S T R E E T   F I G H T E R
    |\                                                       /|
    | \             \^~-.                                   / |
    |  \       |\    \   ^~-.                     /|       /  |
    |   \      | \    \      ^~-.                / |      /   |
    |    \     |  |    \  \^~-.  ^~-.           |  |     /    |
    |     \    |  |     \  \   ^~-.  \    /|    |  |    /     |
    |  |\  \   |  |      \  \      \  \  / |    |  |   /      |
    |  | \  \  |  |       \  ^-.   |  | |  |    |  |  /   /|  |
    |  |  \  \ |  |       |     ^-/  /  |  |____|  | /   / |  |
    |  |   \  \|  |       |  |^~-.__/   |          |/   /  |  |
    |  |    \  \  |       |  |          |   ____   /   /   |  |
    |  |     \  \  \      |  |          |  |    | /   /    |  |
    |  | _____\  \  \_____|  |          |  |    |/   /___  |  |
    |  | \        \       \  |          |  |    /        / |  |
    |__|  \________\_______\_|          |__|   /________/  |__|

  - F R E Q U E N T L Y   A S K E D   Q U E S T I O N S   1 . 8 -

[ Contents ]

  1; FAQ/Author information
  2; Game information
  3; Basic Controls Information
  4; Character Profiles
  5; Extra Characters
  6; Bugs, screwups and differences from the arcade version
  7; FAQ Credits

[ 1; FAQ/Author information ]

  Document description
  ~~~~~~~~~~~~~~~~~~~~
This document serves as both a playing guide and replacement manual of
sorts for people that bought used copies of the game without one, as
is the case with many old, used games.

  Document Viewing
  ~~~~~~~~~~~~~~~~
View as you wish, but for recommended viewing, use a fixed width font,
such as Courier and the zoom set so the following occupies no more
than three lines on your screen:

<--------------------------------------------------------------------->
12345678901234567890123456789012345678901234567890123456789012345678901
......................................................................

Basically, just open in in Notepad - it'll look fine in any resolution
from 800*600 upwards.

  Document Author
  ~~~~~~~~~~~~~~~
Name:            Jay Townsend
DoB:             8.Sept.1980
Mail me:         [email protected]
Nationality:     'Great' British
Favourite Games: Sonic the Hedgehog, Robotron 2084, Mario Kart, VF2
                Puyo Puyo, and the myriad forms of SF, yeah!
Favourite Film:  Natural Born Killers
Favourite Band:  Nine Inch Nails

  Document History
  ~~~~~~~~~~~~~~~~
v1.0             Basic movelist for game.
v1.1             Added more combos, missing moves, some bugs, plus
                information about Alpha Counters.
v1.2             More combos added, more glitches.
v1.3             Added a move that was missing.
v1.4             Rolling information added.
v1.5             Differences information, mistakes corrected.
v1.666           Added fight Akuma trick, some more combos.
v1.7             Spelling mistakes and layout cleaned up.
v1.8             Semi-rewritten, e-mail address updated.


  Document Copyright
  ~~~~~~~~~~~~~~~~~~
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  - This copyright section, and this section ONLY can be considered
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  - The format for this document is NOT considered an intellectual
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By reading further into this document, you are acknowledging acceptance
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and conditions, read no further.

  Games Covered by this document
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This document was written with the following games in mind:

       Street Fighter Alpha - Gameboy Color

[ 2; Game information ]

  From the back of the case
  ~~~~~~~~~~~~~~~~~~~~~~~~~
"Street Fighter Alpha for your Game Boy(tm) Colour is a fantastic
conversion of the No1 Arcade smash

Features:
o;  All thirteen characters from the arcade version
o;  High-speed, blistering pace, fight action
o;  Stunning graphics, animation and sound effects
o;  Special attacks, super combos and counterattacks
o;  Training mode for practicing multi-hit combos and strategies"

(From the back of the case to the European version)

  Basically, this means...
  ~~~~~~~~~~~~~~~~~~~~~~~~
Well, it's exactly what it says there. Can't argue with that, apart
from the humourous fact that, apparently the game has "fight action".

  Game Information, Statistics-wise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game:           Street Fighter Alpha
Other Versions: Arcade, Sega Saturn, PlayStation
Players:        One, unfortunately
Settings:       Eight 'star' ratings
Levels:         Thirteen characters to master
Save:           No

  So, what's the story?
  ~~~~~~~~~~~~~~~~~~~~~
M.Bison, druglord and boss of international syndicate Shadaloo
(Shadowlaw in the anime, upon which this game was roughly based)
is holding a tournament to find the strongest fighters in the world,
presumably to recruit them as heavies for his syndicate, to become
more powerful.

Basically, that's the somewhat minimalistic storyline.

  What's this button do?
  ~~~~~~~~~~~~~~~~~~~~~~
Oh yeah, the controls. Here they are;

Directional Pad;        Move your fighter, plus make them jump or
                       crouch, plus perform special attacks.
Button [A];             Makes your character kick
Button [B];             Makes your character punch
[START] Button;         Pauses the game
[SELECT] Button;        Taunt

[ 3; Basic Controls Information ]

  Legend
  ~~~~~~
First here is a list of my terminology for this FAQ;

*****NOTE: EVEN SFA VETERANS READ THIS AS SOME GBC MOTIONS DIFFER*****
This is because, the programmers of GBC SFA decided that the pad was
unresponsive for the motions, so went about to simplify them. If, like
myself, you are extremely accurate anyway you may find trying to pull
off the unsimplified motion a pain here, so I have listed the motions
as there are, as they are pulled off.

Key U=Up,D=Down,F=Forward and B=Back. 2 letters is a combination,
   or a diagonal of two directions.

FB  - Basically a half fireball motion  D,DF
FB! - The PROPER Fireball motion        D,DF,F
DP  - Simplified Dragon Punch Motion    F,D
RDP - Reverse Dragon Punch              B,D
SB  - Sonic Boom Motion                 Hold B,2sec,F
FK  - Flash Kick motion                 Hold D,2sec,U
PCF - Partial Circle Forward            B,BD,D,DF
PCB - Partial Circle Back               F,DF,D,BD
HK  - Half a hurricane Kick Motion      D,DB
SFB - Super Fireball Motion             D,DF,F,D,DF,F *
SHK - Super Hurricane Kick              D,DB,B,D,DB,B *
SSB - Super Sonic Boom                  Hold B,2sec,F,B,F **
SFK - Super Flash Kick                  Hold DB,2sec,DF,DB,U ***
360 - Full circular, 360 motion         F,UF,U,UB,B,BD,D,DF,F
720 - Double circular motion            Double the above
p   - lightly tap B
P   - PRESS B
k   - lightly tap A
K   - PRESS A
Pp  - B, doesn't matter how
Kk  - A, doesn't matter how
(?) - Bracketed buttons means HOLD the button.
J   - means you have to be jumping
KkKk- Mixed case means rapidly tap the button.

*   Has to be pulled of slower then usual (IE in Arcade SFA)
**  The last part (F,B,F) has to be done REALLY fast
*** This is a bitch to do, make sure you don't leave the crouch
   position until the UF. Sorry, but you can no longer do the
   simpler variants of this. It has to be done *FAST*, too!

ALL COMBOS HAVE BEEN PERFORMED/VERIFIED ON GBC VERSION OF SFA

  Alpha Counters
  ~~~~~~~~~~~~~~
An Alpha Counter (AC) is where you block an assailant's attack and
send one right back. To AC your opponent, BLOCK your opponent's strike,
and simply tap the required button whilst still blocking. NOTE: This
cannot be done without at least one level of your SC gauge, as it uses
up a level. The required button? Depends on your character;

Ryu:        P     Dragon Punch
Chun-Li:    K     The (Missing) D+MK
Charlie:    P     F+HP
Ken:        P     Dragon Punch
Guy:        K     The (Missing) D+MK
Birdie:     P     Bull Horn
Sodom:      P     The (Missing) Medium JitteStrike
Adon:       K     RisingJaguar
Rose:       P     'Exchange Throw'
Sagat:      K     A kick
Dan:        K     D+HK
Akuma:      K     D+HK
Bison:      P     HP

  Rolling
  ~~~~~~~
Rolling is fairly useless, IMO, but to roll past an opponent, after
getting hit, and knocked down, press B,BD,D+P.
Note that the original arcade bug of being able to roll when KO'ed
is fully intact.

[ 4; Character Profiles]

  Ryu
  ~~~
Ryu has entered the tournament because he is just a lone warrior who
wants to perfect his martial art.

MOVES:
Hadoken:          FB,Pp
Shoryuken:        DP,Pp
Hurricane Kick:   HK,Kk (Can Be Done in mid-air)
SUPER COMBOS:
ShinkuuHadoken:   SFB,P
SuperHurricane:   SHK,K

COMBOS:
JP,D+P,Hadoken
JP,D+P,Hurricane Kick
JK,D+P,Hadoken
JK,D+P,Hadoken
JP,D+p,D+k,Hadoken
JK,D+k,D+K
JK,D+p,D+k,ShinkuuHadoken
L1SuperHurricane,L1ShikuuHadoken (Corner)
Air Hurricane,SuperHurricane
Air Hurricane,ShinkuuHadoken
JK,D+K,ShinkuuHadoken

  Chun-Li
  ~~~~~~~
Chun-Li, of Interpol is in the tournament to investigate the
disappearance of another agent, her father.

MOVES:
Kioken:           SB,Pp
RisingBirdKick:   FK,Kk
AxeKickTopDown:   PCB,Kk
FlipKick:         DF+K
SUPER COMBO:
Kikoushou!:       SFB+P
DancingNailStab:  SSB+K
HazanTenShoKyak:  SFK+K

COMBOS:
JK,D+K
JP,p,Kioken
JP,p,k,DancingNailStab
JP,p,k,DancingNailStab,RisingBird
JP,p,k,L1DancingNailStab,Kikoushou
JK,p,k,DancingNailStab
JK,p,k,DancingNailStab,RisingBird (Somebody let me know if replacing
                                  this with HazanTenShoKyaku works!
                                  I can do it on the other versions,
                                  but haven't so far on this one.)
JK,p,k,L1DancingNailStab,Kikoushou
DF+K,RisingBird
DF+K,Kikoushou!

  Charlie
  ~~~~~~~
Charlie is some military grunt, wanting to take down Shadowlaw.

MOVES:
SonicBoom:       SB+Pp
FlashKick:       FK+Kk
SUPER COMBO:
SonicBarrage:    SSB+P
KickAssault:     SSB+K
SomersaultShell: SFK+K

COMBOS:
JK,D+K
JP,p,SonicBoom
JP,p,k,KickAssault
JK,p,k,KickAssault

  Ken
  ~~~

MOVES:
Hadoken:         FB,Pp
Shoryuken:       DP,Pp
Hurricane Kick:  HK,Kk (Can Be Done in mid-air)
Roll:            HK,Pp
SUPER COMBOS:
Shoryureppa:     SFB+P
Shinryuken:      SFB+KkKkKk...

COMBOS:
JP,D+P,Hadoken
JP,D+P,Hurricane Kick
JK,D+P,Hadoken
JK,D+P,Hadoken
JP,D+p,D+k,Hadoken
JK,D+k,D+K
JK,D+p,D+k,Shoryureppa
JK,D+p,D+k,Shinryuken
D+K,Shoryureppa
D+K,Shinryuken
Air Hurricane,Hurricane
Air Hurricane,Shoryken
Air Hurricane,D+p,D+k,Shoryureppa

  Guy
  ~~~
Guy, having just helped rid 'Metro City' of crime syndicate 'MAD
GEAR' looks to do the same with Shadowlaw.

MOVES:
Air throw:       FB+Pp
Running Kick:    FB+K,Kk to kick
Running Fake:    FB+k,Kk to stop
HurricaneKick:   HK+Kk
SUPER COMBO:
BushinRushIn:    SFB+K
AerialFury:      SFB+P

COMBOS:
p,P
p,D+k,P
p,D+k,D+K
p,K,D+K (No, seriously!)
JP,D+P,HurricaneKick
JP,D+P,Bushin Rush In (BTW What do you think of my name for it?)

  Birdie
  ~~~~~~
Some big oath who wants to join Bison. Heh heh, the manual says
he 'uses his strength and style to avoid the law' HA HA HAAAAA!
STYLE! He he hehehehe.

MOVES:
BullCharge:      SB+Pp
ChainSlam:       360+Pp
Bull Horn:       (P) or (K)
SUPER COMBO:
BullRevenger:    SSB+P
Chain Slam Fury: SFB+P/K (P/K Controls range of initial leap)

COMBOS:
JP,D+P,BullCharge

  Sodom
  ~~~~~
Ex-MAD GEAR heavy, he's looking to reform the gang, this time with
Himself as the leader.

MOVES:
JitteStrike:      DP+P
PowerBomb:        360+Pp
RugBurn 8^) :     360+Kk
LastDitch:        B,DB,D+K after being knocked down
SUPER COMBO:
Pummeler:         SFB+P
POWERPowerBomb:   720+P (Easier than you may think with the GBC pad)

COMBOS:
p,P
JK,D+K
JP,D+P,Jitte
JP,D+P,PowerBomb (NOT a combo, but hard to be escaped from)

  Adon
  ~~~~
Adon is sick and tired of Sagat getting all the thunder, so he's here
With his own brand of MuayThai.

MOVES:
JaguarKick:       RDP+Kk (K controls angle)
RisingJaguar:     FB!+Kk
DragonTooth:      PCB+Kk (K controls descent)
SUPER COMBO:
Jaguar Assault:   SFB+P
Jaguar Revolver:  SHK+K

COMBOS:
JK,k,D+K
JK,k,RisingJaguar
JK,D+p,JaguarAssault


  Rose
  ~~~~
Rose is some kind of psychic weirdo (Or DarkStalkers reject ;) with
an understandable vendetta vs Bison.

MOVES:
SoulSpark:        PCF+Pp
SoulThrow:        DP+Pp
SoulReflect:      HK+P (Only reflects upward. WTF?)
SoulAbsorb:       HK+p
SUPER COMBO:
Turn Blue:        SFB+K (See for yourself)
Fury/Throw:       SFB+P
AuraSoulSpark     SHK+P (1st part of Lv3 no longer reflects)

COMBOS:
p,D+k,D+K
JK,d+P,SoulSpark
JK,p,D+P,AuraSoulSpark

  Sagat
  ~~~~~
Sagat is a little miffed that Ryu whipped his ass. And rightly so, I
mean  WHAT did Sagat do to Ryu? Nothing, bar doing his job and being
the  last boss of SF. AND THEN Ryu has to burn him with a move he
*STOLE* from Ken. Ask yourself- WHO's the villain here...?

MOVES:
TigerUpper:       DP+Pp
TigerShot:        FB+Pp
LowTigerShot:     FB+Kk
TigerCrush:       DP+Kk
SUPER COMBO:
Tiger shot:       SFB+P (Note: Bug in the game: L1 only)
TigerGenocide:    SFB+K
TigerKneeFlash:   SHK+K

COMBOS:
JK,k,TigerCrush
JK,D+p,TgerShot (Either)
TigerKnee,TigerUpper
TigerKnee,TigerShot

[ 5; Extra Characters ]

  Note
  ~~~~
The codes to select these characters still haven't been found, as far
as I know. Please DO NOT mail me about the codes, as I don't know
them, and when I do, this FAQ will be updated with them.

However, if you fancy playing as one of these characters, you'll have
to get lucky in the random select. It's fairly common knowledge that
the random select just cycles really quickly, and the characters are
always after Sodom. But that's about all I can tell you - good luck.

  Dan
  ~~~
Sagat killed his dad. Capcom decided to joke at SNK's expense.

MOVES:
"Gadoken":        FB+Pp
"Koryuken":       DP+Pp
"DanKuKyaku":     HK+Kk (Weak version very useful!)
SUPER COMBO:
SC Koryuken:      SFB+K
SC Gadoken:       SFB+P
SNK? Who?:        SHK+K

COMBOS:
JP,D+P,Gadoken
JK,D+p,D+k,Gadoken
JK,D+P,DanKuKyaku
JK,D+P,SNK Super
JK,D+K,Taunt (Just to be able to taunt safely, it cancels a sweep!
         NB: Works with other guys, too!)

  Akuma
  ~~~~~
Just there for scrubs who can't play... :P

MOVES:
Hadoken:          FB,Pp
BurningHadoken:   PCB+Pp
AirHadoken:       J,FB+P
Shoryuken:        DP,Pp
Hurricane Kick:   HK,Kk (Can Be Done in mid-air)
Roll:             HK,Pp
Roll 2:           D,DF,F,FU+Pp       >Leave for slide
                                    >K for fall/kick
                                    >P for palm strike
Teleport:         DP+K or RDP+K
SUPER COMBOS:
Shoryureppa:      SFB+P (Can only be done at L3. WTF?)
SC Hadoken:       PCB x2 +P
Air SC Hadoken:   J,SFB+P
ShunGokuSatsu:    p,p,F+K -L3 ONLY (FAR too easy to perform!)

COMBOS:
JP,D+P,Hadoken
JP,D+P,Hurricane Kick
JK,D+P,Hadoken
JK,D+P,Hadoken
JP,D+p,D+k,Hadoken
JK,D+k,D+K
JK,D+p,D+k,Shoryureppa
D+K,Shoryureppa
Air Hurricane,Hurricane
Air Hurricane,Shoryken
Air Hurricane,D+p,D+k,Shoryureppa
Air Hadoken,P,Hadoken
Air Hadoken,p,ShunGokuSatsu (Not a combo, but impossible to escape
from!)
Air Hadoken, [LAND HERE] JP,Air Hadoken (A real pad-buster to do!)
Air Hadoken, [LAND HERE] JP,SC Air Hadoken (Same here!)
Weak Hurricane, DragonPunch

  Play Against Akuma
  ~~~~~~~~~~~~~~~~~~
Hold A+B after selecting whilst the 'VS' screen is shown, up until the
match starts. Thanks to John "FireHawke" Peasley for this.

  M.Bison
  ~~~~~~~
Yeah, you know the story.

MOVES:
Psycho Shot:      SB+Pp
ScissorKick:      SB+Kk
HeadStomp:        FK+Kk
         Dive:   P after headstomp
Dive (2):         FK+P,P
Teleport:         dp+K or rdp+K
SUPER COMBO:
PsychoCrusher:    SSB+P
KneeNightmare:    SSB+K

COMBOS:
Huh? You're kidding me?

  Play Against Bison
  ~~~~~~~~~~~~~~~~~~
..It's the same as fighting Akuma, but hold SELECT as well.

[ 6; Bugs, screwups and differences from the arcade version ]

  Bugs / screwups
  ~~~~~~~~~~~~~~~
AKUMA:  Note his air Hurricane Kick, and the fact that Weak/Fierce are
       swapped around, so you TAP A for FIERCE and PRESS it for WEAK.
       Actually, sometimes he _only_ has either his LK or HK one and
       won't do the other.

SAGAT:  His SC TigerShot can only be done at L1

DANCING SAGAT: Play the game, but don't finish it. Instead, keep
       losing and continuing so that you eliminate all possible
       characters. Play as Charlie (vs Bison) and lose. Now
       continue as Adon, and Sagat acts just a little freaky.

??? WIERDNESS: Occasionally on the next match screen, foes you have
       already defeated will still have the ? over them.

ENDINGS:For some reason, if you can fluke the following you will get
       the WRONG ending.
       From the RANDOM SELECT;
       o; Play as Anyone with Sagat as boss
       o; Get to Sagat
       o; Lose and continue
       o; Pick Sodom, and Sagat be your next character (Not the last)
          (NB: Pick him from random select again)
       o; Win, and be presented with Ryu's ending. WTF?
       I can only hypothesise, that, the game wasn't programmed to
       Alter which ending its going to show correctly with regards the
       Random Select function.

ROSE:   Rose's PERFECT win pose is screwed up.
       Finish a bout with any of the SC Soul Throws, and the screen
       Does NOT starburst, how it should when finishing with SC.

THROWING: Throws are now performed WITHOUT a direction. I.e just the
       Punch or Kick buttons. You *can* direct the throw, but they
       work as just the button.

DRAW!:  You can't. A double K.O will always have you, the player win.

OPTION?:  The speed settings have no effect.

9:9:8:  For some reason, you can jump straight up, whilst going
       through the forward jump animation. Not all the time, but
       often, when jumping after landing from any special that leaps
       you in the air, such as Shoryuken.

(As a side-note, I'd just like to say that CrawFish interactive can't
really have good testers. There are a lot of bugs in this game, I
found  five of these within the first DAY of play. Very 'extreme'
testers there, if they couldn't find these. Or was the game rushed for
the UK release?)
Hey, I'm UK-based and cheap! Hire me! :D Or tell me the character
codes :)

  Changes
  ~~~~~~~
Changes from the arcade to this version;

o; Obviously the lack of buttons. See above.
o; Simpler motions. See above.
o; Characters are only 3 colors. Here is a list of the colors;

RYU-    As usual
KEN-    As usual
GUY-    As usual
ADON-   Now has black hair, black stripe on shorts.
BIRDIE- Again, the black hair.
CHUNLI- No yellow stripe. Vs color is all green.
CHARLIE-All green or blue.
ROSE-   Black hair.
SAGAT-  Black stripe on shorts. He just wears white or grey.
SODOM-  Black helmet and pants.
BISON-  Doesn't wear his cape.
AKUMA-  Black hair. Looks cool, actually.
DAN-    Black hair.

o; Flaming moves turn opponent red, but there is no flame.
o; There are no impact effects
o; Super Combos have no shadows
o; Secret Character codes are different. Still not found them.
o; There is no combo counter
o; Sodom's Alpha counter slides about two screens across
o; There are no win quotes
o; Chun-Li's HK TehnShoKyaku is only 2 hits, it's just a MK one.
o; There is no music on the select screen
o; Characters who had similar stages now share stages, and music. The
  only change between character stages is Ken and Charlie's.
o; Charlie's stage has no betting people, instead it is now just a
  different color from Ken's.
o; Music is also shared.
o; Music seems to be remixed versions of the themes
o; M.Bison has no cape
o; There is no juggling after a K.O, I.e. A shoryureppa would usually
  continue to hit whilst the background is a starburst. Here it does
  not.
o; Guy's air somersault throw seems to have double it's previous
  range.
o; Charge times (Chun-Li, Charlie, Birdie, Bison) are longer
o; If you select from random select, lose and continue, the random
  select does not 'hold' your previous character.
o; The introduction is missing. Instead there is a list of credits
o; The endings are just text
o; There are no moving particles in the starburst background when
  finishing with a L3 SC.
o; You can no longer batter the buttons to add to the end of a L3
  Jaguar Assault with Adon. Boo.
o; The animation for Dan's Koryuken is strange. The last 'standing'
  frame of animation (2nd frame) is shown for longer, but this is
  cool. It makes it look like it 'sweeps' off the floor. Nice.
o; Characters have no shadows on the floor.
o; Rose only flames (Read: Turn blue) opponents with throws, not
  other moves, that should.
o; Roses 'Soul Illusions' now just turns her blue, and extra hits are
  now substituted for extra damage.
o; Akuma's Messatsu-Gou-Shoryu can only be done at L3.
o; Sodom's L3 SC PowerBomb doesn't end with the rug-burn. Waaah.
o; Birdie's chain throw range is terrible. Even if you are next to
  them now, there is no guarantee that it will connect.
o; Chun-Li's Kikoushou doesn't _always_ knockdown, meaning that my
  terrific Kikousho to Hazan-TehnShoKyaku corner juggle is now
  mostly obsolete, which is why it's not in the listing. You can try,
  though.
o; No vs mode in *ANY* way, shape or form. Boo.
o; Guy's Special air throw has unlimited range, provided you press P
  on the way downward. Makes it very easy with Guy. D'oh!
o; Guy's Final Fight combo (LP,LP,MP,HP,HK) is missing, purely because
  all the MEDIUM attacks are missing, albeit in Alpha Counters.
  Thanx to Marco Sainte Jr. for this.

If anyone has any more differences, please mail them to me, and get
your name in print. Please, I'm lonely :)

[ 7; FAQ Credits ]

  A list of thanks
  ~~~~~~~~~~~~~~~~
John "Firehawke" Pealsey, Marco Sainte Jr, "Kao Megura", ShinStarmie,
Crawfish Interactive, Nintendo, Capcom

  A few mentions
  ~~~~~~~~~~~~~~
Big hi to Stacey Holmes, Sean Wright, Dave Buxton, Adrian Thorne,
Winston White, Paul Buxton

[ EOF; End Of FAQ ]                     S T R E E T   F I G H T E R
    |\                                                       /|
    | \             \^~-.                                   / |
    |  \       |\    \   ^~-.                     /|       /  |
    |   \      | \    \      ^~-.                / |      /   |
    |    \     |  |    \  \^~-.  ^~-.           |  |     /    |
    |     \    |  |     \  \   ^~-.  \    /|    |  |    /     |
    |  |\  \   |  |      \  \      \  \  / |    |  |   /      |
    |  | \  \  |  |       \  ^-.   |  | |  |    |  |  /   /|  |
    |  |  \  \ |  |       |     ^-/  /  |  |____|  | /   / |  |
    |  |   \  \|  |       |  |^~-.__/   |          |/   /  |  |
    |  |    \  \  |       |  |          |   ____   /   /   |  |
    |  |     \  \  \      |  |          |  |    | /   /    |  |
    |  | _____\  \  \_____|  |          |  |    |/   /___  |  |
    |  | \        \       \  |          |  |    /        / |  |
    |__|  \________\_______\_|          |__|   /________/  |__|

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

  - F R E Q U E N T L Y   A S K E D   Q U E S T I O N S   2 . 0 -

[ Contents ]

  1; FAQ/Author information
  2; Game information
  3; Character Profile: Normal Moves
  4; Character Profile: Special Moves
  5; Character Profile: Super Combo Moves
  6; Character Profile: Combos
  7; Basic Strategy Overview
  8; In-depth Strategy
  9; FAQ Credits
  ???; Appendix A: A glossary of terms
  !!!; Appendix B: Completism - the REST of the Chun-Li info.

[ 1; FAQ/Author information ]

  Document description
  ~~~~~~~~~~~~~~~~~~~~
This document serves as both a playing guide and replacement manual of
sorts for people that bought used copies of the game without one, as
is the case with many old, used games.

Well, that's my standard disclaimer. I wanted to write a kickass
strategy guide, okay?

  Why?
  ~~~~
In case you are wondering why somebody would write a guide for a seven
year old game that hardly anybody plays anymore, it's because of a
few reasons, namely;
  - A general passions for gaming
  - This is one of my favourite SF titles
  - I know I'm not the only one going through a "retro" gaming trip
    at the moment, so I like to cater for likeminded people
  - I'm a bit of a perfectionist, and my old guide sucks
  - I just plain felt like it. Good enough reason for me :D
  - Lastly, playing SFA3 in an arcade -- I got challenged by a
    stranger, who was good, and whipped his butt. Therefore, expecting
    reprisal at some time, I'm practising like crazy. I bet he is.
    Except, I don't have Alpha3 yet :( -- Alpha2 is close enough ;)

  Document Viewing
  ~~~~~~~~~~~~~~~~
View as you wish, but for recommended viewing, use a fixed width font,
such as Courier and the zoom set so the following occupies no more
than three lines on your screen:

<--------------------------------------------------------------------->
12345678901234567890123456789012345678901234567890123456789012345678901
......................................................................

Basically, just open in in Notepad - it'll look fine in any resolution
from 800*600 upwards.

  Document Author
  ~~~~~~~~~~~~~~~
Name:            Jay Townsend
DoB:             8.Sept.1980
Mail me:         [email protected]
Nationality:     'Great' British
Favourite Games: Sonic the Hedgehog, Robotron 2084, Mario Kart, VF2
                Puyo Puyo, and the myriad forms of SF, yeah!
Favourite Film:  Natural Born Killers
Favourite Band:  Nine Inch Nails

  Document History
  ~~~~~~~~~~~~~~~~
v1.0             Basic strategy guide and movelist for game.
v1.1             (Unreleased) More in-depth strategy guide,
                because v1.0 seriously sucked IMHO.
v2.0             Serious attempt at strategy guide, rewritten totally
                to try and match the quality of my superlative SFA
                guide for GameBoy Color.

  Document Copyright
  ~~~~~~~~~~~~~~~~~~
This document is protected by the unpublished copyright laws, and
usage is limited to that of which the author permits.

Such usage of this document explicitly forbids the following;
  - Hosting upon any web domain of webspace without the author's
    written permission.
  - Transmitting, printing or any other kind of replication, be it
    electronic or otherwise without the author's written permission.
  - Reproducing only part of this document. It must be kept in it's
    full form at all times, including this section. This also includes
    unauthorised addition to the file in the form of HTML or other
    markings.
  - Using this document for any financial gain, including the sales
    or advertising of games, related or unrelated to the document.
  - Fraudulent paraphrasing or rewording of this document for the
    purpose of passing it off as another's work.

However, this document MAY be used in the following ways;
  - This document may be hosted upon a web domain or webspace,
    providing the following conditions are fully met:
       - The document is not used for any financial gain, including
         the sales or advertising of games, related or unrelated to
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         written correspondance, electronic or otherwise.
       - This document remains in it's original format, this section
         inclusive. This, therefore, explicitly forbids the use of
         HTML or other markings.
       - The author is fully credited for the file, either directly
         next to the file link, or in a bibliography.
  - This copyright section, and this section ONLY can be considered
    public domain. As such it may be included freely in any related
    or unrelated documents, and this section ONLY does not adhere to
    these conditions.
  - Short quotes or transcripts of this document are allowed, under
    the condition that the author is credited either directly next
    to the quoted section, or in a bibliography.
  - The format for this document is NOT considered an intellectual
    property as such, and may be used as a base for the format of
    any related or unrelated document.

By reading further into this document, you are acknowledging acceptance
of these terms and conditions. If you refuse to acknowledge these terms
and conditions, read no further.

  Games Covered by this document
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This document was written with the following games in mind:

       Street Fighter Alpha 2 - Super NES
       Street Fighter Alpha 2 - Sega Saturn
       Street Fighter Alpha 2 Dash - Sega Saturn
       Street Fighter Alpha 2 - PlayStation
       Street Fighter Alpha 2 Dash - PlayStation
       Street Fighter Alpha 2 - Arcade
       Street Fighter Alpha 2 Dash - Arcade
       Street Fighter Zero 2 - Super NES
       Street Fighter Zero 2 - Sega Saturn
       Street Fighter Zero 2 Alpha - Sega Saturn
       Street Fighter Zero 2 - PlayStation
       Street Fighter Zero 2 Alpha - PlayStation
       Street Fighter Zero 2 - Arcade
       Street Fighter Zero 2 Alpha - Arcade

Hey, if any more Alpha 2 variants exist, please let me know, okay? ;)

  Test Versions
  ~~~~~~~~~~~~~
For accuracy purposes, this document was researched with the following
equipment;
       EU PAL Sega Saturn (2nd model)
       EU PAL Sega Saturn Street Fighter Alpha 2
       EU PAL Sega Saturn Street Fighter Collection
       EU PAL PlayStation
       EU PAL PlayStation Street Fighter Alpha 2
       EU PAL PlayStation Street Fighter Collection
       EU PAL Super NES
       EU PAL Super NES Street Fighter Alpha 2

[ 2; Game information ]

  From the back of the case
  ~~~~~~~~~~~~~~~~~~~~~~~~~
"18 LETHAL FIGHTERS - KILLER CUSTOM COMBOS - INTENSE ACTION! The
perfect conversion of the #1 arcade blockbuster explodes onto your
screen with lightning-fast gameplay and amazing innovations. Quick
Move Reversals, Alpha Counters and the incredible new Custom Combo
system will push your talents to the limit. 5 new fighters join all
your favourite warriors. Includes the exclusive 'Capcom Illustration
Gallery' - view 100 pieces of art from the Street Fighter Alpha
series." -- from the back of the Sega Saturn PAL (EU) version.

  Basically, this means...
  ~~~~~~~~~~~~~~~~~~~~~~~~
It's SFA with more characters and a new custom combo system, which
replaces the chain combo system (And I know which I'd personally
prefer, too - neither.) and Quick Move Reversals, *whatever* they are
I'd love to know :p

No wait, I know.... heh...

  Game Information, Statistics-wise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game:           Street Fighter Alpha 2
Other Versions: See above
Players:        Two
Settings:       Eight difficulty settings, eight speed settings
Levels:         Eight fighters in Arcade Mode, 18 in Survival
Save:           Yes, on all but the Super NES versions
               (At least I *think* the arcade version saves...)

  So, what's the story?
  ~~~~~~~~~~~~~~~~~~~~~
M.Bison, druglord and boss of international syndicate Shadaloo
(Shadowlaw in the anime, upon which this series was roughly based)
is holding a tournament to find the strongest fighters in the world,
presumably to recruit them as heavies for his syndicate, to become
more powerful.

Basically, that's the somewhat minimalistic storyline, as pasted from
my GBC SFA FAQ, OK? (Acronyms getting OTT, IMHO)

  What's this button do?
  ~~~~~~~~~~~~~~~~~~~~~~
They're all completely configurable, so I'll list the default settings,
with the exception of arcade versions.

SATURN VERSIONS:
D-Pad Up:       Jump
D-Pad Down:     Crouch
D-Pad Left:     Move character left
D-Pad Right:    Move character right

START Button:   Pause the game

A Button:       Light Kick
B Button:       Medium Kick
C Button:       Heavy Kick
X Button:       Light Punch
Y Button:       Medium Punch
Z Button:       Heavy Punch

L Trigger:      3x Punch
R Trigger:      3x Kick

PLAYSTATION VERSIONS:
D-Pad Up:       Jump
D-Pad Down:     Crouch
D-Pad Left:     Move character left
D-Pad Right:    Move character right

START Button:   Pause the game
SELECT Button:  Taunt (Chouhatsu)

TRIANGLE Button:Medium Punch
CIRCLE Button:  Medium Kick
X Button:       Light Kick
SQUARE Button:  Light Punch

L1 Trigger:     3x Punch
L2 Trigger:     3x Kick
R1 Trigger:     Heavy Punch
R2 Trigger:     Heavy Kick

SUPER NES VERSION:
D-Pad Up:       Jump
D-Pad Down:     Crouch
D-Pad Left:     Move character left
D-Pad Right:    Move character right

START Button:   Pause the game
SELECT Button:  Taunt (Chouhatsu)

A Button:       Light Kick
B Button:       Medium Kick
X Button:       Light Punch
Y Button:       Medium Punch

L Trigger:      Heavy Punch
R Trigger:      Heavy Kick

[ 3; Character Profile: Normal Moves ]

  Overview
  ~~~~~~~~
Basically, I've listed the moves in four different contexts, STANDING,
CROUCHING, JUMPING UP and JUMPING TOWARD/BACK. Given that Chun-Li does
not really have much in the way of close-range attacks. The key I'm
using (Throughout this entire document) is as follows;

LP;     Light Punch
MP;     Medium Punch
HP;     Heavy Punch
LK;     Light Kick
MK;     Medium Kick
HK;     Heavy Kick
P;      Punch (Any)
K;      Kick (Any)

  Standing Moves
  ~~~~~~~~~~~~~~
LP;     A slap to the face. Can be used rapidly.
MP;     Double-palm to the mid-section.
HP;     Lunging punch to the face. Good range.
LK;     Stabbing kick to the mid-section.
MK;     Kick to the face.
HK;     A very-nearly vertical heel kick. Poor range.

  Crouching Moves
  ~~~~~~~~~~~~~~~
LP;     Quick jab to the knee area.
MP;     Slightly forward jab to the knee area.
HP;     Lunging punch to the knee area.
LK;     A stab at the toes with the feet.
MK;     Sweeping low heel kick. Doesn't knock down.
HK;     One hand planted lunging kick to the knee area. Knock down.

  Jumping Up Moves
  ~~~~~~~~~~~~~~~~
LP;     A punch out and slightly down.
MP;     Downward punch.
HP;     As MP but arm is stretched out for a shorter time.
LK;     Upward kick with leg closest to player.
MK;     Upward kick with far leg, active for shorter than LK.
HK;     Straight-outward kick. Very short duration.

  Jumping Toward/Back Moves
  ~~~~~~~~~~~~~~~~~~~~~~~~~
LP;     As above (Jumping Up section)
MP;     As above
HP;     As above
LK;     Straight out kick. Good duration.
MK;     As LK but shorter duration.
HK;     The equivalent of Jumping Up LK then MK quickly. 2 hits.

[ 4; Character Profile: Special Moves ]

  Basic Overview
  ~~~~~~~~~~~~~~
I've not actually listed these in the usual format, but gone over each
move in reasonable detail, because understanding how they work is
part of what makes them so 'special', heh.

  Lightning Kick
  ~~~~~~~~~~~~~~
OPERATION: Tap any Kick button rapidly.

Essentially, this is rapid-fire kicking. The harder the strength, the
faster the kicks, but also you have to press the button faster to
compensate for this.

Combos at close range, usually about 4 or 5 hits, but no juggle.

  Kioken
  ~~~~~~
OPERATION: Make a half-circle shape on the controller through the
          directions BACK, DOWN and FOWARD and tap any Punch button.

This is like Ryu and Ken's Hadouken, but take a little longer to
execute, as Chun-Li winces backward before launching it. However,
it has a better recovery time. Strength controls speed.

Unlike previous versions, it's range is limitless.

  TehnSho Kyaku
  ~~~~~~~~~~~~~
OPERATION: After holding DOWN for roughly 2 seconds ("Charging"),
          press UP and any Kick simultaneously.

Imagine a rising, rotating kick move. It moves up and fowards, how far
depending on the strength. The Heavy version is 3 hits, 2 of which
juggle. Medium version is 2 hits, one juggling and the Light version
a single non-juggling hit.

  "Axe" Kick
  ~~~~~~~~~~
OPERATION: Make a quarter-circle shape on the controller through the
          directions FORWARD, DOWN and BACK and tap any Kick button.

This is a handstand, into a downward kick. The downward nature of the
kick means that it hits as a high attack (More later on this) even
though it is on the ground. The strength controls the lunge forward.

This move takes a while to execute, as Chun-Li handstands.

  Kickflip
  ~~~~~~~~
OPERATION: Press the DOWN-FORWARD diagonal and HEAVY KICK together.

Chun-Li quickly turns her rear to the opponent, and backflips toward
them, legs crashing downward. Essentially a jumping kick that will
knock down the opponent like a sweep. It's a topdown (See ???) attack.

  Throw
  ~~~~~
OPERATION: When near the opponent, press TOWARD or BACK, together with
          one of either the HEAVY or MEDIUM PUNCH buttons.

Chun-Li wraps her far arm around the opponents mid-section, and lunges
forward, using the momentum to propel them to the ground.

This, as a throw, cannot be blocked. However, this is one of the few
throw moves in the game that can be performed whilst airborne. Cool.

  HeelKick
  ~~~~~~~~
OPERATION: In mid-air, press DOWN and MEDIUM KICK together.

A dirty, dirty move :)

Very strange, this; It's it's own launch and juggle (See ???) for up to
3 airborne hits. Aerial rave! :p It hits directly below Chun-Li.

  Wall-jump
  ~~~~~~~~~
OPERATION: Jump toward the edge of the screen, and press away from it

Not offensive, but does a leap off the wall, quite high up.

  Defensive Roll
  ~~~~~~~~~~~~~~
OPERATION: When knocked down*, make a quarter-circle BACK->DOWN and
          press a PUNCH button

*; But not yet on the floor

Rolls toward (Occasionally through) an opponent. Meh, not too useful,
only really of use if an opponent starts a SC to try and catch you as
you get up.

[ 5; Character Profile: Super Combo Moves ]

  Basic Overview
  ~~~~~~~~~~~~~~
Again, these are in more detail than the regular moves. These 'Super
Combo' moves are so called because (With few exceptions) they are just
that: Automatic combination special moves.

However, although these generally do a heap of damage, and a ton of
free, effortless hits, you have to pay. One (At least) level of your
Super Combo (Henceforth SC) gauge.

To use up more than one SC level, thus upgrade the attack (More hits
and damage, usually), simply perform with 2 or 3 kick or punch buttons,
for a level 2 or 3 attack, respectively.

Alpha counters are listed here, as they require 1 SC level (Or one and
a half, in SFA2Dash/SFZ2Alpha)

  Dashing Lightning Kick
  ~~~~~~~~~~~~~~~~~~~~~~
OPERATION: Charge BACK, then quickly FORWARD, BACK, FORWARD and KICK(s)

SFA2 doesn't have a dash. If it did, then this move would be the
equivalent of dashing forward, and performing a few quick LKs followed
by a HK Lightning Kick. This is a great move, with a slight moment
of invulnerability upon execution, like most SC moves.

LEVEL 1:   5 hits
LEVEL 2:   6 hits
LEVEL 3:   7 hits

  Hazan-TehnSho Kyaku
  ~~~~~~~~~~~~~~~~~~~
OPERATION: Charge DOWN-BACK, then quickly FORWARD, BACK, UP-FORWARD
          and KICK(s). Note that the FORWARD and BACK phases can be
          performed whilst still crouching, which may be easier.

It's a powered-up TehnSho Kyaku, that's all. Great range, though --
it can connect at roughly one and a half character widths away.

LEVEL 1:   5 hits
LEVEL 2:   6 hits
LEVEL 3:   7 hits

  Kioushou!
  ~~~~~~~~~
OPERATION: Make a quarter-circle shape TWICE on the controller through
          the directions DOWN then FORWARD and press PUNCH(es)

A multi-hitting vacuum of energy. Basically, a close-range Shinkuu
Hadouken (Or Ryu's), with next to no recovery time.

LEVEL 1:   5 hits
LEVEL 2:   7 hits
LEVEL 3:   10 hits

  Alpha Counter
  ~~~~~~~~~~~~~
OPERATION: Whilst blocking, make a quarter circle on the controller
          through the directions BACK then DOWN and press any button.

This differs depending if you press a PUNCH or KICK button.

The PUNCH version is like a Kioken with not fireball. In essense, a
two-handed palm strike. One of few ACs that doesn't knock down.

The KICK version is like a knockdown version of crouching MK.

[ 6; Character Profile: Combos ]

  Basic Overview
  ~~~~~~~~~~~~~~
A little theory for you. Stop talking in the back row, listen up - this
should save your butt from getting whupped too much :)

And, yes, the following 'lessons' are very important if you have
NEVER USED OR ARE NOT TOO SKILLED WITH A CHARGE CHARACTER.

I presume that you're reading this because you wish to change that
little fact, eh? Good :)

In essense, a combo is a series of attacks that happen without any
kind of interruption, potential or otherwise. Basically, striking an
opponent whilst they are still in their recoil animation from a
previous hit, thus cannot attack or defend.

The easiest way to apply this little theory ingame is the following:

  Lesson 1: Jump if you want a free hit
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Notice how airborne attacks stop when you land? Try a jumping HK real
late on your descent, and see how Chun-Li kicks only once.
Well, your opponent's recoil from being hit DOESN'T end. Thus, you can
make good of this by attacking again.

Try following the jumping HK with a crouching HK when you land. Make
sure your jumping attack is late (One hit) and the crouching attack
follows RIGHT after.

The result is that you've done more damage than just the one hit. And,
in this case you've knocked down your opponent, hopefully, which means
you can jump back and take a breath - whatever. This is The Oldest
Combo In The World (tm) and a great way to start learning them.

  Lesson 2: Interrupt yourself!
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
More theory. Certain moves, when executed, can be interrupted by a
Special Move. The classic example of this is Ryu's HP into Hadouken.

One can only theorise that this happens as a byproduct of the game
prioritising Special attacks over regular ones.

Nonetheless, this is known as the two-in-one, another staple of the
Combination Attack (Combo for short, now you're acquainted).

Try this: perform a Kioken with MP, but press the button when you
reach DOWN on the controller, and release it when you reach FORWARD.
Make sure you're close to an opponent (Hey, this is what TRAINING
MODE is here for, console owners!)

CONTROLLER:   BACK             DOWN               FORWARD
BUTTON:                        Hold MP------------Release MP

If done correctly, you will notice that Chun-Li will reach out her arm
for the MP, but not retract it: Instead, it is interrupted by the
Kioken, and the two (Should) combo. If not, don't worry - try it a
different way.

CONTROLLER:   BACK             DOWN               FORWARD
BUTTON:                        Press MP           Press MP Again

It works the same. I actually prefer the latter way. If it still does
not combo, then you're doing it a little slowly. You can either leave
it for now, or perfect it until it combos. The important thing at this
stage is that you're INTERRUPTING the MP with the Kioken.

Of course, you don't have to use the same button for attacks. Try;

CONTROLLER:   Hold DOWN----------------------------UP
BUTTON:                            Press MP        Press HK

Notice that this is the motion for TehnSho Kyaku with a MP in the
middle of the charge time.

What should happen here is again, Chun-Li doesn't retract her arm from
the MP, instead she launches straight into the TehnSho Kyaku.

Now, knowing that half the charge time was taken by a MP instead of
all that useless crouching, you may begin to realise a core component
of strategy with a Charge character (As characters with 'charge' moves
are commonly known). Good. You're ready for the next lesson.

  Lesson 3: Let's make a combo!
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now all the idiot explanations are really done, we're onto some real
combo action! Hopefully, you'll also see how to pull out a charged
move from seemingly nowhere, too - no crouching, just WHAM! Kickass!

Okay, so try combining the above two lessons;

By the way, this is where you land:   |
                                     |
CONTROLLER:   UP-FORWARD   BACK       |   DOWN           FORWARD
BUTTON:                    Press HK   |   Hold MP--------Release MP

CONTROLLER:   UP-FORWARD   BACK       |   DOWN           FORWARD
BUTTON:                    Press HK   |   Press MP       Press MP Again

CONTROLLER:   UP-FORWARD   Hold DOWN--|------------------UP
BUTTON:                    Press HK   |   Press MP       Press HK

In that last one, you have a better chance of performing it if you
actually hold DOWN from the VERY MOMENT you leave the ground.
Do the last one right, and you will see the fundamental basics of
playing with a charge character: The charge was 'hidden' in all the
moves of the combo, until the end. See how that works?

  Juggling explained
  ~~~~~~~~~~~~~~~~~~
Okay, so you notice that the TehnSho Kyaku hits again and again in
mid-air, right? And some others, but not all moves do. How can you use
THIS in a combo? Well, you can and can't. There is a general rule for
how many hits you can juggle with; IF a move hits multiple times
in the air, you can use it to juggle with, but the first hit (Usually
the 'launcher' hit) won't juggle. So, the TehnSho Kyaku, usually 3
hits, will only juggle for 2, got it? Well, try this;

Following on with the previous lesson and the theme of hiding a charge
within other moves, perform a Dash Lightning Kick, followed by a
TehnSho Kyaku. You may have to master the timing first, but it's like;


C: BACK----------------FORWARD BACK FORWARD DOWN------------------|-UP
B:                                  HK                            | HK
                                                                 |
To signify when the Dash Lightning Kick will end:                 |

This should add 2 more hits to the Dash Lightning Kick, thus taking it
up to 7 (For a level 1 attack). More damage, too.

As a rule, you can only juggle after attacks with little recovery time
that knock down ('Launch' in this case) your opponent.

Try this one;

C: DOWN-FORWARD----------------------------|--------UP
B: HK                                      |        HK

In essense, a KickFlip, followed by TehnSho Kyaku. Make sure that the
flip is performed from a distance, you that it hits *right before* you
hit the ground.

  Custom Combos
  ~~~~~~~~~~~~~
Yuck. Do I have to? Okay, I will - for completion's sake, not yours :)

To explain, I hate custom combos (CCs) -- they ruin the balance of this
game, ESPECIALLY in Chun-Li's case. Anyway...

To activate CC, you must have at LEAST one SC level, and press two
punch and one kick, or two kick and on punch button, i.e;

LP+MP+LK / LK+MK+LP / MP+HP+HK / whatever, I think you understand

NOTE: In SFA2 Dash (SFZ2Alpha) just press a punch and a kick together.

Anyway, this will darken the screen for a moment, and attach a trail
of afterimages ('Shadows') to you character, just like a SC. However,
this (In theory) is where you make your own SC.

In CC mode, the following apply:

  -; Your character automatically walks forward
  -; You cannot jump
  -; All recovery times are removed
  -; You cannot perform SC moves (One exception, but not for Chun-Li)
  -; Charge times are removed
  -; All moves juggle indefinitely

The amount of time this lasts depends on how much SC guage you have
when you activate this mode.

To use, the best thing to do is first and foremost, launch your
opponent. This is because, in CC mode, like normally, hitting a foe on
the ground will knock the two of you apart. However, in mid-air, this
doesn't happen.

Also, given that most players don't spend matches crouched and blocking
the best thing to do is a low attack. That launches? DOWN+HK with most
characters, and you're almost guaranteed a hit.

Then, the best thing to do is Special Moves. Because of the nature of
CC, all moves are weakened anyway, but Special Moves are still more
powerful.

In Chun-Li's case, the best thing to do is DOWN+HK followed by a HK
Lightning Kick until CC ends. That's because given the juggling nature
of CC and the rapid nature of the Lightning kick, the two combined
are lethal. In a corner, this can amount to ~49 hits, for around
2/3 of an energy bar.

Now you can probably understand why I hate CC -- it's a real
game-breaker, and I'm not THAT cheap. Please, for decency's sake,
abstain from using it, until you get really pissed off by a cheap
player. Then, feel free, at your own discretion ;)

  Combo Reference: Combo-able moves
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now follows a table of sorts representing the different properties of
certain moves, whether they launch, what recovery time they have,
and whether they can be interrupted (Cancelled) by a Special Move.

Key:
    I   = 'Instant' move -- hits almost instantly, so can follow up
          a move with little recovery time, to combo
    S   = 'Safe' move -- little recovery time, so can be followed up
          without need for cancelling
    L   = 'Launcher' move -- knocks down opponent
    C   = 'Cancel' move -- can be interrupted by a Special Move
    J(?)= Juggling move (Juggle Hits)
    *   = Can only be cancelled with Special or SC moves performed
          with the same button
    #   = Only works in conjunction with itself

  |  Stand  |   Crouch  |
  +---------+-----------+
LP |  ISC    |   C       |
MP |  C      |   IS#  C  |
HP |  -      |   -       |
LK |  ISC    |   IC      |
MK |  C      |   C       |
HK |  C*     |   L       |
  +---------+-----------+

(Crouching HK seems to be a special case. It can be cancelled by a
HK TehnSho Kyaku in a corner... sometimes. I don't know, okay?)

Lightning Kick:      -
Kioken:              -
TehnSho Kyaku:       ILJ(2)
HeelKick:            ISLJ(~2)#
KickFlip:            SL
AxeKick:             -
Dash Lightning Kick: IL
Hazan TehnSho Kyaku: ILJ(4/5/6)
Kioushou!:           LJ(4/6/9)#

In a special case, Kioushou! can be juggled after it has done it's own
juggling, but only on a cornered opponent.

Hopefully, this reference will mean I don't have to insult your
intelligence by typing a list of all possible combos - the beauty of
Street Fighter games is that you can create your own! Eat *THAT* all
inferior combo systems! (Yes, I'm thinking Killer Instinct... :D)

Want a list? Hmmm... try this one against Sagat;

Jump HK -> LP -> LK -> L1 Dash Lightning Kick -> L2 Hazan TehnSho Kyaku
[2 hits]   [1]   [1]   [5 hits]                  [5 juggled hits]

It has to be Sagat so the HK can actually hit twice. 14 hits!
If you're feeling good, you can stick an extra LP in there for 15,
but that's all you're getting. When you can pull that one off as
consistently as you'd like: LEAVE COMBOS AND DO SOMETHING ELSE.
Really, that counts as being good enough ;)

[ 7; Basic Strategy Overview ]

  Basic Overview
  ~~~~~~~~~~~~~~
Well, learning the moves isn't enough. StreetFighter, like all the very
*BEST* fighting games, is more like a strategy game in beat'em up
clothing. So, you have to come prepared. So, I have a few tips to
get you started in this section.

  Number one: Hold down-back at all (other) times
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Simple rule: Try (And this will take some serious dedication if you're
not already used to doing so) to hold DOWN-BACK at all times whenever
you're not doing anything. Obviously, if you have to walk toward your
foe, or jump, or perform a Kioken (For example), you can't.

But, for all OTHER times, hold DOWN-BACK. This charges up both the DOWN
and BACK directions, for Special and SC Moves. This includes the bit
where the announcer declares the round. Try it; Hold DOWN-BACK from
the very offset, and as soon as 'FIGHT' is announced, press UP and HK.
Wow, you'll pull a TehnSho Kyaku out of "nowhere".

  Number Two: Know your moves
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm talking about the normal, single-button moves. They're useful.
As a base for a strategy, the crouching HK can be used, with it's
range and priority, in a range of situations. Actually, it can be used
for nearly anything rather cheaply, but remember -- it's not just
TehnSho Kyaku that air-counters in Chun-Li's case, no.
Against air attacks, you have to following at your disposal;

HK;              If your timing is good
Crouch HK;       If they'll land short of you
Jump Up+HK;      To take them out of the air
Jump Toward+LK;  For air superiority
Jump and Throw;  If they like late, combo starting attacks
Kioushou!;       No, really. Like I said, Know your moves

Others, such as LP have usage in the situation, too. Experiment.

  Number three: Know thy enemy
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Actually, 'enemy' is a bit strong -- I consider fellow SF players to
all be friends. Even the annoying ones, but whatever.

This cliched snippet of advice is useful. Not against AI, as AI is
purely reactionary, and you'll no doubt end up using tricks anyway.
But, against a human opponent, be mindful of the way they play.

In general, a fireball fanatic (You know the kind - they resemble an
8-bit boss character with their limited repetoire :D) can be overcome
either by beating them at their own game, taking advantage of the short
recovery on Chun-Li's Kioken, or simply jumping and teaching them the
error of their ways with a combo or two. Which you did practice, right?

If somebody plays the 'waiting game' (Known as 'turtling'), that is
wait for you to attack all the time (Annoying, I know), then you try
and play distance games with them, pecking at them with crouching MK or
hanging back, throwing many a Kioken at them until they get sick of
it. If they jump toward you, you may be able to catch them with a
crouching HK - the Good Old Fireball Trap (tm).

If they're mainly airborne, which can be annoying, then you could try
air throws on them, or weak air attacks, to peck at them (Generally,
weaker attacks have higher 'priority' than stronger ones). Or try and
get them to jump into your TehnSho Kyaku.

Basically, don't play in the one style. It's fun, but to win you have
to adapt. Although, once you get good at that, *then* you can start
putting a bit more personality into it, such as myself -- I'm a VERY
offensive player, I even use Alpha Counters offensively! Basically
takes some work to master, but tempt the opponent into attacking by
walking into range and Alpha Counter whatever they do. You have to be
pre-emptive with it, but this is the very core of knowing your foe;
Try and get a feel for what they're going to do, and when.

As a sidenote, many players will purposely lose an initial round when
playing a stranger, under the premise of 'not being very good' --
they're getting a measure of your skill, again, knowing their foe.

[ 8; In-depth Strategy ]

  Round one, FIGHT!
  ~~~~~~~~~~~~~~~~~
As soon as I hear this sound, I personally jump toward the opponent
& LK. Why? As above, it's the easiest way I know to gauge my opponent.
Basically, I'm not after a perfect, I'm after winning, so a little
damage early on to suss my opponent means nothing. From this little
tentative venture, I can get a basic idea of how they'll play;

- If they stood still, and it hit, they may well be crap :D
- If they stood still, and blocked, they're a defensive player.
- If they took me out of the air with a ground attack, I can't take
 advantage of a lack of reactions. Damn ;) Probably defensive.
- If we 'collided' mid-air, they're probably doing the same thing
 as I, else they're on the offense.
- If I just leapt over a fireball, this could be easy. Who the hell
 starts with one of those? This isn't 1991 any more! :D
- If they've already started scrubbing the stick in a circle and
 mashing the buttons, then this will be another lesson they won't
 learn from in how not to play the damn game ;)
- If I was dragon-punched by a Ken/Ryu/Akuma, then this will not be
 that fun, I expect. Most of those guys only DP anything. So it
 looks like edgy distance games... :(

Then, the bigger giveaway is how they try to follow up. If you were
knocked back, look for the following;

- If they jump toward you (they're probably going to that a lot if
 they do :D) then they're an offensive player for sure.
- If they remain still, they're probably a damn turtle. Grrr.
- If they start attacking thin air in your absence, this could be
 a very easy match indeed. Probably new to the game. Or, in the
 case of many whiffed jab specials, they're building up SC. Which
 means they might be very, very cheap players.
- If they walk straight toward you, this is harder. They could be
 crap. They could be waiting to jab DP you as you rise. Or sweep.
 Or throw. Whatever, it reeks of confidence to me.

It's not perfect, but it sure as hell beats losing an entire round
against somebody to judge them, when for all I know, they could be
doing the same. Win that first round, damn it!

Besides, any player with any self esteem won't leave it at one.
There will be subsequent matches, usually. Make the most of the 1st.

  Following that
  ~~~~~~~~~~~~~~
What to do now? Personally, I'd jump back and throw one jab Kioken,
just to see how they'll react. I'll either crouch HK them, jump
subsequent fireballs from them or tentatively try to start a combo
with a jumping MK against them, depending on what they do.

As always, everything your opponent does betrays the style in which
they're going to play, which could change from one moment to the
next if they're any good. Whatever, my main aim will be to start
a little bit of a cheap strategy on them for some free damage.
So to start, I have to knock them down. This employs judicious use
of crouching HK -- thank god it's versatile.

Don't overuse this baby, unless you're against a jab-DP-and-that's-
all Ryu/Ken/Akuma, in which case they deserve to be cheaped upon.

  Take advantage of Chun-Li's strengths
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To me, Chun-Li's main strength is the sheer amount of attacks she
has with little or no recovery time, compared to other characters.
Therefore, once my foe is on the floor, I prey upon this.

An opponent hardly ever seems to expect the first time I do this;
A DOWN-FOWARD and HK KickFlip, timed to hit them low and late as
they get up, whilst charging DOWN-BACK (As is the norm).

The timing of this means that there are three things that will
happen from your opponent;
- They get hit (Follow with TehnSho Kyaku juggle!)
- They block (Throw, which is cheap, or back off)
- They jab dragon punch (Or variant)

If the third happens, it's usually excellently timed. It has to
be, otherwise, they'll bite it. Try this again, and if they pull
that shit off a second time, they deserve the cheap treatment
(Yes, crouching HKs until they're sick of it). Come on, they're
exploiting the game there, and you'll lose through fault of
Capcom not balancing characters properly. Just explain that you
will desist when they do. Fire with fire.

Anywho, if it worked, it's good, you got your free damage.
If they blocked, uhm, well try it again. Like I said, a bit on
the cheap side. Don't do it a third time, instead, back off.

My main strategy goes like this, I'll keep at a distance for a
while with jab Kiokens, then I'll go for the knockdown, maybe
with the FB trap, then I'll try that. This is until I have
enough of a SC gauge to play around with. Then I try the Dash
Lightning Kick -> TehnSho Kyaku juggle to show them who's boss.
Because that's important.

  Break it up
  ~~~~~~~~~~~
Of course, every player on earth will get tired of the constant
repetition if you carry on with that crap, so break it up.

A good way to do this is to employ the Axe Kick in "Combos that
aren't Combos" -- that is to say, try one of the following to
break things up a little;

- Jump MK, LP, Crouch LK, Axe Kick
- KickFlip, LP, Crouch LK, Axe Kick
- Crouch MK, Axe Kick

At best, these will either peck a bit, or force a low block,
before caning them with a topdown. It's about mixing the height
of the attacks here, to try and whittle down whatever energy
they have.

Also, try delaying the timing of combos. For example;

Jump HK -> LP -> LK -> L1 Dash Lightning Kick -> L2 Hazan TehnSho Kyaku

The combo from earlier. Well, if the first hit is blocked, try
delaying the Dash Lightning Kick. It's high priority, so will hit
through most moves if they stop blocking and try to capitalise on your
"shortcoming" in performing the combo. Or get them before they even
attack, just as they have stopped blocking. Whatever, it's a good
example of breaking things up. And you could look good too;

Imagine, for a second, that you pause at the LK against a Ryu player
(And by God, there are thousands of those! :D), who throws a Hadouken.
Just as you pull off the belated Dash Lightning Kick - and the slight
moment of invulnerability it gives takes you through the fireball,
slamming straight into the boy wonder, and making you look like a God.

Take a moment to reach for the taunt button ;)

  In a nutshell
  ~~~~~~~~~~~~~
It's all about the few attacks that give you a window of opportunity
through their small recovery times. If they hit, juggle. If they're
blocked, try and get them as they stop blocking to counter you.

If they're good enough either to (a) actually counter you or (b) not
even let the attacks through in the first place, then start praying,
or playing some distance games.

Just try and get your attacks blocked, okay? Use your lack of recovery
time. It's Chun-Li's main strength. Use the force.

As for the other stuff, you know - telling you what to do when your
opponent misses an attack -- well, you're smart enough to figure it
out. Create your own style based around this.

  Character Specifics: Overview
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rather than provide you with an idiot's guide (You're smart, you can
fill in the gaps, I trust :D) I'll just provide an insight into what
you can expect from each character. This section may appear unfinished,
but blame the majority of the SF-playing populace for this: They should
play as more than just Ryu, Ken and Akuma, then my guide wouldn't suck.

:D

  Character Specifics: Ryu
  ~~~~~~~~~~~~~~~~~~~~~~~~
Most Ryu players have two moves. Fireball and Dragon Punch. That's it.
Learn the timing of both, and when to strike. Of course, a half decent
Ryu player will have figured out a use or two of the Hurricane Kick,
which can actually be a nightmare to dodge if used correctly. Meh, try
either TehnSho Kyaku or jumping LK. If you happen to jump into one,
try blocking or LK.

Other than this, most Ryu players seem to be on the defensive. Oh dear.
Distance games, then -- try to keep just out of Dragon Punch range,
which happens to be a great crouching MK range. Peck at them.

  Character Specifics: Adon
  ~~~~~~~~~~~~~~~~~~~~~~~~~
Ouch. IMO one of the much better characters on offer.

Realise this about Adon: His attacks have better priority on the whole
than Chun-Li's, and better reach. Probably the best bet here is to
play a largely air-superiority game.

If you see him leap to the edge of the screen ("Jaguar Tooth!" or, uhm
"Dragon Poop!" as it sounds) then leap backward and try to combo him
as he lands, yeah. Other than that, beware his SC. I'd advise wall
jumping the hell out of there.

Oh, and watch out for a couple of annoying tricks *I* personally use
when I'm Adon - sometimes I'll use Adon's DOWN-FORWARD+MK upward heel
kick against leaping attacks to annoy an opponent (Usually, I nail
about six or seven in a row, the fools! Heh...). Or, I'll follow up a
sweep with the FORWARD+MP topdown, as my opponents usually low block
after a sweep. All I'm saying is watch out, okay? ;)

  Character Specifics: Chun-Li
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Given that I'm the ONLY Chun-Li player I know of at all, I can't help
much here. Chun-Li has no real weaknesses, so just pray the fools use
an attack or two with a recovery time, and thwack them.

Sounds like a cop-out, but I don't know many Chun-Li players.

I guess, you could get a feel for what *you* personally dread another
player to do, and aim to do just that. Like, I'm personally very wary
of being hit out of the KickFlip, so I try and time it well. Thus, I'd
look out for an opponent that's not timing the KickFlip well and make
them pay for it.

That's about all the help I can give. Sorry. :)

  Character Specifics: Guy
  ~~~~~~~~~~~~~~~~~~~~~~~~
Thankfully, Guy can't chain as well as in Alpha, but he's still good
in the right hands. You may find that using the KickFlip works well
against Guy, as most moves of his plough right into it. Other than that
it's air superiority games, pretty much like Adon.

  Character Specifics: Ken
  ~~~~~~~~~~~~~~~~~~~~~~~~
Oh god. Boring. How many Kens have I played ever?

Same as Ryu, but lower priority Hurricane Kick, and a weaker, if more
likely to hit, Dragon Punch (Unless all hits connect, which they won't,
right? I.E; Don't get close).

Most Kens LOVE the HP Dragon Punch, so take advantage of that - keep
back or block. When it misses, there's a window of opportunity there:
Seize it with a combo.

  Character Specifics: Dhalsim
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stretchy limbs dude. Which means that most of your air defense/offense
will have to be the LK, again for air superiority.

Dhalsim seems to have no real effective counter vs. the KickFlip, so
nail him with that and a juggle. Just watch out when close, as Dhalsim
can make a great close-range character, believe it or not (I play him
that way with reasonable success, anyway) - you don't want to get on
wrong end of a yoga inferno. Just make sure you don't try anything too
daring up close.

  Character Specifics: Gen
  ~~~~~~~~~~~~~~~~~~~~~~~~
Well, CPU Gen seems to suck up anything I throw at him. Wouldn't know
too much about human Gens -- is there such a beast?

Avoid jumping far too much, is all I can say really.

  Character Specifics: Sakura
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oh god. Far harder than a Ken or a Ryu player in the right hands,
mainly due to the esoteric nature of her moves: She's Ryu but she's not
basically -- air supremacy games vs. the ShunPu Kyaku, basic projectile
evasion 101 against Hadouken. And just plain STAY AWAY from the Sho-ou
Ken, as it's not pretty, even when blocked.

Sakura is thankfully underused, but very good in the right hands.

  Character Specifics: Rolento
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You're kidding right? Rolento seems to be designed with leaping
straight into TehnSho Kyaku in mid -- hint, hint...

Oh, and if you're up close, from a whiffed KickFlip or whatever, poke
a bit with MK or otherwise block -- his grenades super 'sucks' you
in when blocking, and usually ends you up with him cornered.

What more opening do you need? Got a SC level or two? Punish him.

  Character Specifics: Zangief
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You are playing keep-away, right? Good. You need to.
Seriously, if you land next to Zangief, GET THE HELL OUT. None of the
blocking games mentioned above with whiffed moves, a decent Zangief
can and will make you pay.

What can I recommend? Use this as practice for nailing the Heel Kick x3
juggle combo - it works well, and if blocked, gets you out of the way
(Or in a corner, in which case, you wall jump, silly).

If (And this seems a small chance) your opponent is proficient with
the anti-air slam SC, then you may not even be able to do this.

All I can suggest is jumping from JUST OUTSIDE piledriver range, and
trying a crossover with jumping MK, or crouch MK distance games.

Don't underestimate Zangief.

  Character Specifics: Charlie
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Aside from (possibly) another Chun-Li, this is one of the harder fights
you'll have. Advice? Remember that Charlie's flash kick is air-
blockable, so leave your kicks until the LAST POSSIBLE moment on
a crouching player, but use early jump-LKs on a standing one.

Basically, your every move here should be a tentative endavour designed
to lure Charlie into a special move, all of which are air-blockable,
and try and punish him when he misses.

  Character Specifics: Birdie
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
You're kidding right? You could win this with crouch MK alone, if you
were so inclined. Basically, treat like Zangief, but remember that
Birdie's throwing range is only about half.

You'll win this one. Unless there is a way to be good with Birdie, of
course, but I've never played a tough Birdie fight ever.

  Character Specifics: Rose
  ~~~~~~~~~~~~~~~~~~~~~~~~~
Don't jump. Rose seems to be a turtler's favourite. Don't jump. Try to
play distance games, and Kickflip if they are knocked over. Don't jump.

Oh, and don't worry about Rose's soul reflect vs. your Kioken -- you
have too small a recovery time for her to nail you back with it unless
you're stupid enough to try it up close, in which case you should be
playing foot games with crouch MK.

  Character Specifics: Sodom
  ~~~~~~~~~~~~~~~~~~~~~~~~~~
This could be the easiest and the hardest fight ever.

Basically, treat with more up-close caution than Zangief, as Sodom's
throw leaps forward, and can be nasty (Especially when a combo is
started by Sodom with the entire PURPOSE of being blocked, so he can
nail you with something nasty in the corner).

However, Sodom has very little anti-air. So, as long as you play it
sensibly (Start combos with LP or LK), you can use this as combo
practice. Or try and annoy them with Heel Kicks - that works well.

  Character Specifics: Sagat
  ~~~~~~~~~~~~~~~~~~~~~~~~~~
There are two kinds of Sagat player;

1) "SF2 Turbo Sagat" -- guess what they play like? Yes, three moves.
  You're welcome to punish these guys with crouch HK in that case.

2) An actual (REAL LIFE!) good player. Crap.

In that second case, all I can recommend is distance games, and minimal
jumping. Like every opponent, get a feel for what they'll do and when -
the best thing you can do is jump a Tiger Shot and punish them with
a large combo -- Sagat's height means that using a jumping HK will
give you an extra hit, and a little more damage.

Whatever you do, though, make up your mind whether you wish to play
a long or short range game vs. Sagat -- mid-range is the worst place to
be, trust me.

  Character Specifics: Akuma
  ~~~~~~~~~~~~~~~~~~~~~~~~~~
Can you beat a half decent Ryu player? Then you can win this.

Just listen out for a frantic double-tap on any button - they're going
for the Raging Demon attack. What do I do? Leap backwards (Or up,
it depends on the range) and start a combo on them.

If your timing is good, taunt them out of this. They're not big, and
they're not clever.

  Character Specifics: M. Bison
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I once theorised that in SFA2, every character had an opposite - the
one character that could defeat them the easiest, and that character
was designed purposely to provide another with problems.

Well, Chun-Li is Bison's nemesis in this way.

This should be an easy match, if you keep it tight. Use all the basic
strategies above (Before the character specifics) and you should be
absolutely fine. Or every Bison I've played sucks, either way. There
should be some good ones out there.

  Character Specifics: Dan
  ~~~~~~~~~~~~~~~~~~~~~~~~
There are some people who think Dan is the best character. These people
have merely mastered the art of the Waiting Game, and are wasting their
time with applying it to Dan. They really should be playing as Ryu with
that. Or Sakura. Anybody but Dan. Nonetheless, use anti-turtle tactics
and you should be fine.

Anybody ELSE playing Dan won't serve as much of a challenge, to be
honest. They'll more than likely play for fun and taunt you loads.
So? Have some fun. Try to end the match laughing. Really, in your own
way, you're paying your dues respectfully. And shake the guy's hand
after the match; "That was cool, thanks!"

[ 9; FAQ Credits ]

  Thanks in no particular order
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Well, my main two FAQ writing inspirations have to be John Culbert
(Tiger raid) and Chris MacDonald (Kao Megura). I thank the both of
them for their kind words and advice, not that they can remember, I'll
bet, but anyway, credit where it's due. And now, the thanks list for
real, here goes;

Sean Wright, Dave Buxton, Paul Buxton, Ade Thorne, Neal Ellenberger,
Stacey Holmes, Tommy Cheung all deserve a mention, in part, for in
some way facilitating the current version of this FAQ.

And I'll mention Neal Ellenberger again, as he's a fair enough foe
on the SF series for me (Apart from sucking on the older titles, heh)
and my current sparring partner, if you will.

  Information sources
  ~~~~~~~~~~~~~~~~~~~
Most of this information was researched by myself, through vigorous
playtesting. However, credit where it's due, here's who ELSE is
responsible in small ways;

Kao Megura;   Probably responsible from where I picked up a few
             of the move names from. Great FAQ writer.
Tiger Raid;   In the early days of my FAQ writing, he showed me the
             errors of my ways (Which were many) and prompted me to
             play as, and understand more characters. Which in turn,
             made me formulate more ways to rape other characters
             with Chun-Li. Thanks for the Sagat/Zangief info.

[ ???; Appendix A: A glossary of terms ]

  Basic Overview
  ~~~~~~~~~~~~~~
I've used some strange terms in this document. Here's what they mean.

  Glossary
  ~~~~~~~~
Charge Character;
  Any character with a reliance on Charge moves (See below).

Charging;
  Any move in which a direction has to be held is known as a Charge
  Move, because holding the direction is like "charging" up the move.

Combo;
  Short for "Combination Attacks", this is a quick sequence of attacks
  which cannot be defended once the first strike has hit.

Juggle;
  The art of hitting a fighter already kicked off the ground with an
  attack. So called because it's like juggling a hot potato.

Launch;
  Any attack that renders the opponent airborne, set up for a juggle.

Recovery Time;
  The time in which a move 'recoils' and a character returns to
  controllability.

TopDown;
  An attack that hits from the top, downward. Technically an attack
  that hits high (Like a jump attack) but doesn't have to be performed
  during a jump, per se (Although most induce a short hop)

[ !!!; Appendix B: Completism - the REST of the Chun-Li info. ]

  Basic Overview
  ~~~~~~~~~~~~~~
I didn't want to do this section -- this is a strategy FAQ more than
anything. But, for completion's sake here it is. At the bottom, so that
you don't have to filter through this to get to the good stuff (Which
is above, naturally).

  Biography
  ~~~~~~~~~
Chun-Li, of Interpol is in the tournament to investigate the
disappearance of another agent, her father.
(Courtesy of my GBA SFA FAQ, and copy-paste)

  Character Colours
  ~~~~~~~~~~~~~~~~~
Okay, this section is in two parts, namely Arcade and Saturn, because
they kinda differ -- in the arcade (Alledgedly -- I've not played it)
different colours are selected by pressing a punch, a kick or two
punches or kicks. On the Saturn, any of the six attack buttons.

Anywho, here goes;
ARCADE
Punch;       Blue
2 Punches;   Pink
Kick;        Green/White
2 Kicks;     Silver

SATURN
LP;          Blue
MP;          Pink
HP;          Faded Blue
LK;          Green/White
MK;          Silver
HK;          Faded Green/White

  Ending
  ~~~~~~
BISON:  "Chun-Li! You surprised me. Next time I'll use both hands.
        Unfortunately, I have no time for these petty games."
CHUN-LI:"Where do you think you're going?"
BISON:  "Don't worry child, we will meet again. I hope you'll amuse
        me then. More than your father did! Ha ha ha ha!"
CHUN-LI:"...my father? Bison! It was you! You killed my father!"

Bison disappeared into the underworld. A few days later ...at the China
Branch Interpol Headquarters...

CHIEF:  "Chun-Li, I have appointed you as special investigator of
        Shadaloo. Revenge your father's death with us!"
CHUN-LI:"I'll get you Bison! Next time we meet, we'll settle it!
        This is the last time I cry. Don't worry ...Father!"

  Classic Chun-Li
  ~~~~~~~~~~~~~~~
Hold START (SELECT on the PSX version, I think...?) whilst selecting
Chun-Li to get her older (IMO better) look. She's the same, with the
exception of her Kioken, performed as a charge BACK, FORWARD and PUNCH
instead of the usual motion.

All the strategies should work fine.

[ A final word ]

So, you've read this FAQ, and maybe found some of my comments about
certain characters a little inflammatory?

Maybe you consider it a work of genius (No, really, you do, right? ;)

Maybe you have something to add.

Well, don't bitch. This document isn't gospel, it's a work-in-progress
and the author wants it to be as good as it can be. That's me, and I
do want it so. If you have something to add, drop me a line;

                        [email protected]

Send your comments related to this FAQ right there. And I'll reply
to every single one, I promise!

Just make sure I can read it, and you're not flaming for the sake.

[ EOF; End of FAQ ]