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S T R E E T F I G H T E R
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888888,,,,,8 8,,,,,,8 888,,,,,,,,888
888888,,,,,,,,,,,8 8888888 8,,,,,,,8 888,,,,,,,,,,,,,,888
8,,,,,,,,,,,,888888 8,,,,,,8 8,,,,,,,,8 8,,,,,,,,,,,,,,,,,,8
8,,,,,,888888 8,,,,,,,8 8,,,,,,,,,8 8,,,,,,88888,,,,,,,8
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8::::::888888:::::8 888::::::::::::::8 88888 888::::::8
8:::::::::::::::::8 8::::::::::::8 888:::::::888
8::::::::::::888888 8:::::::::::8 888:::::::888
8::::::888888 8::::::::::::8 888:::::::888 888
8::::::8 888888 8::::::8:::::::888 8::::::8888 888::8
8``````888888`````8 888``````8 8````````8 8`````8 888`````8
8`````````````````8 8```````8 8```````8 8``````8888````````8
8````````````888888 8``````8 88888888 8````````````888888
8``````888888 8``````8 8``````888888
888888 8888888 888888
P L U S
--------------------------------------------------------------------
STREET FIGHTER EX 2 PLUS FAQ v1.5
for the Sony PlayStation (import)
by Chris MacDonald
<
[email protected]>
Unpublished work Copyright 2000-2001 Chris MacDonald
This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. It is for private and personal use only--it cannot
be reprinted in part or in whole, or reproduced in any way or in any
form (written or otherwise). It is a free document that cannot be used
in any sort of commercial transaction, including selling it or giving
it away as a gift. This FAQ cannot be referenced, altered, or used by
anybody (including webmasters, publishers, and magazine staff) without
my express written permission. This FAQ was created and is owned by
me, Chris MacDonald <kmegura (at) yahoo (dot) com>. It can be found
exclusively at (www.GameFAQs.com). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned herein.
I expressly forbid the following publishers/publications from using this
FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
and Prima Games. Remember, plagiarism is a crime and is punishable by
law.
Anyway, the Street Fighter EX series is (c) Arika Co., LTD. and
Capcom Co., LTD. All characters, move names, and character move names
are trademarks of Arika and Capcom.
=================
TABLE OF CONTENTS
=================
1. INTRODUCTION
- FAQ Notation
- Basic Moveslist
2. CHARACTER MOVELISTS
- Area
- Balrog
- Blanka
- Chun-Li
- Cracker Jack
- Darun Mister
- Dhalsim
- Doctrine Dark
- Guile
- Hokuto
- Ken Masters
- Nanase
- Pullum Purna
- Ryu
- Sagat
- Sharon
- Skullomania
- Vega
- Vulcano Rosso
- Zangief
3. HIDDEN CHARACTER MOVELISTS
- Garuda
- Hayate
- Kairi
- Shadow Geist
- Cycloid Beta
- CPU Garuda
- Vega II
4. SECRETS AND TRICKS
- Unlock the Hidden Stuff - Manual Method
- Play as the Hidden Characters
- Fight the Hidden Characters
- Unlock the Bonus Games
- Enable Maniac Mode / Sample Data Replay
- Extra Random Select
- Infinite SC Energy
- Secret Win Poses
- Remove Balrog's Mask
5. GAME SHARK CODES
- Player One Has Infinite Life
- Player One Has Infinite SC Energy
- Garuda, Shadow Geist, Kairi, and Hayate are Playable
- Player One is always in Otedama Mode
- Player One's Supercancel Limit is Off
- Player One's Excel is always Active
- Pause Menu Cursor Select
- Total Time Count Select
- Damage Count Select
- Enable all the Bonus Games
- Enable Maniac Mode
- Play as Vega II, CPU Garuda, Cycloid Beta, etc.
- Character and Mode Select
- Character Move Select
6. EXPERT MODE GUIDE
- (characters listed alphabetically)
7. MANIAC MODE GUIDE
- (characters listed alphabetically)
8. MODES OF PLAY, EXPLAINED
- Arcade Mode
- Versus Mode
- Option Mode
- Practice Mode
- Director Mode
- Bonus Game
9. GAMEPLAY NOTES
- Links, Canceling, and Combos
- Throws and Tech. Hits
- Super Combo Gauge and Bonuses
- Super Combo Levels and Meteor Combos
- Super Combo Finishes and Victory Symbols
- Guard Breaks
- Cancel Breaks
- Using Excels
- Reducing Damage
10. MISCELLANEOUS
- Beating Vega II
- Color List
11. AUTHOR'S NOTE
- Revision History
- Special Thanks
This FAQ is for the _Japanese_ version of SFEX2 Plus. Since the US
release, I have gotten complaints about the codes not working, etc.
All I can say is, there are differences between the two releases, so
you're going to have to find the codes elsewhere!
This FAQ was ripped off by Eric Lionel Pratte for his Prima Games'
SFEX2 strategy guide. Thanks for the publicity, you jerk!
========================================================================
1. INTRODUCTION
========================================================================
Hi, and welcome to yet another EX series FAQ. Right off the bat, you
should know that this game has lock-out protection, even if you have
a modded PSX. One way around this is to own a Japanese PSX or a Net
Yaroze (grin, grin). The other way, if you have a modded PSX, is to
use a Game Shark code. The code to bypass the lock-out protection is:
D01BD48A - 1040
801BD48A - 1000
Kudos goes to xiaNaix (connect.to/xiaNaix.com) for producing the code.
Kevin Eav says that if this code still doesn't work for you (or if the
other Game Shark codes by Kenshin and Codehacker that are listed in the
'Secrets' section don't work), try adding in an extra line, C1000000 -
0000. Apparently that worked for him. If you have a Game Shark that's
v1.99 or lower, all you need is the second line.
------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------
This section outlines the basic controls for all characters:
[ Controller Layout ] -------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
[ Button Layout ] -----------------------------------------------------
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
You can also set your buttons anyway you like in the Key Config Menu,
including making the buttons do the Excel command, or the Guard Break /
Cancel Break command.
[ FAQ Abbreviations ] -------------------------------------------------
qcf / qcb - Roll (d,df,f) or (d,db,b) on the joystick.
hcf / hcb - Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
Charge - Hold in the first direction for 2 seconds, then press in
the 2nd direction and press the listed button (P / K).
Rotate 360 - Rotate the joystick in a complete circle. You can start
and end the circle at any point (i.e. start at uf and end
at uf, or b to b, etc.) The shorthand motion for this is
f,df,d,db,b,ub or the reverse.
Rotate 720 - Perform the 360 motion twice (two full rotations).
PPP / KKK - Press any three Punch or Kick buttons.
(air) - The move can be performed while on the ground, or while
in the air. Any move that can be performed in air can
be done from the ground by adding ub~uf at the end, and
pressing the button the moment you leave the ground (for
instance, you could do Shadow Geist's Death Somer as
qcb,ub + K, or Pullum's Kind Wind as qcf,qcf,uf + P).
x~x - All possible ranges are allowed (for example, ub through
uf, or LP through HP).
SC / MC - Super Combo / Meteor Combo
GB / CB - Guard Break / Cancel Break
* - There's a note regarding this bit of information; see
below.
------------------------------------------------------------------------
BASIC MOVESLIST
------------------------------------------------------------------------
Standing Block Hold b when attacked
Crouching Block Hold db when attacked
Throw Techniques When close, press b / f + MP / HP
Tech. Hit As you're thrown, press b / f + MP / HP
Guard Break Press the same strength P + K (costs 1 level)
Cancel Break Do a Guard Break during a special move or Super
Combo (costs 1 level)
Excel Activation Press a different strength P + K (costs 1 level)
========================================================================
2. CHARACTER MOVELISTS
========================================================================
Characters are listed alphabetically, and their moves are listed in this
order; common (throws and that person's Guard Break), unique (special
moves and command attacks), then super moves (Super Combos and that
person's Meteor Combo, which costs 3 levels to use). Note that unlike
as in my SFEX+A FAQ, the moves are not listed in the order in which
they appear in the in-game menu. If applicable, I've included some
notes after the moves list about that character and their moves. Any
move in the short moveslist written in lowercase with a set of
parenthesis around it [like this, "(movename)"] means that I don't have
the official name for that attack.
========================================================================
AREA
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Transmission When close, b / f + MP / HP
O.C.R. When close, b / f + MK / HK
Hard Crash Press the same strength P + K
Humming Rush qcf + P
Cancer Shell Press PPP on final hit of Humming Rush
Upload Hold PPP to fire, then release
Download Hold d + PPP to fire, then release
Terminator b,d,db + P
Alternative Catch hcb + K
Front b + K during Alternative Catch
Rear f + K during Alternative Catch
Jackson Kick qcf + K
Pop-Up Knee f + LK from Jackson Kick
Partition Break f + MK from Jackson Kick
Pulldown Heel f + HK from Jackson Kick
Cancer Crash LP,LP,f,LK,HP
Head Crush In air, d + HP
Shift Stamp Punch df + MP
Shift Club Upper df + HP
Shift Club Straight f + HP
Job Step f + MK
Pulldown Leg f + HK
Great Cancer qcf,qcf + P (hold P to delay)
Great Cancer (Kuuchuu) In air, qcf,qcf + P
Five Star Raid qcf,qcf + K
Final Cancer qcb,qcb + PPP
----------------------------------------------------- [ Normal Throws ]
English: Transmission
Command: When close, b / f + MP / HP
Damage: 1 hit, 30 damage
Comments: An unblockable attack.
English: O.C.R.
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Hard Crash
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Humming Rush
Command: qcf + P
Damage: 3/4/5 hits, 20/22/25 damage total
Comments: Can follow with Cancer Shell.
English: Cancer Shell
Command: Press PPP just as Area does the final hit of the Humming Rush
Damage: 1 hit, 8 damage (7 from HP Humming Rush)
Comments: You can super cancel out of this attack, but you won't
connect with anything. You can do this move even if a
previous hit connects, but the final one doesn't. This move
can negate projectiles.
English: Upload
Command: Hold PPP, then release PPP at anytime
Damage: 3 hits, 23 damage total
Comments: As long as you hold down PPP, Area's weapon will keep flying
forward. When you release PPP, it pauses for a moment, then
flies straight up into the air. While using this move, Area
loses her weapon for a few moments. Without her weapon, she
can only use Kick moves (this means no Transmission, Guard
Break, Humming Rush, etc.), and all of her punches function
as a Light Punch in terms of damage / linkability / etc.
English: Download
Command: Hold d + PPP, then release PPP at anytime
Damage: 4 hits, 29 damage total
Comments: As long as you hold down PPP, Area's weapon will keep moving
beneath the ground. When you release PPP, the weapon will
drill up out of the floor and fly straight up. While using
this move, Area loses her weapon for a few moments. Without
her weapon, she can only use Kick moves (this means no
Transmission, Guard Break, Humming Rush, etc.), and all of
her punches function as a Light Punch in terms of damage /
linkability / etc.
English: Terminator
Command: b,d,db + P
Damage: 1 hit, 29 damage
Comments: This attack can reflect projectiles back at your opponent,
and while the button used determines the speed at which the
returned projectile flies (HP is fastest), the duration of
the projectile is unaffected. This means that if a fireball
has already traveled pretty far and you reflect it, it will
only go a short distance before dissipating. Obviously, you
can't reflect some projectiles (Kairi's Shinki Hatsudou Kai)
and others can only be deflected (Pullum's Gradeus Pearl,
which incidentally will go right through the Terminator if
Pullum is close enough). This move can physically hit an
enemy, although it has a very short range, making this hard
to do. Since this move has a long duration, you can always
use it as a 'defense', since if your opponent tries to punch
or kick you during the move, they get shocked.
English: Alternative Catch
Command: hcb + K
Damage: 1 hit, no damage
Comments: This is an unblockable attack. While it does no damage, it
does deposit Area behind her opponent, and you can always
combo off of it into a standing LP, for example. You can
also interrupt it halfway through with the Front or Rear
attacks.
English: Front / Rear
Command: b / f + K during Alternative Catch
Damage: 1 hit, 21 damage
Comments: These are super cancelable attacks. Using Front (b + K)
makes Area fall back in front of her opponent, then kick
off them, while the Rear move (f + K) makes her kick off
of them from the behind.
English: Jackson Kick
Command: qcf + K
Damage: 1 hit, 11 damage
Comments: Can follow with Pop-Up Knee, Partition Break, or Pulldown
Heel.
English: Pop-Up Knee / Partition Break / Pulldown Heel
Command: f + LK / MK / HK from Jackson Kick
Damage: 1 hit, 10/17/20 damage
Comments: The Pop-Up Knee launches an opponent into the air, where
they can be juggled, while the Pulldown Heel is an overhead
attack that must be blocked high. The Partition Break has
no special effect, but has the longest range of any attack,
and only it and the Pop-Up Knee will actually combo from the
Jackson Kick.
English: Cancer Crash
Command: LP,LP,f,LK,HP
Damage: 1 hit, 5 damage
Comments: A taunt move that causes minor damage. Unlike other taunts,
this move only hits if an opponent jumps over Area, or if
they get behind her and walk into her. Being a special move,
this attack is super cancelable if it hits. And not only
does it have start-up invincibility, but it lasts for a while
and can hit repeatedly (try using it in the barrel bonus
game)! This is the only move involving Punch buttons that
Area can use without her weapon (after the Upload / Download
/ Final Cancer).
--------------------------------------------------- [ Command Attacks ]
English: Head Crush
Command: In air, d + HP
Damage: 1 hit, 20 damage
Comments: This attack is super cancelable.
English: Shift Club Straight
Command: f + HP
Damage: 1 hit, 23 damage
Comments: This attack is super cancelable.
English: Job Step / Pulldown Leg
Command: f + MK / HK
Damage: 1 hit, 23/30 damage
Comments: Both attacks are super cancelable. The Pulldown Leg is an
overhead attack that must be blocked high.
English: Shift Stamp Punch / Shift Club Upper
Command: df + MP / HP
Damage: 1 hit, 13/19 damage
Comments: Both attacks are super cancelable, and the Shift Stamp Punch
is cancelable.
------------------------------------------------------ [ Super Combos ]
English: Great Cancer
Command: qcf,qcf + P (hold P to delay)
Damage: 5-11 hits, 48-75 damage
Comments: The longer you delay this move, the further forward Area
travels, and the more times the move hits. This move can
negate most normal, SC, and MC projectiles (even those that
hit multiple times).
Japanese: Great Cancer (Kuuchuu)
English: Mid-Air Great Cancer
Command: In air, qcf,qcf + P
Damage: 3 hits, 44 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
English: Five Star Raid
Command: qcf,qcf + K
Damage: 5 hits, 47 damage
Comments: It's possible to have Area launch her opponent with the Five
Star Raid, but jump up and miss some or all of the attacks.
If she misses the final attack, she'll fall to the ground on
her rear and will take a moment to come to her senses while
she's crouching on the ground. She can be hit while she's
falling, lying on the ground, or while recovering, sad to
say.
------------------------------------------------------ [ Meteor Combo ]
English: Final Cancer
Command: qcb,qcb + PPP
Damage: 30 hits, 135 damage
Comments: After using this move, Area loses her weapon, (the Cancer)
for the rest of the stage. Without her weapon, she can only
use Kick moves (this means no Transmission, Guard Break,
Humming Rush, etc.), and all of her punches function as a
Light Punch in terms of damage / linkability / etc. Anyway,
this move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 5; super cancel
MEDIUM PUNCH 15; cancelable 13; cancelable 14; super cancel
HARD PUNCH 23; super cancel 19; super cancel 20; super cancel
LIGHT KICK 4; cancelable 2; cancelable 5; super cancel
MEDIUM KICK 15; cancelable 13; cancelable 14; super cancel
HARD KICK 23; super cancel 18; super cancel 23; super cancel
========================================================================
BALROG (known as "Vega" outside of Japan)
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Wire Smash When close, b / f + MP / HP
Whirlwind Suplex In air, any direction but u + MP / HP
Tureno Claw Press the same strength P + K
Rolling Crystal Flash Charge b,f + P
Sky High Claw Charge d,ub~uf + P
Advancing Wire Charge d,ub~uf + K, move b / f...
Flying Barcelona Attack ...then press P while in air
Izuna Drop ...when close, any dir. but u + P in air
Attaching Claw f,d,df + P
Backslash Press KKK
Ground Crystal Flash Charge b,f,b,f + P
Scarlet Terror Charge b,f,b,f + K
Sky High Illusion Charge db,df,db,ub~uf + P
Advancing Wire SP Charge db,df,db,ub~uf + K, move b / f...
Rolling Barcelona Attack ...then press P while in air
Rolling Izuna Drop ...when close, any dir. but u + P in air
----------------------------------------------------- [ Normal Throws ]
English: Wire Smash
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Whirlwind Suplex
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Tureno Claw
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack. If you've lost your claw, you get it
back automatically when you perform this move.
----------------------------------------------------- [ Special Moves ]
English: Rolling Crystal Flash
Command: Charge b,f + P
Damage: 3/4/6 hits, 23/23/26 damage total (19/20/23 with no claw)
English: Sky High Claw
Command: Charge d,ub~uf + P
Damage: 1 hit, 21 damage
Comments: The direction used (ub or uf) makes you fly to that side of
the screen. Normally (when you charge u), Balrog always
jumps to whatever wall is closest.
English: Advancing Wire
Command: Charge d,ub~uf + K, move b / f while in air
Damage: No hits, no damage
Comments: The direction used (ub or uf) makes you fly to that side of
the screen. Normally (when you charge u), Balrog always
jumps to whatever wall is closest. After this move, you
can simply land, or use the Flying Barcelona Attack or
Izuna Drop.
English: Flying Barcelona Attack
Command: Press P after Advancing Wire
Damage: 1 hit, 21 damage (17 damage with no claw)
English: Izuna Drop
Command: When close, any direction but u + P (both characters
must be in air)
Damage: 1 hit, 40 damage
Comments: This is an unblockable attack. It can hit an opponent who
is on the ground or in the air.
English: Attaching Claw
Command: f,d,df + P
Damage: 1 hit, 13 damage
Comments: If you've lost your claw, you can regain it using this move
(you can also get it back by performing any Super / Meteor
Combo). If you already have your claw, doing this move will
'reset' the damage, so if you would have lost your claw in
a few more hits, you will now have to take the average 17-22
hits to lose it. This move can hit certain standing
opponents (like Sagat, Zangief, or Darun), but the range is
really short. It can also be used as an anti-air attack.
English: Backslash
Command: Press KKK
Damage: No hits, no damage
Comments: Balrog's only invincible for the first half of this move.
According to Deeshad, once his hands touch the ground, Balrog
can be hit (I've tried this out, and that seems to be the
case). This means that you can't use it to pass through
fireballs (the only exceptions are Tiger Cannons, and the
High Tiger Shot, but the latter requires excellent timing).
However, you can use it to avoid physical attacks, like
sweeps, command attacks, throws, Dhalsim's stretchy limbs,
etc. This move can also be used for a quick retreat.
------------------------------------------------------ [ Super Combos ]
English: Ground Crystal Flash
Command: Charge b,f,b,f + P
Damage: 14 hits, 54 damage total
Comments: If you've lost your claw, you get it back automatically
when you perform this move.
English: Scarlet Terror
Command: Charge b,f,b,f + K
Damage: 2 hits, 15 damage total
Comments: The second hit of this move will knock your opponent into
the air, where they can be juggled. They can also be
juggled when they 'rebound' off the ground (they can even
be air thrown during the rebound)! You can also juggle your
opponent with special moves, including the Flying Barcelona
Attack, Sky High Illusion, and Rolling Barcelona Attack.
If you've lost your claw, you get it back automatically
when you perform this move.
English: Sky High Illusion
Command: Charge db,df,db,ub~uf + P
Damage: 8 hits, 49 damage
Comments: The direction used (ub or uf) makes you fly to that side of
the screen. Normally (when you charge u), Balrog always
jumps to whatever wall is closest. If you've lost your claw,
you get it back automatically when you perform this move.
------------------------------------------------------ [ Meteor Combo ]
English: Advancing Wire SP
Command: Charge db,df,db,ub~uf + K
Damage: No hits, no damage
Comments: The direction used (ub or uf) makes you fly to that side of
the screen. Normally (when you charge u), Balrog always
jumps to whatever wall is closest. After this move, you
can simply land, or use the Rolling Barcelona Attack or
Rolling Izuna Drop. Note that while you cannot perform this
move unless you have three levels of SC power, you lose only
one level of power when you perform this move. If you've
lost your claw, you get it back automatically when you
perform this move.
English: Rolling Barcelona Attack
Command: Press P after Advancing Wire
Damage: 5 hits, 75 damage total
Comments: When you use this move, you lose your remaining two levels
of SC power.
English: Rolling Izuna Drop
Command: When close, any direction but u + P (both characters
must be in air)
Damage: 1 hit, 140 damage
Comments: This is an unblockable attack. It can hit an opponent who
is on the ground or in the air. When you use this move, you
lose your remaining two levels of SC power.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 4; cancelable 5; can't cancel
MEDIUM PUNCH 12; cancelable 13; cancelable 14; can't cancel
HARD PUNCH 20; super cancel 18; super cancel 20; can't cancel
LIGHT KICK 4; cancelable 4; cancelable 5; can't cancel
MEDIUM KICK 15; cancelable 12; cancelable 14; can't cancel
HARD KICK 21; super cancel 18; super cancel 20; can't cancel
(damages for when you don't have your claw attached)
LIGHT PUNCH 2; cancelable 5; cancelable 5; can't cancel
MEDIUM PUNCH 13; cancelable 14; cancelable 15; can't cancel
HARD PUNCH 21; super cancel 19; super cancel 21; can't cancel
Balrog loses his claw after around 17-22 hits (irregardless of type or
strength, but they have to be single hits, and not from connecting a
multi-hit attack. Also, they have to hit him at the waist level or
higher, so for instance, a crouching MP or jumping LK would work, but
any crouching kick would not). Amazingly enough, his normal Punch
attacks do more damage without his claw, but his Rolling Crystal Flash
and Flying Barcelona Attack do less. You can get your claw back by
performing a Guard Break, Cancel Break, Super Combo, or the Advancing
Wire SP. You can also get it back by performing the Attaching Claw.
========================================================================
BLANKA
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Wild Fang When close, b / f + HP
Raging Nail Press the same strength P + K
Electric Thunder Tap P rapidly
Vertical Rolling Charge d,u + K
Rolling Attack Charge b,f + P
Backstep Rolling Charge b,f + K (press P to abort)
Kidou Shuusei Direct b / f during Backstep Rolling
Surprise Forward Press KKK
Surprise Back Press ub~db + KKK
Amazon River Run df + HP
Rock Crush f + MP
Ground Shave Rolling Charge b,f,b,f + P (hold P to delay)
Jungle Beat Charge b,f,b,f + K
Beast Hurricane In air, qcf,qcf + P
Super Electric Thunder qcf,qcf + KKK
----------------------------------------------------- [ Normal Throws ]
English: Wild Fang
Command: When close, b / f + HP, tap P / K / directions rapidly
Damage: 1 hit, 40-48 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Raging Nail
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Electric Thunder
Command: Tap P rapidly
Damage: 1 hit, 26 damage
Comments: Blanka can be hit out of this move with certain physical
attacks, providing they are relatively fast and hit low
(like Balrog's crouching LK or Vega's HK slide).
English: Vertical Rolling
Command: Charge d,u + K
Damage: 1 hit, 26 damage
Comments: This move is best used as an anti-air attack. If Blanka
doesn't hit anything after reaching the peak of his jump,
he stops rolling and falls back to the ground.
English: Rolling Attack
Command: Charge b,f + P
Damage: 1 hit, 21 damage
Comments: The button used determines how fast and how far you roll.
English: Backstep Rolling
Command: Charge b,f + K (can press P to abort before take-off)
Damage: 1 hit, 26 damage (none if aborted)
Comments: You can abort this move by pressing P while Blanka is
leaping back (although the 'abort' animation can't hit).
You can also use the Kidou Shuusei just as Blanka takes
to the air.
Japanese: Kidou Shuusei
English: "Change the arc of your flight"
Command: Press b / f during Backstep Rolling
Damage: Doesn't affect damage of Backstep Rolling
Comments: Pressing b / f either shortens or lengthens the arc of
Blanka's roll, respectively.
English: Surprise Forward
Command: Press KKK
Damage: No hits, no damage
Comments: You can use this move to pass through your opponent.
Blanka's not invincible during this move, but you can use
it to quickly approach your opponent.
English: Surprise Back
Command: Press ub~db + KKK
Damage: No hits, no damage
Comments: You can use this move to pass through your opponent.
Blanka's not invincible during this move, but you can use
it to quickly back away from your opponent.
--------------------------------------------------- [ Command Attacks ]
English: Amazon River Run
Command: df + HP
Damage: 1 hit, 18 damage
Comments: This attack hits low and must be crouch-blocked. However,
the long recovery delay means that you're in big trouble if
this move is blocked. On the other hand, you can use this
move to slide beneath most projectiles, and it's super
cancelable into the Super Electric Thunder. It's also
super cancelable at the end of an Excel, since it's possible
to super cancel it into the Ground Shave Rolling or Jungle
Beat by tapping b,f,b,f + P / K.
English: Rock Crush (misspelled as "rokkurasshu" in the in-game list)
Command: f + MP
Damage: 2 hits, 16 damage
Comments: Either hit of this attack is cancelable / super cancelable.
------------------------------------------------------ [ Super Combos ]
English: Ground Shave Rolling
Command: Charge b,f,b,f + P (hold P to delay)
Damage: 6-12 hits, 51-59 damage total
Comments: Unlike previous SF games, if your opponent touches you while
you're spinning in place, this move won't automatically
execute--that only happens when you release P or keep holding
it after a while. Unfortunately, the damage increase for
delaying this move is minor, so you're better off delaying
this move for timing purposes only and not in the hopes of
doing more damage.
English: Jungle Beat
Command: Charge b,f,b,f + K
Damage: 6 hits, 59 damage total
Comments: An unblockable attack. The initial leap can be used to pass
over attacks.
English: Beast Hurricane
Command: In air, qcf,qcf + P
Damage: 9 hits, 55 damage total
------------------------------------------------------ [ Meteor Combo ]
English: Super Electric Thunder
Command: qcf,qcf + KKK
Damage: 25 hits, 120 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 5; cancelable 2; cancelable 6; super cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 15; super cancel
HARD PUNCH 22; super cancel 20; super cancel 21; super cancel
LIGHT KICK 5; cancelable 2; cancelable 6; super cancel
MEDIUM KICK 2x17; super cancel 14; cancelable 15; super cancel
HARD KICK 22; super cancel 18; super cancel 21; super cancel
Blanka's standing Medium Kick is super cancelable on either hit.
========================================================================
CHUN-LI
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Koshuu Da When close, b / f + MP / HP
Koshuu Raku When close, b / f + MK / HK
Ryuusei Raku In air, any direction but u + MP / HP
Sen'en Shuu Press the same strength P + K
Hyakuretsu Kyaku Tap K rapidly
Gomen ne! LP,LP,f,LK,HP
Kaiten-teki Kaku Kyakushuu qcf + K
Hien Shuu qcb + K
Yousou Kyaku In air, d / df + MK
Sou Shouda f + MP
Kikou Shou qcf,qcf + P
Senretsu Kyaku qcf,qcf + K
Hazan Tenshou Kyaku qcb,qcb + K
Kikou Shou: Goku qcf,qcf + PPP
----------------------------------------------------- [ Normal Throws ]
Japanese: Koshuu Da
English: Attacking Tiger Strike
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Koshuu Raku
English: Attacking Tiger Drop
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Ryuusei Raku
English: Shooting Star Drop
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Sen'en Shuu
English: Spinning Circle Kick
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Hyakuretsu Kyaku
English: Hundred Rending Kicks
Command: Tap K rapidly
Damage: 4/8/9 hits, 20/32/32 damage total
Japanese: Gomen ne!
English: "I'm sorry!"
Command: LP,LP,f,LK,HP
Damage: 1 hit, 5 damage
Japanese: Kaiten-teki Kaku Kyakushuu
English: Rotary Target Crane Leg Kick (a.k.a. 'Spinning Bird Kick')
Command: qcf + K
Damage: 3/4/6 hits, 16/20/26 damage total
Japanese: Hien Shuu
English: Flying Kick
Command: qcb + K
Damage: 1 hit, 21 damage
Comments: You can use this move to pass over fireballs. With proper
timing, you can follow it up with an attack, like a
crouching HK.
--------------------------------------------------- [ Command Attacks ]
Japanese: Yousou Kyaku
English: Eagle Talon Kick
Command: In air, d / df + MK
Damage: 1 hit, 17 damage
Comments: After the Yousou Kyaku hits or is blocked, you can do another
mid-air attack, even another Yousou Kyaku (up to three can be
done in the air in one go).
Japanese: Sou Shouda
English: Paired Palm Strike
Command: f + MP
Damage: 1 hit, 17 damage
Comments: This attack is super cancelable.
------------------------------------------------------ [ Super Combos ]
Japanese: Kikou Shou
English: Chi (Internal Energy) Palm
Command: qcf,qcf + P
Damage: 5 hits, 40 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
Japanese: Senretsu Kyaku
English: Thousand Rending Kicks
Command: qcf,qcf + K
Damage: 11 hits, 58 damage total
Japanese: Hazan Tenshou Kyaku
English: Supreme Mountain Ascension Kick
Command: qcb,qcb + K
Damage: 6 hits, 39 damage total
Comments: A hit opponent is knocked into the air and can be juggled.
------------------------------------------------------ [ Meteor Combo ]
Japanese: Kikou Shou: Goku
English: Ultimate Chi Palm
Command: qcf,qcf + PPP
Damage: 8 hits, 111 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 5; can't cancel
MEDIUM PUNCH 15; cancelable 12; cancelable 14; can't cancel
HARD PUNCH 23; super cancel 21; super cancel 20; can't cancel
LIGHT KICK 4; cancelable 4; cancelable 5; can't cancel
MEDIUM KICK 15; super cancel 12; cancelable 14; can't cancel
HARD KICK 21; super cancel 18; super cancel 20; can't cancel
========================================================================
CRACKER JACK
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Power Hunter When close, b / f + MP / HP
Power Lift Throw When close, b / f + MK / HK
Double Arm Punch Press the same strength P + K
Dash Straight Charge b,f + P
Dash Upper Charge b,f + K
Feint Dash qcb + P
Batting Hero hcf + P
Soccer Ball Kick hcf + K
Final Punch Hold PPP / KKK to charge, then release
Angry Fist f + MP
Crazy Jack Charge b,f,b,f + P (press K, then P)
Raging Buffalo Charge b,f,b,f + K
Home Run Hero qcb,qcb + P
Grand Slam Crusher qcb,qcb + K
Home Run King qcf,qcf + KKK (can then press P)
----------------------------------------------------- [ Normal Throws ]
English: Power Hunter
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Power Lift Throw
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Double Arm Punch
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Dash Straight
Command: Charge b,f + P
Damage: 1 hit, 26 damage
Comments: Knocks an opponent back, but won't knock them down.
English: Dash Upper
Command: Charge b,f + K
Damage: 1 hit, 26 damage
Comments: Knocks an opponent down.
English: Feint Dash
Command: qcb + P
Damage: No hits, no damage
Comments: Can be used not only as a fake-out, but also to quickly
close distances between you and your opponent.
English: Batting Hero
Command: hcf + P
Damage: 1 hit, 21 damage
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles).
For each projectile you deflect, a current tally will show
up in the corner of the screen that reads "1 roo!" (I have
no idea what that means--'row' maybe?) This number also
increases every time you do the maximum damage version of
the Home Run King.
English: Soccer Ball Kick
Command: hcf + K
Damage: 1 hit, 26 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). For each projectile
you deflect, a little number tally reading "1 ten!" (1
point), will appear in the corner of the screen. Get up to
3 points, and you get a "Hat Trick!" message--this has no
effect on the game, it's just a little bonus you get for
stopping so many fireballs :)
English: Final Punch
Command: Hold PPP / KKK to charge, then release
Damage: 1 hit, damage varies with charge time (see below)
Comments: The damage that this move does increases the longer you
hold PPP / KKK down:
Time Level Damage (vs. Ryu)
-------------------------------------------------------
2 timer counts Level 1 17 points
4 timer counts Level 2 21 points
7 timer counts Level 3 30 points
10 timer counts Level 4 35 points
15 timer counts Level 5 48 points
20 timer counts Level 6 61 points
26 timer counts Level 7 70 points
32 timer counts Level 8 78 points
38 timer counts Level 9 91 points
43 timer counts Final Level 100 points
Remember that canceling into the Final Punch will reduce
the damage done.
---------------------------------------------------- [ Command Attack ]
English: Angry Fist
Command: f + MP
Damage: 1 hit, 21 damage
Comments: An overhead attack that must be blocked high.
------------------------------------------------------ [ Super Combos ]
English: Crazy Jack
Command: Charge b,f,b,f + P (can then press K, then P)
Damage: 5 hits, 55 damage total (all Dash Straights)
5 hits, 51 damage total (all Dash Uppers)
Comments: When you perform this move, Jack throws a bunch of dashing
punches. The first punch is always the Dash Straight type,
but you can switch to Dash Upper punches by pressing K at
any time. He'll continue to do that type of punch until
you press P again. This also means that you can alternate
between the two types of attacks, but not all hits may
juggle, though.
English: Raging Buffalo
Command: Charge b,f,b,f + K
Damage: 1 hit, 69 damage
Comments: An unblockable attack.
English: Home Run Hero
Command: qcb,qcb + P
Damage: 1 hit, 15 damage
Comments: This move can be used to pass under certain attacks. A hit
opponent is knocked into the air and can be juggled.
English: Grand Slam Crusher
Command: qcb,qcb + K
Damage: 4 hits, 55 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Meteor Combo ]
English: Home Run King
Command: qcf,qcf + KKK (can then press P)
Damage: 2 hits, 110 damage (normally)
2 hits, 105 damage (if you press P and hit)
2 hits, 135 damage (if you press P at the right time)
1 hit, 15 damage (if you press P and miss)
Comments: If you don't do anything after the intial kick hits, Jack
will bat his opponent to Mars and back for considerable
damage. However, you can control when Jack swings his bat
by pressing P. If you miss, you only get the kick damage,
and if you hit, the enemy flies across the screen for less
damage than normal. However, if your timing is just right,
and you hit right as the green flash changes to red, Jack
will shout "Todome ja!" and bat his opponent all the way
out to Pluto and back for higher damage than normal. Each
time you get that version, a tally will show up in the
corner of the screen. It's the same one used for the
Batting Hero, so if you deflect three projectiles, then hit
with this move, it will read "5 row!"
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 5; can't cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 2x16; can't cancel
HARD PUNCH 24; super cancel 20; cancelable 21; can't cancel
LIGHT KICK 5; cancelable 5; cancelable 5; can't cancel
MEDIUM KICK 16; cancelable 13; cancelable 15; can't cancel
HARD KICK 24; super cancel 18; super cancel 21; can't cancel
========================================================================
DARUN MISTER
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Backdrop When close, b / f + MP / HP
German Suplex When close, b / f + MK / HK
Ganges DDT (Kuuchuu) In air, any direction but u + MP / HP
Ganges Chop Press the same strength P + K
Lariat qcf + P
Darun Catch b,d,db + P
Ganges DDT f,d,df + K
Brahma Bomb Rotate 360 + P (misses from afar)
Indra Bashi Rotate 360 + K (misses from afar)
Daikaku Press PPP
Indra~ Bashi qcb,qcb + K
Chouzetsu Kishin Bomb Rotate 720 + P (misses from afar)
G.O.D. Rotate 360 + PPP (misses from afar)
(g.o.d. continuation) Rotate 360 + P / K when icon appears (x3)
(g.o.d. finisher) Charge u,d,u + P / K when '???' appears
----------------------------------------------------- [ Normal Throws ]
English: Backdrop
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: German Suplex
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
</pre><pre id="faqspan-2">
Japanese: Ganges DDT (Kuuchuu)
English: Mid-Air Ganges DDT
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Ganges Chop
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Lariat
Command: qcf + P
Damage: 1/2/2 hits, 20/22/24 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). Due to the angle of
the Lariat, some projectiles (Like Sagat's Ground Tiger
Shot), cannot be hit and negated.
English: Darun Catch
Command: b,d,db + P
Damage: 1 hit, 30 damage
Comments: This move only catches airborne opponents. Obviously, this
means you can get them out of a jump or after an Indra~
Bashi, but this move can even catch Ryu out of his Tatsumaki
Senpuu Kyaku, for example. It's also useful to do in case
someone is nearby and you think they're going to jump, since
it will catch them the moment they leave the ground.
English: Ganges DDT
Command: f,d,df + K
Damage: 1 hit, 40 damage
Comments: An unblockable attack, but it can be crouched under.
English: Brahma Bomb
Command: When close, rotate 360 + P (misses from afar)
Damage: 1 hit, 52 damage
Comments: An unblockable attack.
Japanese: Indra Bashi
English: Indra Bridge
Command: When close, rotate 360 + K (misses from afar)
Damage: 1 hit, 52 damage
Comments: An unblockable attack.
Japanese: Daikaku
English: Omnipotence
Command: Press PPP
Damage: No hits, no damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). This move can stop
practically anything: normal attacks, command attack, special
moves, etc., even Super Combos and Meteor Combos! It can't
stop jumping or low attacks, though. If Darun stops an
attack from up close, his opponent will be stunned
momentarily, and Darun can follow up with a standing or
crouching LP, LK, or MP. If you use the Brahma Bomb, Indra
Bashi, Indra~ Bashi, or Chouzetsu Kishin Bomb against a
stunned opponent, the move will actually combo! The same
applies to the G.O.D., even though it won't register on the
combo meter.
------------------------------------------------------ [ Super Combos ]
Japanese: Indra~ Bashi
English: "Indraa--!" Bridge
Command: qcb,qcb + K
Damage: 1 hit, 15 damage
Comments: This move can be used to pass under certain attacks. A hit
opponent is knocked into the air and can be juggled. The
instruction booklet spells 'bashi' as 'hashi', but since
Darun clearly says 'bashi', and since it's like that in the
SFEX+A booklet, I'm sticking with 'bashi'.
Japanese: Chouzetsu Kishin Bomb
English: Superior Terrible God Bomb
Command: When close, rotate 720 + P (misses from afar)
Damage: 1 hit, 74 damage
Comments: An unblockable attack. If you perform a MP or HP Lariat
and it is blocked, you can super cancel between hits and
this move will connect.
------------------------------------------------------ [ Meteor Combo ]
English: G.O.D.
Command: When close, rotate 360 + PPP (misses from afar)
Damage: 1 hit, 35 damage (5 damage to you if your foe breaks out)
Comments: An unblockable attack. If you perform a MP or HP Lariat and
it is blocked, you can super cancel between hits and this
move will connect. During this move, you can rotate 360 + P
/ K to make the move continue into the G.O.D. Continuation.
However, if you do nothing, the move ends, and if your foe
presses the same button that you used (i.e., you input 360
+ K and they press any Kick button), then they break out and
the move ends. For the first input _only_, you'll take
damage if your opponent breaks out, and this can kill you.
(The following moves cost no additional Super Combo power):
English: G.O.D. Continuation
Command: Rotate 360 + P / K x3 during G.O.D.
Damage: 1 hit, 50,10,70 damage
Comments: Like the G.O.D., you can make this move continue by rotating
360 + P / K each time a new icon appears at the top of the
screen. Your opponent can break out by pressing P / K and
getting a matching attack type (you did 360 + P, and your foe
pressed P), though. If this happens, your opponent stumbles
away from you and the move ends.
English: G.O.D. Finisher
Command: Charge u,d,u + P / K when '???' icon appears
Damage: 1 hit, 102 damage (267 damage all told)
Comments: Like the previous moves, if your opponent picks the same
button you did, the move ends. If they fail, however,
then Darun performs the finishing sequence.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 7; can't cancel
MEDIUM PUNCH 17; cancelable 14; cancelable 16; can't cancel
HARD PUNCH 23; super cancel 23; super cancel 22; can't cancel
LIGHT KICK 6; cancelable 6; cancelable 7; can't cancel
MEDIUM KICK 17; super cancel 14; super cancel 15; can't cancel
HARD KICK 23; super cancel 18; super cancel 22; can't cancel
========================================================================
DHALSIM
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Yoga Smash When close, b / f + MP / HP
Yoga Throw When close, b / f + MK / HK
Yoga Shock Press the same strength P + K
Yoga Fire qcf + P
Yoga Flame qcb + P
Yoga Blast qcb + K
Yoga Catch qcf + K
Yoga Contact Hold K during Yoga Catch
Yoga Fake qcf + hold KKK
Yoga Teleport (Zen Idou) f,d,df + PPP / KKK
Yoga Teleport (Go Idou) b,d,db + PPP / KKK
Kuuchuu Fuyuu f,uf,u,ub,b + K (air)
Drill Zutsuki In air, d + HP
Drill Kick In air, d + K
Yoga Drill Kick In air, qcf,qcf + K
Kidou Shuusei Direct d / u during Yoga Drill Kick
Yoga Legend qcb,qcb + K
Yoga Inferno qcf,qcf + PPP
----------------------------------------------------- [ Normal Throws ]
English: Yoga Smash
Command: When close, b / f + MP / HP, tap P / K / directions rapidly
Damage: 1 hit, 40-56 damage
Comments: An unblockable attack.
English: Yoga Throw
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Yoga Shock
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Yoga Fire
Command: qcf + P
Damage: 1 hit, 17 damage
Comments: The LP version of this move stuns an opponent, and you can
combo off of it. The MP and HP version knock an opponent
down and cannot be comboed from, though.
English: Yoga Flame
Command: qcb + P
Damage: 1 hit, 26 damage
Comments: The button used determines how long Dhalsim spews out flames.
English: Yoga Blast
Command: qcb + K
Damage: 1 hit, 21 damage
Comments: The button used determines how long Dhalsim spews out flames.
English: Yoga Catch
Command: qcf + K
Damage: 1 hit, 35 damage
Comments: An unblockable attack. This move only connects if you get
the ranges just right, though. Can follow with the Yoga
Contact.
English: Yoga Contact
Command: Hold K during Yoga Catch
Damage: No hits, no damage
Comments: When used, Dhalsim brings himself over to his opponent's
location. Although this move causes no damage, Dhalsim's
foe is stunned as they are released, and Dhalsim can combo
them with an attack.
English: Yoga Fake
Command: qcf + hold KKK
Damage: No hits, no damage
Comments: As a fake-out move, this is a rather worthless move because
it's so slow. If you've really got your opponent terrified
of the Yoga Catch, use it, but otherwise, don't ;)
Japanese: Yoga Teleport (Zen Idou)
English: Yoga Teleport (Move Forward)
Command: f,d,df + PPP / KKK
Damage: No hits, no damage
Comments: When used, you'll appear behind your opponent. Using PPP
makes you appear further away from your opponent and in the
background, while KKK makes you appear closer to them and in
the foreground. When done on the left side of the screen,
the foreground and background positions are switched (so
f,d,df + KKK still makes you appear close to your opponent,
but the screen will rotate in from the background).
Japanese: Yoga Teleport (Go Idou)
English: Yoga Teleport (Move Backward)
Command: b,d,db + PPP / KKK
Damage: No hits, no damage
Comments: When used, you'll appear far away from your opponent. Using
PPP makes you appear further away from your opponent and in
the background, while KKK makes you appear closer to them and
in the foreground. When done on the left side of the screen,
the foreground and background positions are switched (so
b,d,db + PPP still makes you further away from your opponent,
but the screen will rotate in from the foreground).
Japanese: Kuuchuu Fuyuu
English: Float in Mid-Air
Command: f,uf,u,ub,b + K (air)
Damage: No hits, no damage
Comments: Technically, this move only works in the air, but if you
perform it while on the ground, the ub~uf presses will
take you into the air ;)
--------------------------------------------------- [ Command Attacks ]
Japanese: Drill Zutsuki
English: Drill Headbutt
Command: In air, d + HP
Damage: 1 hit, 20 damage
Comments: This attack is super cancelable.
English: Drill Kick
Command: In air, d + K
Damage: 1 hit, 14 damage
Comments: The button used determines the angle of your flight. This
attack is super cancelable.
------------------------------------------------------ [ Super Combos ]
English: Yoga Drill Kick
Command: In air, qcf,qcf + K
Damage: 10 hits, 30 damage total
Comments: The button used determines the angle of your flight. You can
use the Kidou Shuusei during this move.
Japanese: Kidou Shuusei
English: "Change the arc of your flight"
Command: Press d / u during Yoga Drill Kick
Damage: Doesn't affect damage of Yoga Drill Kick
Comments: You can use this move to make Dhalsim fly up further or
reach the ground faster. It also allows you to get more
hits by staying off the ground longer (in the case of, say,
a HK Yoga Drill Kick.
English: Yoga Legend
Command: qcb,qcb + K
Damage: 9 hits, 59 damage total
Comments: If the intial kick misses, Dhalsim won't perform the rest
of this Super Combo.
------------------------------------------------------ [ Meteor Combo ]
English: Yoga Inferno
Command: qcf,qcf + PPP
Damage: 26 hits, 113 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Attack Info. ]
(long range) STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 4; cancelable 4; super cancel 5; super cancel
MEDIUM PUNCH 14; super cancel 12; super cancel 14; super cancel
HARD PUNCH 20/1; super cancel 18; super cancel 20; super cancel
LIGHT KICK 4; super cancel 4; cancelable 5; super cancel
MEDIUM KICK 12/5; super cancel 12; cancelable 14; super cancel
HARD KICK 20/1; super cancel 18; super cancel 20; super cancel
Dhalsim's standing Hard Punch and Hard Kick do 20 damage if the limb
barely hits, and 21 damage if it hits squarely. The same thing applies
to his standing Medium Kick (you get 12 damage as opposed to 15).
(short range) STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 4; super cancel 4; cancelable not applicable
MEDIUM PUNCH 13; super cancel 13; cancelable not applicable
HARD PUNCH 2x21; super cancel 21; super cancel not applicable
LIGHT KICK 4; super cancel 4; cancelable not applicable
MEDIUM KICK 15; super cancel 13; cancelable not applicable
HARD KICK 21; super cancel 18; cancelable not applicable
Dhalsim's headbutt attack (b + HP) is super cancelable on either hit.
========================================================================
DOCTRINE DARK
========================================================================
--------------------------------------------------- [ Short Moveslist ]
DEATH Moment When close, b / f + MP / HP
DARK Throw When close, b / f + MK / HK
SHUDDER Blade Press the same strength P + K
KILL Wire f,d,df + P
DARK Wire qcf + P
DARK Spark Wait a moment after DARK Wire connects
DARK Hold b + P after DARK Wire connects
EX-plosive qcf + K
KNIFE Nightmare f + MP
DEATH Spin Kick f + MK
KILL Trump qcf,d,df + P
DARK Shackle qcf,d,df + K
EX-Prominence qcb,qcb + K
DEATH Trap qcb,qcb + PPP
----------------------------------------------------- [ Normal Throws ]
English: DEATH Moment
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: DARK Throw
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: SHUDDER Blade
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: KILL Wire
Command: f,d,df + P
Damage: 1 hit, 8 damage
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles). When
this move hits an airborne opponent, will cause them to spin
slowly through the air. The stronger button you use, the
higher they are jerked into the air (and the longer they stay
airborne). If you try to KILL Wire someone who's already
spinning, they just get knocked away.
English: DARK Wire
Command: QCF + P
Damage: 1 hit, 5 damage
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles). Can
follow with DARK Spark or DARK Hold.
English: DARK Spark
Command: Wait a moment after DARK Wire connects
Damage: 1 hit, 15 damage
English: DARK Hold
Command: Press b + P once DARK Wire connects
Damage: 1 hit, no damage
Comments: Using this move pulls your opponent over to you. Since
they stay stunned for a moment, you can't throw them, and
if you use the DARK Wire, KILL Wire, DEATH Trap, or SHUDDER
Blade on them, they'll just get knocked down.
English: EX-plosive
Command: qcf + K
Damage: 1 hit, 21 damage
Comments: When tossed to the ground, the EX-plosive will explode in a
few moments (the duration increases depending on what
strength button you used). It will also explode if your
opponent touches it. You can still hit someone who is
being hit by this move (for example, with a DARK Wire).
--------------------------------------------------- [ Command Attacks ]
English: KNIFE Nightmare
Command: f + MP
Damage: 1 hit, 21 damage
Comments: An overhead attack that must be blocked high.
English: DEATH Spin Kick
Command: f + MK
Damage: 1 hit, 15 damage
Comments: This attack is super cancelable.
------------------------------------------------------ [ Super Combos ]
English: KILL Trump
Command: qcf,d,df + P
Damage: 6 hits, 51 damage total
English: DARK Shackle
Command: qcf,d,df + K
Damage: 9 hits, 54 damage total
English: EX-Prominence
Command: qcb,qcb + K
Damage: 4 hits, 36 damage total
Comments: You can hit an opponent just after the EX-Prominence
explodes, but not once they fly off into the sky.
------------------------------------------------------ [ Meteor Combo ]
English: DEATH Trap
Command: qcb,qcb + PPP
Damage: 1 hit, 131 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 5; can't cancel
MEDIUM PUNCH 15; cancelable 13; cancelable 14; can't cancel
HARD PUNCH 23; super cancel 19; super cancel 20; can't cancel
LIGHT KICK 4; cancelable 2; cancelable 5; can't cancel
MEDIUM KICK 15; cancelable 12; cancelable 14; can't cancel
HARD KICK 21; super cancel 18; super cancel 20; can't cancel
========================================================================
GUILE
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Judo Throw When close, b / f + MP / HP
Dragon Suplex When close, b / f + MK / HK
Flying Buster Drop In air, any direction but u + MP / HP
Elbow Stamp Press the same strength P + K
Sonic Boom Charge b,f + P
Somersault Kick Charge d,u + P
Heavy Stab Kick b / f + HK
Rolling Sobat b / f + MK
Spinning Back Knuckle f + HP
Double Somersault Kick Charge db,df,db,uf + K
Opening Gambit Charge b,f,b,f + P
Sonic Boom Typhoon Charge b,f,b,f + KKK
----------------------------------------------------- [ Normal Throws ]
English: Judo Throw
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Dragon Suplex
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Flying Buster Drop
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Elbow Stamp
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Sonic Boom
Command: Charge b,f + P
Damage: 1 hit, 17 damage
Comments: You can follow up this move with an attack (such as throwing
an LP Sonic Boom and then using the Spinning Back Knuckle).
English: Somersault Kick
Command: Charge d,u + K
Damage: 1 hit, 30 damage
Comments: If you're fast enough, you can do this move repeatedly
during an Excel simply by tapping d,u + K repeatedly.
--------------------------------------------------- [ Command Attacks ]
English: Heavy Stab Kick
Command: b / f + HK
Damage: 1 hit, 21 damage
Comments: This attack is super cancelable.
English: Rolling Sobat
Command: b / f + MK
Damage: 1 hit, 17 damage
Comments: This attack is super cancelable.
English: Spinning Back Knuckle
Command: f + HP
Damage: 1 hit, 21 damage
------------------------------------------------------ [ Super Combos ]
English: Double Somersault Kick
Command: Charge db,df,db,uf + K
Damage: 5 hits, 44 damage total
English: Opening Gambit
Command: Charge b,f,b,f + P
Damage: 7 hits, 60 damage total
------------------------------------------------------ [ Meteor Combo ]
English: Sonic Boom Typhoon
Command: Charge b,f,b,f + KKK
Damage: 10 hits, 117 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; super cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 15; super cancel
HARD PUNCH 24; super cancel 20; super cancel 21; super cancel
LIGHT KICK 5; cancelable 3; cancelable 6; super cancel
MEDIUM KICK 14; cancelable 14; cancelable 15; super cancel
HARD KICK 22; super cancel 2x18; super cancel 21; super cancel
========================================================================
HOKUTO
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Kyaku When close, b / f + MP / HP
Keishukou When close, b / f + MK / HK
Bukyaku Zan Press the same strength P + K
Chuugeki Hou qcf + P
Shougeki Ha f + P from Chuugeki Hou
Shinkuu Geki qcb + P (or b + P from Chuugeki Hou)
Shinkyaku Geki qcb + K (or b + K from Chuugeki Hou)
Shin b + P / K from qcb + P / K
Ryuusui When close, rotate 360 + P
Gokyaku Kou b,d,db + P
Chuuhou f + HP
Kaishuu f + HK
Renbu LP,LP,f,LK,HP
Kiren'eki qcb,qcb + P, hold P to delay
Kyaku Hougi qcb,qcb + K
Renshou Geki qcf,qcf + P
Shirase Gatana qcf,qcf + KKK
----------------------------------------------------- [ Normal Throws ]
Japanese: Kyaku
English: Capture
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Keishukou
English: "Strangle neck with one's hands"
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Bukyaku Zan
English: Dancing Slash Attack
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Chuugeki Hou
English: Demolishing Elbow Attack
Command: qcf + P
Damage: 1 hit, 8 damage
Comments: Can follow with Shougeki Ha, Shinkuu Geki, or Shinkyaku Geki.
Japanese: Shougeki Ha
English: Breaking Palm Attack
Command: f + P during Chuugeki Hou
Damage: 1 hit, 13 damage
Japanese: Shinkuu Geki
English: Shaking Air Attack
Command: qcb + P (b + P from Chuugeki Hou)
Damage: 1 hit, 26 damage
Comments: Can interrupt with Shin.
Japanese: Shinkyaku Geki
English: Shaking Leg Attack
Command: qcb + K (b + P from Chuugeki Hou)
Damage: 1 hit, 21/26/26 damage
Comments: Can interrupt with Shin. The LK version doesn't knock down
your opponent, but I can't figure out what's supposed to be
so useful about that.
Japanese: Shin
English: Sway
Command: b + P / K during Shinkuu Geki / Shinkyaku Geki retreat
Damage: No hits, no damage
Comment: This is a fake out move that must be done before Hokuto
starts moving forward during the Shinkuu Geki / Shinkyaku
Geki. It can't be done from the b + P / K version done after
the Chuugeki Hou.
Japanese: Ryuusui
English: Stream
Command: When close, rotate 360 + P
Damage: 1 hit, no damage
Comments: An unblockable attack. This move has no 'missed' animation,
meaning it won't come out unless you're close to your
opponent. Although it does no damage, it leaves Hokuto on
the other side of her opponent, and you can hit them before
they recover.
Japanese: Gokyaku Kou
English: Defend Into Attack
Command: b,d,db + P
Damage: 1 hit, 30 damage (only if it counters)
Comments: This move can counter mid-range, high, and jumping attacks.
If your opponent is close to you and you counter their
standing Punch attack, Hokuto will do a throw instead of a
simple elbow strike (pretty nifty considering the elbow
strike can miss in some cases). If you do this move but
are not attacked, Hokuto will pose for a moment, then relax.
--------------------------------------------------- [ Command Attacks ]
Japanese: Chuuhou
English: Demolishing Elbow
Command: f + HP
Damage: 1 hit, 24 damage
Comments: An overhead attack that must be blocked high.
Japanese: Kaishuu
English: Reaping Kick
Command: f + HK
Damage: 1 hit, 24 damage
Comments: This attack is super cancelable.
------------------------------------------------------ [ Super Combos ]
Japanese: Renbu
English: Rapid Dance
Command: LP,LP,f,LK,HP
Damage: 7 hits, 69 damage
Comments: An unblockable attack.
Japanese: Kiren'eki
English: Refined Spirit Shoot
Command: qcb,qcb + P (hold P to delay)
Damage: 4-7 hits, 27-45 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). The longer you delay
the Kiren'eki, the larger the ball becomes, and the more
hits / damage it does.
Japanese: Kyaku Hougi
English: Attacking Phoenix Technique
Command: qcb,qcb + K
Damage: 6 hits, 60 damage
Japanese: Renshou Geki
English: Violent Rapid Rise
Command: qcf,qcf + P
Damage: 2 hits, 15 damage
Comments: The second hit of this move will knock your opponent into
the air, where they can be juggled.
------------------------------------------------------ [ Meteor Combo ]
Japanese: Shirase Gatana
English: Obituary Sword
Command: qcf,qcf + KKK
Damage: 1 hit, 105 damage
Comments: The Shirase Gatana can negate fireballs--if your opponent is
within range when they throw a fireball, you can do this move
to stop their attack and hit them at the same time.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; can't cancel
MEDIUM PUNCH 14; cancelable 13; cancelable 15; can't cancel
HARD PUNCH 24; super cancel 20; super cancel 21; can't cancel
LIGHT KICK 5; cancelable 5; cancelable 6; can't cancel
MEDIUM KICK 16; super cancel 14; super cancel 15; can't cancel
HARD KICK 22; super cancel 18; super cancel 21; can't cancel
========================================================================
KEN MASTERS
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Seoi Nage When close, b / f + MP / HP
Jigoku Guruma When close, b / f + MK / HK
Jigoku Fuusha In air, any direction but u + MP / HP
Inazuma Kakato Wari Press the same strength P + K
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Tatsumaki S.K. (Kuuchuu) In air, qcb + K
Zenpou Tenshin qcb + P
Shouryuu Reppa qcf,d,df + P
Shinryuu Ken qcf,d,df + K, tap P / K / dir. rapidly
Shippuujinrai Kyaku qcb,qcb + K
Chuudan qcb + K during Shippuujinrai Kyaku
Kuzuryuu Reppa qcb,qcb + KKK, tap P / K / dir. rapidly
----------------------------------------------------- [ Normal Throws ]
Japanese: Seoi Nage
English: Over The Shoulder Throw
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Jigoku Guruma
English: Hell Wheel
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Jigoku Fuusha
English: Hell Windmill
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Inazuma Kakato Wari
English: Lightning Flash Splitting Heel
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Hadou Ken
English: Surge Fist
Command: qcf + P
Damage: 1 hit, 17 damage
Japanese: Shouryuu Ken
English: Rising Dragon Fist
Command: f,d,df + P
Damage: 1 hit, 26/30/30 damage total
Japanese: Tatsumaki Senpuu Kyaku
English: Tornado Whirlwind Kick
Command: qcb + K
Damage: 3/4/5 hits, 23/30/36 damage total
Japanese: Tatsumaki Senpuu Kyaku (Kuuchuu)
English: Mid-Air Tornado Whirlwind Kick
Command: In air, qcb + K
Damage: 2 hits, 16 damage total
Comments: An alternate input method is qcb,ub~uf + K, which will make
Ken fly in a very high arc back or forward a bit.
Japanese: Zenpou Tenshin
English: Forward Body Roll
Command: qcb + P
Damage: No hits, no damage
Comments: Ken is not invincible while rolling, but you can use this
move to pass under certain attacks or roll through your
opponent.
------------------------------------------------------ [ Super Combos ]
Japanese: Shouryuu Reppa
English: Rising Dragon Render
Command: qcf,d,df + P
Damage: 5 hits, 52 damage total
Japanese: Shinryuu Ken
English: Divine Dragon Fist
Command: qcf,d,df + K, tap P / K / directions rapidly
Damage: 4-10 hits, 41-55 damage total
Japanese: Shippuujinrai Kyaku
English: "Swift as Lightning" Kick
Command: qcb,qcb + K
Damage: 9 hits, 52 damage
Comments: Can interrupt with Chuudan. This move will also stop short
if it is blocked or if the fifth hit misses.
(The following move costs no additional Super Combo power):
Japanese: Chuudan
English: Interruption
Command: qcb + K before 5th hit of Shippuujinrai Kyaku
Damage: No hits, no damage
Comments: This move won't work if you input it after the fifth hit
of the Shippuujinrai Kyaku. It's possible to juggle an
opponent after interrupting that move, though.
------------------------------------------------------ [ Meteor Combo ]
Japanese: Kuzuryuu Reppa
English: Nine-Headed Dragon Render
Command: qcb,qcb + KKK, tap P / K / directions rapidly near end
Damage: 22-32 hits, 76-122 damage total
Comments: You don't have to start tapping the buttons / control pad
until near the end of the move, when Ken does a Shinryuu
Ken-like attack.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; cancelable
MEDIUM PUNCH 16; cancelable 13; cancelable 15; cancelable
HARD PUNCH 24; super cancel 20; cancelable 21; cancelable
LIGHT KICK 5; cancelable 2; cancelable 6; cancelable
MEDIUM KICK 16; super cancel 13; cancelable 15; cancelable
HARD KICK 24; super cancel 18; cancelable 21; cancelable
========================================================================
NANASE
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Kyaku When close, b / f + MP / HP
Keishukou When close, b / f + MK / HK
Suikazura Press / hold the same strength P + K
Sanren Kon qcf + P (then input f + P two times)
Tenshou Kon f,d,df + P (or u + P after Sanren Kon)
Gekkyou Botan b,d,db + P, then hold P
Kasumi Oroshi qcb + K, then K,K (or during Sanren Kon)
Ryuusui When close, rotate 360 + P
Raku Shichi Geki In air, d + MK
Tou Chuuhou f + MP
Izayoi Rekkon qcf,qcf + P
Yayoi Toukon Gi qcb,qcb + P (air)
Kon no Kidou Shuusei Press in any dir. during Yayoi Toukon Gi
Meigetsu (Kon no Idou Teishi) Press PPP during Yayoi Toukon Gi
Yuumei (Kon Rakka) Press KKK during Yayoi Toukon Gi
Kon o Modosu qcb + P after Yuumei
Machiyoi Tenkyuu Geki LP,LP,f,LK,HP
----------------------------------------------------- [ Normal Throws ]
Japanese: Kyaku
English: Capture
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Keishukou
English: "Strangle neck with one's hands"
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Suikazura
English: Hiding in Winter
Command: Press the same strength P + K (hold same P + K to delay)
Damage: 1 hit, 17 damage
Comments: An unblockable attack. Holding the buttons increases the
length of Nanase's pole.
----------------------------------------------------- [ Special Moves ]
Japanese: Sanren Kon
English: Three Rapid Canes
Command: qcf + P (then input f + P two times)
Damage: 1 hit, 17/17/21 damage (first hit)
1 hit, 8/13/13 damage (second and third hit)
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). Can follow the first
two cane strikes with the Tenshou Kon or Kasumi Oroshi.
Obviously, comboing the cane strikes reduces each one's
overall damage. Only certain versions of the cane will
combo, since using different button strengths changes the
length of each cane strike.
Japanese: Tenshou Kon
English: Ascention Cane
Command: f,d,df + P, or u + P during the first two Sanren Kon cane
strikes.
Damage: 1 hit, 17 damage
Comments: Can negate projectiles. The button used changes the length
of the cane strike.
Japanese: Gekkyou Botan
English: Moon-Mirror Tree Peony
Command: b,d,db + P (can hold P)
Damage: 1 hit, 21 damage (13 damage if P is held)
Comments: This move can counter mid-range, high, and jumping attacks.
If P is held, Nanase knocks her opponent into the air, where
they can be juggled. If you do this move but are not
attacked, Nanase will pose for a moment, then relax.
Japanese: Kasumi Oroshi
English: Misty Mountain Wind
Command: qcb + K, then press K,K
Damage: 3 hits, 32 damage total
(1st and 2nd hit, 8 damage, 3rd hit, 7 damage)
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles). Using
LK makes Nanase attack in front of her; MK makes her attack
beneath her, and HK makes her attack behind her. After the
first Kasumi Oroshi, you can press K twice more for two more
attacks (and for example, you could do qcb + LK, then press
MK, then press HK, to make Nanase attack in front of her,
then below her, then behind her for a 3-hit combo).
Japanese: Ryuusui
English: Stream
Command: When close, rotate 360 + P
Damage: 1 hit, no damage
Comments: An unblockable attack. This move has no 'missed' animation,
meaning it won't come out unless you're close to your
opponent. Although it does no damage, it leaves Hokuto on
the other side of her opponent, and you can hit them before
they recover.
--------------------------------------------------- [ Command Attacks ]
Japanese: Raku Shichi Geki
English: Violent Falling Knee
Command: f + HK
Damage: 1 hit, 14 damage
Comments: This attack is super cancelable into the Yayoi Toukon Gi.
Japanese: Tou Chuuhou
English: Demolishing Elbow Step
Command: f + MP
Damage: 1 hit, 21 damage
Comments: An overhead attack that must be blocked high. This move is
super cancelable, but only into the Machiyoi Tenkyuu Geki.
------------------------------------------------------ [ Super Combos ]
Japanese: Izayoi Rekkon
English: Sixteen-Day Old Moon: Violent Cane
Command: qcf,qcf + P
Damage: 11 hits, 50 damage
Japanese: Yayoi Toukon Gi
English: Month of March: Cane Throwing Technique
Command: qcb,qcb + K (air)
Damage: 5 hits, 50 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). Can follow with Kon
no Kidou Shuusei, Meigetsu, or Yuumei.
(The following moves cost no additional Super Combo power):
Japanese: Kon no Kidou Shuusei
English: "Change the arc of the cane's flight"
Command: Press in any direction during Yayoi Toukon Gi
Damage: Same as Yayoi Toukon Gi, if it hits
Comments: Using this move makes the spinning cane fly in the specified
direction. Can follow with Meigetsu or Yuumei.
Japanese: Meigetsu (Kon no Idou Teishi)
English: Harvest Moon / Full Moon ("Stop the movement of the cane")
Command: Press PPP during Yayoi Toukon Gi / Kon no Kidou Shuusei
Damage: Same as Yayoi Toukon Gi, if it hits
Comments: Using this makes the cane spin in place, wherever it is at.
After a moment, it will shrink and vanish.
Japanese: Yuumei (Kon Rakka)
English: "Dawn, with the moon visible" (Falling Cane)
Command: Press KKK during Yayoi Toukon Gi / Kon no Kidou Shuusei
Damage: Same as Yayoi Toukon Gi, if it hits while falling
Comments: Using this makes the cane fall to the ground, where it
will lie for a while before shrinking and vanishing. Can
follow with Kon o Modosu. When you don't have your cane,
doing other moves will make you attack with a second cane,
but you can't do the Yayoi Toukon Gi again until the first
cane has vanished / been recalled.
Japanese: Kon o Modosu
English: "Bring the cane back"
Command: qcb + P for a limited time after Yuumei
Damage: Same as Yayoi Toukon Gi, if it hits while returning
Comments: Using this move makes the cane fly off the ground and back
to wherever Nanase is; it will follow her for a while
before shrinking and vanishing. If your opponent is
standing over it, and can hit them while still on the
ground, if this move is input. Not only can you cancel out
of a special move into this attack (it's a special move),
but you can even super cancel out of the Izayoi Rekkon into
this move.
------------------------------------------------------ [ Meteor Combo ]
Japanese: Machiyoi Tenkyuu Geki
English: "Violent rain from a cloudy sky, in the early morning"
Command: LP,LP,f,LK,HP
Damage: 2 hits, 121 damage (if done alone)
2 hits, 77 damage (if you attempt to combo / cancel into it)
Comments: If this attack is comboed into, canceled into, or done after
a successful Guard Break, then Nanase will not fly as high,
and will do less damage overall. There is a third, and even
more powerful version of this move, according to G Nocide,
but I have no idea how it's done. Any suggestions?
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 4; super cancel
MEDIUM PUNCH 13; cancelable * 12; cancelable 14; super cancel
HARD PUNCH 21; super cancel 19; super cancel 20; super cancel
LIGHT KICK 4; cancelable 2; cancelable 4; super cancel
MEDIUM KICK 15; cancelable 13; super cancel 14; super cancel
HARD KICK 21; super cancel 18; super cancel 20; super cancel
* Nanase's standing Medium Punch hits twice and is cancelable on either
hit. Against a crouching Sagat, you can actually link into it from
a crouching MK for two hits (weirdest link I've ever seen).
========================================================================
PULLUM PURNA
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Ordence Foot When close, b / f + MP / HP
Neck Factor When close, b / f + MK / HK
Dance Wind In air, any direction but u + MP / HP
Arakul Ankle Press the same strength P + K
Drill Purrus (Chijou) qcf + K
Drill Purrus (Kuuchuu) In air, qcf + K
Femina Wind In air, qcb + P
Ten'el Kick qcb + K
Prim Kick f,d,df + K
Reverse Ankle In air, b + MK
Arakul Wrist (Kuuchuu) In air, d + MP
Arakul Wrist f + MP
Reswal Kahna qcf,qcf + K
Praec Larm qcb,qcb + K
Kind Wind In air, qcf,qcf + P
Gradeus Pearl qcf,qcf + PPP
----------------------------------------------------- [ Normal Throws ]
English: Ordence Foot
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Neck Factor
Command: When close, b / f + MK / HK
Damage: 1 hit, 30 damage
Comments: An unblockable attack.
English: Dance Wind
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Arakul Ankle
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Drill Purrus (Chijou)
English: Ground Drill Purrus
Command: qcf + K
Damage: 1 hit, 20 damage
Japanese: Drill Purrus (Kuuchuu)
English: Mid-Air Drill Purrus
Command: In air, qcf + K
Damage: 1 hit, 14 damage
English: Femina Wind
Command: In air, qcb + P
Damage: No hits, no damage
Comments: The Femina Wind is Pullum's old double-jump, but with a
different command. Using LP makes her jump up-back, MP
straight up, and HP makes her leap up-forward, although she
now jumps very slowly, unlike in SFEX+A. However, since
it's now a special move, you can hit someone with a normal
attack, then cancel into it, and you can do normal attacks
after it, (like an MK, or the Reverse Ankle, Drill Purrus,
etc.) However, you can't super cancel directly out of the
Femina Wind.
English: Ten'el Kick
Command: qcb + K
Damage: 1/2/3 hits, 20/23/26 damage total
Comments: It's possible to duck under this attack.
English: Prim Kick
Command: f,d,df + K
Damage: 2 hits, 25/27/29 damage total
--------------------------------------------------- [ Command Attacks ]
English: Reverse Ankle
Command: In air, b + MK
Damage: 1 hit, 14 damage
Comments: The Reverse Ankle only hits if you jump over your opponent.
It's also super cancelable. Remember that you still have to
do the Kind Wind command from your direction that you
originally faced in. For example, if I'm on the 2P side
(right), and jump over my opponent's head, I have to press
b + MK for the Reverse Ankle, then qcf,qcf + P for the Kind
Wind, not qcb,qcb + P.
Japanese: Arakul Wrist (Kuuchuu)
English: Mid-Air Arakul Wrist
Command: In air, d + MP
Damage: 1 hit, 20 damage
Comments: This attack is super cancelable. It's easiest to super
cancel the moment the move hits, but it's possible to still
do it while she's flying forward (in which case, she'll
suddenly move back to do the Kind Wind). Note that your
opponent recovers form this move faster than you do (!), so
it's possible for them to hit you as you fly over them.
English: Arakul Wrist
Command: f + MP
Damage: 1 hit, 20 damage
Comments: An overhead attack that must be blocked high.
------------------------------------------------------ [ Super Combos ]
English: Reswal Kahna
Command: qcf,qcf + K
Damage: 6 hits, 60 damage total
English: Praec Larm
Command: qcb,qcb + K
Damage: 6 hits, 45 damage total
English: Kind Wind
Command: In air, qcf,qcf + P
Damage: 5 hits, 28 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Meteor Combo ]
English: Gradeus Pearl
Command: qcf,qcf + PPP
Damage: 1 hit, 120 damage
Comments: This move can negate most normal, SC, and MC projectiles (but
it only stops one hit of multi-hit projectiles). During this
move, you'll hear various parts of Pullum's stage music from
SFEX+A. This move can also "catch" people out of the air.
Since it's a projectile, it can be deflected by certain
attacks, though.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 4; cancelable
MEDIUM PUNCH 15; cancelable 12; cancelable 14; cancelable
HARD PUNCH 23; super cancel 19; super cancel 20; cancelable
LIGHT KICK 4; cancelable 2; cancelable 4; cancelable
MEDIUM KICK 15; cancelable 12; cancelable 14; cancelable
HARD KICK 23; super cancel 18; super cancel 20; cancelable
========================================================================
RYU
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Sakotsu Wari Press the same strength P + K
Hadou Ken qcf + P
Shakunetsu Hadou Ken hcb + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (then b + K x2, then/or press K)
Kyuubi Kudaki f + HP
Senpuu Kyaku f + MK
Shinkuu Hadou Ken qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K
Shinkuu T.S.K. (Kuuchuu) In air, qcb,qcb + K</pre><pre id="faqspan-3">
Shin Shouryuu Ken qcf,qcf + KKK
----------------------------------------------------- [ Normal Throws ]
Japanese: Seoi Nage
English: Over The Shoulder Throw
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Tomoe Nage
English: (A judo technique) Throw
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Sakotsu Wari
English: Collarbone Splitter
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Hadou Ken
English: Surge Fist
Command: qcf + P
Damage: 1 hit, 17 damage
Japanese: Shakunetsu Hadou Ken
English: Scorching Heat Surge fist
Command: hcb + P
Damage: 2 hits, 16 damage total
Comments: Does less damage than the Hadou Ken, so I don't really know
what advantage it has over that move.
Japanese: Shouryuu Ken
English: Rising Dragon Fist
Command: f,d,df + P
Damage: 1 hit, 26/30/30 damage total
Japanese: Tatsumaki Senpuu Kyaku
English: Tornado Whirlwind Kick
Command: qcb + K, then b + K twice, then (or at anytime) press K
Damage: 4 hits, 29/30/30 damage total
Comments: You can delay the next input for a moment. Using the
'press K' version ends the move, even if you haven't put
in b + K yet or have only input b + K once before. Note
that while the MK and HK versions keep your opponent on the
ground, the LK version will knock them over and take them
up into the air with successive hits.
--------------------------------------------------- [ Command Attacks ]
Japanese: Kyuubi Kudaki
English: Dove's Tail Crusher
Command: f + HP
Damage: 2 hits, 25 damage total
Comments: You can follow this move with a crouching MP, MK, or LK,
and even cancel those attacks into specials, etc. For some
reason, I can never get c. MP -> MK to link off of this move,
I dunno why. This attack is super cancelable.
Japanese: Senpuu Kyaku
English: Whirlwind Kick
Command: f + MP
Damage: 1 hit, 17 damage
Comments: This attack is super cancelable.
------------------------------------------------------ [ Super Combos ]
Japanese: Shinkuu Hadou Ken
English: Vacuum Surge Fist
Command: qcf,qcf + P
Damage: 5 hits, 38 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
Japanese: Shinkuu Tatsumaki Senpuu Kyaku
English: Vacuum Tornado Whirlwind Kick
Command: qcb,qcb + K
Damage: 8 hits, 59 damage total
Japanese: Shinkuu Tatsumaki Senpuu Kyaku (Kuuchuu)
English: Mid-Air Vacuum Tornado Whirlwind Kick
Command: In air, qcb,qcb + K
Damage: 8 hits, 40 damage total
------------------------------------------------------ [ Meteor Combo ]
Japanese: Shin Shouryuu Ken
English: True Rising Dragon Fist
Command: qcf,qcf + KKK
Damage: 3 hits, 140 damage total (vs. a grounded opponent)
5 hits, 47 damage total (vs. an airborne opponent)
Comments: To get the full hits from this move, try to do it from up
close, and against a grounded opponent. Otherwise, you
may only get one hit, and if your opponent's in the air,
you get a multi-hit Shouryuu Ken instead, which does a lot
less damage, too.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; can't cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 2x15; can't cancel
HARD PUNCH 24; super cancel 20; cancelable 21; can't cancel
LIGHT KICK 5; cancelable 2; cancelable 6; can't cancel
MEDIUM KICK 16; cancelable 13; cancelable 15; can't cancel
HARD KICK 22; super cancel 18; cancelable 21; can't cancel
========================================================================
SAGAT
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Tiger Carry When close, b / f + MP / HP
Tiger Rage When close, b / f + MK / HK
Tiger Tool Press the same strength P + K
Tiger Shot qcf + P
Ground Tiger Shot qcf + K
Tiger Fake b,d,db + P
Tiger Blow f,d,df + P
Tiger Crush f,d,df + K
Tiger Genocide qcb,qcb + P
Tiger Raid qcb,qcb + K
Tiger Cannon qcf,qcf + P
Ground Tiger Cannon qcf,qcf + K
Tiger Storm qcf,qcf + PPP (press P up to 5 times)
----------------------------------------------------- [ Normal Throws ]
English: Tiger Carry
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Tiger Rage
Command: When close, b / f + MK / HK, tap P / K / directions rapidly
Damage: 1 hit, 23-28 damage
Comments: An unblockable attack. For some reason, it's really hard
to get the extra hits in, maybe it's just me.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Tiger Tool
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Tiger Shot
Command: qcf + P
Damage: 1 hit, 17 damage
English: Ground Tiger Shot
Command: qcf + K
Damage: 1 hit, 17 damage
English: Tiger Fake
Command: b,d,db + P
Damage: No hits, no damage
English: Tiger Blow
Command: f,d,df + P
Damage: 1/3/7 hits, 26/29/35 damage total
English: Tiger Crush
Command: f,d,df + K
Damage: 2 hits, 25 damage total
------------------------------------------------------ [ Super Combos ]
English: Tiger Genocide
Command: qcb,qcb + P
Damage: 10 hits, 57 damage total
English: Tiger Raid
Command: qcb,qcb + K
Damage: 7 hits, 44 damage total
English: Tiger Cannon
Command: qcf,qcf + P
Damage: 1 hit, 30 damage
English: Ground Tiger Cannon
Command: qcf,qcf + K
Damage: 1 hit, 30 damage
------------------------------------------------------ [ Meteor Combo ]
English: Tiger Storm
Command: qcf,qcf + PPP (can then press P up to five times)
Damage: 19 hits, 120 damage total (no successful P presses)
23 hits, 128 damage total (one successful P press)
26 hits, 134 damage total (two successful P presses)
29 hits, 140 damage total (three successful P presses)
Comments: This move can be enhanced, doing more hits and damage.
To power it up, you have to press any Punch button right
as Sagat connects with each of the first three physical
attacks (before he throws the huge fireball). If you do
it right, you'll get a lightning flash when each hit is
timed properly. The end result is that the fireball
Sagat throws will be bigger, and at maximum strength,
will turn purple.
Even More To help you time the button presses, a little display shows
Comments: up in the corner of the screen when you do this move. The
white arrow going across the display indicates the amount of
time left before Sagat does the projectile attack, and the
red arrows that appear indicate each time Sagat made an
attack. When you press a punch button, you'll either get a
little blue arrow, indicating that you missed, or if your
blue arrow matches up with the three red arrows, you'll get
a golden arrow instead. Obviously, if you do this move from
too far away, no arrows will appear as Sagat hits the air,
and timing your Punch presses won't do anything. You can
still enhance the Tiger Shot if it is blocked, though. Oh
and yes, if you try pressing Kick instead of Punch, you'll
use up your five chances, but no arrows appear (in other
words, you can't power-up the Tiger Storm with Kicks).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; can't cancel
MEDIUM PUNCH 16; super cancel 13; cancelable 15; can't cancel
HARD PUNCH 24; super cancel 22; super cancel 20; can't cancel
LIGHT KICK 5; cancelable 2; cancelable 6; can't cancel
MEDIUM KICK 16; super cancel 13; cancelable 15; can't cancel
HARD KICK 22; super cancel 18; super cancel 22; can't cancel
========================================================================
SHARON
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Bloody Mount When close, b / f + MP / HP
Bloody Choke When close, b / f + MK / HK
Flying Neck Drop In air, any direction but u + MP / HP
Spinning Double Knuckle Press the same strength P + K
Gale Hammer Punch qcf + P
Double Hammer Punch f + P from Gale Hammer Punch
Bermuda Symphony f,d,df + K (df + K from G. Hammer Punch)
Half Moon Kick qcb + K (ub~db from Gale Hammer Punch)
Prisoner Scissors Any dir. but u + K before H.M.K. hits
Crimson Terror When close, rotate 360 + P
Sliding Sweeper df + HK
Crash Punch f + HP
Step Combo Punch f + MP
Step Combo Kick f + MK
Load qcf,qcf + P
Hellfire qcf,qcf + P anytime after Load
Shuttle Combination qcb,qcb + P
Sharon Special qcf,qcf + K
Chuudan qcb + K during Sharon Special
Assault Rifle qcf,qcf + PPP (changes from up close)
----------------------------------------------------- [ Normal Throws ]
English: Bloody Mount
Command: When close, b / f + MP / HP, tap P / K / directions rapidly
Damage: 1 hit, 40-48 damage
Comments: An unblockable attack.
English: Bloody Choke
Command: When close, b / f + MK / HK, tap P / K / directions rapidly
Damage: 1 hit, 41-45 damage
Comments: An unblockable attack.
English: Flying Neck Drop
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Spinning Double Knuckle
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Gale Hammer Punch
Command: qcf + P
Damage: 1 hit, 13 damage
Comments: Can follow with Double Hammer Punch, Half Moon Kick, or
Bermuda Symphony.
English: Double Hammer Punch
Command: f + P from Gale Hammer Punch
Damage: 1 hit, 13 damage
English: Bermuda Symphony
Command: f,d,df + K (df + K during Gale Hammer Punch)
Damage: 1 hit, 35 damage (if opponent hits the ground)
Comments: An unblockable attack. The button used determines how far
Sharon dashes forward, but if you did this move from the
Gale Hammer Punch, she always moves the same distance
irregardless of the button used. Once an opponent is
launched into the air, they can be juggled, but if you do
hit them, they won't take the 35 damage from hitting the
floor (which means the Bermuda Symphony did zero damage to
them).
English: Half Moon Kick
Command: f,d,df + K (ub~db + K during Gale Hammer Punch)
Damage: 1 hit, 21 damage
Comments: Can follow with Prisoner Scissors.
English: Prisoner Scissors
Command: When close, any direction but u + K just before Half Moon
Kick would have hit
Damage: 1 hit, 35 damage
Comments: An unblockable attack. This move will only come out if
Sharon flies into her opponent pretty dead on; if you do
a Half Moon Kick from so far away that only her leg would
have hit, then the Prisoner Scissors won't come out.
English: Crimson Terror
Command: When close, rotate 360 + P
Damage: 1 hit, no damage
Comments: An unblockable attack. This move has no 'missed' animation,
meaning it won't come out unless you're close to your
opponent. Although it does no damage, it leaves Sharon on
the other side of her opponent, and you can hit them before
they recover.
--------------------------------------------------- [ Command Attacks ]
English: Sliding Sweeper
Command: df + HK
Damage: 1 hit, 18 damage
Comments: This attack is super cancelable. It hits low and must be
crouch-blocked.
English: Crash Punch
Command: f + HP
Damage: 1 hit, 21 damage
Comments: An overhead attack that must be blocked high.
English: Step Combo Punch
Command: f + MP
Damage: 2 hits, 20 damage total
English: Step Combo Kick
Command: f + MK
Damage: 2 hits, 20 damage total
------------------------------------------------------ [ Super Combos ]
English: Load
Command: qcf,qcf + P
Damage: No hits, no damage
Comments: After you perform the Load, a bullet mark appears next to
Sharon's name, and she will now be holding a gun. From this
point on until the end of the stage, you can use the Hellfire
attack. You can super cancel into this move, but not out of
it.
English: Hellfire
Command: qcf,qcf + P anytime after Load
Damage: 1 hit, 70 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). After using this move,
you have to use the Load again before you can use the
Hellfire again.
English: Shuttle Combination
Command: qcb,qcb + P
Damage: 6 hits, 53 damage total
English: Sharon Special
Command: qcf,qcf + K
Damage: 4 hits, 54 damage total
Comments: Can interrupt with Chuudan.
(The following move costs no additional Super Combo power):
Japanese: Chuudan
English: Interruption
Command: qcb + K after 1st hit of Sharon Special
Damage: No hits, no damage
Comments: This move won't work if you input it after the first hit
of the Sharon Special.
------------------------------------------------------ [ Meteor Combo ]
English: Assault Rifle
Command: qcf,qcf + PPP
Damage: 1 hit, 120 damage
Comments: Normally, your opponent can block the Assault Rifle, but not
if it's done up close. You don't even need to be right next
to your opponent, you can do it from a few steps away. You
can tell if you did it since you'll get a new animation for
the move. You can get this effect even if you super cancel
into it from a close attack (say, from a Gale Hammer Punch).
You can even do it after the Crimson Terror. However, if
your attack is blocked, or if your opponent is crouching, the
unblockable version won't come out. Note that the gunfire
comes out so high that it passes over most projectiles
instead of passing through them. It will negate and pass
through moves like the Tiger Storm projectile, though.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; can't cancel
MEDIUM PUNCH 14; super cancel 13; cancelable 14; can't cancel
HARD PUNCH 22; super cancel 20; super cancel 19; can't cancel
LIGHT KICK 5; cancelable 5; cancelable 6; can't cancel
MEDIUM KICK 14; super cancel 14; cancelable 13x2; can't cancel
HARD KICK 24; super cancel 18; super cancel 19; can't cancel
========================================================================
SKULLOMANIA
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Skullo Stand When close, b / f + MP / HP
Skullo Space In air, any direction but u + MP / HP
Skullo Punch Press the same strength P + K
Skullo Crusher qcf + P
Skullo Slider qcf + K
Skullo Head f,d,df + P
Skullo Dive Press P during Skullo Head
Skullo Stealer Skullo Dive into the ground
Skullo Shock hcb,ub,u + P
Skullo T'katchev b,d,db + K
Tensuu Hyouji Press LP + MK + HP from Skullo T'katchev
Skullo Back Ten Tap b,b
Skullo Dash Tap f,f
Skullo Tackle Skullo Dash into an opponent
Stepping Upper f + MP
Dangerous Heel f + MK
Shin Skullo Dream LP,LP,f,LK,HP
Super Skullo Crusher qcf,qcf + P
S. Skullo Crusher (Kuuchuu) In air, qcf,qcf + P
Super Skullo Slider qcf,qcf + K
Skullo Ball qcb,qcb + P (can perform 2 times)
Skullo Energy qcb,qcb + K
Super Skullo Energy qcb,qcb + KKK
----------------------------------------------------- [ Normal Throws ]
English: Skullo Stand
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Skullo Space
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Skullo Punch
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Skullo Crusher
Command: qcf + P
Damage: 1 hit, 21 damage
Comments: Can go over some low attacks. This move will only combo from
a crouching HP.
English: Skullo Slider
Command: qcf + K
Damage: 1 hit, 26 damage
Comments: A low attack that must be crouch blocked. There's pretty
sizable recovery delay if it's blocked, though.
English: Skullo Head
Command: f,d,df + P
Damage: 1 hit, 17/21/26 damage (13 damage if the shoulder hits)
Comments: If you do this move from far away, Skullomania's shoulder
will hit instead for less damage. You can still follow
either version with the Skullo Dive, though.
English: Skullo Dive
Command: Press P after Skullo Head
Damage: 1 hit, 21 damage
Comments: This move only combos from an LP Skullo Head. If you hit the
ground first, this move becomes the Skullo Stealer.
English: Skullo Stealer
Command: Skullo Dive into the ground
Damage: 1 hit, 17 damage
Comments: A low attack that must be crouch blocked. It's still
super cancelable, though.
English: Skullo Shock
Command: hcb,ub,u + P
Damage: No hits, no damage
Comments: After a moment, you can interrupt this move by pressing any
button or pressing in any direction. You can take advantage
of this by starting up a command like the Shin Skullo Dream
or Skullo Head while he's laughing, and timing it so that you
press P right as this move becomes interruptible--Skullo will
go directly from his taunting into the attack.
English: Skullo T'katchev (the "t'katchev" is a gymnastic move)
Command: b,d,db + K
Damage: 1 hit, 35 damage
Comments: An unblockable attack. The button used determines where
Skullo falls. Note, though, that you can avoid this move
simply by jumping, as it can't hit airborne enemies. Can
follow with Tensuu Hyouji.
Japanese: Tensuu Hyouji
English: "Indication of your score"
Command: Immediately press LP + MK + HP after inputting S. T'katchev
Damage: No additional hits or damage
Comments: This move has no purpose other than to show you your "score"
for landing the Skullo T'katchev (like in gymnastics, get
it?) The best score is a 10.00, for which you are awarded a
"Bravo!" message. I'm not sure what determines your score,
though. This move has no effect on damage or anything like
that, nor does it give you extra SC power, etc.
--------------------------------------------------- [ Command Attacks ]
Japanese: Skullo Back Ten
English: Skullo Backspin
Command: Tap b,b
Damage: No hits, no damage
Comments: You can pass through projectiles and avoid attacks with this
move.
English: Skullo Dash
Command: Tap f,f (press b to stop)
Damage: No hits, no damage
Comments: You can perform a special move while dashing, or even do an
abbreviated version, by either pressing in a direction while
dashing, or simply holding a button before the dash, then
tapping f,f (see the table below). If you run into your
opponent, you'll automatically do the Skullo Tackle.
Special Move While dashing... Before you tap f,f...
-------------------------------------------------------------
Skullo Crusher Press uf~df + P Hold P, then dash
Skullo Slider Press uf~df + K Hold K, then dash
Skullo Shock Press d + P Hold P, dash, press d
Skullo Head Press u + P Hold P, dash, press u
Skullo T'katchev Press u + K Hold P, dash, press u
This is useful for doing moves like the Skullo Shock or
T'katchev, since trying to enter them manually would normally
make Skullo stop dashing before the move would come out.
Remember that the button used will determine the strength of
the move, just as if you had performed it manually.
English: Skullo Tackle
Command: Skullo Dash into an opponent
Damage: 1 hit, 26 damage
Comments: This attack is super cancelable.
English: Stepping Upper
Command: f + MP
Damage: 1 hit, 21 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). This attack is super
cancelable.
English: Dangerous Heel
Command: f + MK
Damage: 1 hit, 21 damage
Comments: An overhead attack that must be blocked high.
------------------------------------------------------ [ Super Combos ]
Japanese: Shin Skullo Dream
English: New Skullo Dream
Command: LP,LP,f,LK,HP
Damage: 7 hits, 69 damage
Comments: An unblockable attack. There's an alternate version of this
move you can do by holding down d + LP + MK (you'll always
see a close up of the "groin-kicking" pose). CPU Skullo
always does the original Skullo Dream to me, but I can't
figure out the command for it. Anyone know?
English: Super Skullo Crusher
Command: qcf,qcf + P
Damage: 5 hits, 53 damage
English: Super Skullo Crusher (Kuuchuu)
English: Mid-Air Super Skullo Crusher
Command: In air, qcf,qcf + P
Damage: 5 hits, 46 damage
English: Super Skullo Slider
Command: qcf,qcf + K
Damage: 8 hits, 50 damage
Comments: A low attack that must be crouch blocked (although once
Skullomania starts spinning at the end, you can block the
hits high).
English: Skullo Ball
Command: qcb,qcb + P (can perform twice at a time)
Damage: 3 hits, 48 damage (on the way down)
1 hit, 17 damage (on the way up)
Comments: When thrown, the Skullo Ball comes down after a while (the
stronger the button used, the longer it takes to fall). It
can home in on an opponent somewhat, but this is not too
reliable. After throwing one Skullo Ball, you can throw
another one, but you can't have three of them going at the
same time ;)
English: Skullo Energy
Command: qcb,qcb + K
Damage: 1 hit, 35 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Meteor Combo ]
English: Super Skullo Energy
Command: qcb,qcb + KKK
Damage: 7 hits, 108 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; super cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 15; super cancel
HARD PUNCH 24; super cancel 20; cancelable 21; super cancel
LIGHT KICK 5; cancelable 5; cancelable 6; super cancel
MEDIUM KICK 16; super cancel 13; cancelable 15; super cancel
HARD KICK 24; super cancel 18; super cancel 21; super cancel
========================================================================
VEGA (known as "M. Bison" outside of Japan)
========================================================================
Deadly Throw When close, b / f + MP / HP
Death Suplex When close, b / f + MK / HK
Psychic Crush Press the same strength P + K
Psycho Crusher Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + P, move b / f afterwards
Somersault Skull Diver Press P after Head Press
Vega Warp (Zenpou Idou) f,d,df + PPP / KKK
Vega Warp (Kouhou Idou) b,d,db + PPP / KKK
Psycho Cannon Charge b,f,b,f + P (hold P to delay)
Knee Press Nightmare Charge b,f,b,f + K
Psycho Break Smasher Charge b,f,b,f + PPP
----------------------------------------------------- [ Normal Throws ]
English: Deadly Throw
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Death Suplex
Command: When close, b / f + MK / HK
Damage: 1 hit, 15 damage
Comments: An unblockable attack. This throw does piddly damage, but
you can always hit your bouncing opponent with a standing
HK, crouching HK, Knee Press Nightmare, etc.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Psychic Crush
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Psycho Crusher
Command: Charge b,f + P
Damage: 1 hit, 30 damage
English: Double Knee Press
Command: Charge b,f + K
Damage: 2 hits, 21 damage total
English: Head Press
Command: Charge d,u + P (can move b / f after hitting)
Damage: 1 hit, 13 damage
Comments: Even if this move is blocked, you can still follow it up
with the Somersault Skull Diver, or you can just move around.
English: Somersault Skull Diver
Command: Press P after Head Press
Damage: 1 hit, 21 damage
English: Vega Warp (Zenpou Idou / Kouhou Idou)
English: Vega Warp (Move Forward / Move Backward)
Command: f,d,df / b,d,db + PPP / KKK
Damage: No hits, no damage
Comments: When you use the Vega Warp, PPP makes you appear further away
from your opponent and in the background, while KKK makes you
appear closer to them and in the foreground. The command you
input also has an effect: f,d,df makes you appear behind your
opponent, while b,d,db appear far away from your opponent,
but still facing them. on the left side of the screen, the
foreground and background positions are switched (so b,d,db
+ KKK still makes you close to your opponent, but the screen
will rotate in from the background).
------------------------------------------------------ [ Super Combos ]
English: Psycho Cannon
Command: Charge b,f,b,f + P (hold P to delay)
Damage: 5-10 hits, 47-61 damage total
Comments: The longer you delay the Psycho Cannon, the large the ball
gets as well. You can also juggle people with it while it's
being delayed. The delayed version can also go through
projectiles.
English: Knee Press Nightmare
Command: Charge b,f,b,f + K
Damage: 8 hits, 61 damage total
------------------------------------------------------ [ Meteor Combo ]
English: Psycho Break Smasher
Command: Charge b,f,b,f + PPP
Damage: 10 hits, 143 damage total
Comments: The Psycho Break Smasher is a weird move because sometimes it
will go through just about anything (even Vega II's huge
Psycho Cannons), yet it's very easy to hit Vega out of it at
other times (like throwing a Hadou Ken just after he starts
it, or going through it at any time with a Death Crusher /
Shouryuu Ken, etc.) Vega also has two quotes for this move--
one of them is in Japanese, but he'll sometimes say his SFEXA
intro quote as well ("It's over, you know it!"), which I
think is much more menacing ;) Perhaps it denotes a stronger
version of this move as well (that would account for it
sometimes being almost invincible, and sometimes not).
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; super cancel
MEDIUM PUNCH 16; super cancel 13; cancelable 15; super cancel
HARD PUNCH 22; super cancel 20; cancelable 21; super cancel
LIGHT KICK 5; cancelable 5; cancelable 6; super cancel
MEDIUM KICK 16; cancelable 13; cancelable 15; super cancel
HARD KICK 22; super cancel 18; super cancel 21; super cancel
========================================================================
VULCANO ROSSO (his name means "Red Volcano" in English)
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Digestiveo When close, b / f + MP / HP
Respresso Press the same strength P + K
Volcanus qcb + P
Cannosa no Kutsujoku qcb + K (counters attacks)
Hibashiri qcf + K
Vesuvio no Ikari qcf + P
Chuugeki f + P during Vesuvio no Ikari
Dragon Kick f + K during Chuugeki
Io no Yoku Press (b / f +) PPP
Etna no Ikari Press K during Io no Yoku
Tameiki no Hashi qcf,qcf + P
Accelerando qcb,qcb + K
Pisa no Shatou qcb,d,db + P
Shikei qcf,qcf + KKK (misses from afar)
----------------------------------------------------- [ Normal Throws ]
Italian: Digestiveo
English: Digestive
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Italian: Respresso
English: Repress (?)
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Italian: Volcanus
English: Volcano
Command: qcb + P
Damage: 2-6 hits, 12-29 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). Since you recover
before your opponent does during the MP or HP Volcanus, you
can attack them while they're still being hit, or even jump
over / Hibashiri through them and attack from behind, or
just use it to keep them occupied.
Japanese: Cannosa no Kutsujoku (Tai Jump Kougeki)
English: Cannosa's Humiliation (Anti-Jump Attack)
Command: qcb + LK (or during Vesuvio no Ikari or Chuugeki)
Damage: 1 hit, 12 damage
Comments: This is a counter move that only goes into effect if Rosso
is hit while posing. The LK version counters jumping
attacks.
Japanese: Cannosa no Kutsujoku (Taichuu / Joudan Kougeki)
English: Cannosa's Humiliation (Anti-Middle / Low-Level Attack)
Command: qcb + MK (or during Vesuvio no Ikari or Chuugeki)
Damage: 2 hits, 21 damage total
Comments: This is a counter move that only goes into effect if Rosso
is hit while posing. The MK version counters standing
and mid-level attacks.
Japanese: Cannosa no Kutsujoku (Tai Gedan Kougeki)
English: Cannosa's Humiliation (Anti-Lower Level Attack)
Command: qcb + HK (or during Vesuvio no Ikari or Chuugeki)
Damage: 1 hit, 29 damage
Comments: This is a counter move that only goes into effect if Rosso
is hit while posing. The HK version counters low level
attacks. For some reason, you get a different animation
depending on whether Rosso counters a low punch or a low
kick attack (the damage doesn't change or anything).
Japanese: Hibashiri
English: Running Fire
Command: qcf + K
Damage: No hits, no damage
Comments: You can use this move to approach your opponent, or to even
pass through them. The button used determines how far
forward Rosso travels.
Japanese: Vesuvio no Ikari
English: Vesuvius' Anger (Vesuvius is a volcano in Italy)
Command: qcf + P
Damage: 1 hit, 6/10/14 damage
Comments: Can follow with Chuugeki or interrupt with Cannosa no
Kutsujoku.
Japanese: Chuugeki
English: Elbow Attack
Command: f + P during Vesuvio no Ikari
Damage: 1 hit, 10 damage
Comments: Can follow with Dragon Kick or interrupt with Cannosa no
Kutsujoku.
English: Dragon Kick
Command: f + K during Chuugeki
Damage: 1 hit, 12 damage
Japanese: Io no Yoku
English: Wings of Io (Io is a volcanic Jovian moon)
Command: Press b / f + PPP, or simply press PPP
Damage: No hits, no damage
Comments: You can follow this move with Etna no Ikari.
Japanese: Etna no Ikari
English: Etna's Anger (Etna is a volcano in Italy)
Command: Press K right after performing Io no Yoku
Damage: 1 hit, 20 damage
Comments: An overhead attack that must be blocked high.
------------------------------------------------------ [ Super Combos ]
Japanese: Tameiki no Hashi
English: Bridge's Sigh
Command: qcf,qcf + P
Damage: 7 hits, 50 damage
Italian: Accelerando
English: Acceleration / Accelerating
Command: qcb,qcb + K
Damage: 13 hits, 60 damage
Japanese: Pisa no Shatou
English: Leaning Tower of Pisa
Command: qcb,d,db + P
Damage: 6 hits, 39 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Meteor Combo ]
Japanese: Shikei
Italian: Quattro Panorama
English: Four Scenes
Command: qcf,qcf + KKK (misses from afar)
Damage: 1 hit, 135 damage
Comments: An unblockable attack.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; can't cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 15; can't cancel
HARD PUNCH 24; super cancel 22; super cancel 21; can't cancel
LIGHT KICK 3; cancelable 5; cancelable 6; can't cancel
MEDIUM KICK 14; cancelable 13; cancelable 15x2; can't cancel
HARD KICK 24; super cancel 18; super cancel 21,8; can't cancel
Rosso's jumping HK hits twice, but the hits don't combo. The second
hit comes out rather late in the move, so you'll have to do it rather
early to have the second hit come out.
========================================================================
ZANGIEF
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Iron Claw When close, b / f + MP / HP
German Suplex When close, b / f + MK / HK
Russian Headbutt Press the same strength P + K
Double Lariat b / f + PPP, or press PPP, move b / f
Quick Double Lariat b / f + KKK, or press KKK, move b / f
Spinning Piledriver Rotate 360 + P (misses from afar)
Atomic Suplex When close, rotate 360 + K
Russian Suplex From afar, rotate 360 + K
Bear Hug Press P during Russian Suplex run
Flying Body Attack In air, d + HP
Final Atomic Buster Rotate 720 + P (misses from afar)
Aerial Russian Slam qcb,qcb + K
Super Stomping qcf,qcf + K
Chuudan qcb + K during Super Stomping
Cosmic Final Atomic Buster Rotate 720 + PPP (misses from afar)
----------------------------------------------------- [ Normal Throws ]
English: Iron Claw
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: German Suplex
Command: When close, b / f + MK / HK
Damage: 1 hit, 15 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Russian Headbutt
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Double Lariat
Command: b / f + PPP, or press PPP and move b / f
Damage: 1 hit, 21 damage
Comments: Zangief can pass through projectiles during this move.
English: Quick Double Lariat
Command: b / f + KKK, or press KKK and move b / f
Damage: 1 hit, 21 damage
Comments: Zangief is invulnerable against certain low attacks during
this move.
English: Screw Piledriver
Command: Rotate 360 + P (misses from afar)
Damage: 1 hit, 43/52/61 damage
Comments: An unblockable attack. Can also be used while running during
Russian Suplex, but no matter what button you use, you'll
always do the MP version in terms of damage.
English: Atomic Suplex
Command: When close, rotate 360 + K
Damage: 1 hit, 57 damage
Comments: An unblockable attack. If done from afar, you'll get the
Russian Suplex.
English: Russian Suplex
Command: From afar, rotate 360 + K
Damage: 1 hit, 48 damage
Comments: An unblockable attack. While running, you can interrupt the
move with the Bear Hug, Spinning Piledriver or Cosmic Final
Atomic Buster.
English: Bear Hug
Command: Press P during Russian Suplex, then tap P / K / directions
rapidly (misses from afar)
Damage: 1 hit, 22-32 damage
Comments: An unblockable attack. After this move is performed, Zangief
throws his opponent into the air, where they can be juggled.
--------------------------------------------------- [ Command Attacks ]
English: Flying Body Attack
Command: In air, d + HP
Damage: 1 hit, 21 damage
------------------------------------------------------ [ Super Combos ]
English: Final Atomic Buster (F.A.B.)
Command: Rotate 720 + P (misses from afar)
Damage: 1 hit, 78 damage
Comments: An unblockable attack.
English: Aerial Russian Slam
Command: qcb,qcb + K
Damage: 1 hit, 52 damage total
Comments: This move only hits an opponent who's in the air.
English: Super Stomping
Command: qcf,qcf + K
Damage: 6 hits, 44 damage total
Comments: Can interrupt with Chuudan.
(The following move costs no additional Super Combo power):
Japanese: Chuudan
English: Interruption
Command: qcb + K before 5th hit of Super Stomping
Damage: No hits, no damage
Comments: This move won't work if you input it after the fifth hit
of the Super Stomping. It's possible to hit an opponent
after interrupting the move, though (like with a standing
MK). If your opponent has blocked the Super Stomping, you
can super cancel the end of the Chuudan into the F.A.B. or
C.F.A.B.
------------------------------------------------------ [ Meteor Combo ]
English: Cosmic Final Atomic Buster (C.F.A.B.)
Command: Rotate 720 + PPP (misses from afar)
Damage: 1 hit, 155 damage
Comments: An unblockable attack. Can also be used while running during
Russian Suplex.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 6; cancelable 2; cancelable 2; can't cancel
MEDIUM PUNCH 17; super cancel 14; cancelable 16; can't cancel
HARD PUNCH 25; super cancel 23; super cancel 22; can't cancel
LIGHT KICK 6; cancelable 6; cancelable 2; can't cancel
MEDIUM KICK 17; cancelable 14; cancelable 16; can't cancel
HARD KICK 23; super cancel 18; super cancel 22; can't cancel
========================================================================
3. HIDDEN CHARACTER MOVELISTS
========================================================================
------------------------------------------------------------------------
HIDDEN CHARACTERS - CAN BE ENABLED
------------------------------------------------------------------------
These characters aren't normally usable, but you can make them available
by beating Arcade Mode with a certain number of characters, or by
completing a certain number of Expert Mode missions--see Section 4 for
details.
========================================================================
GARUDA
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Satsuga When close, b / f + MP / HP
Shouki When close, b / f + MK / HK
Shuuki In air, any direction but u + MP / HP
Saiga Press the same strength P + K
Shuuga qcf + P
Gouga hcf + K
Jazan b,d,db + P
Kizan f,d,df + P
Raiga f,d,df + K
Bu f,d,df + PPP, then press P to stop
Zanki f + HP
Kyouja f + HK
Kienshou qcf,qcf + P, tap P / K / dir. rapidly
Kienbu qcb,qcb + P (air)
Soukondan qcb,qcb + K (hold K to delay)
Kyoujin Senshuu qcb,qcb + KKK (then use D. Rasen Shou)
Daikyo Rasen Shou qcf,qcf + K, tap P / K / dir. rapidly
Daikyo Senpuu Shou In air, qcb,qcb + P from D. Rasen Shou
----------------------------------------------------- [ Normal Throws ]
Japanese: Satsuga
English: Deadly Fang
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Shouki
English: Soaring Devil
Command: When close, b / f + MK / HK
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Shuuki
English: Attacking Devil
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Saiga
English: Smashing Fang
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Shuuga
English: Attacking Fang
Command: qcf + P
Damage: 4/6/8 hits, 8/12/16 damage total
Japanese: Gouga
English: Roaring Fang
Command: hcf + K
Damage: 8 hits, 29 damage
Comments: Garuda can still be hit while lying on the ground.
Japanese: Jazan
English: Serpent Slash
Command: b,d,db + P
Damage: 1 hit, 21 damage
Comments: You can use this move to hit someone from afar--it works
great against long-range projectile throwers.
Japanese: Kizan
English: Devil Slash
Command: f,d,df + P
Damage: 4/6/10 hits, 23/27/31 damage total
Japanese: Raiga
English: Lightning Fang
Command: f,d,df + K
Damage: 5/7/8 hits, 19/24/26 damage total
Comments: This move can now hit an opponent who's on the ground,
although it's still best as an anti-air move. Sadly, this
move has the strange quality of only hitting once under
certain situations.
Japanese: Bu
English: Dance
Command: f,d,df + PPP, then press P to stop
Damage: No hits, no damage
Comments: Garuda is invincible during this move. Once you've started
spinning, you can stop at any time by pressing P.
--------------------------------------------------- [ Command Attacks ]
Japanese: Zanki
English: Murderous Devil
Command: f + HP
Damage: 2 hits, 24 damage
Comments: Either hit can negate normal, multi-hit, and SC projectiles.
Japanese: Kyouja
English: Insane Serpent
Command: f + HK
Damage: 3 hits, 24 damage
------------------------------------------------------ [ Super Combos ]
Japanese: Kienshou
English: Demonic Swallow Flight
Command: qcf,qcf + P, tap P / K / directions rapidly
Damage: 6-8 hits, 44-52 damage
Japanese: Kienbu
English: Demonic Swallow Dance
Command: qcb,qcb + P, move in any direction / In air, qcb,qcb + P
Damage: 7 hits, 48 damage total (ground version)
7 hits, 43 damage total (air version)
Comments: During the ground version, you can move forward or backward,
or even into the foreground or background.
Japanese: Soukondan
English: Spirits of the Dead Bullet
Command: qcb,qcb + K (hold K to delay)
Damage: 5-10 hits, 22-33 damage (projectile hits from afar)
6-11 hits, 26-36 damage (projectile hits from fairly close)
10-19 hits, 32-49 damage (body flames and projectile hits)
Comments: The longer you delay the Soukondan, the faster the flames
spin (and they do more damage and hit more times). The
flames can negate projectiles while they're spinning, and
while they're being thrown, they can negate multi-hit or SC
projectiles (once thrown, they can't negate a thing). Also,
once thrown, anyone can duck underneath the flames, even big
guys like Zangief. If you do this move from up close, it
does more damage, and if you're so close that the flames hit
your opponent while they're spinning around Garuda's body,
you get even more hits and damage. Note that Garuda recovers
from a fully-charged Soukondan faster than his opponent does,
allowing you to follow up with an attack (like the Gouga).
------------------------------------------------------ [ Meteor Combo ]
Japanese: Kyoujin Senshuu
English: Evil Spinning Blade Attack
Command: qcb,qcb + KKK
Damage: 6 hits, 70 damage total
Comments: Can negate projectiles. Follow with Daikyo Rasen Shou.
(The following moves cost no additional Super Combo power):
</pre><pre id="faqspan-4">
Japanese: Daikyo Rasen Shou
English: Great Untruth Spiral Flight
Command: qcf,qcf + K, then tap P / K / directions rapidly
Damage: 4-9 hits, 38-48 damage
Comments: Can negate projectiles. Can only be used during Kyoujin
Senshuu, and can be followed with Daikyo Senpuu Shou.
Japanese: Daikyo Senpuu Shou
English: Great Untruth Whirlwind Flight
Command: In air, qcb,qcb + P
Damage: 23 hits, 45 damage total
Comments: Can negate projectiles. This move can hit in front of and
behind Garuda. Can only be used during Daikyo Rasen Shou.
BTW, the best way I've found to get the most hits and damage from these
attacks is to cancel during the 5th hit of the Kyoujin Senshuu (you must
do it just after it hits so that your opponent has not flown up too
high), then add one hit to the Daikyo Rasen Shou (you should be at 10
hits total by now), before canceling into the Daikyo Senpuu Shou. At
your height, you can get up to 32 hits and 133 damage all told.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; super cancel
MEDIUM PUNCH 16; cancelable 13; cancelable 15; super cancel
HARD PUNCH 24; super cancel 20; cancelable 21; super cancel
LIGHT KICK 5; cancelable 2; cancelable 6; super cancel
MEDIUM KICK 16; super cancel 13; cancelable 15; super cancel
HARD KICK 22; super cancel 18; super cancel 21; super cancel
========================================================================
HAYATE
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Madomashi When close, b / f + MP / HP
Kagura Houzan In air, any direction but u + MP / HP
Daigatana Press the same strength P + K
Kamaitachi qcf + P
Oborodzuki qcf + K
Sorasen (Tsuika Giri) f + K after Oborodzuki
Hisen Zan f,d,df + P
Shiraha Tenjin b,d,db + P
Enraku Shishou f + HP
Resshin Kamaitachi qcf,qcf + P
Raizanshou qcf,d,df + K, tap P / K / dir. rapidly
Tsumuji Kagerou: Kyoku In air, qcb,qcb + P
Orochi Fuujin (Taichi) qcb,qcb + PPP to counter ground attacks
Orochi Fuujin (Taikuu) qcb,qcb + PPP to counter aerial attacks
----------------------------------------------------- [ Normal Throws ]
Japanese: Madomashi
English: Beguiling (?)
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
Japanese: Kagura Houzan
English: Mountain-Demolishing Dance
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Daigatana
English: Great Sword
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack. This move can negate most normal,
SC, and MC projectiles (but it only stops one hit of multi-
hit projectiles).
----------------------------------------------------- [ Special Moves ]
Japanese: Kamaitachi
English: Whirlwind Cut
Command: qcf + P
Damage: 1 hit, 16/20/24 damage
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one-two hits of multi-hit projectiles,
excluding the Shinki Hatsudou Kai).
Japanese: Oborodzuki
English: Hazy Moon
Command: qcf + K
Damage: 1/2/3 hits, 8/12/16 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles). Can
follow with Sorasen.
Japanese: Sorasen (Tsuika Giri)
English: "Flashing through the air" (Additional Cut)
Command: f + K after Oborodzuki
Damage: 1 hit, 17 damage (less if it comboed from Oborodzuki)
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles).
Japanese: Hisen Zan
English: Flying Spin Slash
Command: f,d,df + P
Damage: 1 hit, 26 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
Japanese: Shiraha Tenjin
English: Clashing Blade Sword Turn
Command: b,d,db + P
Damage: 1 hit, 24 damage
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles). This
is a counter-move; normally Hayate will perform a slash
attack after a moment, but if he's hit by a standing or
jumping attack, he immediately counters with the slash.
--------------------------------------------------- [ Command Attack ]
Japanese: Enraku Shishou
English: Swallow-Slaying Violet Rise
Command: f + HP
Damage: 1 hit, 20 damage
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles). It's
also an overhead attack that must be blocked high.
------------------------------------------------------ [ Super Combos ]
Japanese: Resshin Kamaitachi
English: Disastrous Earthquake Whirlwind Cut
Command: qcf,qcf + P
Damage: 6 hits, 54 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
Japanese: Raizanshou
English: Flying Lightning Slash
Command: qcf,d,df + K, tap P / K / directions rapidly
Damage: 4-9 hits, 41-51 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
Japanese: Tsumuji Kagerou: Kyoku
English: Extreme Heat Haze Whirlwind
Command: In air, qcb,qcb + P
Damage: 7 hits, 46 damage total
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). This move can hit in
front of and behind Hayate.
------------------------------------------------------ [ Meteor Combo ]
Japanese: Orochi Fuujin (Taichi)
English: Great Serpent Sealing Blade (Anti-Ground)
Command: qcb,qcb + PPP
Damage: 1 hit, 39 damage (if it doesn't counter)
12 hits, 140 damage (if it does counter)
Comments: This move can negate most normal, SC, and MC projectiles (but
it only stops one hit of multi-hit projectiles). Normally,
when this is move is performed, Hayate will do a single
attack after a few seconds. However, if he is hit by a mid-
level attack while posing, he'll respond with a series of
attacks ending with an air throw. The kanji that appears
during Hayate's Meteor Combo means "seal".
Japanese: Orochi Fuujin (Taikuu)
English: Great Serpent Sealing Blade (Anti-Air)
Command: qcb,qcb + PPP
Damage: 1 hit, 39 damage (if it doesn't counter)
11 hits, 98 damage (if it does counter)
Comments: This move can negate most normal, SC, and MC projectiles
(but it only stops one hit of multi-hit projectiles).
Normally, when this is move is performed, Hayate will do
a single attack after a few seconds. However, if he is
hit by a jumping attack while posing, he'll respond
with a series of attacks ending with a downward slash.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; super cancel
MEDIUM PUNCH 16; super cancel 13; cancelable 15; super cancel
HARD PUNCH 24; super cancel 20; cancelable 21; super cancel
LIGHT KICK 5; cancelable 5; cancelable 6; super cancel
MEDIUM KICK 16; cancelable 13; cancelable 15; super cancel
HARD KICK 24; super cancel 18; super cancel 21; super cancel
========================================================================
KAIRI
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Kutei Kaku When close, b / f + MP / HP
Ura Jigoku Guruma When close, b / f + MK / HK
Bukyaku Press the same strength P + K
Shinki Hatsudou qcf + P
Mouryou Kasen qcb + K (then b + K x2, then/or press K)
Maryuu Rekkou f,d,df + P
Makuu Shihai (Zenpou Idou) f,d,df + PPP / KKK
Makuu Shihai (Kouhou Idou) b,d,db + PPP / KKK
Ryuujin Kyaku In air, d + MK / HK
Ryuubu f + MK
Shinki Hatsudou Kai In air, qcf,qcf + P
Garyuu Messhuu In air, qcf,qcf + K
Sairou Kyoushuu qcb,qcb + P
Shouki Hatsudou qcf,qcf + PPP
Kyouja Renbu LP,LP,f,LK,HP
----------------------------------------------------- [ Normal Throws ]
Japanese: Kutei Kaku
English: Arm Strike Hold
Command: When close, b / f + MP / HP, tap P / K / directions rapidly
Damage: 1 hit, 30-36 damage
Comments: An unblockable attack.
Japanese: Ura Jigoku Guruma
English: Reverse Hell Wheel
Command: When close, b / f + MK / HK
Damage: 1 hit, 32 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
Japanese: Bukyaku
English: Warrior Kick
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
Japanese: Shinki Hatsudou
English: Divine Soul Invocation
Command: qcf + P
Damage: 1 hit, 23 damage
Comments: The button used determines where the fireball appears.
Japanese: Mouryou Kasen
English: Nature Spirits' Whirling Vortex
Command: qcb + K, then b + K twice, then (or at anytime) press K
Damage: 4 hits, 22/23/23 damage total
Comments: You can delay the next input for a moment. Using the
'press K' version ends the move, even if you haven't put
in b + K yet or have only input b + K once before. Note
that while the MK and HK versions keep your opponent on the
ground, the LK version will knock them over and take them
up into the air with successive hits.
Japanese: Maryuu Rekkou
English: Evil Dragon Destroying Light
Command: f,d,df + P
Damage: 1 hit, 21/25/28 damage total
Comments: At Level 3 (when you have blue flames on your arms that burn
brightly), this move can negate most normal, SC, and MC
projectiles (even those that hit multiple times).
Japanese: Makuu Shihai (Zen Idou / Go Idou)
English: Vacuum Control (Move Forward / Move Backward)
Command: f,d,df / b,d,db + PPP / KKK
Damage: No hits, no damage
Comments: When you use the this move, the combination of commands and
buttons you use makes Kairi move in a particular manner:
Left Side (facing right)
-----------------------------------------------------------------
f,d,df + PPP - move close to the opponent, into the foreground
f,d,df + KKK - move close to the opponent, into the background
b,d,db + PPP - move away a long distance, into the background
b,d,db + KKK - move away a short distance, into the foreground
Right Side (facing left)
-----------------------------------------------------------------
f,d,df + PPP - move close to the opponent, into the background
f,d,df + KKK - move close to the opponent, into the foreground
b,d,db + PPP - move away a long distance, into the foreground
b,d,db + KKK - move away a short distance, into the background
No matter what type of move you do, the PPP version always takes
about twice as long as the KKK version to complete, since you move
further along the foreground / background.
--------------------------------------------------- [ Command Attacks ]
Japanese: Ryuujin Kyaku
English: Dragon Leg Blade
Command: In air, d + MK / HK
Damage: 1 hit, 16 damage
Comments: With timing, you can follow the MK version with an attack,
since your opponent will still be recovering when you land.
The HK version makes you either flip over your opponent, or
if you're in the corner or doing a Mouryou Kasen, flip away
(in which case the move is not super cancelable and cannot
be followed with an attack after the flip). You can super
cancel into an attack while flipping, or if you wait a
moment, you can even do a normal air attack, do another
Ryuujin Kyaku, or start a mid-air Excel. Either version is
super cancelable.
Japanese: Ryuubu
English: Dragon Warrior
Command: f + MK
Damage: 1 hit, 17 damage
Comments: You can super-cancel this move into a mid-air Super Combo.
The easiest way to do this is enter qcf + MK for the Ryuubu,
then just stick in qcf + P / K for the Shinki Hatsudou Kai
or Garyuu Messhuu.
------------------------------------------------------ [ Super Combos ]
Japanese: Shinki Hatsudou Kai
English: Modified Terrible God Invocation
Command: In air, qcf,qcf + P
Damage: 7 hits, 32 damage
Comments: This is a stationary attack, unlike as in SFEX+A.
Japanese: Garyuu Messhuu
English: Refined Dragon Slaying Kick
Command: In air, qcf,qcf + K
Damage: 7 hits, 45 damage
Comments: For a brief moment when you touch the ground, you can super
cancel into the Sairou Kyoushu or either Meteor Combo.
Japanese: Sairou Kyoushu
English: Cruel Assassin
Command: qcb,qcb + P
Damage: 7 hits, 53 damage
Comments: If Kairi misses, he falls back to the ground, unlike as in
SFEX+A.
----------------------------------------------------- [ Meteor Combos ]
Japanese: Shouki Hatsudou
English: Demonic Disease Invocation
Command: qcf,qcf + PPP
Damage: 33 hits, 110 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). Using this move costs
100 points of life. If you have less life than that, it
drains it down to zero without killing you. Furthermore,
Kairi loses the ability to create blue flames on his hands
for the remainder of the battle (this means no extra damage
or projectile-negating abilities at Level 3). Kairi can
still be hit while lying on the ground after he collapses at
the end of this move.
Japanese: Kyouja Renbu
English: Villainous Rapid Dance
Command: LP,LP,f,LK,HP
Damage: 13 hits, 139 damage
Comments: An unblockable attack.
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 4; cancelable 4; cancelable 7; super cancel
MEDIUM PUNCH 17; cancelable 14; cancelable 16; super cancel
HARD PUNCH 24; super cancel 21; super cancel 23; super cancel
LIGHT KICK 6; cancelable 4; cancelable 7; super cancel
MEDIUM KICK 17; cancelable 19; cancelable 16; super cancel
HARD KICK 24; super cancel 20; super cancel 23; super cancel
As Kairi gains Super Combo levels, his hands begin to emit a blue flame.
This is just for show at Level 1 and 2, but once you reach Level 3,
Kairi's standing stance will change, and he gains two new abilities--
all his attacks (punch or kick, even throws) will do more damage, and
he can negate projectiles with any normal or command attack, or with
the Maryuu Rekkou (this includes multi-hit and SC projectiles). When
Kairi uses up his SC levels, the flames fade, but he can regain them by
earning more power. Note that if you use the Shouki Hatsudou, Kairi
loses all of these abilities for the rest of the match. All damage
ratings (above) were taken with Kairi at full power; his attacks will do
less damage normally.
------------------------------------------------------- [ Other Stuff ]
- During the Kyouja Renbu, several kanji appear in clockwise order,
spelling out 'kekkai kageshuu nenshou fuu', which I attempted to
translate as 'inheritor of the bloody shadow attack desiring to
destroy the seal'. Obviously, I could use some help with this ;)
Sorta brings Hayate's MC to mind, since the 'seal' kanji appears
during that move as well.
- I also wrote out the kanji on the floor of Kairi's stage, although I'm
not sure I have them in order (it's really hard to tell). Starting
from the purple (center) kanji, it reads 'shuten jinshuu chisei fuu',
which seems totally nonsensical--the literal translation is something
like 'pearl heaven man study earth life seal'. Yeah, and you thought
my Kyouja Renbu translation was bad ^_^;
========================================================================
SHADOW GEIST
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Death Stand When close, b / f + MP / HP
Death Space In air, any direction but u + MP / HP
Death Kick Press the same strength P + K
Death Crusher qcf + P
Death Break qcf + K
Death Sword Kick In air, qcf + K
Death Somer In air, qcb + K
Death Shock hcb,ub,u + P
Death Press b,d,db + K
Death Escape Tap b,b
Stepping Upper f + MP
Death Heel f + MK
Death Dream (Chijou) LP,LP,f,LK,HP
Death Dream (Kuuchuu) When close, rotate 720 + P in air
Death Government qcf,qcf + P
Death Crusher qcf,qcf + K
Death Crusher (Kuuchuu) In air, qcf,qcf + K
Death Energy qcb,qcb + P
Super Death Energy qcb,qcb + PPP
----------------------------------------------------- [ Normal Throws ]
English: Death Stand
Command: When close, b / f + MP / HP
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
English: Death Space
Command: When close, any direction but u + MP / HP (both characters
must be in air)
Damage: 1 hit, 35 damage
Comments: An unblockable attack.
---------------------------------------- [ Guard Break / Cancel Break ]
English: Death Kick
Command: Press the same strength P + K
Damage: 1 hit, 17 damage
Comments: An unblockable attack.
----------------------------------------------------- [ Special Moves ]
English: Death Crusher
Command: qcf + P
Damage: 3/4/5 hits, 20/23/26 damage total
Comments: Has disgustingly high priority--this move can override all
kinds of attacks right at the start.
English: Death Break
Command: qcf + K
Damage: 1 hit, 21 damage
Comments: This move has a high vertical range, making it useful as an
anti-air attack. You can use the initial invincibility to
pass through projectiles (you can even have a Shinkuu Hadou
Ken pass through you), and the 'geyser' of black energy can
destroy them, but after the startup of this move, Shadow
Geist is not invincible. Also, the geyser can't destroy
projectiles after it's already appeared.
English: Death Sword Kick
Command: In air, qcf + K
Damage: 1 hit, 21 damage
Comments: If you hit your opponent late enough, you can combo an attack
after landing.
English: Death Somer(sault)
Command: In air, qcb + K
Damage: 1 hit, 21 damage
English: Death Shock
Command: hcb,ub,u + P
Damage: No hits, no damage
Comments: After a moment, you can interrupt this move by pressing any
button or pressing in any direction. You can take advantage
of this by starting up a command like the Death Dream or
Death Press while he's laughing, and timing it so that you
press P right as this move becomes interruptable--Shadow will
go directly from his taunting into the attack.
English: Death Press
Command: b,d,db + K
Damage: 1 hit, 17 damage
Comments: If you hit your opponent late enough, you can combo an attack
after landing.
--------------------------------------------------- [ Command Attacks ]
English: Death Escape
Command: Tap b,b
Damage: No hits, no damage
Comments: You can pass through projectiles and avoid attacks with this
move.
English: Stepping Upper
Command: f + MP
Damage: 1 hit, 21 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times). It's also super
cancelable.
English: Death Heel
Command: f + MK
Damage: 1 hit, 21 damage
Comments: An overhead attack that must be blocked high.
------------------------------------------------------ [ Super Combos ]
Japanese: Death Dream (Chijou)
English: Ground Death Dream
Command: LP,LP,f,LK,HP
Damage: 5 hits, 69 damage
Comments: An unblockable attack.
Japanese: Death Dream (Kuuchuu)
English: Mid-Air Death Dream
Command: When close, rotate 720 + P (both characters must be in air)
Damage: 3 hits, 69 damage
Comments: An unblockable attack.
English: Death Government
Command: qcf,qcf + P
Damage: 8 hits, 27 damage
Comments: Shadow Geist recovers before his opponent does, allowing you
to attack your opponent any way you'd like while they're
being hit.
English: Super Death Crusher
Command: qcf,qcf + K
Damage: 5 hits, 56 damage
English: Super Death Crusher (Kuuchuu)
English: Mid-Air Super Death Crusher
Command: In air, qcf,qcf + K
Damage: 6 hits, 56 damage
English: Death Energy
Command: qcb,qcb + K
Damage: 1 hit, 30 damage
Comments: This move can negate most normal, SC, and MC projectiles
(even those that hit multiple times).
------------------------------------------------------ [ Meteor Combo ]
English: Super Death Energy
Command: qcb,qcb + PPP
Damage: 2 hits, 140 damage total
------------------------------------------------------ [ Attack Info. ]
STANDING ATTACKS CROUCHING ATTACKS JUMPING ATTACKS
LIGHT PUNCH 2; cancelable 2; cancelable 6; cancelable
MEDIUM PUNCH 16; cancelable 13; cancelable 15; cancelable
HARD PUNCH 24; super cancel 20; super cancel 21; cancelable
LIGHT KICK 5; cancelable 5; cancelable 6; cancelable
MEDIUM KICK 16; cancelable 13; cancelable 15; cancelable
HARD KICK 24; super cancel 18; super cancel 21; cancelable
------------------------------------------------------- [ Other Stuff ]
- All of Shadow Geist's "shadow" moves (Death Break, Death Government,
and Death Energy), turn red during an Excel, when your opponent
starts a Meteor Combo, or when fighting Vega II. ;)
------------------------------------------------------------------------
HIDDEN CHARACTERS - GAME SHARK ONLY
------------------------------------------------------------------------
These characters aren't normally usable unless you have a Game Shark;
there's no way to play with them without one. For more information,
see Section 5.
========================================================================
CYCLOID BETA
========================================================================
--------------------------------------------------- [ Short Moveslist ]
Tech. Hit When close, press b / f + MP / HP / MK / HP
Excel Activation Press a different strength P + K (costs 1 level)
------------------------------------------------------ [ Attack Info. ]
Cycloid Beta has his own set of normal attacks, but no special moves or
win poses. He has only two abilities: If you attempt to throw by
getting close and pressing b / f + MP / HP / MK / HK, he'll do the
Tech. Hit animation. And if you earn enough SC power (by having your
opponent damage you with an Excel combo), then Cycloid can use Excels
on the ground or in the air (but, of course, they can't hit).
Since Cycloid Beta cannot hit his opponent, it's impossible to tell
how much damage his attacks do, and since he has no special moves, none
of his normal attacks are cancelable. Another problem with using
Cycloid is that he cannot beat any of the modes (Arcade, Vs., etc.),
and he cannot earn SC power unless he takes damage from his opponent.
On the plus side, you're invincible to all attacks except for Excel
combos.
========================================================================
GARUDA (CPU Version)
========================================================================
This is just a partial moveslist. For more information, see Garuda's
section. I can't include specific damage counts for CPU Garuda's moves
since you can't use him as the first player in Training Mode.
--------------------------------------------------- [ Short Moveslist ]
Satsuga When close, b / f + MP / HP
Shouki When close, b / f + MK / HK
Shuuki In air, any direction but u + MP / HP
Saiga Press the same strength P + K
Shuuga qcf + P
Gouga hcf + K
Jazan b,d,db + P
Kizan f,d,df + P
Raiga f,d,df + K
Bu f,d,df + PPP, then press P to stop
Maboroshi Press PPP when damaged
Zanki f + HP
Kyouja f + HK
Kienshou qcf,qcf + P, tap P / K / dir. rapidly
Kienbu qcb,qcb + P (air)
Soukondan qcb,qcb + K (hold K to delay)
Kyoujin Senshuu qcb,qcb + KKK (then use D. Rasen Shou)
Daikyo Rasen Shou qcf,qcf + K, tap P / K / dir. rapidly
Daikyo Senpuu Shou In air, qcb,qcb + P from D. Rasen Shou
----------------------------------------------------- [ Special Moves ]
Japanese: Maboroshi
English: Illusion
Command: Press PPP when damaged
Damage: 1 hit, ?? damage
Comments: This move is super cancelable.
------------------------------------------------------ [ Attack Info. ]
CPU Garuda plays exactly like the normal version in all aspects,
although he gains one new special move, the Maboroshi.
========================================================================
VEGA II
========================================================================
This is just a partial moveslist. For more information, see Vega's
section. I can't include specific damage counts for Vega II's moves
since you can't use him as the first player in Training Mode.
--------------------------------------------------- [ Short Moveslist ]
Deadly Throw When close, b / f + MP / HP
Death Suplex When close, b / f + MK / HK
Psychic Crush Press the same strength P + K
Psycho Crusher Charge b,f + P
Double Knee Press Charge b,f + K
Head Press Charge d,u + P, move b / f afterwards
Somersault Skull Diver Press P after Head Press
Vega Warp (Zenpou Idou) f,d,df + PPP / KKK
Vega Warp (Kouhou Idou) b,d,db + PPP / KKK
Psycho Cannon G qcf,qcf + P (hold P to delay)
Psycho Cannon B qcb,qcb + P / K (hold P to delay)
Psycho Cannon R Charge b,f,b,f + P (hold P to delay)
Knee Press Nightmare Charge b,f,b,f + K
Psycho Break Smasher Charge b,f,b,f + PPP
----------------------------------------------------- [ Special Moves ]
English: Psycho Cannon G
Command: qcf,qcf + P (hold P to delay)
Damage: 5-10 hits, ?? damage total (just projectile hits)
3-17 hits, ?? damage total (projectile hits while forming)
Comments: This projectile floats slowly across the screen when thrown.
It homes in on an opponent (even if they jump or move into
the foreground / background), and will remain on top of an
opponent until it ends. The projectile will vanish if you
do a Guard Break / Cancel Break. You can super cancel in
and out of this move, but you cannot perform the Psycho Dark
Cannon or Psycho Twin while the green projectile is on screen
(you can always super cancel into them, though).
English: Psycho Cannon B
Command: qcb,qcb + P / K (hold P to delay)
Damage: 5-10 hits, ?? damage total
7-17 hits, ?? damage total (projectile hits while forming)
Comments: When performing this move, using P makes you appear behind
your opponent (LP is just behind them, HP is far behind).
Similarly, using K makes you appear in front of them, either
close by (LK), or far away (HK). This is a Super Combo, so
you can super cancel in and out of it.
English: Psycho Cannon R
Command: Charge b,f,b,f + P (hold P to delay)
Damage: 5-10 hits, ?? damage total
7-13 hits, ?? damage total (projectile hits while forming)
Comments: The longer you delay the Psycho Dark Cannon, the large the
ball gets. You can also juggle people with it while it's
being delayed. The delayed version can also go through
projectiles.
------------------------------------------------------ [ Attack Info. ]
Vega II plays exactly like Vega, but his Psycho Cannon has been renamed
and now grows to humongous proportions. He also gains two new Super
Combos, the Psycho Follow Cannon and Psycho Twin Cannon. In addition
to his new moves, Vega II always has an infinite SC gauge, a unique
outfit color (white), and the background of the stage he fights in will
always have that Meteor Combo effect going.
========================================================================
4. SECRETS AND TRICKS
========================================================================
------------------------------------------------------------------------
UNLOCK THE HIDDEN STUFF - MANUAL METHOD
------------------------------------------------------------------------
All of these codes must be done at the Main Menu. Simply highlight the
mode listed and press the START button the listed number of times. The
modes have been abbreviated as follows:
A - Arcade P - Practice
V - Versus D - Director
O - Option B - Bonus
The only catch is that you have to enter the code at a relatively
consistent pace--no long pauses or anything, and you have to follow the
order so that you press START after each time that you move. For
example, to unlock Kairi, you could go left or right after "Option" to
get to "Bonus", but you'd have to go down from "Bonus" to highlight
"Practice"; you couldn't go up to "Director", then up again to
"Practice", since passing over the Director menu isn't part of the code.
Anyway, the codes are:
Unlock Garuda Ax3, Px2, Dx3
Unlock Shadow Geist Vx3, Ox4, Vx3
Unlock Kairi Ox1, Bx3, Px2
Unlock Hayate Bx2, Dx4, Px1, Ax5
Unlock Bonus Games Bx5, Ox3, Vx1, Dx2
Unlock Maniac Mode Px5, Ax5, Vx3, Ox1, Bx1, Px4
Unlock Sample Data P,D,V,A,O,B,D,V,A,P (Start x1 for each one)
Unlock Vs. Vega II Bx13, Dx4, Bx13
Note that when you unlock a hidden character using this code, all other
hidden characters that come before them are also unlocked. So if you
use the Kairi code, Garuda, Shadow Geist, and Kairi all get unlocked.
What this basically means is that you can use the Hayate code to unlock
all the hidden characters, not just him. This doesn't apply to the
other codes, though (so even if you unlock the Sample Data, which is
only usable in Maniac Mode, you still have to unlock Maniac Mode
afterwards before you can select it).
------------------------------------------------------------------------
PLAY AS THE HIDDEN CHARACTERS
------------------------------------------------------------------------
[ THE EXPERT MODE METHOD ] --------------------------------------------
You can make the hidden characters playable by beating the following
missions in Expert Mode:
- To enable Garuda, complete all the Rank E missions for all 20
characters.
- To enable Shadow Geist, complete all the Rank C missions for all 21
characters (everyone plus Garuda).
- To enable Kairi, complete all the Rank B missions for all 22
characters (everyone plus Garuda and Shadow Geist).
- To enable Hayate, complete all the missions for all 23 characters
(everyone plus Garuda, Shadow Geist, and Kairi).
After beating the required number of missions, you'll get a message
stating 'You get the new character!'
[ THE ARCADE MODE METHOD ] --------------------------------------------
You can also make the hidden characters (except Hayate) playable by
beating Arcade Mode with different characters (it doesn't matter if you
win or lose, just that you get your character's ending).
- To enable Garuda, beat Arcade Mode with at least 10 different
characters.
- To enable Shadow Geist, beat Arcade Mode with at least 15 different
characters (that's 5 more if you enabled Garuda that way, too).
- To enable Kairi, beat Arcade Mode with at least 20 different
characters (that's 5 more if you enabled Shadow Geist that way, too).
However, you also have to get to and defeat Vega II at least once
(see 'Fight the Hidden Characters', below, for details).
After beating the game with the required number of people, you'll get
a message stating 'You get the new character!' upon returning to the
main menu.
[ THE MANIAC MODE METHOD? ] -------------------------------------------
Having not beaten Maniac Mode yet, I've been wondering what you get when
you beat it. Now this is just a guess on my part, but since Vega II is
fully playable, and there's a blank space after his name in the CD's
internal memory (and in another area, there's a ??? after his name),
perhaps he becomes usable when you beat all the Maniac Mode missions.
Then again, CPU Garuda is fully playable too, but I'm fairly sure he's
not selectable. Still, you never know--there seem to be plenty of
secrets in this game.
------------------------------------------------------------------------
FIGHT THE HIDDEN CHARACTERS
------------------------------------------------------------------------
The following tricks only work in an Arcade Mode game. All of them
were tested on NORMAL difficulty--I haven't tried to find out the 3-out
of-5 requirements yet, either. Since I'm still trying to figure out
the requirements, the methods listed below may not always work, or the
hidden character may appear even if you didn't fulfill all the
requirements listed here.
[ FIGHT SHADOW GEIST ] ------------------------------------------------
You can fight Shadow Geist on the 3rd or 4th stage (depending on how
early you fulfill the requirements to fight him). To get to him, play
without losing a round or continuing, and perform at least one Excel
Combo per round on Stage 2 or 3. You don't have to kill your opponent
with the Excel, but you do need to damage them while the Excel is
active). If you have the rounds set to 1, then you need only do one
Excel combo on stage 2 or 3. I find that beating your opponent as fast
as possible and doing a special finish (SC, MC, or Excel) also seems to
help.
I should note that I've managed to get to him without using any Excels
(just a couple of Perfects and SC finishes, unless you count the Excels
I did during the Excel Break bonus stage) ;) At other times, I couldn't
get him to appear even if I did Excels on the previous stage, although
I found that doing Excels on both Stage 1 and 2 did make him pop up
repeatedly. Like I said, I'm still trying to figure out the exact
requirements ;)
If you fight Shadow Geist on the 3rd stage, it's still possible to
fight Kairi on the 4th stage by getting whatever finish(es) you still
need (Meteor Combo finishes or Perfect wins). Note that if you've
fulfilled both the Shadow Geist and Kairi requirements by the 3rd
stage, you'll always fight Shadow Geist first, then Kairi.
Anyway, if you did it right, the message 'Here comes a new challenger!'
will show up, and then you'll go to Shadow Geist's stage for your 3rd
or 4th match, where he'll rise out of the ground while laughing. If you
lose and continue, you'll end up fighting against your normal opponent
for that stage (and if you're using EXTRA random select, then your
character will change even if you quick continue).
[ FIGHT KAIRI ] -------------------------------------------------------
You can fight Kairi on the 3rd or 4th stage (depending on how early you
fulfill the requirements to fight him). To get to him, play without
losing a round or continuing, and perform at least 4 Meteor Combo
finishes and 2 Perfect wins before the 3rd or 4th stage in order for
him to appear. If you have the rounds set to 1, then you need 2 Meteor
Combo finishes and 1 Perfect win. I've gotten him to appear with just
1 MC finish and 1 Perfect win, though.
If you fight Kairi on the 3rd stage, it's still possible to fight Shadow
Geist on the 4th stage by using an Excel combo during each round of the
match (see above). Note that if you've fulfilled both the Shadow Geist
and Kairi requirements by the 3rd stage, you'll always fight Shadow
Geist first, then Kairi.
Anyway, if you did it right, the message 'Here comes a new challenger!'
will show up, and then you'll go to Kairi's stage for your 3rd or 4th
match, where he'll say something before leaping over your head and
landing across from you. If you lose and continue, you'll end up
fighting against your normal opponent for that stage (and if you're
using EXTRA random select, then your character will change even if you
quick continue).
[ FIGHT VEGA II ] -----------------------------------------------------
You can only fight Vega II after beating Vega--and you need to get to
him without losing a round or continuing. The easiest method is below:
- At the Street Fighter EX Network's page, they said that you could
Vega II to appear by beating Kairi or Shadow Geist, then beating Vega
with a special finish (SC, MC, or Excel). This not only works, but
seems to be the easiest way to do it (although I could swear that
I've fought Vega II even without killing Vega with a special finish).
In any case, if you're trying to get to Vega, this is the best way to
do it, IMHO.
The other methods vary, but they all work, to a degree:
- Get a lot of Meteor Combo finishes and Perfect wins (the least seems
to be 11 MC finishes, and 14 Perfect wins).
- Get a lot of Excel Combo finishes and Perfect wins (it's
unbelievable, but I did this with only 5 Excel Combo finishes and 1
Perfect win, with the rounds set to 1)! I dunno what the 3-round
requirement is; look for that in the next update.
- Get a mix of Meteor Combo finishes, Excel Combo finishes, and Perfect
wins (I did this with I think, 4 Meteor Combo finishes, 3 Excel Combo
finishes, and 4 Perfects).
Anyway, if you did it right, the game will start loading, and then it
will show Vega stand up while another Vega covered in blue flame
descends from the sky and goes into Vega's body. Vega will then turn
white, and you'll fight in a black background with rising lights (the
same one you see during a Meteor Combo). If you're using EXTRA random
select, you'll still play as whatever character you used in the 7th
stage when you fought Vega.
I'm still trying to figure out the absolute minimums to fighting him,
but they seem to keep changing. Still though, Perfects and Excels seem
to be the best way to go if you want to get to him. Note that it's
possible to fight Shadow Geist, Kairi, and Vega II all in one game (you
don't get anything special for beating the game after killing all those
guys, though).
OTHER PEOPLE'S METHODS
------------------------------------------------------------------------
Isegrim told me that he managed to fight Vega II with only 1 Perfect and
a couple of Meteor combos, so I'm under the impression that the
requirement varies somehow. His method for fighting Vega is to get at
least two Perfects and try and get Meteor Combo finishes between the two
bonus games...I tried it with no luck, but ya never know.
Mr. Guy's method is to play on 1-round matches, and get a Perfect finish
on either of the first two matches and a Meteor Combo on the other, then
two Meteor Combo finishes on the second two matches, then again on
Garuda, and on Sagat. (a total of 1 Perfect and 7 Meteor Combos). He
also adds that if you don't kill Sagat with a Meteor Combo, you have to
do one on Vega, or vice versa, or else Vega II won't appear. I have to
test this as well.
J. Christopher's been writing to me with a slew of stuff that I've
tested pretty extensively, and can't get to work :( Anyway, he says
you can fight Vega by _not_ getting a V, D, Apple, or Clock finish (and
I assume an H or G finish as well) for every character except Vega, who
you must kill with a special finish (he says a Super Combo, I assume
Excels and Meteor Combos would work as well). If anyone can confirm
this for me, great, but I'm tired of beating Vega and seeing the
credits roll. ;)
------------------------------------------------------------------------
UNLOCK THE BONUS GAMES
------------------------------------------------------------------------
There are three hidden bonus games; Excel Break, Satellite Fall, and vs.
Vega II. To enable Excel Break and Satellite Fall, complete all the
Rank D missions for at least 20 characters (any twenty will do, so you
can do this trick with or without the hidden characters enabled).
To get the Vs. Vega II bonus game, you have to beat Vega II in Arcade
Mode. See above for details on how to get to him. In either case,
after fulfilling the proper requirements, you'll get the message, "You
get the new bonus game! Check the Bonus Game mode." and the bonus
games will now be usable.
------------------------------------------------------------------------
ENABLE MANIAC MODE / SAMPLE DATA REPLAY
------------------------------------------------------------------------
Once you've cleared all of the Rank A Expert Mode missions for all of
the characters (including Garuda, Shadow Geist, Kairi, and Hayate),
you'll get the message 'You get the Maniac Mode! Check the Trial Mode.'
If you go into Practice Mode and pick Trial, you can now choose from
Expert Mode or Maniac Mode.
Another option you can unlock is the Maniac Mode replay--when used, you
can watch the computer beat a person's Maniac Mode mission (it doesn't
actually count, though; you'll still have to beat the mission yourself.
To enable the replay, you have to beat everyone's (all 24 characters)
Expert Mode missions in order (1 to 16), so that you have a total time
score for each character.
If your total time is 36 minutes or less (that means you have about 1
minute, 50 seconds to do all 16 missions per person), the replay option
will be made available to you--you'll get the message, 'You get the
sample data! Check the Maniac Pause Menu.' To use it, go into Maniac
Mode, pick a character, and when the game starts, pause, and you'll see
a new replay option in the pause menu--select it to watch how the CPU
does the mission. You can press Select during the replay to make it
stop.
Obviously, unlocking this is quite tricky (I haven't done it yet),
since some characters need over 1'50" to do their missions, requiring
that you get an even better time on other people's missions.
------------------------------------------------------------------------
EXTRA RANDOM SELECT
------------------------------------------------------------------------
In certain modes (Arcade, Vs, Team, and Vs. Vega II), you can have your
character be randomly chosen every battle, simply by highlighting a
random select square (? box), holding Start, and pressing any button.
When you hold Start, the words 'EXTRA' should appear, and during actual
gameplay, your character's name will be in orange instead of white.
After each battle (even for the bonus stages), your character will be
randomly chosen (this also happens if you Quick Select after losing to
Kairi or Shadow Geist). Note that if you beat Arcade mode with an Extra
random character (it won't work if you just used the normal random
select square), you'll see Cycloid Beta running towards Vega during the
ranking screen instead of the character you beat the game with.
------------------------------------------------------------------------
INFINITE SC GAUGE ENERGY
------------------------------------------------------------------------
This is a minor trick, but a fun one. If you kill someone with at
least one level of SC power remaining, you'll have infinite SC energy
for the next few seconds (and no, this won't detract from your power
the next round). So if I'm playing with Hayate, have two levels, and
kill someone with an Excel, I could always cancel into the Resshin
Kamaitachi, then the Raizanshou, then the Tsumuji Kagerou: Kyoku. At
the start of the next round, I'll still have those two levels. If you
beat someone and have three levels remaining, you can even do Meteor
Combos (or do a SC, then cancel into a Meteor Combo)!
------------------------------------------------------------------------
SECRET WIN POSES
------------------------------------------------------------------------
- Darun actually has two secret win poses. To see the first one, juggle
your opponent with three Indra~ Bashis in a row. His belt buckle will
then gleam during his win pose, and you get a sound effect similar to
the one heard during the G.O.D. To see the other one, do the above
trick, but arrange it so that the third Indra~ Bashi will kill your
opponent (obviously, this involves lowering their life a ways first).
When Darun does his win pose, both eyes will shine instead of his
belt buckle.
- Dhalsim has a special win pose you can only see if you kill your
opponent when you yourself have zero life (there's no life gauge at
all on your side), and you must strike the killing blow when the
timer is at an odd number (73, 51, etc.) Dhalsim will start to do
his 'wiggling' win pose, but his skull necklace will fall off.
- Doctrine Dark has a special win pose--you have to beat your enemy by
killing the with an EX-plosive that does block damage, and you must
get a Perfect. If done correctly, D. Dark falls on the ground,
clutching his stomach and laughing.
- If you kill someone with a Super Combo, Hokuto will do a pose with
her fans. If you only use kick attacks during one round and kill
your opponent with the Kyaku Hougi or Shirase Gatana, you'll get the
same win pose, but with super huge fans.
- If you kill your opponent with a special move, Super Combo, or Meteor
Combo, Kairi will do a special win pose. Actually, it gets annoying
after a while ^_^;
------------------------------------------------------------------------
REMOVE BALROG'S MASK
------------------------------------------------------------------------
To play as Balrog with no mask on, simply select him, then hold down
LP + MK + HP before the next stage begins. You must repeat this trick
before every stage if you want to keep playing without the mask.
========================================================================
5. GAME SHARK CODES
========================================================================
The first three codes were created by Kenshin and Codehacker, but the
first two codes were tweaked by me a bit (I have a v1.99 Game Shark).
All other codes made by yours truly ;)
------------------------------------------------------------------------
PLAYER ONE HAS INFINITE LIFE 301E9204 - 00C8
by Kenshin and Codehacker
------------------------------------------------------------------------
Kinda self-explanatory ;)
------------------------------------------------------------------------</pre><pre id="faqspan-5">
PLAYER ONE HAS INFINITE SC ENERGY 301E9205 - 0096
by Kenshin and Codehacker
------------------------------------------------------------------------
Note that if you perform a Meteor Combo during Excel Break, the round
will still end even though your SC gauge remains full. Also, this code
doesn't work for some of the characters' Maniac Mode missions.
------------------------------------------------------------------------
GARUDA, SHADOW GEIST, KAIRI, AND HAYATE ARE PLAYABLE 801F47B0 - FFFF
by Kenshin and Codehacker 801F47B2 - FFFF
------------------------------------------------------------------------
Note that this last code also lets you select the empty spaces on the
Character Select screen, but doing so will just make the game hang while
it's loading. You can also select the second player's Random Select box
(the blue ? box), but this will still work normally, just as if you'd
picked your red ? box.
------------------------------------------------------------------------
PLAYER ONE IS ALWAYS IN OTEDAMA MODE 801EAA38 - 1000
by Chris MacDonald
------------------------------------------------------------------------
With this code, you can play in any mode (Arcade, Versus, etc.) and
have Otedama juggling abilities, an ability that's normally only
available in Training Mode. This code tends to not work very well when
combined with the 'Supercancel Limit is Off' code, since it tends to
override that one completely.
------------------------------------------------------------------------
PLAYER ONE'S SUPERCANCEL LIMIT IS OFF 801EAA38 - 4000
by Chris MacDonald
------------------------------------------------------------------------
With this code, you can play in any mode (Arcade, Versus, etc.) and do
stuff like canceling normal attacks into Guard Breaks, interrupting
supercancel-only moves with special moves, etc. In other words, you get
all the abilities you have when you turn your Supercancel Limit off in
Training Mode. This code tends to not work very well when combined with
the 'Always In Otedama Mode' code, since it tends to override that one
completely.
------------------------------------------------------------------------
PLAYER ONE'S EXCEL IS ALWAYS ACTIVE 801E923E - 0051
by Chris MacDonald 801E9240 - 0029
------------------------------------------------------------------------
This code makes your character flash and act like their currently in the
middle of an Excel--you can cancel into attacks repeatedly, and do long
combo strings using normal attacks, etc. The second line is not really
needed; it's just for the 'real' Excel experience :) If you omit it,
then you can do Super Combos and Meteor Combos during your Excel, and
can even cancel out of them!
------------------------------------------------------------------------
PAUSE MENU CURSOR SELECT 800D5E34 - 0005
by Chris MacDonald
------------------------------------------------------------------------
You can change the last digit (5) to whatever you want, but the main
purpose of this code is so that you can see the CPU demonstrate the
Maniac Mode missions if you haven't normally enabled this option yet.
Just go into Maniac Mode, pick a mission, pause the game, and press any
button (you'll notice that no options are highlighted). To exit out,
you'll have to turn the code off, though).
------------------------------------------------------------------------
TOTAL TIME COUNT SELECT 801E57D0 - 01A3
by Chris MacDonald
------------------------------------------------------------------------
And if you don't want to cheat that much, you can always just cheat a
little by using this code, which gives you a time of 7 seconds for each
Expert Mode mission irregardless of how long you spend doing them (in
fact, you get around 7 seconds for the total time as well). Obviously
the last few digits can be changed to set the time anyway you like, but
with 7 seconds per 16 missions, you can beat the 36 minute limit
easily and enable the Maniac Mode Sample Data replay option (or hey,
just use the previous code if that's all you're after) ;)
------------------------------------------------------------------------
DAMAGE COUNT SELECT 801EAA5E - 00FF
by Chris MacDonald
------------------------------------------------------------------------
This code is useful for some Expert Mode and most Maniac Mode missions,
since any attack you do registers as having done 255 damage, which is
more than enough to clear any damage-based mission (although keep in
mind that you still have to do all the things leading up to the damage
count--for example, you have to do the j. HK, c. HK in Sagat's mission
#15). For some Excel damage missions, simply activating the Excel will
make you pass it ;)
Unfortunately, this code does not work for Hayate's mission, which has
a glitch in it and will never actually count as completed no matter how
many times you beat it. It's a shame too, since I really want to find
out what happens when you beat Maniac Mode.
------------------------------------------------------------------------
ENABLE ALL THE BONUS GAMES 801EE3C8 - 0100
by Chris MacDonald 801EE3CA - 0001
------------------------------------------------------------------------
The first code enables Satellite Fall and Excel Break, while the second
enables vs. Vega II.
------------------------------------------------------------------------
ENABLE MANIAC MODE 801EE3C8 - 0001
by Chris MacDonald
------------------------------------------------------------------------
With this code, you can select the Maniac Mode option from the Trial
Menu. I suggest saving your game after inputting this code, then
restarting and playing without the code from that point on, since it
seems to crash the game if you try to play Expert / Maniac Mode right
after inputting this code.
------------------------------------------------------------------------
PLAY AS VEGA II, CPU GARUDA, CYCLOID BETA, ETC. 801E6124 - 2183
by Chris MacDonald
------------------------------------------------------------------------
This code isn't a 'character select' per se; it instead makes you into
the second player, whoever that would normally be. If you try to play
Excel Break or Satellite Fall, the opposite player opponent will be
Cycloid Beta, and if you try to play Vs. Vega II, the second player will
be Vega II. You can simply start up a game with this code on, but it's
better to turn it off, and turn it on once the actual round begins. In
the case of Vs. Vega II, you can either beat or lose to the computer-
controlled Vega II, and in the next round, you can control him using
the 2P controller (or 1P, depending on what side you joined in on). You
can now exit this mode and use him in other modes, too. For example,
to play as Vega II in Arcade Mode:
- Go into Vs. Vega II mode using the first controller
- Turn on the Game Shark in first round
- In second round, choose 'reset' from the pause menu.
- With the Game Shark still on, go into arcade mode using the
first controller
- Pick any character
- Round starts with first player vs. Vega II, who is playable.
- Turn off PAR, beat the first player's character using Vega II
- You can now use Vega II in arcade mode.
You could make him the first player, too, by going into Vs. Vega II
with the second controller and changing the steps accordingly. The
catch with this code is that you can't use a hidden character as the
'main' player in Training Mode (meaning, no damage readouts), only
as your opponent (and in that case, you can't enter the Training
Options, for some reason). And in Versus or Team Battle mode, you need
to fight a human opponent, since if you try to make the computer pick
a hidden character in these modes, the game hangs while loading.
To pick Cycloid Beta, try playing Excel Break, turn the code on during
the round, beat him, then in the next round, he'll be playable. You can
now exit out and use him in other modes (be sure to keep the above
restrictions in mind). Just don't have your opponent kill him with a
Meteor Combo (if they have an infinite SC gauge) as it may hang the
game. ;)
CPU Garuda is another story. Actually, there are CPU versions of Kairi,
Shadow Geist, Sagat and Vega as well, but they have no new moves (the
only thing that seems to differentiate them from the normal versions are
their special intros, but you can't do those when you control them).
Anyway, to play as CPU Garuda, leave the code off, and play an Arcade
Mode game. Get to CPU Garuda (Stage 5), and turn on the code. Beat
him, and in the next round, you can play as him and use his only new
ability, the Maboroshi.
All these characters have Kairi's movelist for their own, although it
has a ??? at the top instead of KAIRI. I don't know about all of them,
but I tried beating Arcade Mode with Vega II (even got to fight Vega II,
that was fun), and I got Kairi's ending. Trying this code in the Taru
game (barrel game) or Satellite Fall will not work (you can't play as
the barrels or the ARK-99 satellite, in other words).
------------------------------------------------------------------------
CHARACTER AND MODE SELECT 801EE358 - 00xx
by Chris MacDonald
------------------------------------------------------------------------
This code has two effects (I was trying to separate them into two
individual codes, but with no luck). The double 00s can be changed to
let you play with a particular character (for instance, 00 is Guile, and
0E is Vulcano Rosso). However, that's just a weird side product: you're
better off just using the double-line code above (the one made by
Kenshin and Codehacker). I'm still trying to figure out just how this
code works, so look for more info in future updates.
Anyway, the real value of this code lies in the last two digits, which
when changed, let you pick a particular mode:
xx = 00 Arcade Mode 06 No name (Watch Mode?)
01 Versus Battle 07 Option Menu
02 Team Battle 08 Expert Mode
03 No name (Survival Mode?) 09 Bonus Game
04 No name (?) 0A Maniac Mode
05 Practice Mode 0B Director Mode
This code is pretty temperamental, and prone to hanging the game (which
happens all the time with 00 and 08). In most cases you can exit back
out by doing a soft reset (hold down L1+L2+R1+R2, and press Start +
Select), but you may have to actually power off the PlayStation and try
again. So how does the code work? Well, it depends on what option you
want. For example, to play in Maniac Mode, end the code in 0A (so it
reads 801EE358 000A), and just pick any option except for Arcade, and
you should go into Maniac Mode. Or, you could turn off the code once
the game starts, go into a submenu (every option has this except for
Arcade), and then turn on the switch, and you'll go straight to the
Maniac Mode screen. However, if you did 03 (for Survival Mode), and
picked any option except for Arcade, you'd go to what looked like the
list of bonus games. However, select a bonus game, then pick your
character, and you'll find yourself at the Survival Mode screen instead.
With this code, you can access modes that aren't normally available to
you. For example, set it to 09, and you get all the bonus games, even
the unlockable ones like Satellite Fall and Vs. Vega II. You can even
pick Maniac Mode if you haven't beaten Expert Mode, just by setting the
last two digits to 0A (although note that if the hidden characters
aren't enabled, they won't show up in Expert Mode or Maniac Mode).
What's especially cool about this code is that it lets you pick some
modes that looks like they have been disabled:
SURVIVAL MODE (03): This is definitely the coolest one, since after
you pick your character, you're taken to a screen that looks exactly
like the Survival Mode setup from SFEXA. The sad thing about this is
that Survival Mode isn't playable; you can pick a course, but what
ends up happening is that you fight the same opponent at the same
stage repeatedly, and after you kill them once, they instantly die in
all subsequent rounds. This leads me to believe that this mode was
going to be put in the game, but never finished, since you're clearly
taken to the Survival Mode Menu, but it doesn't actually play like it
should (for example, if you play course 4, after fighting the same
person 4 times, the game will hang instead of showing your Survival
record as in SFEXA). For those who are interested, here are the team
lineups (keep in mind that there is no Course 1, and that the lineups
are actually meaningless as you always end up fighting the same
opponent):
Course 2: Area, Jack, Shadow, Hokuto, Guile, Nanase, Skullomania, Ryu
Course 3: Pullum, Zangief, Chun-Li, Ken, Rosso, Sharon, Doctrine Dark,
Kairi
Course 4: Sagat, Darun, Sharon, Kairi
When highlighting Course D, you can press right or left to highlight
the three boss battles, against Dhalsim, Garuda, or Balrog.
? (04): In this mode, you get to pick your character and then fight
Kairi, although neither character has any life. If you beat Kairi,
then he just keeps dying in all subsequent rounds. If you lose, the
game ends--you can't continue. I have no idea what this was supposed
to be, maybe something similar to the vs. Vega mode, but for Kairi
(seeing as he is a hidden boss and all that)? Note that trying to
use the code again after losing either pits you against Vega (both
characters have low life / full life / it varies), or the CPU picks
someone to fight against Vega (both characters are CPU controlled this
time), and you can't exit out unless you soft reset.
WATCH MODE (06): You get to pick your player and your opponent, but
when the game loads up, both characters are CPU-controlled and will
fight against each other. After one of them wins, the fight reloads
(same characters, new stage). It's a lot like SFEXA's Watch Mode,
except for that you can't change the viewpoint (that happens
automatically while you watch).
------------------------------------------------------------------------
CHARACTER MOVE SELECT 801E9206 - xx00
by Chris MacDonald
------------------------------------------------------------------------
With this code, you can make your character perform a specific move no
matter what command you input. For example, if I set xx to 05, then
pick Ryu, he will always throw a Shinkuu Hadou Ken no matter what
command I input (although the moves come out pretty funky looking--you
can do a Shouryuu Ken and the super fireball comes out halfway through).
Anyway, the reason why I made this code was to look for unknown /
disabled moves, and there's a slew of them, which are mentioned below.
Keep in mind that this code doesn't actually give you the command to
do a new move--you can't enter b,d,db + P for the original Skullo Dive,
or f,d,df + P for the Glowing Fist. Just experiment with the other
commands and find which ones you like the best ;)
The one problem with this select is that it makes the game hang / act
strange sometimes (you can usually alleviate this by having the other
player attack you, or by going into the pause menu and changing an
option to reset the training session, like turning Otedama on or off).
Another thing is that doing most throw moves (the Skullo T'katchev,
Kyouja Renbu, etc.) or moves with automatic sequences in them (the
Machiyoi Tenkyuu Geki or Shin Shouryuu Ken) make the game freeze, and
all you can do is reset. It's possible to stick in the code twice,
and (for example), make one of them the Kyouja Renbu start, and the
other one is the Kyouja Renbu scream (the finish), and the whole thing
will work, instead of glitching. I haven't tested that extensively,
though.
Anyway, below is a list of all the moves I've mapped out so far--there's
sure to be some mistakes, so anyone who wants to contribute, I encourage
it. There's some special notation for this section:
! (movename) - means it's a disabled move that's not normally usable.
? (movename) - means I don't know what the heck this really is. ^_^;
(hang) - means the game may hang when you use this variable.
I had to severely abbreviate some of the names to get the to fit, sorry
for the confusion it will undoubtedly cause. Most of them can be
figured out, though. Some of them sound like Job Abilities from FF5,
don't they? (like ! KyoujaScream) ^_^;
------------------------------------------------------------------------
xx AREA BALROG BLANKA CHUN-LI
------------------------------------------------------------------------
00 Guard Break Guard Break Guard Break Kikou S./ Goku
01 Terminator Backslash Rolling Attack Guard Break
02 Humming Rush Roll CrysFlash E. Thunder Hyakuretsu K.
03 Jackson Kick Advancing Wire Backstep Roll Hien Shuu
04 Upload/Downlod Sky High Claw Vertical Roll Senretsu K.
05 Great Cancer ! (Barcelona?) Ground Shave R Spin.Bird Kick
06 Five Star Raid Attaching Claw Guard Break Hazan T. Kyaku
07 Final Cancer Sky H.Illusion BeastHurricane Gomen ne
08 ? (hang) SP AdvanceWire Jungle Beat ? Throw
09 ? Alt. Catch Scarlet Terror Surprise Forw. ? Throw
0A ? Taunt / Pose GroundCrysFlsh Surprise Back Ryuusei Raku
0B ? Taunt / Pose ? Throw Guard Break (game hangs)
0C O.C.R. ? Throw Beast.H Finish
0D ? Throw W. Wind Suplex ?
0E ? Throw ? Throw SP E. Thunder
0F (game hangs) ? Throw Wild Fang
10 ? Throw ? Elec Damage
11 (game hangs) Jungle B. Hit
12 (game hangs)
------------------------------------------------------------------------
xx CRACKER JACK DARUN MISTER DHALSIM DOCTRINE DARK
------------------------------------------------------------------------
00 Dash Straight Guard Break Yoga Fire KILL Wire
01 Dash Upper Ganges DDT Yoga Flame ? DARK Wire
02 PPP FinalPunch Indra~ Bashi Yoga Blast ? DARK Hold
03 KKK FinalPunch Lariat Guard Break ? DARK Hold
04 Guard Break ! Tasogare L. Kuuchuu Fuyuu ? DARK Hold
05 Batting Hero Darun Catch ! Yoga Inferno ? DARK Shackle
06 ! C. Buffalo D.Catch -Throw Y. Drill Kick EX-plosive
07 Crazy Jack Mid-Air Ganges Yoga Legend KILL Trump
08 Home Run Hero G.O.D. Yoga Teleport DARK Shackle
09 ? Feint Dash ? (hang) Yoga Catch EX-Prominence
0A G.Slam Crusher ? MC Flash ? Throw DEATH Trap
0B Feint Dash ? Throw ? Throw ! KILL Blade
0C Home Run King ? Throw Yoga Contact ? Throw
0D Power Hunter ? Throw ? ? Throw
0E PowerLiftThrow Indra Bashi (game hangs) D.Shackle End
0F C. Buffalo End Brahma Bomb D.Trap End
10 H.R. King End ? Throw (game hangs)
11 Punch Hunter D.Catch -Throw
12 ? H.R. Begin ? Throw
13 (game hangs) G.O.D Continue
14 (game hangs)
------------------------------------------------------------------------
xx GUILE HOKUTO KEN MASTERS NANASE
------------------------------------------------------------------------
00 Sonic Boom Chuugeki Hou Hadou Ken Guard Break
01 SomersaultKick Gokyaku Kou Shouryuu Ken Sanren Kon
02 Guard Break Shinkuu Geki Guard Break Kasumi Oroshi
03 Opening Gambit Shinkyaku Geki Tatsumaki S.K. Gekkyou Botan
04 S.B. Typhoon ? Chuugeki Hou Mid-Air T.S.K. YayoiToukon Gi
05 DoubleSomerslt Kyaku Hougi Shouryuu Reppa Air Yayoi T.Gi
06 Throw Guard Break Shinryuu Ken Izayoi Rekkon
07 Throw Guard Break ! Air Hadouken ? (hang)
08 FlyBuster Drop Kiren'eki Zenpou Tenshin Machiyoi TGeki
09 (game hangs) Kiren'eki ShippuujinraiK ?
0A Renbu Kuzuryuu Reppa ? Throw
0B ? Chuugeki Hou ? Throw ? Throw
0C Renshou Geki ? JigokuGuruma ? Throw
0D Shirase Gatana ? JigokuFuusha Machiyoi Start
0E ? Throw (game hangs) Machiyoi Start
0F ? Throw Machiyoi Start
10 ? Throw (game hangs)
11 Renbu End
12 ? Throw
13 (game hangs)
------------------------------------------------------------------------
xx PULLUM PURNA RYU SAGAT SHARON
------------------------------------------------------------------------
00 Prim Kick Hadou Ken Guard Break Guard Break
01 Air D. Purrus Shouryuu Ken ? Tiger Shot Half Moon Kick
02 ? Guard Break ? Tiger Shot Crimson Terror
03 Ten'el Kick Tatsumaki S.K. Tiger Blow Sharon Special
04 Guard Break Shakunetsu H.K Tiger Crush ! HammrhedRush
05 ? Shinkuu HadouK ? Tiger Cannon ? Bermuda Sym.
06 ? (hang) Shinkuu T.S.K. ? Tiger Cannon ? Pr. Scissors
07 Reswal Kahna Air Shin T.S.K Tiger Raid ? Air Throw
08 Ground Purrus ! Win Pose Tiger Genocide Load
09 Gradeus Pearl Shin ShouryuuK Tiger Storm Hellfire
0A Kind Wind Shakunetsu H.K Tiger Fake Assault Rifle
0B ? Throw Shin ShouryuuK (game hangs) ? Throw
0C ? Throw Shin ShouryuuK ? Throw
0D Dance Wind Shin ShouryuuK ? Throw
0E Gradeus P. End Shin ShouryuuK ? Throw
0F (game hangs) Shin ShouryuuK ? Throw
10 ? nothing ? Air Throw
11 ? Throw ? Throw
12 ? Throw ? Throw
13 ? Throw Close AssaultR
14 (game hangs) (game hangs)
------------------------------------------------------------------------
xx SKULLOMANIA VEGA / VEGA II VULCANO ROSSO ZANGIEF
------------------------------------------------------------------------
00 ? ? Psy. Crusher Volcanus Double Lariat
01 Skullo Head Double Knee P. Cannosa no K. Guard Break
02 Skullo Dash Psycho Crusher Hibashiri Super Stomping
03 Skullo Slider K.P. Nightmare Vesuvio Ikari ScrewPiledrivr
04 ? Head Press ? Shikei ? AtomicSuplex
05 Skullo Crusher Guard Break ? Shikei ! Glowing Fist
06 Skullo Shock Psycho Cannon Tameiki Hashi Final Atomic B
07 ! OriginalDive ! Intro Pose Pisa n.Shatou Bear Hug
08 S. T'katchev Vega Warp ? Shikei A.Russian Slam
09 Guard Break P. BreakSmashr Io no Yoku ? (hang)
0A Super S.Crushr ! VegaII Intro Guard Break ? SC Flash
0B S. SkulloDream P.FollowCannon Accelerando ? Cosmic F.A.B
0C Super S.Slider P. Twin Cannon ? Throw ? Throw
0D Skullo Energy ? Throw ? Nothing ? Throw
0E Super S.Crushr ? Throw ? Throw ScrewPiledrv.
0F Super S.Energy ? Throw ? Throw ? Throw
10 Skullo Ball ? Throw ? Throw Russian Suplex
11 ? Throw ? Throw End of Shikei F.A.B. End
12 ? Throw (game hangs) (game hangs) Bear Hug End
13 ? Throw Air.R.Slam End
14 ? Throw AtomicSuplxEnd
15 ? S.Dream Zoom ? Throw
16 ? S.Dream Zoom ? Throw
17 (game hangs) (game hangs)
------------------------------------------------------------------------
xx GARUDA HAYATE KAIRI SHADOW GEIST
------------------------------------------------------------------------
00 Kizan Guard Break ShinkiHatsudou ?
01 Jazan Kamaitachi Maryuu Rekkou Guard Break
02 Shuuga Oborodzuki Guard Break Death Shock
03 Raiga Hisen Zan Mouryou Kasen Death Crusher
04 ! Maboroshi Shiraha Tenjin ShinkiHatsudou Death Press
05 Kienbu Resshin KamaiT S.Hatsudou Kai D. Sword Kick
06 Gouga Raizanshou Sairou K (hit) Death Somer
07 Soukondan Tsumuji Kage.K ? Kyouja Renbu Super D.Crushr
08 Kienshou Orochi Fuujin Garyuu Messhuu Air S.D.Crushr
09 Guard Break Madomashi ShoukiHatsudou Death Dream
0A Bu ? Makuu Shihai Death Energy
0B ! Hidden SC ? Throw ? (hang) Death Gov't.
0C ! CPU Intro ? Kutei Kaku Death Break
0D KyoujinSenshuu (game hangs) ? Throw ?
0E Daikyo Rasen S ! KyoujaScream S. DeathEnergy
0F DaikyoSenpuu S ! CPU Intro ? Throw
10 ? Throw (game hangs) ? Throw
11 ? Throw ? Throw
12 Air Throw ? Death Space
13 CPU Intro ?
14 Air Throw ?
15 (game hangs) ? Throw
16 D. Dream Zoom
17 (game hangs)
More information on those disabled moves can be found below:
------------------------------------------------------------------------
BALROG 05 - Barcelona Attack?
------------------------------------------------------------------------
(05) This is some sort of unique SC in which Vega leaps into the air
and does the Barcelona Attack pose, but he only hits once for meager
damage (less than the normal Flying Barcelona Attack). I can't figure
out what the heck this is, but Balrog had a bunch of moves in SFEX2,
including the ability to do the Flying Barcelona Attack and Izuna Drop
from the Ground Crystal Flash SC, and a super replacing his Scarlet
Terror called the Phantom Destruction, which had it's own special
follow-up (the Spinning Izuna Drop, done as hcf + P in mid-air). So
perhaps this move is a remnant of one of those attacks.
Command: Try any move, or else throw from up close
Damage: 1 hit, 8 damage (trying any move)
1 hit, 101 damage (attempted as a throw)
------------------------------------------------------------------------
CRACKER JACK 06 - Crazy Buffalo
------------------------------------------------------------------------
(06) For some reason, Jack's Crazy Buffalo makes all other moves hit
multiple times for very high damage. Makes me wonder if there wasn't
some other SC he had that was nixed (perhaps like M. Bison's Gigaton
Blow from SFZ3?)
------------------------------------------------------------------------
DARUN 04 - Tasogare Lariat SC
------------------------------------------------------------------------
(04) Amazingly, Darun has his Tasogare (Twilight) Lariat SC in here.
It's just like the SFEXA version, without any lighting effects for the
Lariat spins or anything.
Command: qcf + P (was qcf,qcf + P in SFEX+A)
Damage: 5 hits, 54 damage total
------------------------------------------------------------------------
DHALSIM 05 - Yoga Inferno SC
------------------------------------------------------------------------
(05) In SFEX2, Dhalsim's Yoga Inferno was just a normal Super Combo.
Command: f,d,df + PPP (was qcf,qcf + P in SFEX2)
Damage: 4 hits, 35 damage total
------------------------------------------------------------------------
DOCTRINE DARK 0B - KILL Blade
------------------------------------------------------------------------
(0B) This is Doctrine's old multi-hit spinning uppercut attack from
SFEX+A, complete with the little gleam animation.
Command: qcf,d,df + P (was f,d,df + P in SFEX+A)
Damage: 1/2/3 hits, 17/25/32 damage total
------------------------------------------------------------------------
GARUDA 04 - Maboroshi 0B - Hidden SC 0C / 13 - CPU Intro
------------------------------------------------------------------------
(04) Yes, normal Garuda has this move ;)
Command: qcb,qcb + K (was press PPP when damaged for CPU Garuda)
Damage: 1 hit, 17 damage
(0B) Believe it or not, this is a disabled super also found in SFEX+A.
When you hit someone with it in this game, the game always hangs, but
in SFEX+A, what happens is that Garuda does an SC flash, then does a
jumping knee attack similar to his mid-air LK. Upon landing, he does
an HP Kizan into his air throw. But in SFEX2P, the game hangs after
the HP Kizan (not too surprising given the notice above).
Command: qcf,qcf + P (was qcf,qcf + P in SFEX+A)
Damage: 8 hits, 56 damage total (not counting air throw damage)
I got the code to see this move in SFEX+A from some Japanese web page;
people have been asking me about it, but I don't have their URL and
couldn't find it after searching through the web, sorry.
(0C) This is the intro where CPU Garuda spins and stomps around while
flames fly all about, just without the flames ;) It seems as if the
(13) version is the only one that hits, dunno why. The damage is the
same as the Zanki.
------------------------------------------------------------------------
KAIRI 0E - End Part of Kyouja Renbu 0F - CPU Intro
------------------------------------------------------------------------
(0E) This is the part where the camera gets a close shot of Kairi
clutching his head and screaming :) Has no practical use, but you can
turn up the sound and annoy the hell out of your opponent. ;)
(0F) This is the intro you see when you fight Kairi. He'll say a short
quip in Japanese, then leap over you and land on the other side.
------------------------------------------------------------------------
KEN 07 - Mid-Air Hadou Ken
------------------------------------------------------------------------
(07) When you perform a move, Ken will go into the air and look like
he's trying to throw a fireball (it's not Kairi's pose, either--it looks
just like Gouki's mid-air fireball pose from SFEX+A). Whether it's
related or not, I actually got this move to hit when I had Zangief's
move select set to 0B, tried the Super Stomping, and Ken went flipping
through the air like mad. What was really amazing is that after a
moment, he did this animation (which is weird since this code is for the
first player only), and Zangief got hit with a flame effect (just like
a Yoga Fire or Shakunetsu Hadou Ken). If you do this move with qcf + P,
you see a SC flash before the animation--perhaps this was going to be
a mid-air super combo, like Gouki's Tenma Gou Zankuu?
Command: qcf + P / qcb + P / etc.
Damage: No hits, no damage (1 hit, ?? damage)
------------------------------------------------------------------------
RYU 08 - Win Pose
------------------------------------------------------------------------
(08) This is just Ryu's win pose where he does a standing HK and gets
into a horse stance. It can't hit or anything, and most of the time
you end up flying offscreen anyway ;)
------------------------------------------------------------------------
SHARON 06 - Hammerhead Rush SC
------------------------------------------------------------------------
(06) This is Sharon's Hammerhead Rush from SFEX2, where she does
several Gale Hammer Punches into a weird-looking finishing attack
(perhaps a missed throw attempt?) It even has the proper voice sample
("Haaaa.... Hammerhead Rush!")
Command: qcf,qcf + P (was qcf,qcf + P in SFEX2)
Damage: 4 hits, 37 damage total
------------------------------------------------------------------------
SKULLOMANIA 07 - Skullo Dive (original version)
------------------------------------------------------------------------
(07) Depending on what move you do, Skullo will actually fly up
(complete with sound effects), and do the Skullo Dive, just like the
original version from SFEX+A.
Command: qcf + P (was b,d,db + P in SFEX+A)
Damage: 1 hit, 21 damage (17 damage if he slides on the floor)
------------------------------------------------------------------------
VEGA (II) 06 - Psycho Dark Cannon 07 - Intro Pose
0A - Vega II Intro 0B - Psycho Follow Cannon
0C - Psycho Twin Cannon
------------------------------------------------------------------------
(06) For either Vega, this is the standard Psycho Cannon, but it can be
build up to an unlimited size.
(07) This is some sort of weird intro where Vega taunts you. I think
it's his intro pose, sans the glowing shield.
(0A) If you attempt this with Vega, the game hangs, but if you're using
Vega II via the other GameShark code, then he does the little intro
where he gets off the ground, the screen turns white, and he taunts you
(no blue flames or second Vega floating around, though) ;)
(0B) When used with Vega II, you get the normal Psycho Follow Cannon.
When used with normal Vega, he poses, but no projectile appears.
(0C) When used with Vega II, you get the normal Psycho Twin Cannon.
When used with normal Vega, he teleports and poses, but no projectile
appears, and there's only one of him ;)
------------------------------------------------------------------------
ZANGIEF 05 - Glowing Fist
------------------------------------------------------------------------
(05) In SFEX2, Zangief had a move similar to the Banishing Flat; he'd
step forward while sticking out a glowing fist, and IIRC, you could make
the hand bigger by holding P. When you attempt a move with this code
on, Zangief advances forward, and one of his forearms / fists will
glow. I tried holding and releasing P, which didn't do anything, but
I've somehow been able to get him to do his standing MP with his arm
glowing and a specific sound effect ("Funyaa!"), mostly from attempting
to do PPP Double Lariats.
Command: Press PPP / KKK (was f,d,df + P, hold P in SFEX2)
Damage: Same damage as the Double Lariat moves, so I dunno.
------------------------------------------------------------------------
SAGAT (nothing?)
------------------------------------------------------------------------
Sagat should have his CPU intro pose (the one where he turns around and
says "Mezawari da!"), but he doesn't. Unless I overlooked it....
========================================================================
6. EXPERT MODE GUIDE
========================================================================
This section lists each person's Expert Mode missions. Missions that I
found to be particularly tricky are followed with suggestions on how to
beat that particular mission. Note that unless you are instructed to
use the Excel ability for a certain mission, using it to complete a
mission will not work (you have to do it without using Excel). Also
note that, for the majority of the missions (or unless instructed
otherwise), it's always easier to pull off a mission with Ken in the
corner. Only a few missions actually require him to be out in the open.
If you beat a character's Expert mode missions straight through and in
order, you can get a ranking on how fast you were. This also causes the
game to stop for a moment after completing mission 16, so don't be
alarmed if it happens :) So what's the point of getting a good time on
your missions? Well, if you finish each person's 16 missions in at
least 1'50" (so your total added time for each character is 36 minutes
or less), then you get a new Maniac Mode option where you can watch the
CPU demonstrate how to beat each mission (see Section 4 for details).
Special notation for this section:
s. = do while standing
c. = do while crouching
j. = do while jumping
(Excel: ) = start up Excel, then perform whatever is listed in
the parentheses. *
For example, if one of your missions was "c. LK, s. LP, Hadou Ken,
Shinkuu Hadou Ken, (Excel: perform a 6-hit combo), j. MK", then you'd
hit your opponent with a crouching LK, link it into a standing LP, then
cancel that into a Hadou Ken, which you'd super cancel into a Shinkuu
Hadou Ken. From there, you'd activate the Excel, and before your
opponent hit the ground, you'd juggle them with a 6-hit combo or better
(you get to make up the combo yourself). Just make sure that the last
hit keeps them in the air, so that you could finish with a j. MK once
the Excel wore off. Obviously, such a combo is impossible to perform,
but it's just an example that covers most of the situations you'll find
in this section ^_^;
* For Excel combos requiring you to get a certain amount of damage (such
as D. Dark's mission #15), the damage count usually includes attacks
done before the Excel, and always includes damage done afterwards. In
other words, you don't have to do an Excel Combo that does, say 80
points of damage--you can do one that does 56 points, then do a Super
Combo as the Excel ends to get the remaining points, and you'll still
pass the mission.
BTW, characters are listed in alphabetical order here, not in the order
they appear on the Mission Select screen.
------------------------------------------------------------------------
AREA
------------------------------------------------------------------------
1 Upload
2 Download
3 Humming Rush
4 Great Cancer
5 Five Star Raid
6 Final Cancer
7 Jackson Kick, Partition Break
8 Reflect a Hadou Ken using the Terminator
9 c. MK, Humming Rush
10 Upload, j. HK
11 Jackson Kick, Pop-Up Knee, s. HK
12 Have the Download hit during the Alternative Catch
13 Great Cancer, Five Star Raid, Great Cancer (in mid-air)
14 Head Crush, c. MK, Humming Rush, Great Cancer
15 Jackson Kick, Pop-Up Knee, (Excel: Perform a combo that does 50+
points of damage).
16 Keep your opponent off the ground for at least 10 seconds.
[ Hints ] -------------------------------------------------------------
10 Do the Upload next to Ken, jump up and kick him as he flies up.
11 Get Ken in the corner, and after the Pop-Up Kick, step forward,
let go of the controller, and press HK.
12 Start the Download, and hold PPP until the missile is nearing Ken.
Do the Alternative Catch, and let go off PPP once it begins. The
missile will come up and hit him while you flip over.
14 Get next to Ken, jump straight up, then do the Head Crush late, or
the c. MK won't link.
15 Make sure Ken stays in the open for this one. After the Pop-Up
Knee, activate the Excel, then start doing HK slides. Once the
Excel runs out, do the Five Star Raid. It's not easy to connect
the slides after the Pop-Up Knee--I did it once by accident, and
then just kept trying until it worked again :)
16 Since you have an infinite SC gauge for this mission, might as well
make use of it. Do a charged Great Cancer, then super cancel into
the Five Star Raid. Quickly super cancel from the first hit back
into the Great Cancer (the idea here is that Area will kick Ken up,
then do the Great Cancer just off the ground). Upon landing, step
forward, do the Five Star Raid again (it will hit Ken as he falls),
and again cancel into the Great Cancer after the first hit. Step
forward after you land, do the Five Star Raid, and let Area jump up
and finish attacking before super canceling into one last Great
Cancer. The timer should hit 0:00 just as Ken lands.
Kevin Eav had an idea which works much better than mine, which is
to do the Five Star Raid, but cancel into the Great Cancer _once
you land_. This way, you'll do the ground version, and you can
charge it up a bit while waiting for Ken to fall so that you can
hit him with it. Just super cancel back into the Five Star Raid
and repeat. You can just keep doing these two steps until the
time runs out, or you can actually let the Five Star Raid finish
at some point and end with a mid-air Great Cancer, if you're tired
of all the super canceling. ;)
------------------------------------------------------------------------
BALROG
------------------------------------------------------------------------
1 R. Crystal Flash (Rolling Crystal Flash)
2 F. Barcelona Attack (Flying Barcelona Attack)
3 Izuna Drop
4 Sky High Claw
5 G. Crystal Flash (Ground Crystal Flash)
6 Sky High Illusion
7 Scarlet Terror
8 Rolling Izuna Drop
9 c. MK, c. MP
10 Pass over a Hadou Ken and throw Ken using an Izuna Drop
11 (Excel: Perform a 25-hit combo.)
12 G. Crystal Flash, Scarlet Terror
13 j. HK, s. HK, Scarlet Terror, W. Wind Suplex (Whirlwind Suplex)
14 c. LP, R. Crystal Flash, G. Crystal Flash
15 Keep your opponent off the ground for at least 10 seconds.
16 j. HP, c. MK, c. MP, G. Crystal Flash, Scarlet Terror, Attaching
Claw
[ Hints ] -------------------------------------------------------------
10 The trick with this mission is to grab Ken while the Hadou Ken is
still on-screen. Since it takes so long for the Izuna Drop to
execute, don't worry about waiting for him to throw a fireball;
just do the move and he'll usually do one while you're in air.
11 Get Ken in the corner, start the Excel, and keep doing HP Rolling
Crystal Flashes, until the Excel is about to end, at which point,
do one last Rolling Crystal Flash. This will give you enough time
to charge up for a Ground Crystal Flash to finish the combo.
13 Charge back for the Scarlet Terror once you leap into the air,
and after Ken is sent flying, wait a while before leaping up to
air throw him. Or just wait until he rebounds off the ground and
throw him then ;)
14 Do an LP Rolling Crystal Flash, and tap b,f + P for the Ground
Crystal Flash. The timing's a little trickier than you'd think.
15 This is the king of lame missions. Since you have an infinite
SC gauge, just do the Scarlet Terror repeatedly. You don't even
need to time them, since you can wait until Ken slams head-first
into the ground and use that as your cue to Scarlet Terror him
as he rebounds. Amazingly, the CPU still thinks he's airborne :)
16 Get Ken in the corner for this mission, and jump in really deep
with the HK, since you have to be very close to Ken by the time you
do the c. MP or the Ground Crystal Flash won't connect. Once you've
hit Ken with the Scarlet Terror, walk forward a few steps, and
immediately do the Attaching Claw, since it takes a moment for
Balrog to actually produce a new claw (yes, it will hit airborne
foes).
Cyrus Bulsara had another method for doing this which is a lot
easier; do a Scarlet Terror after the C. MP, since it has much
more range and will always connect, unlike the Ground Crystal Flash.
Now juggle your opponent with a Ground Crystal Flash and then
Scarlet Terror them up into the air again before getting into range
and doing the Attaching Claw.
------------------------------------------------------------------------
BLANKA
------------------------------------------------------------------------
1 Electric Thunder
2 Rolling Attack
3 Vertical Rolling
4 Backstep Rolling
5 Ground Shave Rolling
6 Beast Hurricane
7 SP Electric Thunder (Super Electric Thunder)
8 Pass over a Hadou Ken using the Jungle Beat
9 c. LK x3
10 Rolling Attack, Beast Hurricane
11 Jungle Beat, Beast Hurricane
12 j. MK, c. LK x3, Rolling Attack
13 j. MK, c. MK, SP Electric Thunder (Super Electric Thunder)
14 Vertical Rolling, Beast Hurricane
15 Jungle Beat, Beast Hurricane, Ground Shave Rolling
16 j. MK, c. LK x2, Rolling Attack, Beast Hurricane, Ground Shave
Rolling, Beast Hurricane
[ Hints ] -------------------------------------------------------------
8 Once you see Ken throw a Hadou Ken, do the Jungle Beat, and
Blanka should jump over the fireball and latch onto Ken.
10 Since Blanka is in the air during the Rolling Attack, you can
do the Beast Hurricane at the moment of impact, or while Blanka
is bouncing back from the Rolling Attack hit.
11 Once Blanka takes Ken into the air and does most of the hits, you
should super cancel.
14 The idea here is to do the Vertical Rolling so that you hit Ken
as he jumps up into you, so you can get the Beast Hurricane to hit
in mid-air. Try distancing yourself from Ken, and doing the HK
Vertical Rolling when you see that Ken is coming up. Blanka will
fly up above Ken, who will then crash into him, and then you can
super cancel into the Beast Hurricane.
16 You need to go from the last c. LK into a HP Rolling Attack really
fast--otherwise it won't cancel. Once the Rolling Attack hits,
super cancel into the Beast Hurricane. Immediately charge back for
the Ground Shave Rolling, and do it by the 5th or 6th hit. Let it
hit, and once Blanka's up in the air during the G.S.R., do the
final Beast Hurricane.
------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------
1 Hyakuretsu Kyaku
2 Hien Shuu
3 Spinning Bird Kick
4 Kikou Shou
5 Senretsu Kyaku
6 Hazan Tenshou Kyaku
7 Kikou Shou: Goku
8 Gomen ne!
9 c. MK, c. MK
10 s. HP, c. MK
11 (Excel: Get a 6-hit combo only using the Hyakuretsu Kyaku.)
12 Pass over a Hadou Ken with a Hien Shuu, combo it into a c. HK
13 Senretsu Kyaku, Kikou Shou, Hazan Tenshou Kyaku
14 Guard Break, Yousou Kyaku x3
15 Hien Shuu, c. MK, Senretsu Kyaku, Hazan Tenshou Kyaku, Kikou Shou
16 Spinning Bird Kick, Hazan Tenshou Kyaku, c. MP, Hazan Tenshou Kyaku,
Senretsu Kyaku
[ Hints ] -------------------------------------------------------------
8 Make sure to space yourself so that only the 'raised hand' part
of the Gomen ne! hits, and not your LP attacks.
11 Use the HK version of the Hyakuretsu Kyaku, and just keep tapping.
12 I suggest using the LK Hien Shuu, then just hitting d + HK once you
land. Remember, both attack have to hit Ken, and you have to leap
over the Hadou Ken using a Hien Shuu or it won't count.
14 After the Guard Break, leap forward as Ken starts falling back and
keep stomping him. This won't work if he's in the corner, though.
15 I suggest doing half of the Senretsu Kyaku motion with MK (qcf,d +
MK), then holding that button while you input qcf + LK. This way
you won't accidentally do the Spinning Bird Kick. After landing
from the Hazan Tenshou Kyaku, do the Kikou Shou.
16 This mission's hard because the c. MP and Senretsu Kyaku tend to
miss a lot. Anyway, do an LK Spinning Bird Kick and super cancel
sorta late into the first HTK (seems to make Ken go up higher), and
upon landing, try inputting b,db,b,d + MP, so that you hit Ken with
the c. MP and have half the command for the next HTK entered. Then
just do qcb + K and the next Hazan Tenshou Kyaku will activate. To
get the Senretsu Kyaku to hit, you have to do it immediately upon
landing so that the very first kick hits Ken. However, if he still</pre><pre id="faqspan-6">
seems too high in the air, wait a split second before starting it
sot that he will fall into Chun's foot.
------------------------------------------------------------------------
CRACKER JACK
------------------------------------------------------------------------
1 Dash Straight
2 Dash Upper
3 Batting Hero
4 Soccer Ball Kick
5 Final Punch
6 Home Run Hero
7 G. Slam Crusher (Grand Slam Crusher)
8 Raging Buffalo
9 Crazy Jack
10 Home Run King
11 c. MP, c. MK
12 Get a Hat Trick using the Soccer Ball Kick (deflect 3 Hadou Kens)
13 j. HP, c. MP, c. MK, Dash Straight, Home Run Hero
14 Home Run Hero, s. LP x2, (Excel: Perform a 6-hit combo.)
15 j. HP, s. MK, Dash Straight, Crazy Jack, G. Slam Crusher, Home Run
Hero
16 c. MP, c. MK, Dash Upper, Home Run Hero, c. HP, Home Run Hero,
Angry Fist
[ Hints ] -------------------------------------------------------------
12 Back up so that there's a lot of distance between you and Ken, and
use the LK Soccer Kick. You have to deflect the fireballs all in
a row; you can't jump over them, or get hit, or use the Batting
Hero, etc.
14 Get Ken in the corner, do the Home Run Hero, then hold forward.
Just keep walking until Ken is really low, then pop him up with two
quick LPs. Then activate the Excel, jump up-forward, and start
rapping on MK to hit him as you jump. When you land, just hold uf
and keep pressing MK to finish the combo. Cedrick points out that
you can also do this with mission with jumping LKs instead of MKs.
Theo Horsman had a suggestion that seems to be the easiest--do
another Home Run Hero after the 2 LPs (you have to be rather fast),
and once it hits, you can just activate the Excel and do whatever
the heck you want, since the Home Run Hero juggles your opponent
really high.
15 I find that it's easiest to hold K for the Crazy Jack, then super
cancel into the Grand Slam Crusher.
16 Get Ken in the corner for this one. You have to do the c. HP fairly
quickly for it to hit (but not too early, or else the second Home
Run Hero won't juggle), then do qcb,qcb + P for the second Home Run
Hero--if you try to shorthand the motion, you just get the feint
dash. Immediately after the second Home Run Hero, do the Angry
Fist, or it won't hit (since it's pretty slow).
------------------------------------------------------------------------
DARUN MISTER
------------------------------------------------------------------------
1 Lariat
2 Ganges DDT
3 Brahma Bomb
4 Indra Bashi
5 Darun Catch
6 Chouzetsu Kishin Bomb
7 Indra~ Bashi
8 G.O.D.
9 c. MP, Lariat
10 Guard Break, Ganges DDT (mid-air)
11 Use the Daikaku to stop the Shouryuu Ken, Chouzetsu Kishin Bomb
12 Indra~ Bashi, Darun Catch
13 Lariat, Chouzetsu Kishin Bomb
14 Lariat, Indra~ Bashi x3, Darun Catch
15 Indra~ Bashi, s. HK, Indra~ Bashi, Ganges DDT (mid-air)
16 c. MP x2, Lariat, Indra~ Bashi, j. HP, j. HK
[ Hints ] -------------------------------------------------------------
10 Simply catch Ken as he falls back through the air.
11 This isn't a super cancel; just Daikaku Ken's attack right as he
starts, then stick in the Chouzetsu Kishin Bomb. As long as it
connects, you pass the mission.
13 Do an MP or HP Lariat, and super cancel into the Chouzetsu Kishin
Bomb _between_ hits.
14 Remember that Ken stays in air longer during each successive
Indra~ Bashi. For the third one, it may be necessary to move
around a bit so that Ken falls directly above you. Then just
snag him with the Darun Catch before he lands.
15 Try doing qcb + HK after the first Indra~ Bashi, so that you have
half of the command done. Then stick in qcb + K for the second
Indra~ Bashi. I suggest counting to four after the 2nd Indra~
Bashi, starting the moment Ken is hit. When you're almost to four,
jump up and you should be able to catch Ken at the right moment
for the Ganges DDT to work.
16 Use a HP Lariat, so you have plenty of time to super cancel into
the Indra~ Bashi. Again, I suggest counting to four in order for
you to get the proper timing--jump when you're almost to four, do
a late HP against Ken, then immediately jump uf and press HK.
------------------------------------------------------------------------
DHALSIM
------------------------------------------------------------------------
1 Yoga Fire
2 Yoga Flame
3 Yoga Blast
4 Yoga Legend
5 Yoga Drill Kick
6 Yoga Inferno
7 Yoga Catch, Yoga Contact
8 c. MK (short), Yoga Fire
9 j. MK, Yoga Drill Kick
10 Yoga Fire, Yoga Inferno
11 Yoga Flame, Yoga Legend
12 j. HP, Yoga Drill Kick, Yoga Legend
13 Drill Kick, c. MK (sliding), Yoga Legend
14 Yoga Blast, s. HP (short), Yoga Legend
15 c. MK (short), Yoga Fire, Yoga Legend, Yoga Drill Kick
16 Yoga Blast, Yoga Legend, Yoga Drill Kick, s. HP (long)
[ Hints ] -------------------------------------------------------------
8 Hold down-back and hit MK, then do the Yoga Fire.
9 You can use any type of Yoga Drill Kick but the HK version.
12 Jump in close to Ken, hit HP, cancel into a LK Yoga Drill Kick,
and hold down for a moment so that Dhalsim hits the ground faster.
Upon landing, immediately do the Yoga Legend, and Dhalsim's foot
should hit Ken squarely. This is also easier to do if Ken's in
the corner.
13 You can use any type of Drill Kick, but you'll need to move Dhalsim
closer to Ken if you use a stronger Drill Kick. Do qcb,d + MK
for the sliding kick, then db,b + K for the Yoga Legend.
14 To connect with the Yoga Blast on the ground, inch forward so that
you are standing 'inside' Ken, and try doing a Yoga Blast. If it
doesn't hit, tap forward a bit, and try again. For this mission,
you need to do it with Ken in the corner, or else the s. HP (the
headbutt) won't hit. Don't worry about trying to stick in the
Yoga Legend command beforehand--you have plenty of time to do it
before the 2nd headbutt hit ends.
16 Again, for this mission, inch into Ken until the Yoga Blast can
burn his face off :) Then start super canceling once Ken has
fallen a bit. During the second part of the Yoga Legend, use LK
for the Yoga Drill Kick, and try and direct it downward slightly
with the controller so that after the first few hits, the others
miss. Ken should fall and hit Dhalsim's legs once more (or a few
times more), allowing Dhalsim to hit the ground first and do his
standing HP, which Ken will then land upon. And no, you don't need
to be in the corner for this combo.
CJayC's method for this mission is a lot easier and works like a
charm every time. Do an MK Yoga Drill Kick during the second part
of the Yoga Legend, after the third punch hits. Hold up on the
controller, and you should hit Ken once, then after a moment,
start hitting him repeatedly. Upon landing, press HP, and voila!
You're in perfect range and Ken's at the perfect height every time.
------------------------------------------------------------------------
DOCTRINE DARK
------------------------------------------------------------------------
1 EX-plosive
2 DARK Wire, DARK Spark
3 DARK Wire, DARK Hold
4 KILL Wire
5 KILL Trump
6 DARK Shackle
7 EX-Prominence
8 DEATH Trap
9 c. MK, DARK Wire, DARK Spark
10 DARK Wire, DARK Spark, s. HK
11 KILL Wire, EX-plosive, KILL Trump
12 j. HK, c. MK, DARK Wire, DARK Hold, s. HK
13 j. HK, s. HK, DARK Shackle, KILL Trump
14 KILL Wire, j. HK, s. HK, KILL Trump
15 DARK Wire, DARK Hold, EX-Prominence, (Excel: Perform a combo that
does 70+ points of damage.)
16 c. MK, DARK Wire, DARK Hold, j. HK (then do a combo that does 60+
points of damage.)
[ Hints ] -------------------------------------------------------------
10 Just push Ken into a corner, get next to him, and do the DARK Wire.
You can simply tap HK, and Doctrine will do do the standing kick
and have it combo after the DARK Spark.
11 Distance yourself from Ken a bit, and do the HP Kill Wire. While
Ken is spinning through the air, drop an EX-plosive. He'll bounce
off it and you can KILL Trump him.
14 Use the HP KILL Wire from a distance, and time the j. HK so that
you hit Ken while you're descending from your jump, since the s.
HK needs to hit right afterward.
15 Get Ken in the corner. Then do the DARK Wire from up close, and
activate the Excel right after the EX-Prominence, so that Ken is
still close enough for you to start hitting him. Do repeated
standing LPs, then switch to standing HKs before the Excel ends.
Ken is now in the perfect position to get hit by a KILL Trump,
which will get your damage above 70 points.
16 Get yourself into a corner for this one, and do an LP DARK Wire
from up close. Do the jumping HK on the way down, and it will
hit Ken and make him fly over you. Use a standing LP to juggle
him, then cancel into the KILL Trump, which should give you 60+
points.
------------------------------------------------------------------------
GARUDA
------------------------------------------------------------------------
1 Shuuga
2 Kizan
3 Gouga
4 Raiga
5 Zanki
6 Kienbu
7 Kienshou
8 Soukondan
9 s. HK, c. MK
10 j. HP, c. HP
11 Destroy a Hadou Ken and hit Ken using the Zanki
12 Soukondan, Gouga
13 Use the Kyoujin Senshuu to do 120+ points of damage
14 Soukondan, Kienshou, Kienbu
15 (Excel: Perform a combo that does 75+ points of damage.)
16 j. MK, c. MP, c. MK, Shuuga, Kienshou, Kienbu
[ Hints ] -------------------------------------------------------------
11 Space yourself a little ways from Ken so that when he throws a
Hadou Ken, the headbutt part of the Zanki will negate it, but
you'll still be close enough to have the second hit smack Ken. Or
you can negate the Hadou Ken and hit Ken with just the headbutt
part, it's your choice.
12 Get right next to Ken, and delay the Soukondan; this will cause Ken
to get knocked up in the air, then get hit again in mid-flight when
the flames fly forward. You can then connect with a HK Gouga.
13 Just use the two follow-ups from the Kyoujin Senshuu and you can
get 120 points of damage easily.
14 Usually, when you do the Soukondan right next to Ken, you'll only
get one hit off of the Kienshou. One way around this is to back up
so that you're still close to Ken, but that you have enough room so
the Soukondan flames won't hit him. Let Garuda fire them, then
while they're hitting Ken, start super canceling. You'll get plenty
of hits with the Kienshou and can easily cancel into the Kienbu.
15 Get Ken in the corner, and then do three HP Shuugas into a HK Gouga.
The Excel should end as you do the Kienshou--follow that up in the
air with the Kienbu. Or you can just do continuous Shuugas into
the Kienshou...it's up to you.
16 It doesn't seem like the Kienshou has enough horizontal range to
hit after the Shuuga (I use MP for the Shuuga, but that's just me),
but if you do it quickly enough, they'll connect nonetheless (you
need to have Ken in the corner as well).
------------------------------------------------------------------------
GUILE
------------------------------------------------------------------------
1 Sonic Boom
2 Somersault Kick
3 Flying Buster Drop
4 Opening Gambit
5 Double Somersault Kick
6 Sonic Boom Typhoon
7 j. HP, c. HK
8 c. LP, Sonic Boom
9 c. MP, c. LK, Sonic Boom
10 (Excel: Get a 7-hit combo using only Sonic Booms)
11 j. HP, c. MP, Somersault Kick
12 j. HP, c. MP, c. LK, Somersault Kick
13 Sonic Boom, Sonic Boom Typhoon
14 Sonic Boom, Double Somersault Kick
15 Somersault Kick, Double Somersault Kick
16 j. HP, c. MP, c. LK, Sonic Boom, Opening Gambit, Double Somersault
Kick
[ Hints ] -------------------------------------------------------------
10 Since you don't have to charge during an Excel, just get close,
start the Excel, and tap b,f + P repeatedly.
13 After throwing the Sonic Boom, quickly tap b,f + KKK for the Sonic
Boom Typhoon.
14 After throwing the Sonic Boom, quickly tap b,uf + K for the Double
Somersault Kick.
15 Charge db,uf + K for the Somersault Kick, then immediately tap
b,uf + K for the Double Somersault Kick.
16 After the series of links, use HP for the Sonic Boom, then tap
b,f + P for the Opening Gambit. Practice the timing on the Opening
Gambit -> Double Somersault Kick first, to get the hang of it. You
should start charging for the D.S.K. the moment you do the Opening
Gambit, and you should super cancel on the 5th hit (so that you
press a Kick button by the time Guile does the fifth hit).
------------------------------------------------------------------------
HAYATE
------------------------------------------------------------------------
1 Kamaitachi
2 Oborodzuki
3 Hisen Zan
4 Shiraha Tenjin
5 Resshin Kamaitachi
6 Raizanshou
7 Tsumuji Kagerou: Kyoku
8 Orochi Fuujin
9 c. MK, Oborodzuki
10 s. HP, c. MK
11 Destroy a Hadou Ken and hit Ken using the Kamaitachi
12 Hisen Zan, Tsumuji Kagerou: Kyoku
13 j. HK, s. HP, c. MK, Kamaitachi
14 Guard Break, j. HK, j. HP, Tsumuji Kagerou: Kyoku
15 j. HP, c. MP, c. MK, Kamaitachi, Resshin Kamaitachi, Raizanshou,
Tsumuji Kagerou: Kyoku
16 j. HK, (Excel: s. LP, s. HK, Enraku Shishou, Kamaitachi, Hisen Zan),
Tsumuji Kagerou: Kyoku
[ Hints ] -------------------------------------------------------------
4 All you have to do is hit Ken with the actual sword slash--it
doesn't even need to counter.
8 You have to have Ken's kick get countered in order to pass this one.
11 Get close enough so you can hit with the tip of the Kamaitachi, and
use any version to negate the fireball and hit Ken all at once.
13 You have to use LP for the Kamaitachi.
14 Do a late j. HK against Ken once he's already falling, then jump uf
and hit HP the moment you land. From there, you have to quickly
cancel into the Tsumuji Kagerou: Kyoku.
15 There's no secret to this one, just practice the links at the
beginning and go nuts super canceling at the end. :)
16 Get Ken in the corner. Believe it or not, you don't want the j. HK
to be too deep: try to aim for Ken's head, so that you can land,
start the Excel, and the s. LP will still hit him as he recoils.
You need to do the Excel combo at a fairly fast pace, or else it
will end too soon.
------------------------------------------------------------------------
HOKUTO
------------------------------------------------------------------------
1 Shinkuu Geki
2 Shinkyaku Geki
3 Gokyaku Kou
4 Kyaku Hougi
5 Kiren'eki
6 Renshou Geki
7 Shirase Gatana
8 Renbu
9 Chuugeki Hou, Shougeki Ha
10 j. MK, c. MP
11 Pass under a Hadou Ken using the Shinkyaku Geki.
12 Renshou Geki, j. HK
13 j. HK, (Excel: Perform a 5-hit combo.)
14 c. MP, Chuugeki Hou, Shougeki Ha, Renshou Geki
15 j. HP, c. MP, Chuugeki Hou, Kyaku Hougi, Kiren'eki, Renshou Geki
16 Chuugeki Hou, Shougeki Ha, Renshou Geki, j. HK (Excel: Perform a
combo that does 60+ points of damage).
[ Hints ] -------------------------------------------------------------
11 Use the HK version, and either guess when Ken will throw the Hadou
Ken (not that difficult), or do it the moment you see him go into
his fireball-toss animation. Don't forget to stand within range so
that you can still hit Ken with the sweep after moving back.
13 Get Ken in the corner, do a deep jumping HK, then activate the Excel
once you land. If you timed it right, you can combo into a standing
MP and just do repeated Chuugeki Hou until time runs out (it doesn't
matter if you get sloppy and do some Shougeki Has, too).
14 You have to use LP for the Chuugeki Hou, or it won't combo.
15 Again, use LP for the Chuugeki Hou, and be sure to super cancel very
quickly after the Kiren'eki.
16 Quickly go from the Shougeki Ha into the Renshou Geki, then do a
real late jump forward and hit Ken with the HK. Now you have to
start the Excel and hit Ken with a standing LP. If it connects, do
some standing HPs to keep juggling him, then do repeated Chuugeki
Hous for the rest of the Excel. You can tack on another Renshou
Geki -> jump HK at the end, if you want.
------------------------------------------------------------------------
KAIRI
------------------------------------------------------------------------
1 Shinki Hatsudou
2 Maryuu Rekkou
3 Mouryou Kasen x4
4 Shinki Hatsudou Kai
5 Sairou Kyoushu
6 Garyuu Messhuu
7 Shouki Hatsudou
8 Kyouja Renbu
9 c. MP, c. MK
10 c. MK, Shinki Hatsudou
11 Use the Ryuujin Kyaku to keep yourself in air for 10 seconds.
12 j. HP, c. HP, Shinki Hatsudou
13 Sairou Kyoushu, Shinki Hatsudou Kai, Garyuu Messhuu
14 j. HK, Ryuubu, Shinki Hatsudou Kai, Garyuu Messhuu
15 j. MK, c. MP, c. MK, Sairou Kyoushu, Shinki Hatsudou Kai
16 Mouryou Kasen x2, Ryuujin Kyaku, c. MK, Shinki Hatsudou, Shouki
Hatsudou
[ Hints ] -------------------------------------------------------------
10 You have to use the MP version of the Shinki Hatsudou.
11 Just do the HK Ryuujin Kyaku over and over, since you'll bounce
back and forth above Ken. The only hard part is the timing, since
you don't want to start the kick too soon, and if you do it too
late, you'll land on the ground.
12 You have to use the MP or HP version of the Shinki Hatsudou.
14 Input qcf + MK for the Ryuubu, so that you can just do qcf + P
during that move for the Shinki Hatsudou Kai.
16 Do a MK Mouryou Kasen, then a HK one. Then immediately enter d + MK
for the Ryuujin Kyaku (the timing is tricky). Upon landing, do c.
MK into a HP Shinki Hatsudou, super cancel into the Shouki Hatsudou.
The hard part is going from the Ryuujin Kyaku into the c. MK--I just
kept trying until I got the two to connect. ;) Theo suggests
waiting a moment so that the Ryuujin Kyaku hits Ken in the legs, not
in his chest. That way you get to the ground sooner after the
Ryuujin Kyaku hits, and you can still connect into the c. MK.
------------------------------------------------------------------------
KEN
------------------------------------------------------------------------
1 Hadou Ken
2 Tatsumaki Senpuu Kyaku
3 Shouryuu Ken
4 Shouryuu Reppa
5 Shippuujinrai Kyaku
6 Shinryuu Ken
7 Kuzuryuu Reppa
8 c. MK, Tatsumaki Senpuu Kyaku
9 j. HK, s. HK
10 j. HP, c. MP, c. MK
11 (Excel: Perform a combo that does 36+ points of damage.)
12 s. HK, Shippuujinrai Kyaku
13 Hadou Ken, Shouryuu Reppa, Shinryuu Ken
14 Guard Break, Guard Break, Shinryuu Ken
15 j. HK, c. MK, Tatsumaki Senpuu Kyaku, Shippuujinrai Kyaku,
Chuudan, Shouryuu Reppa, Shinryuu Ken
16 Shippuujinrai Kyaku, Chuudan, c. MP, j. HP, Tatsumaki Senpuu Kyaku
[ Hints ] -------------------------------------------------------------
11 From up close, do (s. HP, s. HK) twice, then throw a Hadou Ken
and do a HK Tatsumaki Senpuu Kyaku.
14 After the first Guard Break, walk up to Ken as he flies through
the air, then do the second one so that it hits him before he
hits the ground. Then quickly super cancel into the Shinryuu Ken.
15 The trick to this mission is to link the Shippuujinrai Kyaku after
the Tatsumaki Senpuu Kyaku--don't super cancel.
16 After stopping the Shippuujinrai Kyaku, crouch and throw the MP
when Ken is close enough, then jump diagonally up forward and hit
HP on the way up, as quickly as possible. From there, immediately
do a TSK...I find that using LK works best.
------------------------------------------------------------------------
NANASE
------------------------------------------------------------------------
1 Sanren Kon
2 Kasumi Oroshi
3 Tenshou Kon
4 Gekkyou Botan
5 Izayoi Rekkon
6 Yayoi Toukon Gi
7 Machiyoi Tenkyuu Geki
8 c. MP x2
9 Yuumei
10 Kasumi Oroshi x3
11 Tenshou Kon, Sanren Kon
12 j. HP, c. MP, Sanren Kon x3
13 Sanren Kon x2, Machiyoi Tenkyuu Geki
14 Gekkyou Botan, Izayoi Rekkon, Yayoi Toukon Gi
15 Ryuusui, s. MK, Sanren Kon, Yayoi Toukon Gi, Izayoi Rekkon,
Yayoi Toukon Gi
16 j. HP, c. MP, Sanren Kon x2, Izayoi Rekkon, Yuumei
[ Hints ] -------------------------------------------------------------
9 Do the Yayoi Toukon Gi, press KKK, then jump over Ken and input
qcb + P to call your weapon back and smack Ken at the same time.
10 You can always get Ken into the corner, do an LK Kasumi Oroshi,
and keep tapping LK. Or, with Ken in the middle of the screen,
back off, do the LK version, then press MK, then HK to hit him
as you sail past.
11 Do an LP Tenshou Kon, then do a HP Sanren Kon to hit Ken as he
falls away from you.
13 For this mission, you need to get close to your opponent and enter
the commands during the second Sanren Kon.
14 Don't hold P during the Gekkyou Botan; you want to keep Ken at your
level so that the two Super Combos will hit.
15 The timing on the Ryuusui into s. MK isn't too demanding, but
you have to use MP for the Sanren Kon or it won't work. From
there, super cancel as quickly as possible. If Ken gets knocked
up too high in the air during the Izayoi Rekkon, you can always
hold u during the last Yayoi Toukon Gi to make the cane fly up and
hit him. The difficult part about this mission is making sure the
s. MK still combos after the Ryuusui, since you can still hit your
opponent late enough for it not to count (even though it seems like
it, none of the text will turn red).
16 This one's a little tricky. Get pretty far away from Ken, do the
Yayoi Toukon Gi, then do the Yuumei (press KKK to make the cane
fall to the ground). You want to make sure that the cane is not too
close to Ken. Then go up to Ken, jump over him, and do the combo
(you can just jump straight up for the j. HP). Super cancel from
the second Sanren Kon into the Izayoi Rekkon, then during that move,
quickly input qcb + P for the Kon o Modosu. What should happen is
that since Ken has been pushed back so that he's standing on the
cane, it will spin around on the ground and hit him.
------------------------------------------------------------------------
PULLUM PURNA
------------------------------------------------------------------------
1 Drill Purrus (ground)
2 Drill Purrus (mid-air)
3 Ten'el Kick
4 Prim Kick
5 Reswal Kahna
6 Praec Larm
7 Kind Wind
8 Gradeus Pearl
9 c. MP, c. MK
10 j. HP, Femina Wind, j. HP
11 j. HP, s. MP, Prim Kick
12 Drill Purrus (Chijou), Gradeus Pearl
13 Drill Purrus (Kuuchuu), j. LK
14 j. HK, c. MK, Ten'el Kick, Kind Wind
15 Guard Break, j. HK (Excel: Perform a 6-hit combo).
16 s. HK, c. MK, Ten'el Kick, Praec Larm, Kind Wind
[ Hints ] -------------------------------------------------------------
10 Do a deep jump-in HP, then input qcb + HP to jump forward using
the Femina Wind, and immediately tap HP again to make it all combo.
12 Do an LK Drill Purrus, then once you're on the ground, input
qcf,qcf + PPP for the Gradeus Pearl.
13 Get Ken in the corner, then get next to him. Now back up just a
bit, then jump up and do a HK Drill Purrus. You should hit Ken
with your feet just as you land; now hold uf and press LK to
complete the combo.
14 You have to use MK or HK for the Ten'el Kick.
15 Push Ken into the corner, Guard Break him, and do a really late
j. HK, so you hit him while he's falling down. Upon landing,
start the Excel, and keep rapping on LP for the six hits.
16 Use MK for the Ten'el Kick, and upon landing, do the Praec Larm.
Once you're in the air, it's time for the Kind Wind.
------------------------------------------------------------------------
RYU
------------------------------------------------------------------------
1 Hadou Ken
2 Tatsumaki Senpuu Kyaku x4
3 Shouryuu Ken
4 Shinkuu Hadou Ken
5 Shinkuu Tatsumaki Senpuu Kyaku
6 Shin Shouryuu Ken
7 c. MK, Hadou Ken
8 c. MP, c. MK
9 Hadou Ken, Shinkuu Hadou Ken
10 Tatsumaki Senpuu Kyaku x3, Shinkuu Tatsumaki Senpuu Kyaku (ground)
11 (Excel: Get a 6-hit combo using only Hadou Kens)
12 Shouryuu Ken, Shinkuu Tatsumaki Senpuu Kyaku
13 c. MK, Tatsumaki Senpuu Kyaku x3, Shin Shouryuu Ken
14 Kyuubi Kudaki, c. MK, Hadou Ken, Shinkuu Hadou Ken
15 Guard Break, j. HK, s. LP, Shouryuu Ken.
16 (Excel: Perform a combo that does 80+ points of damage)
[ Hints ] -------------------------------------------------------------
10 The trick here is to land after the third hit of the TSK, then
input the STSK command once you land. It won't count if you do
it in the air.
11 Stand next to your opponent, start the Excel, and keep throwing
fireballs repeatedly.
12 Just do the STSK in air before Ryu and Ken fly too far apart.
13 Just like in mission 10, land after the third TSK, then do the
Shin Shouryuu Ken. It'll have just enough range to hit.
14 The Kyuubi Kudaki, c. MK part is a link.
15 Don't do the jumping HK until Ken is falling back down. This is
so that Ken will be low enough to the ground to be hit by your
standing LP, which you need to quickly cancel into a Shouryuu Ken
(I find that HP works best).
16 I suggest standing close, doing (s. HP, s HK) two or three times,
then just keep throwing Hadou Kens until the Excel ends, at which
point, do a Shinkuu Hadou Ken into the STSK.
------------------------------------------------------------------------
SAGAT
------------------------------------------------------------------------
1 Tiger Shot
2 Ground Tiger Shot
3 Tiger Blow
4 Tiger Crush
5 Tiger Cannon
6 Ground Tiger Cannon
7 Tiger Raid
8 Tiger Genocide
9 Tiger Storm
10 c. LK x3
11 c. MP, c. MK
12 Tiger Shot, Tiger Cannon
13 (Excel: Tiger Shot, Ground Tiger Shot, Tiger Blow, Tiger Crush)
14 j. HK, c. MP, c. MK, Ground Tiger Cannon
15 j. HK, s. HK, Tiger Storm (damage must exceed 130 points)
16 j. HP, c. MP, c. MK, Ground Tiger Shot, Tiger Raid, Tiger Genocide
[ Hints ] -------------------------------------------------------------
9 You have to hit your opponent physically-just having them get hit
by the ball of light won't work.
13 I suggest using HP for the Tiger Blow. This gives you enough time
to do the Tiger Crush before Sagat leaves the ground.
14 You can always stick in a HK Ground Tiger Shot after the c. MK to
make things easier.
15 The s. HK -> Tiger Storm is tricky since you have to do the Tiger
Storm as Sagat pulls back his leg from the s. HK; I suggest waiting
until you see the hit spark, then do the entire motion. Practice
getting the Tiger Storm to it's maximum power until you get the hang
of it, since that's what you need to do in this mission. Even
getting two of the hits timed properly isn't good enough--you have
to get all three.
16 Use HK for the Ground Tiger Shot. You may find it easier to super
cancel into the Ground Tiger Cannon, then quickly cancel into the
Tiger Raid (since the Ground Tiger Cannon knocks your opponent away
very quickly).
------------------------------------------------------------------------
SHADOW GEIST
------------------------------------------------------------------------
1 Death Crusher
2 Death Break
3 Death Press
4 Super Death Crusher
5 Death Government
6 Death Energy
7 Super Death Energy
8 Death Dream
9 Death Dream (mid-air)
10 c. MK, Death Crusher
11 c. MP, c. MK
12 Death Government, (Excel: Death Somer x3)
13 Death Press, c. MP, Death Crusher, Super Death Crusher
14 Death Government, Death Press, Death Energy
15 j. HP, j. HP, Death Sword Kick, Death Energy
16 j. HP, c. MP, Death Crusher, Death Government, Super Death
Crusher (mid-air), Death Government, Death Somer
[ Hints ] -------------------------------------------------------------
12 Get Ken in the corner, get close, and do the Death Government.
Then jump forward, activate the Excel right afterward, wait a
moment more so that you are at Ken's level, then start doing the
Death Somers. Ideally, the Death Government should knock Ken pretty
high into the air (since he's in the corner), giving you plenty of
space in which to hit him with all three Death Somers.
13 Push Ken into a corner, jump back, and do the HK Death Press, then
link into the c. MP. You can also try with the other strength
Death Presses, but this one seems to work the most often. With
the other strengths, try to position yourself so that you hit
Ken's shoulder with the tip of Shadow Geist's boots, instead of
the top of his head. Kevin Eav suggests getting Ken in the corner
and doing the LK Death Press from about about halfway away for best
results, although I had some trouble with that.
14 Do the Death Government from the far end of the screen, then do a
HK Death Press to get close.
15 Get Ken in the corner, then do a deep j. HP, and hit uf + HP the
moment you land. You have to immediately do a HK Death Sword Kick
after the second HP hits. Although you can do the Death Energy
upon landing, you can stick in a mid-air Super Death Crusher
beforehand to make it a little easier.
16 Get Ken in the corner, get close, and do the combo. After the first
Death Government, leap forward and do the mid-air Super Death
Crusher reasonably late. This way, you'll land first, and you can
do the second Death Government, which will juggle Ken, giving you
plenty of time to leap forward and input the Death Somer.
------------------------------------------------------------------------
SHARON
------------------------------------------------------------------------
1 Gale Hammer Punch
2 Half Moon Kick
3 Bermuda Symphony
4 Crimson Terror
5 Shuttle Combination
6 Sharon Special
7 Hellfire
8 Assault Rifle
9 Prisoner Scissors
10 Use the Hellfire to negate a Hadou Ken and hit Ken
11 j. HP, Gale Hammer Punch, Hellfire
12 Gale Hammer Punch x2, Shuttle Combination, Load, Hellfire
13 (Excel: [s. HP, s. HK] x4), Shuttle Combination
14 Crimson Terror, c. MP, Gale Hammer Punch x2, Sharon Special,
Shuttle Combination
15 j. HP, c. MP, Gale Hammer Punch x2, Sharon Special, Shuttle
Combination, Sharon Special, Chuudan, s. LP
16 j. HP, (Excel: Perform a 7-hit combo), c. MK, Gale Hammer Punch,
Sharon Special
[ Hints ] -------------------------------------------------------------
7 Obviously for this one, you have to do the Load first :)
10 Use the Load first, then use the Hellfire so that your bullet
goes through the Hadou Ken and hits Ken immediately afterward.
11 Load first, then do a really deep jumping HP into the LP Gale
Hammer Punch. Kevin's easier solution is to do a jumping HP into
a crouching MP, then do the rest of the combo--this way you don't
have to worry about having the HP hit so deep.
12 You have to super cancel out of the first hit of the Shuttle
Combination (the uppercut), to buy you some time. Anyway,
super cancel from the Combination into the Load, wait until Sharon
finishes posing, and the moment she stops, do the Hellfire. It
should just hit Ken as he falls in front of you. Another way to
do it is juggle Ken up with an LP as he falls, then Hellfire him.
13 Nothing special here, just keep alternating between HP and HK
until you have 8 hits. The Excel will end, so super cancel into
the Shuttle Combination.
14 The timing on the c. MP after the Crimson Terror is pretty hard,
but what's really annoying is remembering to reverse the move
commands for the Sharon Special and Shuttle Combination now that
you're on the opposite side. As with Nanase's Ryuusui mission,
you need to make sure the c. MP actually counts (the text should
turn red), since it's possible to think that you comboed the two
moves when you actually didn't, even though the c. MP still hit.
15 Super cancel real quick from the second Gale Hammer Punch into the
Sharon Special. During the rapid kick part, super cancel into the
Shuttle Combination. During the rapid punch part of that move,
super cancel into the Sharon Special, then enter qcb + K to
interrupt the move. Upon landing, walk forward and press LP to hit
Ken on the way down. The thing to remember here is to walk forward
about two steps--don't worry about timing the s. LP, as it can hit
Ken pretty late. Just make sure you're close enough for it to
actually hit.
16 Get Ken in the corner, do a late j. HP, activate the Excel, do a
crouching MK or two to connect, then do standing HKs to push Sharon
closer to Ken. To get the c. MK requirement, it has to hit at the
end of the Excel or after it, so you can either do repeated c. HKs
and try to time the c. MK, or do repeated c. MKs and hope that you
get lucky enough to have it hit (I just watch the text to see if
it turns red, rather than watch what Sharon's doing). If it
registers, do qcf + MP for the Gale Hammer Punch, then quickly
super cancel into the Sharon Special.
------------------------------------------------------------------------
SKULLOMANIA
------------------------------------------------------------------------
1 Skullo Crusher
2 Skullo Slider
3 Skullo T'katchev
4 Super Skullo Crusher
5 Super Skullo Slider
6 Skullo Ball
7 Skullo Energy
8 Super Skullo Energy
9 Shin Skullo Dream
10 Skullo Head, Skullo Dive
11 c. MP, c. MK
12 (Excel: Get a 5-hit combo using only Skullo Sliders), Super
Skullo Slider
13 Skullo Energy, Super Skullo Crusher, Skullo Energy
14 c. MP, Skullo Head, Super Skullo Crusher
15 Skullo Ball, j. HK, (Excel: Perform a 5-hit combo.)
16 j. HK, c. MP, c. MK, Super Skullo Slider, Super Skullo Crusher
[ Hints ] -------------------------------------------------------------
10 Get close and use LP for the Skullo Head.
12 Just get close and keep doing Skullo Sliders until the Excel
ends, then do the Super Skullo Slider before Ken hits the ground.
13 After the Skullo Energy, wait a moment before doing the Super Skullo
Crusher, so that Ken falls on Skullo's head as he flies forward.
Then just super cancel into the Skullo Energy.
15 Get Ken in the corner, do an LP Skullo Ball, then jump in and do a
late HK after the Skullo Ball hits. Land, activate the Excel, then
jump up-forward while hammering on LP for a mid-air 6-hit combo.
Or you can do some standing LPs, then jump and do the rest.
16 To make this mission easier, you can always go from a c. MK into
the Skullo Slider, then super cancel into the Super Skullo Slider.
------------------------------------------------------------------------
VEGA
------------------------------------------------------------------------
1 Psycho Crusher
2 Double Knee Press
3 Knee Press Nightmare
4 Psycho Cannon
5 Psycho Break Smasher
6 Head Press, Somersault Skull Diver
7 c. MP, c. MK
8 Kick throw (the Death Suplex), c. HK
9 Kick throw, (Excel: Perform a 6-hit combo.)
10 c. MP, c. HP
11 j. HK, c. MK, Double Knee Press
12 j. HP, c. MP, Psycho Crusher
13 Guard Break, (Excel: Perform a combo that does 60+ points of
damage).
14 j. HK, c. MP, c. MK, Double Knee Press
15 j. HK, c. HP, Knee Press Nightmare
16 j. HK, c. MP x2, c. MK, Knee Press Nightmare, Psycho Cannon
[ Hints ] -------------------------------------------------------------
6 I personally find that it's easier if you move behind Ken after the
Head Press for the Skull Diver to hit.
8 You can just hold down and tap HK to make it hit after the throw.
9 After recovering from the Kick throw, start the Excel, then hold
down and keep mashing HK for a 6-hit slide kick combo.
10 The spacing on this one can be a little weird. I find that jumping
over my opponent, so that I land right next to them, and then doing
the c. MP, c. HP link seems to work best.
13 After the Guard Break, wait until Ken is falling, then jump and
start the Excel. Use HP to hit Ken until you land, at which point,
do some standing HKs into repeated Double Knee Presses for the
remainder of the Excel. Or you can just do some standing HPs, then
do repeated jump HPs until the Excel runs out.
16 Like Guile's mission #16, I suggest practicing the timing on the
Knee Press Nightmare -> Psycho Cannon first. You should start
charging for the Psycho Cannon the moment you do the K.P.N, and you
should super cancel on the 4th hit (when he touches the ground after
coming down from the two knee presses). After the 4th hit, it's
impossible to super cancel anymore.
------------------------------------------------------------------------
VULCANO ROSSO
------------------------------------------------------------------------
1 Volcanus
2 Cannosa no Kutsujoku (HK version)
3 Etna no Ikari
4 Tameiki no Hashi
5 Pisa no Shatou
6 Accelerando
7 Shikei
8 Vesuvio no Ikari x3
9 Accelerando, Tameiki no Hashi
10 Etna no Ikari, Accelerando
11 c. MP, c. MK, Vesuvio no Ikari x3
12 j. HK, (Excel: Perform an 8-hit combo.)
13 Cannosa no Kutsujoku (MK version), Pisa no Shatou, Accelerando
14 Volcanus, j. HP, c. MP, Vesuvio no Ikari x3
15 j. HP, c. MP, c. MK, Vesuvio no Ikari, Accelerando, Tameiki no
Hashi
16 Reduce your opponent's life to zero within 25 seconds.
[ Hints ] -------------------------------------------------------------
3 You have to jump using PPP, then press K
8 Just do qcf + P, f + P, f + K
12 Get Ken in the corner, do a deep jumping HK, start the Excel when
you land, and hold forward while tapping LP, sticking in some MPs
for the hell of it :)
13 You can super cancel out of the Cannosa no Kutsujoku the moment
Rosso catches Ken's attack, but you need to wait until he hits
Ken twice and then lands before you start super canceling. Try
to cancel from the Pisa no Shatou to the Accelerando as fast
as possible, or Rosso's kicks won't be high enough to hit Ken.
14 From a distance, do the HP Volcanus, then jump forward and do the
rest of the mission.
15 After the links, it's just a matter of super canceling out of the
kick part of the Vesuvio no Ikari.
16 Since you get an infinite SC gauge for this mission, keep super
canceling between the first few hits of the Tameiki no Hashi and
Accelerando repeatedly (for the most damage, wait until the end
of the 'rapid punch' part of the Accelerando before canceling).
It's boring, but it works.
------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------
1 Double Lariat
2 Russian Suplex
3 Screw Piledriver
4 Atomic Suplex
5 Super Stomping
6 Aerial Russian Slam
7 F.A.B. (Final Atomic Buster)
8 C.F.A.B. (Cosmic Final Atomic Buster)
9 Stomach Block
10 Bear Hug
11 c. MP, c. MK
12 Guard Break, Aerial Russian Slam
13 Flying Body Attack, c. MK, Super Stomping
14 Super Stomping, F.A.B. (Final Atomic Buster)
15 Bear Hug, (Excel: Perform a 5-hit combo.)
16 c. MP, c. MK, Super Stomping, Chuudan, s. MK, Super Stomping
[ Hints ] -------------------------------------------------------------
9 Get close to Ken, stun him with a Guard Break, then jump behind
him and do the Stomach Block.
10 From afar, rotate 360 + K, then when you're about to grab Ken,
press P, and Zangief will do the Bear Hug.
12 You can always push Ken into the corner, then Guard Break him,
and catch him as he sails downward, but you can also do this
from the middle of the screen--there's no secret to this mission.
13 As you land from the Flying Body Attack, do half the motion for the
Super Stomping (d,df,f,d + MK) so that the c. MK comes out once you
land, then just stick in qcf + K to start the Super Stomping.
14 Zangief can no longer simply super cancel the Super Stomping into
the F.A.B. Instead, you'll have to do the Chuudan (qcb + K), to
stop the Super Stomping, and as it ends, _then_ super cancel into
the F.A.B. Otherwise, Zangief will miss.
15 Once the Bear Hug ends, activate the Excel, and simply hold
forward while rapping on PPP or KKK to do repeated Lariats.
16 Once the Chuudan kicks in, input qcf + K to do a standing MK,
and half of the Super Stomping command. Then input qcf + K
to start up the second Super Stomping.
========================================================================
7. MANIAC MODE GUIDE
========================================================================
Once you've completed all the Expert Mode missions for every character,
Maniac Mode becomes available. Each character's mission is listed
below in alphabetical order, and after that is a list of hints for each
mission. Note that unlike the Expert Mode missions, you can use Excels
if you want (and you have to, for most of them). The Maniac missions
are really tough, so if anyone's beaten one and wants to tell me how
they did it, please lemme know. You'll be properly credited, of course.
And if you have an easier method than one listed below, send it in! I'm
always looking for the easiest methods possible ^_^;
In the meantime, if you have a GameShark, you can always see the CPU
beat each person's Maniac Mode by using the code in Section 5 (the
cursor select), or you can always enable this option normally by beating
every character's Expert Mode missions in order, and get a time of 1'50"
or less, so that you have all the missions beaten with a total time of
less than 36 minutes. Some of it is pretty darn impressive, and some
of them really go overboard (like the end of Chun-Li's mission)!
As of this writing, it is impossible to beat Maniac Mode, due to a
glitch in the game that won't register Hayate's mission even if you
beat it. You'll get the 'Complete' message, but the yellow box in the
Maniac Mode menu won't turn yellow. Anyone found a way around this or
made a Game Shark code they'd wanna share with me?
------------------------------------------------------------------------
MANIAC MODE MISSION LIST
------------------------------------------------------------------------
Area Great Cancer, (Excel: Perform a 7-hit combo)
Balrog Do a combo that does 160+ points of damage
Blanka Do a combo that does 140+ points of damage
Chun-Li Perform a MAX combo
Cracker Jack j. HK, perform a MAX combo
Darun Mister Do a combo that does 195+ points of damage
(but without using the G.O.D.)
Dhalsim Perform a MAX combo
Doctrine Dark Perform a MAX combo
Garuda Perform a MAX combo
Guile Do a combo that does 135+ points of damage
Hayate Perform a MAX combo
Hokuto Perform a MAX combo
Kairi Perform a MAX combo
Ken Masters Perform a MAX combo
Nanase Perform a MAX combo
Pullum Purna Perform a MAX combo
Ryu Perform a MAX combo
Sagat Tiger Genocide, (Excel: Perform a 5-hit combo)
Shadow Geist Perform a MAX combo
Sharon Do a combo that does 185+ points of damage
Skullomania Keep your opponent in the air for 12 seconds
Vega Do a combo that does 190+ points of damage
Vulcano Rosso Perform a MAX combo
Zangief Super Stomping, Chuudan, (Excel: Perform a 5-hit combo)
Just what is a MAX combo? It's a combo that does maximum damage (kills
your opponent). I spent a while trying to figure out what it was, and
finally gave up and used that infinite SC gauge code to beat V. Rosso's
mission by switching between supers. ;) How you're supposed to do some
of these with only three SC gauges seems totally insane to me. ^_^;
------------------------------------------------------------------------
MISSION HINTS
------------------------------------------------------------------------
AREA: Do the Five Star Raid, and super cancel after the first hit into
the mid-air Final Cancer (just like in her mission #16). Upon landing,
do the Final Cancer on the ground, and it should juggle your falling
opponent for just a few hits. Immediately do the Excel, and juggle with
a few crouching LPs, then do Humming Rushes to complete the Excel.
SKULLOMANIA: At Ura no Ura (see credits), the maintainer suggests
using Skullo Balls, and I can see the sense in that--you only have 3
levels of SC power, but they regenerate after a while, and it takes
the Skullo Balls a while to fall. The thing is, even using two Skullo
Balls at a time and Excel combos (mainly jumping LPs) to keep Guile in
air, I've only been able to get four seconds at best.
SAGAT: Lorenzo Bertini suggests this method--do a Ground Tiger Shot,
then a Tiger Raid, and cancel the first hit of that into the Tiger
Genocide. Upon landing, start the Excel, and try to hit them with a
standing Medium Kick. I haven't gotten it to work myself, but I'm
sure that's just my bad timing ;)
ZANGIEF: Finally got this one to work. Anyway, Daniel mailed me with
this suggestion: Start up an Excel, do 2-3 crouching HKs, then 4-5
standing HKs, into the Super Stomping, and do the Chuudan (the move
interruption). What should happen is that Darun is juggled for two of
the Super Stomping hits, but you recover first, so you can start up
another Excel and juggle him with a bunch of crouching LPs.
INTERESTING STUFF: Some of the characters get an semi-infinite Super
Combo gauge; the ones I've found are Sagat (nothing drains power unless
it's done from the Tiger Genocide, like a Cancel Break or super cancel),
Cracker Jack (nothing drains power), and Zangief (only the Super
Stomping costs SC power). What's interesting about this is that you can
do Sagat's mission with a Ground Tiger Shot at the start (which you get
for free), and Zangief's with an Excel (which you get for free). I
assume that means that you do Cracker Jack's with a Super Combo / Meteor
Combo / Excel after the j. HK, too. I mean, at least it narrows down
the number of possible moves you could use a little bit ;)
========================================================================
8. MODES OF PLAY, EXPLAINED
========================================================================
Once you start the game, you'll be taken to the main menu, where you can
pick from a variety of options, listed below:
------------------------------------------------------------------------
ARCADE MODE
------------------------------------------------------------------------
Pick a character and fight against the computer, taking a break after
the 2nd and 4th stages to to play two different bonus games (Satellite
Fall and Excel Break). Afterwards, you fight Garuda, then Sagat, then
Vega. It's also possible to fight hidden characters in this mode as
well, if you fulfill certain requirements. Beating Arcade Mode will
reward you with your chosen character's ending (no FMV, just a little
text blurb, sadly). At least afterwards, you get to beat up on Cycloid
Beta while the credits roll (you have infinite SC power, as well). A
second player can also join in during this mode, but if so, you cannot
change your character.
A unique feature in this mode is that if you clear the bonus games, you
get special abilities in the next stage. If you beat the Excel Break
game, then you get the 'Free Excel' ability for the first round of the
following stage; basically, Excels can be done without SC power, and
so you can do them as often as you like, yet still conserve SC power
for Super Combos and Meteor Combos.
If you beat the Satellite Fall game, then you get the 'Free Gauge',
which is 20 seconds of infinite SC power for the first round of the
following stage (and afterwards, your SC gauge will start at level 3).
This also means that, for that round only, you can do all kinds of
crazy stuff, like super canceling from a Super Combo into a Meteor
Combo.
------------------------------------------------------------------------
VERSUS MODE
------------------------------------------------------------------------
[ VS BATTLE ] ---------------------------------------------------------
You and a friend can each pick a character and fight each other. Unlike
Arcade Mode, you can change characters after every battle, and what's
more, you can even set handicaps if they've been enabled in the Options
Menu. All the handicap does if give you full life with the handicap
meter set to full, down to half life if you only have one arrow in the
handicap meter.
</pre><pre id="faqspan-7">
[ TEAM BATTLE ] -------------------------------------------------------
This works like Versus Mode, but you can pick from 1 to 5 characters
(you can even pick the same character repeatedly) and have them fight 1
to 5 of your friend's opponents. Whoever beats an entire team first
wins. Unlike the other modes, your character's current life is carried
over from round to round, so that if your enemy loses, they start off
with a new character and full life in the next round, but you keep your
current character and your current life. Luckily for you, you'll earn
a small amount of life back (you can earn more back by beating your
opponent quickly / doing high-count combos on them). Also, note that
you can't set handicaps in this mode, but you do get the exclusive
ability to secretly select who you want by holding L2 down. When you
do this, a semi-transparent box covers your character list, and even
though the second player can see what character you're currently
highlighting, there's no confirming graphic or sound when you press
a button. To reveal who you've picked, release L2.
Note that for both VS BATTLE and TEAM BATTLE, you can play these modes
by yourself, in which case you'll fight against the CPU.
------------------------------------------------------------------------
OPTION MODE
------------------------------------------------------------------------
[ GAME OPTION ] -------------------------------------------------------
Difficulty: This makes CPU opponents easier or harder to beat.
Damage: How much damage your attacks inflict (and your enemy's)
inflict. You can change this to make rounds last longer
or end faster (since you'll need to do more attacks or
less attacks to kill your opponent, respectively). This
also makes the bonus rounds easier or harder, since your
targets will take more hits to destroy if the damage is
on HEAVY, and less hits if it's set to LIGHT.
Time Stop: When this is on, you have infinite time in each round.
Round: This determines whether matches are best 2 out of 3,
3 out of 5, or 1 out of 1. Vs. CPU only applies to one
player games, while Vs. Human only applies to two-player
games.
Short Cut: Turning this on will omit the "next opponent" sequence
that appears during an Arcade Mode game.
Handicap: If this is turned off, you can't set handicaps in either
of the Versus Mode games.
Default: This returns all the option to their default (green)
settings.
[ SOUND OPTION ] ------------------------------------------------------
You can set the sound to MONO or STEREO, as well as adjust how loud or
soft the sound effects (SE) and background music (BGMs) are played.
There's also a BGM test.
[ MEMORY CARD ] -------------------------------------------------------
Here you can save your game (DATA SAVE), load your SFEX2+ information
off your Memory Card (DATA LOAD), or set the game on AUTO SAVE. Note
that any SFEX2+ data on your card is automatically loaded when the game
starts up--Data Load is used in case you didn't put in your Memory Card
before starting up SFEX2+, or if you want to use a friend's SFEX2+ data,
etc. The autosave feature isn't automatic; instead, it asks if you want
to save your game when you change the options, unlock characters, get a
high score, etc. (just choose YES to save the info, or NO if you don't
want to).
[ DATA BASE ] ---------------------------------------------------------
Here you can see your high scores (RANKING), and see your records for
two player battles (VS RESULT).
[ KEY CONFIG ] --------------------------------------------------------
In this menu, you can set up your buttons. If you set them to Excel or
Guard Break, then you can do these commands simply by pressing the
assigned button, instead of pressing two buttons as you normally would
(you still need 1 level of SC power to use either ability).
------------------------------------------------------------------------
PRACTICE MODE
------------------------------------------------------------------------
[ TRAINING MODE ] -----------------------------------------------------
In the Training mode, you can select a character, and try out moves or
practice combos on an opponent of your choosing, who will normally just
stand there and take the abuse :) There are a number of options you can
choose from in this mode if you pause the game:
PARTNER ACTION: You can make your opponent stand, crouch, or jump up.
You can also make them be controlled by the computer (COM), or control
them using a second PlayStation controller (HUMAN).
GUARD: You can make your opponent block attacks, only block if he's
hit once, or block all the time. You can also turn off blocking. Note
that this doesn't apply to a character who is being controlled by the
computer or the 2P controller.
DATA DISPLAY: When this is turned off, the info display in the upper-
left corner (Hit, Damage, Total, Score) will disappear.
COMMAND DISPLAY: When this is turned off, the directional arrows and
button presses that appear along the bottom of the screen disappear.
SUPER COMBO GAUGE: You can give both players an infinite amount of SC
energy, or the normal 3 levels (these gradually replenish when used).
SUPER CANCEL LIMIT: When this is turned off, you gain several new
abilities:
- You can super cancel the same SCs into each other (like a Pisa no
Shatou into a second or even third Pisa no Shatou).
- You can Cancel Break out of normal attacks, command attacks, or even
out a Guard Break or Cancel Break (try it, it's weird).
- You can cancel command attacks into special attacks (like Skullo's
Dangerous Heel into the Skullo Slider).
- You can cancel _any_ normal move into any special attack. For
example, Ryu can normally only cancel his standing HK into a Super
Combo or Meteor Combo, but with this option turned off, he can
cancel it into a Hadou Ken or Shouryuu Ken as if it were a normally
cancelable attack.
OTEDAMA: Otedama means 'hackysack', or 'juggling bag game'. When this
option is turned on, both characters can be hit in normally impossible
situations--in other words, it's easier to juggle them. For example,
you can knock someone down with a Shouryuu Ken and hit them off the
floor with a crouching MK, or trip them with a crouching HK and juggle
them in air with a Hadou Ken or Tatsumaki Senpuu Kyaku. Although this
option only works in Training Mode, when you beat the game and the
credits scroll, you'll be in Otedama mode as well, and can knock Cycloid
Beta off the floor with attacks just as if you'd turned this option on.
REPLAY SETTING: When turned on, you can set it up so that if you
perform a combo of a certain number of hits, it is replayed. For
example, if I set it to 15, and did a combo that did 15 or more hits,
I'd get a replay of that combo.
------------------------------------------------------------------------
TRIAL MODE
------------------------------------------------------------------------
[ EXPERT MODE ] -------------------------------------------------------
In this mode, you can pick a character and then go on 16 'missions' for
that character, most of which involve performing special moves or doing
combos. You can unlock hidden characters and hidden bonus games by
beating the Expert Mode missions, and if you beat them all, the second
Trial Mode option, Manic Mode, is enabled.
[ MANIAC MODE ] -------------------------------------------------------
Maniac Mode has to be unlocked (see 'Secrets and Codes' under
Miscellaneous). It's sort of like Expert Mode, but each character has
only one mission, and instead of fighting against Ken, you tend to get
random opponents for most of the missions.
------------------------------------------------------------------------
DIRECTOR MODE
------------------------------------------------------------------------
This entire thing is, IMHO, a giant waste of space, but I guess if you
want to impress your friends, you can pick two characters, do some sort
of giant combo or whatever, then pick the background you want the two
to fight on, and even add cinematic camera angles, so that the view
changes as the combo is played back. Then you can save the whole thing
to a memory card and replay it to your heart's content.
Also, my Japanese is pretty sucky, so if any of you out there can read
the instruction manual and notice any errors in this section, feel free
to write in. Anyhow, here's how it works:
[ PERFORMANCE ] -------------------------------------------------------
The first thing to is choose PERFORMANCE. You'll then be able to pick
two characters, and then a single round battle will begin. Note that
if you pause the game, you can use two of the same options found in
Training Mode: you can make your opponent perform certain actions or
have him be computer controlled, and you can give yourself infinite
combo gauge power, if you like. When you exit out of this menu, the
round will reset, though.
Anyway, once your options are set up, you get to do whatever you'd
like--the movie ends once your opponent is killed, time runs out (you
can only save so much to a memory card, obviously), or you choose to
end this mode and save your data. When you choose to save your data,
you'll be taken to a menu where you can pick the slot you want to
save your data in, and even name your save file. It costs 5 blocks of
space to save, though. If there's already data in that file, you'll be
asked if you want to overwrite the old data (just select YES twice).
There is also a premade Performance with Sharon and Guile that you can
watch. You don't need a memory card, as it'll load right off the CD.
You can even save it on your memory card and mess around with it, if
you want.
[ CAMERA EDIT ] -------------------------------------------------------
The second step is to play around with the camera angles--this is
mandatory, since you can't view your Performance data. After selecting
this option from the Director Mode menu, you'll have to load up your
Performance data, that you saved in the previous step. You also have
to select the type of camera editing that you want: AUTO or MANUAL.
In MANUAL mode, you can adjust the camera angles any way you like,
but in AUTO mode, they're all preset (see below for directions). All
there is to do in this mode is basically hold down R1 to record your
performance, and either while it's recording or while you have it
paused, stick in various camera angles. For some reason, though, you
can only play and not rewind the performance...weird. See below for
details on the controls during Camera Edit mode.
Once you've picked the camera edit type, you get to pick the stage on
which your performance will be replayed. If you want a random stage,
just press up or down to highlight that, and press Circle. If you want
to select your own stage, highlight that, and press left or right to
bring up the stage you want.
Once the stage and characters load up, the action will pause; you can
now use the following controls:
AUTO MODE CONTROLS ____________________________________________________
O Button Picks a random camera angle and changes it periodically
S Button Puts back into normal view if you changed the viewpoint
T Button Press repeatedly for 1-1 or 1-2 viewpoint
X Button Press repeatedly for 2-1 or 2-2 viewpoint
Down Press repeatedly for 3-1 or 3-2 viewpoint
Right Press repeatedly for 4-1 or 4-2 viewpoint
Up Press repeatedly for 5-1 or 5-2 viewpoint
Left Press repeatedly for 6-1 or 6-2 viewpoint
Select Restarts performance
Start Takes you to the Pause Menu
R1 Button Hold down to play the performance and record. While
doing this, you can still change the camera angles.
R2 Button Hold down to play the performance (this is just so you
can watch--you can't change the camera angles while
holding down R2, and the normal view is always used).
R2 / L2 If pressed while R2 is being held, all movement stops,
including camera rotation
R1 / L2 If pressed while R1 is being held, all movement stops,
including camera rotation
MANUAL MODE CONTROLS __________________________________________________
S Button Switches between Normal Camera and Manual Camera (unless
you're in Manual Camera mode, the directions and buttons
T, X, and O have no effect).
T Button Zooms in; hold to zoom in closer
X Button Zooms out; hold to zoom in closer
O Button When pressed, the camera locks onto the first player (1P
CAMERA), and you can use the directions to look at that
character from any angle. Press it again to unlock the
camera (FREE CAMERA), and press it a third time to lock
onto the second player (2P CAMERA). Finally, press it a
fourth time to set it back to FREE CAMERA.
Directions Move the camera in different directions depending on what
mode you're using (see O Button and L1 Button notes).
Select Restarts performance
Start Takes you to the Pause Menu
L1 Button Changes the camera's track type. Free Camera 1 is the
default (the camera moves in the direction you press in),
while Camera 2 lets you 'turn' the camera, as if you were
actually standing there looking at the performance.
Camera 3 makes the whole scene rotate depending on what
direction(s) you press in.
R1 Button Hold down to play the performance and record. While
doing this, you can still change the camera angles.
R2 Button Hold down to play the performance (this is just so you
can watch--you can't change the camera angles while
holding down R2, and the normal view is always used).
R2 / L2 If pressed while R2 is being held, all movement stops,
including camera rotation
R1 / L2 If pressed while R1 is being held, all movement stops,
including camera rotation
PAUSE MENU CONTROLS ___________________________________________________
This shows up when you pause the game, irregardless of what mode you are
using:
EDIT OPTION: These are as follows:
Cockpit When turned off, life and SC gauges disappear
1P / 2P Makes the first or second player visible / invisible
Stage Makes the background appear / disappear *
Floor Makes the stage appear / disappear
* The manual gives some sort of warning about turning this option
on and off repeatedly. As far as I can tell, it doesn't do anything,
though.
MARK: You can place a mark using the O button, or delete it using the
X button. I noticed that in the demo with Sharon, the marks are placed
when she uses Super Combos, or when her Excels start or finish. The
manual says something about smoother camera motion when you put a mark
in as well, but to me, it seems to be useless.
MOVIE CHANGE: Lets you load up a different Performance movie.
CAMERA DATA CLEAR: Any camera angles you stuck in are erased, but
other stuff (like marks that you inserted / deleted) will remain.
CAMERA EDIT FINISH: Pick this when you're done with this mode and want
to save / exit.
ONCE YOU'RE FINISHED.... ______________________________________________
Once you're done setting the camera angles, you can save your editing,
just like how you saved your performance earlier. This also costs 5
blocks; you can either overwrite your old file, or if you have the
free space, save it somewhere else and name it.
There is also a premade Camera Edit with Sharon and Guile that you can
watch. You don't need a memory card, as it'll load right off the CD.
You can even save it on your memory card and mess around with it, if
you want.
[ WATCH ] -------------------------------------------------------------
In this mode, you can load up any saved Camera Edit sequences (you
can't load Performances), and then watch them. This includes loading
up the pre-made Sharon vs. Guile Camera Edit that's on the CD. And
that's it...not too exciting, huh?
------------------------------------------------------------------------
BONUS GAME
------------------------------------------------------------------------
All bonus games are one player only. For all bonus games except Vs.
Vega II, you can restart the game at any time by pressing Select.
[ TARU ] --------------------------------------------------------------
This is the barrel bonus game from SFEX+A--literally. The barrels even
come out in the exact same order as they did in SFEX+A, and to make it
even easier, little warning signs appear from the next place the barrels
will come from. I don't know what the guys at Arika were thinking when
they did this; I mean, the barrel game is fun, but people who have
already mastered it in SFEX+A will get bored with this quickly. The
only new in-game feature seems to be using Excels, as activating an
Excel will cause the barrels to move in slow-motion, and once you're
done attacking them and the Excel ends, they'll explode. There's also
a 'damage gauge' shown at the top of the screen that flares up whenever
you hit a barrel. As before, you can also earn Technical Bonuses, by
not attacking any of the barrels (10,000 points), not getting hit by any
of the barrels (50,000 points), and by not missing any of the barrels
(20,000 points). Obviously you can't get this last one and the first
bonus at the same time). ;)
Theo wrote to me with an easy way to beat this game and get a high
score--use Blanka, and just sit there and keep doing the Electric
Thunder by tapping P. The only times you have to stop are when you have
the two blue-rimmed barrels coming from the left and right, when you
have the 4 or 5 black-rimmed barrels coming from the left and right,
and when you have the super-tough black barrel that comes slowly from
the right. In those cases, just use Blanka's Super Electric Thunder
(his Meteor Combo). You also need to do this when you have the two
blue-rimmed barrels coming at you again near the end. Obviously, having
a turbo controller helps, but I got pretty far without one until my
fingers broke off ;)
You can also do stuff at the scoring screen: you can use the second
player controller and press Select to make the spinning Barrel explode
(my favorite trick from SFEXA), as well as use the buttons and shoulder
buttons to make the barrel spin around, wiggle, and grow bigger or
smaller, not to mention thinner or fatter. Neat, especially when you
explode it after changing it's dimensions ;)
[ EXCEL BREAK ] -------------------------------------------------------
This bonus game has to be unlocked. The goal here is to defeat Cycloid
Beta before time runs out, but you can only hurt him during an Excel
Combo (anything that carries over once the Excel ends will also damage
him, like a Super Combo or, say, the other hits of Ryu's Tatsumaki
Senpuu Kyaku. Even throws will damage him). You also lose if you run
out of SC gauge power before Cycloid has been defeated, or before time
runs out. Luckily for you, all Cycloid does is stand there, and he
doesn't even have a full life bar anyway. Too bad Cycloid isn't
playable, he looks pretty cool. ;_; You can move around during the
'3...2...1' countdown, unlike in the Satellite Fall game.
Kevin Eav has a great suggestion for beating Cycloid--use throws. He
takes plenty of damage from them. If you want, you can even rough him
up a bit with standing HP and HKs, then throw at the very end for
maximum damage.
[ SATELLITE FALL ] ----------------------------------------------------
Another unlockable bonus game. It's a bit like the old "trash the car"
stage from SF2, as you get to pummel the satellite 'ARK-99' as it floats
above the earth's surface, plus you have to watch out for the occasional
falling meteorite :) You can get more points if you break off the
various parts of the satellite before destroying it, and you can earn
points from destroying the meteorites. If you don't destroy the
satellite before the time runs out (and it's hard not to), then the
satellite destroys the Earth in one of the corniest sequences ever
programmed ^_^;
[ VS. VEGA II ] -------------------------------------------------------
The final unlockable bonus game. You get to fight Vega II as much as
you want. Note that it's always just one round (like the arcade battle)
no matter what you've set the round count to. Needless to say, it's a
bit tougher than the other bonus games ;)
[ TARU REPLAY WATCH ] -------------------------------------------------
After beating the barrel bonus game, you can save it to your memory card
(it costs 2 blocks), and replay it using this option whenever you'd
like. The CD itself has two save games on it; one with Hokuto earning
an incredibly high score by getting almost every bonus you'd ever heard
of, and another one with Ken getting the 'no hit' and 'no knockdown'
bonuses. The Hokuto one shows up on the menu screen, but to see the
one with Ken, you have to highlight Hokuto's save, then press left or
right. It'll take a moment for the Ken file to show up.
========================================================================
9. GAMEPLAY NOTES
========================================================================
------------------------------------------------------------------------
LINKS, CANCELING, AND COMBOS
------------------------------------------------------------------------
The SFEX series is really combo-friendly. There's all kinds of stuff
you can do in this game:
[ LINKS ] -------------------------------------------------------------
This is what happen when you get two attacks to combo without canceling
or comboing into them. This most often happens with normal moves. For
example, you can do three standing LPs with Ryu for a 3-hit combo, or
two crouching MKs with Chun-Li for a 2-hit combo. Links require a good
sense of timing, since if you perform another attack too early or too
late, it either won't come out or won't combo. I find that the easiest
way to time a link is to watch the 'hit sparks' when your attack
connects, and then do the next attack the moment the sparks vanish.
Unlike other SF games, everyone has a ton of links in the EX series.
[ NORMAL CANCELING ] --------------------------------------------------
Normal canceling is when you cancel or interrupt the frames of a normal
attack with a special move. For example, if I do a crouching MK with
Skullomania, then enter qcf + K for the Skullo Slider, then he won't do
the 'recovery' frames of his crouching MK and will immediately go into
the Skullo Slider. You can also cancel normal attacks into Super Combos
or Meteor Combos, but note that you can't cancel into throws (like
Darun's G.O.D. or Zangief's Screw Piledriver or F.A.B.): they won't even
come out.
Every character has at least one attack that can't be canceled into a
special move, but can be canceled into a Super Combo or Meteor Combo
(like Sharon's standing MP, or Darun's crouching HK). However, these
moves can be canceled in Training Mode, if you turn the Super Cancel
Limit OFF (but that still doesn't mean you can cancel them into throws).
[ SUPER CANCELING ] ---------------------------------------------------
Super canceling refers to doing a particular move into a Super Combo or
Meteor Combo, namely, any of the following:
MOVE TYPE EXAMPLE
---------------------------------------------------------------------
Most command attacks Hokuto's Kaishuu into the Kyaku Hougi
Special moves Ken's Hadou Ken into the Shinryuu Ken
Guard / Cancel Breaks Area's Hard Crash into the Great Cancer
_Different_ Super Combos Pullum's Reswal Kahna into the Kind Wind
Normally, you can only super cancel Meteor Combos from command attacks
or special moves, since they require all your energy. However, if you
have an infinite SC gauge, then you can cancel a Meteor Combo from a
Guard Break, Cancel Break, or a super combo. Note that you cannot
super cancel or cancel break _out_ of a Meteor Combo, though. As with
normal canceling, you can make super canceling easier by simply doing
half motions (for example, after Ken's Hadou Ken, you can simply input
d,df + K for the Shinryuu Ken, and for Hokuto, you could always do
qcf + HK for the Kaishuu, then qcf + P to make her super cancel into
the Renshou Geki.
The only really important rule here is the last one--you cannot super
cancel into the same Super Combo. For instance, I couldn't interrupt
the Yoga Legend with the Yoga Legend again. But I could always do the
KILL Trump into the DARK Shackle, then do a second KILL Trump.
------------------------------------------------------------------------
THROWS AND TECH. HITS
------------------------------------------------------------------------
Every character has a normal throw, which is done by getting close to
your opponent and pressing b / f + MP / HP. Some characters can also
throw with MK or HK, while others can perform throws in mid-air, by
pressing in any direction except ub / u / uf + MP + HP. Throws are
unblockable, but they can be Tech. Hit (Technical Hit) out of.
To Tech. Hit out of a throw, simply perform a throw yourself, the moment
you see yourself being grabbed by your opponent. You could Tech. Hit
by doing f + MK, or b + HP, it doesn't really matter (unless, of course,
your character doesn't have a MK / HK throw, in which case you have to
use MP or HP. When you Tech. Hit, both characters stagger apart without
either of them taking any damage. The person who did the Tech. Hit also
gets a SC gauge bonus (see the section on Super Combo Bonuses). Note
that you cannot Tech. Hit out of air throws, or special throws like the
Russian Suplex or Chouzetsu Kishin Bomb.
Also, many characters now have "missed animations" for their special
throws. In other words, if you perform a move like Rosso's Shikei,
Sharon's Bermuda Symphony, or Zangief's Screw Piledriver when you're not
close enough to grab your opponent, these characters will simply clutch
at thin air and be vulnerable for a few moments. However, for some
characters, there is no missed animation (like the Ryuusui or Sharon's
Scarlet Terror) and nothing will happen when you attempt the move from
far away.
------------------------------------------------------------------------
SUPER COMBO GAUGE AND BONUSES
------------------------------------------------------------------------
At the start of each stage, you begin with an empty Super Combo gauge.
You can earn SC energy by doing certain things:
- By performing special moves (whether they hit or miss).
- By having normal attacks, command attacks or special moves get
blocked by an opponent.
- By hitting your opponent with most any kind of attack.
- By getting bonuses (First Attack, Tech Hit, or Reversal).
- By getting injured by your opponent.
- By blocking your opponent's normal, command, special, Super Combo,
or Meteor Combo attacks.
You do not get SC energy by doing the following:
- By performing normal throws or air throws.
- By performing normal or command attacks that miss (don't hit or get
blocked).
- Using Guard Breaks, Cancel Breaks, Excels, or Super Combos (although
you do earn gauge energy from blocking an opponent's SC / MC hits).
Note that some special moves will not award you any power, like Balrog's
Advancing Wire, Blanka's Backstep Rolling (if it is canceled), Dhalsim's
Kuuchuu Fuyuu, or Skullomania's Skullo Dash. Even some that don't seem
like they'd give you power do (like the Ryuusui, which does no damage,
or the Gekkyou Botan, whether it counters or not). All special move
throws (Screw Piledriver, Ryuusui, Ganges DDT, etc.) will give you
power, even for those that have miss animations (like the Screw
Piledriver, even if done during the Russian Suplex). The only missed
throw animation that gives you no power is a missed Bear Hug. Energy
you earn can be carried over from round to round, but not stage to
stage. You can expend energy by performing Super Combos, Meteor Combos,
Excels, Guard Breaks, or Cancel Breaks.
You can be awarded extra SC power by doing certain things. If you make
the first attack in a round, you get a +25 percent bonus (if both
characters hit each other, they both get the First Attack bonus), and
if you do a Tech. Hit, _both_ characters get a +15 percent bonus. If
you do a reversal, you get a +10 percent bonus. A reversal is simply
when you make an attack as you come out of block stun, hit stun, or
while getting up. For example, if you're knocked down by Ken's
Shouryuu Ken, or if you block it, then perform a Somersault Kick as you
get up / recover, you get a bonus, even if it hits or not. Note for
the First Attack bonus--your attack only counts if it does damage. For
example, hitting someone with the Sharon's Scarlet Terror wouldn't
count. And if you hit them with the Bermuda Symphony, that wouldn't
count at first, because it initially does no damage. Once the enemy
hits the ground or is hit in mid-air during this move, then you get the
First Attack bonus.
Also, note that you do not receive a bonus if you do a First Attack,
Tech. Hit, or do a Reversal while an Excel is active.
------------------------------------------------------------------------
SUPER COMBO LEVELS AND METEOR COMBOS
------------------------------------------------------------------------
Unlike as in the SFA games, all Super Combos cost only one level to
perform. To do Level 2 or 3 Super Combos, you make repeated SCs juggle
your opponent--they don't need to cancel. For example, you could do
Chun-Li's Senretsu Kyaku, then SC cancel it into her Hazan Tenshou
Kyaku for a Level 2 SC, or you could simply juggle someone with Darun's
Indra~ Bashi twice for a Level 2 SC as well. For a Level 3 SC, you
could do something like Sagat's Tiger Genocide, into the Tiger Raid,
into the Tiger Genocide again, or the Tiger Cannon. Keep in mind that
if a Super Combo is blocked, it does block damage, but if you super
cancel it into another Super Combo, it stops doing block damage. If you
have an infinite SC gauge, the same thing applies when you super cancel
a Super Combo into a Meteor Combo (and this also applies to the follow-
up moves to Garuda's Kyoujin Senshuu Meteor Combo).
Most Super Combos and Meteor Combos have a moment of invincibility at
the beginning, in most cases, allowing your character to pass through
attacks, too.
------------------------------------------------------------------------
SUPER COMBO FINISHES AND VICTORY SYMBOLS
------------------------------------------------------------------------
When you kill someone with a Super Combo, it's called a 'Super Combo
Finish', and you get a little ending graphic that gets more impressive
depending on what level SC you did (1, 2, or 3). Even though Meteor
Combos take three SC levels, you get a different ending graphic if you
kill someone with them. You get a special ending sequence if you kill
someone with an Excel, too, but it's just a Level 1 SC finish with the
explosions colored blue. The other type of special ending is if you
kill someone with a special move, in which case you get a red-and-white
flashing effect on the screen. Your victory symbol for that round
changes depending on how you killed your opponent, too:
D = The round ended in a draw.
V = Won using a normal move or command attack.
H = Won using a normal throw or air throw.
S = Won using a special move.
SS = Won using a Super Combo.
M = Won using a Meteor Combo.
G = Won using a Guard Break or Cancel Break.
E = Won using an Excel Combo.
Clock = Won by having more life when time ran out.
Apple = Won by doing block damage with a special move. If
you win with a SC or MC, the apple has a much bigger
bite taken out of it than normal ;)
Obviously you can't get the Clock victory symbol if you've turned Time
Stop on (and so have infinite time). If you get a Perfect, a little
"P" mark will appear by your victory symbol as well. When both
characters are killed at the same time, or if they have the same amount
of life at the end of a round, then a draw is announced, and both
players are considered the victors. If someone has already won once in
a previous round, they become the winner. If both players have the same
amount of wins, then after the second draw game, the game begins with
both characters at half life, but with full SC gauge power. If there is
a draw at the end of that round, then both characters get a 'NO GAME'
notice, and the battle ends (neither characters are considered winners
or losers).
------------------------------------------------------------------------
GUARD BREAKS
------------------------------------------------------------------------
Guard Breaks are moves that cost 1 level of your Super Combo Gauge.
They are performed by pressing the same strength P + K buttons (LP + LK,
MP + MK, or HP + HK). The strength of the buttons used makes no
difference. While each character's Guard Break looks different, they
all have similar characteristics: Guard Breaks are generally very slow,
short-ranged attacks that have a tell-tale line of blue sparks following
them as they are performed (not to mention the lightning strike effect
that surrounds your character).
Although they are easy to spot, if someone is hit by a Guard Break, they
will take minor damage, and what's more, will be momentarily stunned,
allowing the attacker to follow up with whatever attack he / she wishes.
If they're in the air when they get hit, they'll fly backwards in a
slow arc, giving you plenty of time to attack them in whatever way you'd
like. However, if you hit them with a Guard Break while they're already
stunned, they'll be knocked over. While you can't combo into a Guard
Break, you can super cancel out of it into a Super Combo (or a Meteor
Combo, if you have an infinite SC gauge).
Somehow, it's possible to hit an opponent on the ground and have them
fly slowly into the air, as if they had been hit while airborne. The
CPU does this to me a lot, especially when a Guard Break or Cancel Break
is the killing attack, but I've actually managed to do it once myself,
so it's not a CPU-only thing. Anyone know how this works?
------------------------------------------------------------------------
CANCEL BREAKS
------------------------------------------------------------------------
A new addition to EX2, the Cancel Break is basically the ability to
cancel a special move or Super Combo into a Guard Break. It's done the
same way as a Guard Break is performed, and also costs 1 level of power.
However, it has several differences from a normal Guard Break: for one
thing, the sparks are colored orange instead of blue, and you get a
message stating that you did a Cancel Break when you perform one. More
importantly, if your opponent is blocking your special move or Super
Combo, then they'll be stunned by the Cancel Break. If they're getting
hit by your attack, then the Cancel Break knocks them over. If they're
in air, they usually get knocked over, but I managed to float a character
with Vulcano Rosso's Cancel Break once. Of course, you can still super
cancel out of a Cancel Break into a Super Combo (or a Meteor Combo, if
you have an infinite SC gauge). A stunned character recovers from a
Cancel Break much faster than a Guard Break, so you gotta work fast after
it hits!
Although Cancel Breaks are slow, it's possible to combo into them from
an unblocked attack. Obviously, you can't use Cancel Breaks if your
special move or Super Combo takes you off the ground (like the Tatsumaki
Senpuu Kyaku or Shin Shouryuu Ken), or if the SC is a throw-type move or
button-press SC (like the Final Atomic Buster, or the Shin Skullo
Dream).
------------------------------------------------------------------------
USING EXCELS
------------------------------------------------------------------------
Another new aspect of EX2 games are the Excel Combos, which are done by
pressing two buttons of a different type and strength, like MP + HK, or
HP + LK...it makes no difference what two buttons you press. Excels
cost 1 level of SC energy to use and last about five seconds (you can
tell how much time you have because your character will be flashing a
certain color during the Excel, and the faster he or she flashes, the
less time you have remaining). They can be started on the ground (even
when crouching) or while in the air, but they can't be started during
hit stun or block stun. When an Excel is activated, your character
poses while the floor changes into a 3-D grid and the background is
filled with shooting stars. Your name is also replaced by an Excel
sign, and any movement you make is followed by afterimages.
So just what does an Excel do? It gives you the following abilities:
- During the 'activation' pose when you first start an Excel, you are
invincible and can go through attacks.
- Certain juggles that normally can't be done are possible (like
tripping someone with Ryu's crouching HK and hitting them with a
fireball as they fall).
- All normal attacks and special moves come out faster.
- All normal attack can cancel into themselves, or into command
attacks or special moves (this includes normal attacks that are only
super cancelable, like Nanase's crouching HP).
- Any command attack can cancel into any special move (such as Doctrine
Dark's KNIFE Nightmare, which normally isn't even cancelable or super
cancelable, can be canceled into the EX-plosive during an Excel).
- Special moves can be canceled into themselves as well.
- Charge moves can be performed without the charge.
- The Excel will still continue even if you are injured (and you can
block during an Excel, too, unlike SFA's Custom / Original Combos).
- Although you cannot use Guard Breaks, Cancel Breaks, or Super Combos
(or Meteor Combos, if you have an infinite SC gauge) during an Excel,
you can still perform them the moment before the Excel ends, or do a
normal attack or special move at the end of the Excel and cancel into
one of those moves (they still cost SC energy to use, obviously).
- You also cancel any command attack into an SC or MC at the end of an
Excel, even ones that aren't normally cancelable, like Guile's
Spinning Back Knuckle, Sharon's Crash Punch, Garuda's Kyouja, etc.
The point of having all these abilities is that you can use Excels to
perform long, continuous combos, way up into the double-digit range, by
attacking with normal moves, special moves, and if your timing is right,
you can even tack on a SC or MC just as the Excel wears out. On the
ground, the only tricky part is keeping your opponent within hit range,
and making sure that they keep getting hit so that they can't attack
back. When both characters are in the air, it's a slightly different
story. Air Excels tend to be limited to normal moves for a lot of
characters, since only a couple of characters have mid-air special moves
or Super Combos. Obviously if you have those moves, you can use them,
and some are quite effective (like Pullum's aerial Drill Purrus or
Shadow Geist's Death Somer).
For most characters, though, you're limited to doing long strings of
normal attacks while jumping. The key to doing air combos is to keep
hitting your airborne opponent, since if left untouched, they will
'flip' in mid-fall, and after that point your attacks will miss.
However, if you are able to hit your opponent with an attack to keep
them from flipping just before you land on the ground, you can jump
right back up again and keep attacking them, since they haven't flipped
and are still vulnerable to attack. In this way, you can do long aerial
Excel combos. Note that some attacks will cause your characters to fall
to the ground without flipping, yet they will still become invulnerable
to your attacks if you leave them untouched for too long. The basic
rule when doing air Excels is to try and always keep damaging your
opponent. As you can see in the Sharon vs. Guile Director Mode movie,
it's even possible to have an Excel end as you land on the ground, then
juggle your falling opponent with a normal attack, start up another
Excel, and leap into the air and keep attacking them. Not that I've
managed to do that myself, though :)
Anyway, some example Excels are as follows:
(Ground Excels) For Guile, you could get next to your enemy, hit s. LK
twice, c. HP twice, cancel that into the Sonic Boom (which could be done
simply by tapping b,f + P), do two more Sonic Booms, and now that the
Excel is about to end, tap db,df,db,uf + K for the Double Somersault
Super Combo, and the whole thing would be a 12-hit combo.
(Aerial Excels) If you were Shadow Geist and your opponent was in the
air, you could start an Excel, jump up, hit LP,LK,MP,MK, do three Death
Somers, then a Death Sword Kick twice, for an 8-hit combo, all in air.
However, there are downsides to using the Excel as well:
- While command attacks (like Doctrine's DEATH Spin Kick) can be
canceled into from a normal attack, they still come out at their
normal speed, and cannot cancel into normal punch or kick attacks
or other command attacks (only special moves and, at the end, Super
or Meteor Combos).
- You don't earn SC gauge power from any special moves or damage that
you do to your opponent during an Excel.
- Blocked special moves do no block damage (on occasion, I've managed
to kill someone who blocked my Excel, dunno why).
- The first attack you make (or if you make an attack after not
hitting your opponent for a few seconds) does only 1/2 damage,
and all subsequent hits (even if they don't combo or juggle), will
only do 1/8th the normal damage. For example, Ryu's Hadou Ken
normally does 17 points, but this drops to 8 if it's his first
Excel Attack, and if he throws a few more, they do only 2 points
of damage per fireball).
- You cannot use Super Combos, Meteor Combos, Guard Breaks, or Cancel
Breaks during an Excel.
- You don't get a SC gauge bonus if you do a First Attack, Tech. Hit,
or Reversal during an Excel.
Remember, although you cannot use any Super Combos, Meteor Combos, Guard
Breaks, or Cancel Breaks during an Excel, it is still possible to do a
Super or Meteor Combo at the very end of an Excel, or to cancel or super
cancel the last hit of an Excel combo into a Super Combo (which is
necessary for quite a few of the Expert Mode missions), or even into a
Meteor Combo, if you have an infinite SC gauge. Furthermore, since you
don't need to hold in a direction for charge moves, you can tap
b,f,b,f + P at the end of an Excel to do Blanka's Ground Shave Rolling,
for example. For some weird reason, you can even Cancel Break out of
normal moves at the end of an Excel, don't ask me why.
------------------------------------------------------------------------
REDUCING DAMAGE
------------------------------------------------------------------------
Obviously, the goal of EX2 is to inflict enough damage on your opponent
so that they get knocked out. However, there are a lot of factors that
determine just how much damage you're inflicting on an enemy, or how
much damage they're doing to you:
[ CHARACTER STAMINA ] -------------------------------------------------
Most characters take the same amount of damage from attacks. However,
Darun, Vega and Darun all take less. Sometimes the amount is very
slight (for instance, Ryu's standing HK does 22 points of damage against
most characters, but only 21 points against them), but depending on the
type of attack, the damage reduction is pretty significant (they only
take 130 damage from Ryu's Shin Shouryuu Ken, compared to everyone
else's 140).
[ ATTACKING FIRST ] ---------------------------------------------------
Whoever makes the first attack gets a +25 bonus to their SC gauge;
however, their attack will also do slightly less damage. This even
applies to modes where you don't get the first attack bonus (Training,
Expert, and Maniac modes)!
[ ATTACKING A STUNNED FOE ] -------------------------------------------
Characters also take less damage when they're staggering around, which
occurs after a blocked Guard Break or Cancel Break (the kind that leaves
them standing). Characters also stagger after Darun's close Daikaku,
Dhalsim's Yoga Catch, or Doctrine Dark's DARK Wire -> DARK Hold. In any
case, hitting an enemy
who is stunned will result in less damage, although there are some
exceptions (for example, the damage is not changed if Darun follows his
Daikaku with a Brahma Bomb or standing LK, but it would with a crouching
MP, for some reason).
[ DOING COMBOS ] ------------------------------------------------------
Damage is also reduced when you do a combo, in most cases. For example,
Ryu's j. HP does 21 points of damage, his c. MP does 13 points, and his
Hadou Ken (any strength), does 17 points of damage. So one would assume
that if you stick the whole thing together as a 3-hit combo, you'd do 51
points of damage (21 + 13 + 17 - 51). In fact, that combo only does 48
points of damage, because after the first hit (the jumping HP), the
damage of the c. HP and Hadou Ken are reduced.
[ CANCELING AND SUPER CANCELING ] -------------------------------------
Canceling an attack into a special move, or super canceling into a
special move will also lower the damage of any attacks that hit after
the first one. For example, when doing a crouching MK into a Tatsumaki
Senpuu Kyaku, a Hadou Ken into a Shinkuu Hadou Ken, or a Senpuu Kyaku
into the Shin Shouryuu Ken, the first move will do full damage, but the
second move will do reduced damage. Generally speaking, the more damage
a move does, the more it is reduced (in the example with the Shin
Shouryuu Ken, it drops from 140 to 107 points).
[ REPEATED SUPER CANCELING ] ------------------------------------------
One of the faults of introducing Meteor Combos into SFEX2 Plus is that
it completely eradicated the need to super cancel Super Combos
repeatedly for high damage attacks. Why? Because even though you can
do a lot of damage by super canceling SCs, you can always do more damage
with a single Meteor Combo. Check out the below chart that shows what
happens when you super cancel multiple times before using Sagat's Tiger
Raid and Tiger Genocide:
Cancel No. Tiger Genocide Tiger Raid
-----------------------------------------------------------
Normally does: 57 44
1 super cancel: 49 (72 - 23) 43 (61 - 24)
2 super cancels: 45 (89 - 44) 32 (74 - 42)
All the damage was tested vs. Ryu, since he takes normal damage (Darun
would take less damage, as would Vega and Zangief), and all super
cancels were done on the third hit of either move (after that, you're
not guaranteed full hits).
As you can see, a Tiger Genocide after two super cancels results in a
measly 89 points of damage--for the same price, you could have done a
Tiger Storm instead for a minimum of 120 damage (up to 138 if you got
the button presses timed)! Not only that, but had you connected two
Tiger Genocides individually, you would have done 114 damage, almost
1/4th more damage than a Level 3 super cancel series. And you would
have had another SC level to spare! Considering characters only have
200 points of life anyway, you're much better off sticking with
individual Super Combos or a Meteor Combo.
Note that this effect also applies to super canceling into a Meteor
Combo when you have an infinite SC gauge. For example, Doctrine Dark's
DEATH Trap normally does 131 damage, but after 1 super cancel, it drops
to 63 points, and after 2 super cancels, it drops to 57. If you had
done 3 super cancels, then the DEATH Trap, it would only do 47 points of
damage (for a grand total of only 86 damage!) One of the benefits of
having an infinite SC gauge is that you can do long cancels like this,
and you can even keep an opponent trapped in a series of repeated
cancels. After a while, though, you'll be doing the minimum amount of
damage, so keep that in mind next time you go up against Garuda with a
Free Gauge bonus ^_^;
========================================================================
10. MISCELLANEOUS
========================================================================
------------------------------------------------------------------------
BEATING VEGA II</pre><pre id="faqspan-8">
------------------------------------------------------------------------
The most annoying thing about fighting Vega II (aside from the fact
that he's horribly overpowered), is that you only have one round to beat
him. So, hopefully reading this section can help you make that one
round count.
Vega II is dressed up in white, has an infinite SC gauge, and has two
types of massive Psycho Cannons: a red one which goes fast, and a green
one which slowly floats across the screen. As if that wasn't bad
enough, he has a new Super Combo in which a duplicate of himself appears
opposite you and they both throw huge blue Psycho Cannons at you. Not
only do you only get one round to beat this guy (irregardless of what
you set the round count to), but if he beats you, you can't continue--
you get a bad ending (no, it's not Vega's normal ending), and the
credits scroll. If you do beat him, then the Vs. Vega II bonus game
will be enabled. To beat Vega II, I recommend the following:
- Always block. Vega will stick out Double Knee Presses and slides
like mad if you try to attack directly. The best times to attack are
after a blocked Head Press / Psycho Crusher / Psycho Break Smasher,
when you have a small window of time in which Vega can't hit you
back.
- If you have a projectile attack, you can hit Vega out of the Psycho
Break Smasher (at the beginning) pretty easily.
- You want to be careful after the Head Press, since Vega can still hit
you with the Somersault Skull Diver, and if he moves behind you while
you're in air and you attempt a move, you may do nothing at all or
end up with the reverse (like a Shiraha Tenjin instead of a Hisen
Zan, which you definitely don't want!)
- Don't try to hit Vega after a blocked Double Knee Press. He can do
those repeatedly and they'll almost always snub whatever attack you
were making.
- Don't waste time with Guard Breaks or Cancel Breaks. They're so slow
that Vega has enough time to do whatever he pleases, which usually
means hitting you out of them, or backing out of the way, then
smacking you silly ;)
- If Vega begins an Excel, just block low (block high for a moment if
he begins it in the air, so you don't get hit). A riskier option is
to start an Excel just after his, and use your invincibility to go
through his opening attack, although Vega's so fast that I've had
him hit me back out of my Excel when I attempt this sometimes.
- If your character has an attack with a lot of range (like Ken's
standing HK), it's also possible to walk toward Vega while he warps
in and stick him with your attack just as reforms.
- Don't jump. Vega has the nasty habit of simply standing and HK'ing
you out of an attack, or jumping up and smacking you with a high-
priority attack. At worst, he'll even do a Psycho Dark Cannon (the
red kind) and juggle you atop it while he charges.
- Concentrate on simply hitting Vega, not smacking him upside the head
with a Meteor Combo or Super Combo. If you have the chance to get
away with one (see above about blocking moves), then by all means
go for it, but Vega can kill you much faster than you can defeat
him, so take all the little openings you get and don't sit around
waiting for a clear shot.
- When using Excels, go for an opening, or at least begin them late so
that you can take advantage of the invincibility window. Try to make
your first attack an LP or LK, as you're more likely to hit him with
a faster attack than a slower one. Once he's been hit, you can
follow through any way you'd like.
- When he does either Psycho Cannon SC or the Psycho Twin Cannon SC
(the one where he warps), sweep him, since tends to charges up the
Cannon. Just keep in mind for the Psycho Twin Cannon that you need
to wait until he's teleported in fully. If you don't want to risk
hitting him out of it, just block backwards like you normally would.
- Even after blocking the Psycho Twin Cannon, be careful, since Vega
sometimes does a Psycho Crusher at the end to catch the unwary (he
also may do this if the SC hits, in which case the Psycho Crusher
will actually combo).
------------------------------------------------------------------------
COLOR LIST
------------------------------------------------------------------------
Now you can pick your favorite colors every time you play, by using the
handy list of colors below. What button you press also determines other
colors (like Hayate's sword slashes, Garuda's spike attacks, or the
color of Area's Cancer blasts). If both players try to pick the same
colors, one player will end up with the next color type:
One person gets... MP / MK colors if LP / LK was picked
HP / HK colors if MP / MK was picked
LP / LK colors if HP / HK was picked
The only time when both characters can end up with the same outfits is
if one of them is chosen by EXTRA Random Select (see the 'Secrets'
section above) and just so happens to be the same character and same
outfit. I just realized that the tint is off on my TV, so, uh...these
colors should be close to what you actually pick ^_^;
LP / LK - Black / purple clothes, blue and silver Cancer [ AREA ]
MP / MK - Light blue / green clothes, blue and gold Cancer
HP / HK - Red / orange clothes, orange and silver Cancer
LP / LK - Royal blue / yellow pants, blue tattoo [ BALROG ]
MP / MK - Light blue / red pants, red tattoo
HP / HK - White / black pants, black tattoo
LP / LK - Green skin, bronze anklets, brown shorts [ BLANKA ]
MP / MK - Blue skin, black anklets, olive shorts
HP / HK - Charcoal skin, silver anklets, blue shorts
LP / LK - Blue outfit, gold trim, brown hose [ CHUN-LI ]
MP / MK - Gray outfit, orange trim, blue hose
HP / HK - Yellow outfit, pink trim, brown hose
LP / LK - Black shirt, white outfit, pink hat [ CRACKER JACK ]
MP / MK - Aquamarine shirt, green outfit, green hat
HP / HK - Black shirt, dark purple outfit, white hat
LP / LK - Black shorts, black boots, gold bracers [ DARUN MISTER ]
MP / MK - Gold shorts, black boots, silver bracers
HP / HK - Blue shorts, light blue boots, green bracers
LP / LK - Brown skin, yellow apparel, red paint [ DHALSIM ]
MP / MK - Copper skin, white apparel, green paint
HP / HK - Purple skin, red apparel, orange paint
LP / LK - Blue suit, yellow hair [ DOCTRINE DARK ]
MP / MK - Orange suit, blue hair
HP / HK - White suit, yellow hair
LP / LK - Brown armor, blue clothes, white spikes [ GARUDA ]
MP / MK - Gray armor, black clothes, red spikes
HP / HK - Mustard armor, burgundy clothes, yellow spikes
LP / LK - Green shirt, green pants [ GUILE ]
MP / MK - Olive shirt, blue pants
HP / HK - Purple shirt, purple pants
LP / LK - Brown coat, dark brown pants [ HAYATE ]
MP / MK - Yellow coat, brown pants
HP / HK - Red coat, white pants
LP / LK - Pink clothes, green pants [ HOKUTO ]
MP / MK - White clothes, red pants
HP / HK - Light blue clothes, blue pants
LP / LK - White pants, white hair [ KAIRI ]
MP / MK - Black pants, white hair
HP / HK - Black pants, black hair
LP / LK - Red gi, red handguards [ KEN MASTERS ]
MP / MK - White gi, green-blue handguards
HP / HK - Light green gi, purple handguards
LP / LK - Blue clothes, red sash, dark blue stockings [ NANASE ]
MP / MK - Pink clothes, yellow sash, white stockings
HP / HK - Black clothes, red sash, dark purple stockings
LP / LK - Turquoise pants, blue vest, purple shirt [ PULLUM PURNA ]
MP / MK - Pink pants, purple vest, white shirt
HP / HK - Green pants, white vest, blue shirt
LP / LK - White gi, red handguards, red headband [ RYU ]
MP / MK - Blue gi, white handguards, light blue headband
HP / HK - Orange gi, black handguards, white headband
LP / LK - Blue shorts, red trim, white wrappings [ SAGAT ]
MP / MK - Red shorts, green / yellow trim, white wrappings
HP / HK - Green-blue shorts, white trim, red wrappings
LP / LK - White / black suit, yellow apparel [ SHADOW GEIST ]
MP / MK - Yellow / red suit, white apparel
HP / HK - Blue / silver suit, black apparel
LP / LK - Black top with gray shoulders, gray gloves [ SHARON ]
MP / MK - Red suit, with pink shoulders, white gloves
HP / HK - Green top, gray pants, blue shoes, white gloves
LP / LK - White suit, white boots / gloves [ SKULLOMANIA ]
MP / MK - White suit, red boots / gloves
HP / HK - Green suit, light green boots / gloves
LP / LK - Red outfit, black belt [ VEGA ]
MP / MK - Black outfit, blue belt
HP / HK - Green outfit, gold armor
LP / LK - Black / white / yellow suit, purple undersuit [ V. ROSSO ]
MP / MK - White suit with black trim, peach undersuit
HP / HK - Italian flag suit, yellow undersuit
LP / LK - Red clothes, cold trim [ ZANGIEF ]
MP / MK - White clothes, red trim
HP / HK - Dark green clothes, light green trim
CPU only - White outfit, black belt [ VEGA II ]
1P / 2P - Red outfit, black belt
========================================================================
11. AUTHOR'S NOTE
========================================================================
If you've seen this FAQ in any publication, or know that some place is
giving it away or selling it to it's customers (like Game Cave, grr...),
then please let be know by dropping me a line at: <
[email protected]>.
It's amazing how people can read my disclaimer, and then go steal stuff
from this FAQ. Case in point: Y. Ghani altered the disclaimer in this
FAQ and stuck it in his / her own SFEX2 Plus guide. Ghani must also be
just as bad at reading Japanese as I am, since his / her guide has the
same misspellings as in previous versions of this FAQ. ;P I spent a
good deal of time researching the disclaimer, translations and so on, is
it that hard to simply credit someone for their work? I guess so.
People, please don't edit / copy / reproduce this disclaimer in your own
FAQ without crediting me. It is part of the FAQ, y'know. I'm getting
sick of people talking how much they don't want to get ripped, while
they shamelessly cut and paste work that I have done.
------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------
Version 1.5 (July 10, 2000)
- Added in info. on the bonus game replay with Ken, Nanase's third
version of the Machiyoi Tenkyuu Geki (anyone know how to do it?),
and other corrections / additions throughout, including the real
names for Vega II's moves. I still don't know how to beat Hayate's
Maniac Mode mission (in the Japnaese version, they may have fixed
this glitch in the US version).
Version 1.4 (February 14, 2000)
- Did some real quick corrections and additions here and there.
Version 1.3 (February 7, 2000)
- Redid the moveslist sections; now they're pretty huge, but packed
with information ;) Have no fear, I'm writing a much smaller SFEX2P
Mini-FAQ to accompany this guide, for those of you who don't like
large FAQs. I don't either, but this was about as small as I could
make it :)
Tons of other stuff was added as well--new GameShark codes, new
manual cheats, corrections for the Expert Mode listings, and for the
Excel notes, etc. Added some notes on Darun's Daikaku, Skullo's
original Skullo Dream, and a lot of other people's moves. Also added
the bit about having Otedama abilities during the ending credits, as
well as other general info and some stuff on the Hayate Maniac Mode
glitch.
Version 1.2 (January 26, 2000)
- A rather minor update, with some added info on the Super Cancel Limit
option, super canceling notes in general, victory symbols, more info.
on Nanase's Machiyoi Tenkyuu Geki, and some translation notes for
Kairi.
Version 1.1 (January 24, 2000)
- The bulk of this update comes in the form of a new Game Shark code
I wrote that lets you pick your character's special moves. There
are quite a few disabled moves in this game, it's weird. Shame on
Arika for not making them usable in the home port. ;)
Version 1.0 (January 23, 2000)
- More general corrections and stuff. Added more info on fighting the
hidden characters, minor move notes, Darun's hidden win poses, and
did some corrections to the Excel notes.
Version 0.9 (January 19, 2000)
- Added a lot of various info., and reorganized the FAQ a bit. I made
a few more corrections regarding fighting the hidden characters,
corrected info on getting Hayate and Maniac Mode, and added info. on
the Maniac Mode CPU replays. I also added some new Game Shark codes,
and made fix-ups all around the FAQ.
Version 0.8 (January 17, 2000)
- Added the Game Shark code to play as Vega II / Cycloid Beta / CPU
Garuda, etc., and added more information on enabling / fighting the
hidden characters.
Version 0.7 (January 14, 2000)
- Stuck in more information on people's individual moves, cleaned up
some editing errors, and added a Color Chart for each character.
Version 0.6 (January 10, 2000)
- Added information on quite a few people's moves, added information
about moves that do more damage when you rap on the buttons, and
rewrote / expanded the Damage section. Also made some more general
corrections.
Version 0.5 (January 8, 2000)
- Added some info. on Sharon's Assault Rifle, and did some corrections
and additions after getting help from contributors (yay!) I'm back
in college starting Monday, so no daily updates anymore. Then again,
excluding the Maniac Mode guide, there's not a lot left to add in
anyway.
Version 0.4 (January 8, 2000)
- Corrected the method to fight Vega II and to enable Kairi a bit, and
added a new Game Shark code, not to mention some info. on what may be
some disabled modes of play (found in the same section as the new
Game Shark code). I've also begun work on the Maniac Mode guide
(with a grand total of 1 mission completed) ;P These Maniac missions
are hella hard, so anyone who wants to help, just drop me a line. ;)
Version 0.3 (January 6, 2000)
- Added in a list of cancelable attacks, rewrote / corrected the Excel
section, and added info. on people's command attacks. Also included
a time chart for Cracker Jack's Final Punch, and added a new section
on determining damage at the end of the 'Gameplay Notes' section.
I also corrected two of Kairi's translations (wasn't paying attention
to the kanji, eheheh). Still trying to get down the timing on Vega's
Knee Press Nightmare -> Psycho Cannon for his 16th mission ^_^;
Version 0.2 (January 5, 2000)
- Finished up the Director Mode section, and made general corrections
throughout the FAQ. I also added in some notes on the barrel bonus
game, team battle, and a trick for Hokuto. An error for one of the
Game Shark codes and the bit on the Super Cancel Limit and Otedama
options has also been fixed.
Version 0.1 (January 4, 2000)
- The first release, a lot of stuff in and checked, but there's a lot
more to go, including finishing up the Expert / Maniac Mode Guide.
Oh well, at least I finally narrowed down the methods to fight the
hidden characters after a _lot_ of testing ;)
------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------
I could never have written this without the help of the following
people--thanks a ton, folks:
T. Yamada
- For corrections on Chun-Li and Area's throws, and info. on the
spelling and translation of 'Accelerando'.
Navaash Fenwylde
- For correcting me on the manual code to unlock Maniac Mode.
Mike Z
- For confirming the Hayate Maniac Mode glitch.
Charles MacDonald
- For helping me figure out the floor designs in Kairi's stage.
G Nocide
- For telling me that there were two versions of the Machiyoi Tenkyuu
Geki.
Cyrus Bulsara
- For the easier method for beating Balrog's mission #16.
Deeshad
- For correcting my notes on Balrog's Backslash, and providing some
translations / corrections for Nanase's moves.
Street Fighter EX Network (
http://www.sfex.net)
- For info. on the G.O.D. finisher, and a different way to fight Vega
II. This page is really cool, and has an large amount of detailed
information on SFEX+A as well. If you can read Japanese, you should
definitely check it out.
Mr. Guy
- For sharing some info. on getting to Vega II in Arcade mode.
Theo Horsman
- For some Expert Mode suggestions, and hints on beating the Taru bonus
game with Blanka.
Lorenzo Bertini
- For the solution to Sagat's Maniac mission.
Daniel "Ryu" Gomez
- For the solution to Zangief's Maniac mission.
Rogene Yusi (Isegrim)
- For a bunch of notes on fighting the hidden characters, and the
EXTRA random select trick.
HSB (www.sol.dti.ne.jp/~hsb/)
- For the Dhalsim necklace trick, and corrections for the Doctrine
laugh trick and Hokuto fan trick.
Dalin
- For telling me how to get maximum damage with Jack's Home Run King.
Kevin Eav
- For the usual ton of contributions (check out some of his strategies
in the missions section) and corrections (he fixed up my mission #9
listing for Doctrine Dark). Thanks a lot!
(v0.9) For noticing the SC energy error regarding normal moves and
command attacks.
(v1.3) For some more Expert Mission corrections.
Cedrick C Uytanlet
- For offering some suggestions on Jack's mission #14.
Ura no Ura (www2.airnet.ne.jp/~tac)
- Had some Maniac Mode hints that I'm still trying to figure out and
perform myself ;)
Senio Rotondi
- For providing me with the translations of Vulcano Rosso's moves.
Chris (www.dashtaisen.com)
- Some move name translations taken from his EX2 section at the Dash
Taisen page.
CJayC (www.gamefaqs.com)
- For hosting my FAQs, and for inspiring me to use lots of capitals in
my disclaimer to get people's attention. ;)
(v1.2) For the easier method to beat Dhalsim's mission #16.
(v1.5) For the correct spelling of Rosso's "Acchere Land".
Capcom of Japan (www.capcom.co.jp)
- Information on unlocking the hidden characters and modes taken from
their FAX section.
(v0.9) For more info. on unlocking Hayate, Maniac Mode and the
Maniac Mode replay option, again all from their FAX section.
Kenshin and Codehacker
- For their GameShark codes (1P Infinite Life / SC Energy, Play as
Garuda, Shadow Geist, Kairi, and Hayate).
Darklancer
- For the translation for 'T'katchev', and for the trick to unmask
Balrog (which was was based on Darklancer's post to alt.games.sf2
on how to do the trick in the arcade SFEX2).
Arika (www.arika.co.jp)
- Character move names and other info. taken from their SFEX2P section,
and from the SFEX2P manual and in-game command lists.
(v1.3) For the manual codes to unlock the hidden stuff, taken from
their BBS post.
(v1.5) For move name info. taken from their SFEX3 section.
xiaNaix (connect.to/xianaix.com)
- For the GameShark code to play this game on modded PSXs.
------------------------------------------------------------------------
"A cherry onion firefly / tastes sweet / and white as you are blue /
knows just what she wants to do with you / below the silver skies."
- 'Transformer' by the Smashing Pumpkins
------------------------------------------------------------------------
Unpublished work Copyright 2000-2001 Chris MacDonald