuma]-----------------------------

90/100
   Shin Akuma is an improvement from Akuma in every way possible, he is
   super quick and has the extremely fast Shun Goku Satsu that is the
   perfect counter attack to catch missed special attacks and supers from
   a far. His Ashura Senkuu is lighting quick as well, but while it is still
   just as fast as Akuma's, it can get Shin Akuma out of corner traps rather
   quickly and can also be used to cross up the opponent. Shin Akuma is
   quite possibly the best combo character in the game, he has the best
   juggle combo abilities(well he is basically Akuma anyways) in the game
   and I see very little flaws in him. Did I mention he throws out a double
   Zankuu Hadouken? Its excellent for keeping your opponent at bay area,
   but his throw priority sucks and his supers and special attacks makes him
   open to attack for sometimes as well.

=============================================================================
=============================================================================

Sodom
   During his child he was fascinated at Japaneese culture and their
   fighting styles while living the life of an American boy. As a child he
   would often go and see people train in dojos seeing if he can pick up the
   moves without actually paying for lessons, not because he was poor(his
   family was your average family) but because he was just like that. But he
   has progressed and studied and learned the Japaneese culture of fighting.
   After serveral years of hard work he has trained and become a fierce
   competitor. Later he wanted fame but not fortune, the only way he felt
   that he could make a name for himself was by joining a gang.
   Coincidentally he bumped into the Mad Gear Gang held by the leader
   Belger. Sodom knew he had to fight his way to the top of the ranks, not
   surprisingly he had easily dismantled his twelve opponents and quickly
   was one of the leaders in the crime organization. The thing that was odd
   was that no one had ever saw his face before in the crime organization as
   he had always kept a mask on. With his high knowledge of the japaneese
   weapons Jitte(Sai) and the Katana Blade he was now the King of the Ring
   and was never defeated. But the former Street Fighter Mike Haggar, now
   the mayor of Metro City has plans to stop this infamous crime ring along
   with his friends Cody and Guy. When Guy met Sodom in the ring he defeated
   him and with that the crime ring fell and Cody had rescued his
   girlfriend. But Sodom was angry that he loss and he seeks revenge. Later
   after the deterioration of the crime ring Sodom had trained hard to
   perfect his Japaneese arts and also wanted Rolento to help in start his
   new crime ring but Rolento refused unless he can prove that he can defeat
   Guy. Sodom has trained hard so that one day he can defeat Guy, his first
   and only defeat, he wishes to start his own crime rig, but he knows that
   in order to be a successful crime rig leader, he must be a worthy fighter
   and to be a worthy fighter you must defeat a worthy opponent. If and when
   he does start his own crime rig, he does not want to actaully make a
   crime rig, sorta like a semi-crime rig as he had learned from the
   mistakes

------------------------[Jigoku Scrape: D,DF,F+P]----------------------------

   A nice surpriese attack that can easily counter missed supers or Dragon
   Punches alike. each punch version you use will result in a different
   slash. They all have the same qualities though except the Jab version can
   be used as an anti-air attack, but these are all comboable after his
   C.Fierce. The Fierce version will hit twiced if blocked, but it will
   leave Sodom open to attack.


-------------[Butsumetsu Buster: 360 Degree Motion+P(close)]-----------------

   The damage that this thing does is pretty fair, it will do as much damage
   as his Jitte Strike, but its good because for a throw it has alot of
   range and will beat out alot of normal attacks. What Sodom will do is
   grab you and then slam you down in an emphatic way. Use this on people
   who tend to turtle often but if he misses he will go into his miss pose
   just like Zangief so watch out.


-------------------[Daikyou Burning: 360 Degree Motion+K]--------------------

   Boy this move is too funny! What Sodom will do is grab you while running
   with his Sai or Katana and then pick you up and burn your face on the
   floor as he is runnung around the stage. The damage that this does in
   equal to that of his Butsumetsu Buster, but this thing will chip since he
   runs at you with his Sai and its also comboable as well, but if he misses
   the opponent as a ton of time to take advantage and either trip him or
   make him eat a super.


-------------------------[Shiraha Catch: F,D,DF+K]---------------------------

   Well you should never use this move out in the open because it leaves
   Sodom open to attack and it basically does no damage. The only way you
   will get this to connect is if you do the motion as the opponent is just
   above you even if they come in for an attack Sodom will grab him/her and
   throw em. You should just stick with his C.Fierce as a anti-air attack
   because Sodom really doesn't have any real anti-air attack to begin with.
   The timing on this part is extremely tricky and I do not think it will
   catch opponents doing a special move like Cammy's Cannon Thrust or
   T.Hawk's Condor Dive.


---------[Tengu Walking: B,DB,D+K(after you have been knocked down)]---------

   Well according to Joseph Parise(Sodom FAQ) he said you can use this as
   you are coming down an supposedly he is right! Also you should use this
   as you get knocked down for a quick surprise move that deals pretty good
   damage! What Sodom will do is walk on his Sai's and come towards the
   opponent striking them, I think it only hits up to three times, but I
   have never gotten over three hits before. This can also be used to knock
   down the Guard Meter and knock away some life even if it is blocked!


--[Tengu Walking(get up): D,DF,F+K(immediately after rise from knockdown)]---

   Well this is the same as his Tengu Walking but if you didn't do the
   motion fast enough you will get another chance to do it as you get up.
   This has the same properties as his regular Tengu Walking though.

=============================================================================

                                 Supers

------------[Super Combo #1: Meido no Miyage: D,DF,F,D,DF,F+(?)P]------------

   Well this is the super version of his Jitte Strike as he will do all thre
   versions of his Jitte Strike into one combo, on level 2 each strike hits
   twice while on level three he knocks the opponent up into the air and
   Slam em' down with his Sai. This is also excellent if you want to balance
   your opponent up in the air. This is a good chipper but will leave you
   open to attack if you do not connect.


----------[Super Combo # 2: Ten Chuu Satsu: 720 Degree Motion+(?)P]----------

   Well this is two Betsumatsu Busters combined into one while on level
   three he will do a Jab Betsumatsu Buster followed by a Fierce Betsumatsu
   Buster and then a Roundhouse Daikyou Shien. This has twice as much range
   than Zangief's Final Atomic Buster and can deal almost the same amount of
   damage! But he will waste levels of super if he misses.

=============================================================================

                                 Combos

1. C.Fierce --> Jikogu Scrape

2. C.Fierce --> Meido no Miyage

3. J.Roundhouse \/ C.Fierce --> Meido no Miyage

4. J.Short \/ Butsumetsu Buster
  The point of this combo is to land and hesistate for a split second and
  then pull off your Butsumetsu Buster, your opponent will be in stun
  animation after the short connects, but afterwords pull off the motion
  and you will grab your opponent.

=============================================================================

                                 -------
                                 Tactics

   For Sodom there aren't many tactics, however Sodom has incredible throw
   range and priority on his Butsumetsu Buster, probably twice as much range
   as the Final Atomic Buster! It does massive damage and is a nice way to
   go against turtling opponents. His Sai also gives him massive range as
   well, he can reach opponents from afar, the recovery time on his attacks
   are pretty quick believe it or not, so pecking at your opponent is a
   nice way to give the advantage over to your side.

------------------------------[Endings: Sodom]-------------------------------

   Sodom defeats Guy, however Sodom does not wish to return to his crime
   rig just yet. He goes to Japan, even though he is American, to find some
   sumo wrestlers and he believes that sumo wrestlers are the best fighters
   in the world and can really help his crime rig. He fights some of the
   sumo wrestlers himself to see if they are worthy, he defeats them rather
   easily, but he then faces an old familiar face known to us but not
   known to him, E.Honda.

------------------------------[Overall: Sodom]------------------------------

84/100
   Sodom has the most range on his attacks out of any character besides
   Dhalsim. His Sai's give him excellent priority and reach against his
   opponent, he also has good recovery time on his attacks as well, and
   while he may seem like a big character, he moves as quick as Ken and
   recovers from his attacks like Dan very quickly. His Meido no Miyage
   is a very effective super and it does excellent damage and it really
   can shift the sides to Sodom. However one thing Sodom lacks a lot is
   defense. Jumping in on him is an assured victory for the opponent as
   will throwing out projectiles constantly at Sodom.

=============================================================================

Zangief
   Zangief is one of Russia's most proud men. He is a superior wrestler and
   no one can ever match his power in the ring, when he is not wrestling he
   likes to get into fist fights just for fun or wrestle bears just for fun
   as Zangief is pretty resistant to injury. However, sensing that that
   there are people who insult his country, Zangief must set the record
   straight and pile drive those who would insult him and his country.

-------------------------[Spinning Clotheline: 3P]---------------------------

   An excellent anti-air attack as Zangief spins his arms wildly hitting his
   opponent smack dab in the face. However despite this is a very strong
   attack it will not hit opponents that are low to the ground. Zangief can
   move while doing this but only back and forth and he is vulnerable to low
   attacks.


---------------------------[Spinning Lariat: 3K]-----------------------------

   Well this is exactly the same as his Spinning Clotheline except this last
   twice as fast and the chances of any opponent knocking him down are very
   minimal. This isn't as good a anti-air attack move as his Spinning
   Clotheline but he can recover quicker from this though.


-------------[Flying Power Bomb: 360 Degree Motion+K(far away)]--------------

   This is an extremely powerful move that can easily match the damage of
   most level 1 supers. Zangief will run and grab his opponent and drop
   him/her in a powerful flying motion. Zangief can reach 1/3 screen
   distance with this but its a little slow, but when up close its
   practically uncounterable. This is unblockable and the only way an
   opponent can escape is either by jumping or hitting Zangief quickly while
   he dashes at you.


----------------[Atomic Suplex: 360 Degree Motion+K(close up)]---------------

   Zangief delivers a major headache with this one. He will slam the
   opponent two times, this is about 30% stronger than his Siberian Bear
   Crusher and can be easily comboed after his J.DWN.Foward.


------------[Spinning Pile Driver: 360 Degree Motion+P(close up)]------------

   This is obviously the strongest special move in the game. You can easily
   decimate your opponent with this, but it must be used up close otherwise
   Zangief will go into his "missed" pose leaving him open for attack. I
   haven't found a way to combo this in yet, but its strong enough on his
   own as it can easily match the damage of some level 2 supers!


------------------------[Banishing Flat: F,D,DF+P]---------------------------

   A pretty good move if used up close because Zangief has almost no
   recovery time from using this and it can eat fireballs and still hit the
   opponent in fireball stun motion at the same time. Do not use this much
   because it has very limited distance.


-------------------[Diving Knee Press: D+FK or RK(air)]----------------------

   A good jump in attack that can set up Zangief's Siberian Bear Crusher
   combos. However it is not dominating so try not to use it too often.


-----------------------[Siberian Splash: D+FP(air)]--------------------------

   An excellent jump in attack because it has more priority than his Knee
   Dive and is also very powerful, but it will push the opponent too far
   back for any of his special grabs to connect.


------------------------[Stomach Crunch: U+SP or FP]-------------------------

   Well remember in SF2T when this would dizzy the opponent in one hit? Well
   it doesn't happen hear but it can dizzy the opponent with consecutive
   hits, but it should take about 2-4 to dizzy an opponent which is not bad.


---------------------------[Stomach Crunch: F+FP]----------------------------

   Well this is his stomach crunch that can be used on the ground. A rather
   good alternative than the air version.


=============================================================================

                               Supers Combos

----------[Super Combo #1: Aerial Russian Slam: D,DF,F,D,DF,F+(?)K]----------

   Well this is almost as equally as damaging as his Final Atomic Buster.
   Level 1 has him doing a grab similar to Rose's Aura Throw, Level 2 has
   him doing a piledriver which equally as damaging as most level 3 supers,
   and level 3 his extremely powerful as he will doing his Siberian Bear
   Crusher in the air. This should only be used while the opponent is above
   you and while they are in the air because it will not pick opponents off
   the ground. Zangief is left with a hefty amount of recovery time so watch
   out.


----------------[Final Atomic Buster: 720 Degree Motion+(?)P]----------------

   Ouch! Even on level 1 this thing hurts a ton. This is one of the most
   visually impressive supers in the game if its done on a level 3. On level
   three Zangief will do his Siberian Suplex followed by a Strong Pile
   Driver and then finishes off the opponent with a Fierce Pile Driver!
   Absolutely the most powerful super in the game. You should save your
   meter for a level 3 if you want to really kill your opponent and see
   cracked pavement at the same time.

=============================================================================

                                Combos

1. J.DN.Forward \/ Flying Power Bomb

2. J.CU.DN.Fierce \/ Final Atomic Buster
  Basically hesistate after the hit connects and then pull it off.

3. J.DN.Fierce \/ C.Forward --> Spinning Lariat/Spinning Clotheline

=============================================================================

                                 -------
                                 Tactics

   Well for Zangief what you really want to do is get your opponent in the
   air. Once their in the air you can pull off your Aerial Russian Slam.
   Always block when up close to an opponent, and as you block your
   opponent's attack you can do the motion for anyone of your special
   grabs and grab the opponent, either when they fall down, miss with an
   attack or grab them out of an attack with Zangief's throw range.

------------------------------[Endings: Zangief]-----------------------------

   Zangief poses as the background goes into super combo fashion, Zangief
   tells the president of Russia that his country is not so weak. The
   president tells Zangief that his success his 'my' I mean 'our' success.
   The president knows that their budget is low, but they will continue to
   support Zangief and celebrate with a bottle of Vodka.

------------------------------[Overall: Zangief]-----------------------------

80/100
   Zangief has tremendous throw range in this game, his throw range is
   un-equaled(with the exception of Sodom) and he has excellent priority
   on his jumping attacks, mainly the fierce and roundhouse. His supers
   do massive damage and staying close to him is just dangerous. However
   Zangief is not like he ever was in Super Street Fighter 2, his opponents
   can mow more easily avoid his throws and none of his throws are actually
   comboable, you just need to use them at the fight time. He must get close
   to his opponent to be an effective player and his defense is sometimes
   mostly average.

=============================================================================
=============================================================================

                          Miscellaneous Secrets

------------------------
Fight Against Shin Akuma
------------------------

   --> Get 5 super combo or custom combo finishes
   --> Get 3 perfects
   --> On the last round, you will face Shin Akuma before your Final
       Boss

NOTE: Prior to the 7th stage you can get 4 super combo or custom combo
     finishes and 2 perfects to fight your middle boss. You can fight your
     middle boss and Shin Akuma in one setting.

---------------------
Playing As Shin Akuma
---------------------

   --> Go to either mode of Arcade, Akuma, Survival, or Versus Mode
   --> Highlight Akuma and press select until his outfit turns purple
   --> Hit any other button and you will now play as Shin Akuma

-------------------
Playing as Evil Ryu
-------------------

   --> Go to either mode of Arcade, Akuma, Survival, or Versus Mode
   --> Highlight Ryu and press select twice and you should see Ryu darken
   --> Press any other button and you will now play as Evil Ryu

----------------
Playing as Cammy
----------------

   --> Beat the game with M.Bison on any difficulty level
   --> Enter your initials in as CAM
   --> Go to Versus mode and hit select over M.Bison twice
   --> Cammy's picture should appear
   --> Press any button and you are now playing as Cammy

------------------------------
Playing as old Street Fighters
------------------------------

   --> Pick any mode
   --> Highlight character
   --> Hold Start(or select depending on which platform you have) and
       press any button.

NOTE: Chun-Li has her original SF outfit in SFA2G, you will have to press
     start or select twice to get her original style. And note that you
     do not recieve Alpha benefits, only old school Street Fighter
     benefits.

----------------------
Playing as Dark Sakura
----------------------

   --> Go to either mode of Arcade, Akuma, Survival, or Versus Mode
   --> Go to Sakura and hit select until you see a skin tone change in her
   --> Press any button and you ar now playing as Dark Sakura

Umm, I'm not sure what Capcom was suppose to do with this. I think Capcom
probably didn't finish SFA2G entirely because she is EXACTLY the same as
Sakura except with a skin color variation.

=============================================================================
=============================================================================

*****************************************************************************
----------------------------------Credits------------------------------------
*****************************************************************************

+-+ Capcom(www.capcom.com)
   For the greatest game company of all time, there hard work even with
   limitations shows their resilience on pleasing the fans. Heck they even
   answer email. Thanks a lot Capcom, you truely are the greatest.

+-+ CJayc(www.gamefaqs.com)
   Thanks for his great effort the to BEST gaming site on the net. It is
   "the best there was, the best is, and the best there ever will be."

+-+ Dingo Jellybean([email protected])
   And to me for typing up this FAQ.

*****************************************************************************
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Time of Completion: 28 hours, 13 minutes, 04 seconds

Dingo Jellybean (C) 1999-2000