___           ___           ___           ___
   /  /\         /  /\         /  /\         /  /\
  /  /::\       /  /::\       /  /::\       /  /::|
 /__/:/\:\     /  /:/\:\     /  /:/\:\     /  /:|:|
_\_ \:\ \:\   /  /::\ \:\   /  /:/~/::\   /  /:/|:|__
/__/\ \:\ \:\ /__/:/\:\ \:\ /__/:/ /:/\:\ /__/:/ |:| /\
\  \:\ \:\_\/ \  \:\ \:\_\/ \  \:\/:/__\/ \__\/  |:|/:/
\  \:\_\:\    \  \:\ \:\    \  \::/          |  |:/:/
 \  \:\/:/     \  \:\_\/     \  \:\          |__|::/
  \  \::/       \  \:\        \  \:\         /__/:/
   \__\/         \__\/         \__\/         \__\/

STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <[email protected]>
version 1.3
Nov. 30, 1999

this faq is copyright 1999-2000 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Sean...why use him? Akuma's a better fighter than Ryu, Ryu says he's
 not worthy to teach his fighting style yet, and he's better than Ken,
 and KEN(!) taught Sean ?!?! What the hell would anyone expect? I've
 got a different answer than what you may be thinking; Ken altered his
 moves a little in the hopes of defeating Ryu so if Ken taught Sean then
 it's very likely that the student would also be altering his moves a
 bit to suit himself. As a result,

1. Sean has an overhead move that actually chips some damage when blocked
2. Sean has a tackle move that goes through high-blocking opponents
3. Sean has anti-fireball moves, namely, those mentioned above
4. Sean's taunt can be an even better replacement for his inability to
  throw(non-super) projectiles


Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Ending
  X. Credits
 XI. Revision History
XII. Final Words
XIII. Last Note

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
            direction)
overhead   - MP+MK
taunt      - HP+HK
parry      - tap F at the moment of impact of the opponent's attack (maybe
            done in mid-air)
low parry  - tap D at the moment of impact of the opponent's attack (no
            longer can it be done on high attacks)
red parry  - tap F at the moment of impact of the opponent's attack right
            after blocking a previous one. (both the current and previous
            attack must've been a combo for the red parry to be acknowledged)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1) LP - Sean's jabs, like any other shoto's, are one of the few that
       live up to the name; a simple, weak, but quick punch.

  a) standing - he throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a D+MK-> any special or super move.

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP. This time you use it to
                 confuse opponents to block low when you decide to do
                 an overhead or a Sakotsu Wari.

  c) jumping - useless, actually. He just sticks his elbow out. Maybe
               you can use it to counter a Shoryuken type move but,
               doesn't a parry followed by any other, stronger, attack
               feel a lot better?

2) MP - these attacks do come out quick and but nothing they can do that
       HPs or Ks can do better so I'd rather not use them. I'd still be
       describing them though.

  a) standing - he delivers a straight punch that has a pretty short
                execution time which is good but still I'd prefer a
                standing HP to this move.

  b) crouching - a straight punch that basically has all the advantages
                 and disadvantages of a crouching MK. One exception
                 is the latter's range. It's quite longer than this
                 move so you know which to use.

  c) jumping - a lot more useful than the jumping LP, but I really can't
               decide if it's better than his jumping HP. In a very
               unique manner, Sean does a mid-air two-hit uppercut that's
               quite weak but heavy on combo opportunities. I recommend
               using whenever you're not so much in a hurry to finish
               the match (I meant either way: winning or losing)

3) HP - The most important of Sean's normal moves, these can be used
       in a variety of ways and even have a different effect if done
       up close.

  a) standing - his nearer arm does a big, north to south swing punch.
                Really looks like Sean has packed much pain with this
                move. He even looks the other way to be able to twist
                and transfer his whole upperbody weight into the attacking
                arm. From the looks of it, this move is an overhead.

  b) forward - this is already a special move, but I'll include it here
               for completeness' sake. It's a high damaging two hit head
               butt that comes with a lot of damage. It's an overhead
               but not much strategy can be applied to it. It can't even
               be comboed to anything so try it but don't use it much.
               Quite undetectable, but STILL, use it sparringly.

  c) close - much is changed when you do an HP up close. This time the
             opponent receives what looks like an elbow attack but is
             really a side uppercut.

  d) crouching - from a kneeling position, Sean sends forth a powerful
                 uppercut (of course, not as powerful as the Shoryuken)
                 that looks much like uppercuts in the Mortal Kombat
                 series. This move used to rule during the previous
                 SF games, even was a launcher for the ***vs*** games
                 but now it's not the best anti-air and is only a good
                 filling for combos

  e) jumping - this is why the HP is Sean's best normal move. You just
               punch downward, (diagonally forward, not straight down)
               and hit hard, giving you enough time to follow it up with
               ANY move---normal, special, or super! ('cept the Hop K
               of course)

4) LK - nothing his LKs can do that his LPs can't do better so I won't
       be including strategies on this but I'll describe them...

  a) standing - everybody's short, forward kick, very common, very
                useless

  b) crouching - Sean's folded front leg just turns side ways and
                 stretches out while the whole base of the foot does
                 not leave the ground

  c) jumping - even more useless than the jumping LP. Makes use of the
               knee.

5) MK - also comes in varities and can be both a good starter or filler
       in combos.

  a) standing - you do a downward shin kick of some sort that's very
                easy to detect, parry, block, counter, and all the other
                things you don't want to happen to any of your moves.

  b) crouching - same as his crouching LK except he uses the other leg
                 and only the heel does not leave the ground. It's his
                 basic combo filler.

  c) jumping - a lot more useful than the jumping LK, but ironically
               will be used a lot less because while having the same
               execution time and range with the jumping HK, it does
               a lot less damage.

6) HK - nothing these can do that other normal moves can do better in terms
       of comboability so use these only to take advantage of sudden
       opportunities

  a) standing - Sean does what looks like Ryu's standing MK in the SFA
                series. He delivers a high side kick to the opponent's
                chin (I think) and doesn't even pack much damage with it,
                BUT, it's a great anti-air and an alternative to the Dragon
                Smash so use at your discretion.

  b) forward - you hop, turn around, and give your opponent's face a taste
               of your foot via a strong yet slow back kick. Easily countered
               which makes it worse than his standing HK

  c) crouching - a sweep, what were you thinking? Apply this only when
                 you think you're too far for a crouching MK to connect
                 because if you aren't, proceed with a D+MK-> any special
                 or super combo.

  d) jumping - a flying kick, surprise, surprise. Only to be used if
               you think you're too far to connect a jumping HP because
               it has less priority than the said move.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
_)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


* EX version - done by pressing two P/K instead of one in every move
            - basically just increases in speed and number of hits

1) Dragon Smash - F,D,DF+P

       What's a Shotokan w/o an uppercut? Always use the HP version
  cause its high priority does not make it much of a risk.

2) Ryuubi Kyaku - D,DF,F+K

       One of Sean's overheads and an anti-fireball at that, in this
  move he jumps at a slow rate and surprisingly lands a lot faster with
  a heel to the opponent's skull. Choose from different K strengths to
  vary the range of your attack and effectively counter a fireball.

3) Tornado K - D,DB,B+K

       Ugh, this move came from...DAN!---THE joke character of the millenium!
  (ok, he's a formidable foe in pocket fighter, but who cares!?) Anyway,
  just don't use this multi-hitting move on people with shoryuken-type
  moves or supers because even if you land all the kicks, you won't be
  able to do anything afterwards which is when they'll retaliate. As a
  combo ender, use only the MK version so the opponent won't have much
  time to prepare for retaliation (unless he's a button-mashing scrub)

4) Tackle - D,DF,F+P

       Another anti fireball that comes out faster than the Ryuubi Kyaku,
  but, sadly, easier to punish if you miss. If you are to use this move
  effectively, you'll have to learn to predict an oncoming fireball or
  you'll just be receiving a free HP Shoryuken that really hurts. Note:
  hold the P to be able to punch your opponent while he's down for some
  nice damage.

5) Roll - D,DB,B+P

       You DO know what the use of a roll is, don't you? Well, I don't!
  As of now, all I can say is if your opponent is dumb enough, you can
  repeatedly roll under him and pull off a super when he leasts expects
  it---though I really, really don't recommend using this move much else
  you be the getting the super in your face.

6) Head Butt - F+HP

       It's a high damaging two hit head butt that comes with a lot of
  damage. It's an overhead but not much strategy can be applied to it.
  It can't even be comboed to anything so try it but don't use it much.
  Quite undetectable, but STILL, use it sparringly.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
\  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
 \/  ()  (___/(______)(__)  (____)(_)\_)(___/


1) Hadou-Burst - D,DF,F,D,DF,F+P
  (comes in three ultra short super bars)

       Don't you think all projectiles should be like this? If only SF
  games treated all projectiles this way (e.g. so hard to do you have
  to charge it first), then SF cheap@$$e$ would have never existed. But,
  *sigh* anyway, if you were playing Sean, you'd probably be doing so
  to prove that you ain't no cheapaziod so why'd you use this super?
  (yeah, I know it ain't cheap, but, it's a fireball nonetheless, and
  fireballs have a very BAD reputation in the SF world)

2) Shoryuu Cannon - D,DF,F,D,DF,F+P
  (comes in two moderately long super bars)

       Two Shoryukens, the latter one having more hits and more damage.
  Mostly used in combos. Tap the P rapidly to further increase the number
  of hits this super can inflict. This is, in my opinion, the best super
  to use whether you'd be facing human or computer opponents mainly
  because of its speedy execution time, high priority, and decent damage.

3) Hyper Tornado - D,DF,F,D,DF,F+P
  (comes in one moderately long super bar)

       Sean charges for the opponent and does some serious comboing
  we cannot even dream of doing manually. Haven't used this super ever
  simply because I wasn't impressed on the looks of it and I don't
  recommend anyone using it either. Another minus would be the fact that
  it only comes in one super bar, meaning you can't do again to make-up
  for a missed move.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


Beginner

1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> D+MK-> LK Tornado K
4) UF-> HP-> D+MK-> LK Tornado K

Intermediate

1) UF-> HP-> D+HP-> HP Dragon Smash
2) UF-> HK-> D+HP-> HP Dragon Smash
3) UF-> HP-> B+HP-> HP Dragon Smash
4) UF-> HK-> B+HP-> HP Dragon Smash
5) UF-> HP-> D+HP-> MK Tornado K
6) UF-> HK-> D+HP-> MK Tornado K
7) UF-> HP-> B+HP-> MK Tornado K
8) UF-> HK-> B+HP-> MK Tornado K

Expert

1) Taunt(!)-> F,F-> D+MK-> HP Dragon Smash

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
\  /  _)(_  _)(_      \  / \__ \
 \/  (____)(____)()    \/  (___/()
            ___  _____  __  __  ____  __  __  ____  ____  ____
           / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
          ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
           \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


* These are NOT 100% applicable in all cases. There's always a chance,
 slim as it may be, that the computer did not follow what I say below.
 But it's safe to say that if you follow my guidelines, you'll always
 win.

* Shoryuu Cannon is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
       HP Dragon Smash cause he'll jump and try to do another dive K
       combo
     - if he's in the corner and blocks your Tornado K, he'll open up.
       Do a Shoryuu Cannon if you will

Alex - whenever he does an HP Back Fist, duck. He'll follow up with a
      Double Dive P which you should be ready to parry and counter
    - if he suddenly walks back for 3 sec, get ready to parry his charging
      elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
        match. Have a handy HP Dragon Smash at your disposal

Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
        to anticipate his moves. A good strategy would be to block his
        attacks and retaliate
      - note: don't block all day, especially if he's close cause he,
        like most computer opponents, can always throw you when you least
        expect it

Elena - memorize her body language and you'll see her charging kick from
       a mile away
     - low blocking her D+LK will make her do an overhead kick and follow
       it with a sweep so counter as you see fit
     - she'll super jump for you if you're too far away so time your
       Tackle wisely

Gill - continue parrying his fireballs until he does something else
    - he rarely parries in mid-air so you know what to do
    - don't get intimidated by his meteor shower; it can be parried
    - get intimidated by his ULTRA CHEAP angel of death super
    - have at least one super ready to counter his resurrection super

Hugo - jab occasionally to make sure he doesn't grapple you
    - when he jumps, carefully time a sweep cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
     - if she jumps forward, meet her in the air and pummel her to the
       ground with an HP

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
   - if he's near fully charged and you launch an LP tackle, he'll jump
     over it and propell himself with an EX Tatsumaki, landing behind you

Makoto - don't risk slow moves even if you think their damage is worth
        the wait. She'll surely punish you with her speedy power P
      - don't HK repeatedly just to charge up your super meter. She'll
        see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
     - his mid-air drill K is always followed by a sweep
     - he mixes his groud and air attacks but keep an eye on his feet
       and you'll know when to do an HP Dragon Smash

Oro - he'll always follow a straight fireball with an upward one
   - he rarely uses his uppercut now. That means you can always beat
     him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger.
   Not much strategy is needed for him. He can be obliterated even by
   simple jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
    - don't rush cause that's what he's waiting for
    - if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
     and attack

Sean - you're half-screen away and you do an LK Ryuubi Kyaku, he'll always
      do the same move in a stronger version which you, in turn, can
      counter with a parry-> super after you recover.
    - two D+LK s will always be followed by a hopping heel k. Parry and
      super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
        round. he won't be countering the succeeding ones and thus victory
        for you
      - keep an eye out for his invisibility. It's when you give all you've
        got: He'll accept every last bit of it

Urien - crouching for 3 or more seconds yields a dive knee
     - walking back for sec yields a charging shoulder
     - standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
          has in mind when playing them are identical
        - whenever they're very far from you, they'll super jump and
          dive K. You'll parry and super

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

1) Shoryuu Cannon is the most recommended super

As I have mentioned above, the Shoryuu Cannon not only packs a great
deal of damage, it also comes out fast and is highly prioritized. These
last two charcteristics make the super a good escape move for missed,
parried, or blocked Ryuubi Kyakus, Tackles, and especially Tornado Ks.

2) Mix-up your D+MK, Overhead P, and your throw

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.

3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Parrying is a big part of the game but...

Sean does not rely on parrying that much. He is the offensive type.
Even if parrying leads the way to free hits, why not just counter your
opponent's schemes with the ever reliable Dragon Smash? Parrying will
only force you to execute a folow-up move and if you do any other move
by mistake, get ready to eat fists and feet.

5) Remember that you are "the great pretender"

Confusing opponents is one of Sean's main things. Aside from the conventional
mixing up of your D+MK, Overhead, and Throw, you can use his LK Ryuubi
Kyaku to get through low-blocking opponents that get up from a fall---just
make sure you're going down as they get up. His two-hit head butt can
also inflict so much pain for an overhead and should be used whenever
you detect a super defensive opponent.

6) Turn the tables

Make THEM do the basketball parrying this time! Yeah, yeah, you can't
throw three at a time, BUT you can dash-in and immediately do a low attack
to complement the overhead that is your basketball. This strategy is
soooo satisfying you'd wanna do it again and again. Eventually you'll
temporarily run out of basketballs, but think of that as a "fake" move
and quickly outsmart your opponent once again in whatever he may do about
it.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  _  _  ____   ____  _  _   ___
(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
_)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/


* Sean's sub-boss is Ken and this is what they have to say:

 Ken : Just like what we have agreed upon,
       Today is the day
       Your own moves, your own strategies, anything you can think of!
       Just try to impress me and if you see the chance, try to win a round.
       Well, if you can, that is.

 Sean: I'm not the person I was a year ago.
       Let me show you what I mean.

* Sean's ending:

Sean is shown standing next to his KOed opponent, with his arms being
raised as the new North American champ. "Finally..." he tells himself.
But, sadly---and quite expectably---it was all a wishful dream. In reality,
his face was bruised, and Ken was trying to wake him up. Being asked what
happened, Ken answered, "You almost made it through the elimination round(!)
but you were KOed." He(Sean) then vows to train harder and make his dream
a reality. (unlike Dan, I actually felt sorry for this guy, hehe)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _       ___  ____  ____  ____   ____  ____  ___
( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jeff Maxwell for sharing his opinions on the predictabilities of different
            computer opponents and...
            for constantly giving me a taste of brand new kung-fu shoes
            (but that's nothing compared to the taste of feet that have
             walked the globe! hehe)

Red Phoenix ([email protected]) for info on the whats and hows
                                       of ASCII arts

SAL ([email protected]) for the ending (which I rephrased so
                                 errors, if any, are mine)

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                _   _  ____  ___  ____  _____  ____  _  _
               ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
               (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v1.3 - added sub-boss conversation
v1.2 - corrected ending
v1.1 - added ending

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
            _    _  _____  ____  ____   ___
           ( \/\/ )(  _  )(  _ \(  _ \ / __)
            )    (  )(_)(  )   / )(_) )\__ \
           (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Sean I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

Sean can be, depending on how you'd use him, the best or the worst shoto
around. If you're a beginner, might as well use the other shotos as you
would only be wasting your money on him. As an average player, use him
once in a awhile to give some variety to your gaming experiences and learn
a few new tactics. Definitely use him if you're the expert type, who's
tired of using Akuma and winning OVER, and OVER, and OVER... (cause Sean
is known to extinguish the cheapness in any shotokan soul)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      __      __    ___  ____    _  _  _____  ____  ____
( \/ )(_  _)(_  _)(_  _)    (  )    /__\  / __)(_  _)  ( \( )(  _  )(_  _)( ___)
)  (  _)(_  _)(_  _)(_      )(__  /(__)\ \__ \  )(     )  (  )(_)(   )(   )__)
(_/\_)(____)(____)(____)()  (____)(__)(__)(___/ (__)   (_)\_)(_____) (__) (____)

on shotokan haters:
Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
boxers, and professional wrestlers. It's not that I can't think of any,
it's just that I know there'll always be people who'll be offended so I
stick to giving praise to my favorite characters. (Ok, I said Q is crap
but I only meant the computer-controlled Q) So, why don't you do the same?
Don't emphasize and curse on what you think is the lameness of another
character cause someday you might eat your own words when someone (like
me) challenges and beats the crap out of YOU using the "lamest" shoto,
and without being cheap.

to those who give the shotos a bad name:
If you give the shotos a bad name by being a scrub and getting your butt
kicked by almost everybody else, then there's no hope for you except maybe
practice a whole lot more in private. If, however, you give the shotos
a bad name by beating the crap out of everyone else using well timed yet
cheap Hadoukens, then consider Sean as your redeeming factor. Using him
will cross out all possible temptations of throwing a fireball and could
be your great leap towards honorable fighting. Good luck...

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

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