STREET FIGHTER ALPHA 3 FAQ v1.8 by K. Megura Unpublished work Copyright 1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Street Fighter game series and the Final Fight series are (c) Capcom of Japan and (c) Capcom of America. This FAQ can be found at: ------------------------------------------------------------------------ Kao Megura's Home Page www.geocities.com/tokyo/pagoda/4610/ (or) i.am/kao (or) kao.home.ml.org GameFAQs www.gamefaqs.com ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - Basic Controls - Quick List - Special Abilities - Modes of Play 2. CHARACTER MOVE LIST - Adon - Akuma - Birdie - Blanka - Cammy - Charlie - Chun-Li - Cody - Dan Hibiki - Dhalsim - Edmond Honda - Gen - Guy - Karin Kanzuki - Ken Masters - M. Bison - Rainbow Mika - Rolento Schugerg - Rose - Ryu - Sagat - Sakura Kasugano - Sodom - Vega - Zangief 3. HIDDEN CHARACTER MOVE LIST - Balrog - Juli - Juni 4. MISCELLANEOUS - Secrets and Codes - Boss Battle Chart - Special Intros - Endings - Translations / Misc. Info. 5. AUTHOR'S NOTE - Revision History - Special Thanks Please note that there are both beta and final versions of SFA3 that have been distributed. If you don't know what your machine is, check to see if it has character introductions, endings, or boss encounters. The beta version doesn't have any of these features. ========================================================================= 1. HOW TO PLAY ========================================================================= -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- BASIC CONTROLS -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- This section outlines the basic controls for all characters: (joystick directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | \ db d df Defensive Crouch Crouch Offensive Crouch (button layout and effect) LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick (FAQ abbreviations) qcf / qcb - Press d,df,f or d,db,b on the joystick. hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick. 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.) Rotate 720 - Perform the 360 motion twice (two full rotations). PP / PPP - Press any two / all three Punch buttons. KK / KKK - Press any two / all three Kick buttons. (?) - I'm not sure if what's written is true or not. (air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery). x~x - All possible ranges are allowed (for example, ub through uf, or MK through HP). A note on the "if reversed / when knocked down" moves: I subsituted this for the old "when reversed" term because some people confused it for a reversal (aka wake-up attack), which is when you do a special move while lying on the floor and instantly perform it. Any move that can be used "when knocked down", means while you are falling towards the floor (after being sweeped, for example). You need to finish the input for the move just before hitting the floor or it won't come out, in most cases. Sodom can use one of his "knockdown" moves (the Tengu Walking) after an air-block, providing he's low to the ground at the time he blocks it. I don't know if other characters can do the same with their "knockdown" moves but I wouldn't doubt it. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- QUICK LIST -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- If you want a brief explanation of character's special abilities and the differences between each mode of play, then this section is the one to read. If you want this info. in more detail, read the next two sections. ---------------------------------------------------------------------- SHORT MOVES LIST ---------------------------------------------------------------------- Block Hold b / db (air) Ground Recovery Press KK when knocked down Air Recovery Press (b / f) + PP when launched Taunt Press (b / f) + Start Throw When close, b / f + PP / KK (air) Tech. Bonus When thrown, press f + PP / KK Damage Reduction Tap any button rapidly and shake the joystick b / f when you're damaged by a multi-hit attack Guard Protection Press b / db to block just prior to an attack Counter Hit Hit someone as they're attacking you Alpha Counter While blocking, f + same P + K (ground only) Variable Combo Press the same strength P + K (air) ---------------------------------------------------------------------- ABILITIES X-ISM A-ISM V-ISM ---------------------------------------------------------------------- Air Blocking No Yes Yes Air Recovery Yes Yes Yes Ground Recovery No Yes Yes Taunts Only Dan Yes Yes Guard Power Rating High Varies Varies SC/CC Gauge Speed Slow Normal Fast Levels Available 1 3 2 (50% / 100%) Alpha Counters No 1 SC cost 50% CC cost Damage Rating* x1.2 x1.0 x0.8 * In regards to the hidden modes (see the Secrets and Codes section), the damage rating is as follows (most damage to least damage): Maji, L-Mode, Classical, X-ism, A-ism, V-ism. Concerning the hidden modes, Classical mode sticks you with an X-ism character, and you can select your "-ism" during Maji mode or L-Mode. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- SPECIAL ABILITIES -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- This section explains abilities and features available to each character. Some of them may not be available to a character depending on who he / she is and what mode they're using. More information on the modes of play can be found in the next section. --------------------------------------------------------------------- BLOCKING (air blocking is not available in X-ism) --------------------------------------------------------------------- COMMAND: Hold b to block most standing attacks, jumping attacks, and overheads. Hold db to block most standing and low attacks. Note that you won't block unless the attack your opponent is using is relatively close to you. You can also block in air by performing the block command while jumping or after an air recovery. NOTES: When you block, you take no damage from normal moves, and reduced damage from special moves and Super Combos. --------------------------------------------------------------------- GROUND RECOVERY (this is not available in X-ism) --------------------------------------------------------------------- COMMAND: When you're knocked down, press any two Kick buttons to roll forward once you hit the ground. You can hold KK before you're knocked down to roll the moment you hit the ground, too. NOTES: By using the ground recovery, you can pass through your opponent or simply move closer or further towards them. It's useful for escaping from corners and so that your foe can't attack you as you get up. --------------------------------------------------------------------- AIR RECOVERY --------------------------------------------------------------------- COMMAND: When you're knocked up into the air, press any two Punch buttons to flip upright. Or, press b / f + any two Punch buttons to flip and move forward or backward at the same time. You can hold PP before you're knocked into the air to automatically flip upright, too. NOTES: Normally, you can be juggled by another of your enemy's attacks when you're knocked into the air. However, once you've flipped, you can air block (in certain modes), or perform an attack to prevent this from happening. It's also a useful way to land on your feet rather than your back. --------------------------------------------------------------------- TAUNTING (this is not available in X-ism) --------------------------------------------------------------------- COMMAND: Press Start. Some characters have a second taunt which can be done with f + Start. Birdie has a third taunt, which is b + Start. Dan and Dhalsim have an air taunt which can be done by pressing Start while in the air. Dan can also taunt when he's crouching. You can taunt once per round (Dan can taunt infinitely in each round). You can also cancel a normal move into your taunt animation, if that move is normally cancelable. NOTES: Realistically, taunts have no practical use since they leave you open to attack and can't be cancelled. Some characters have taunts that can hit, but they cause extremely minor damage and even then, you can't kill someone with a taunt (excluding X-ism Dan). People with damaging taunts include: Akuma, Birdie, Chun-Li, Dan (only in X-ism), Honda, Rolento, Sakura, and Sodom. Dan earns small amounts of SC energy from his crouching and standing taunts, as well. --------------------------------------------------------------------- THROWS --------------------------------------------------------------------- COMMAND: Press b / f + any two Punch buttons (some characters can also use any two Kick buttons). This can be done in air. NOTES: If you're not close enough to your opponent, you'll go into a "missed throw" animation that leaves you vulnerable to attacks. Your opponent can reduce the damage he or she takes from a throw by doing a Tech. Bonus (f + PP when thrown), which also makes them land on their feet. --------------------------------------------------------------------- ALPHA COUNTERS (this is not available in X-ism) --------------------------------------------------------------------- COMMAND: While you're blocking an attack on the ground, press f + the same Punch and Kick buttons. You need to have at least 1 level of your SC gauge filled (in A-ism), or 50% or higher of your CC gauge filled (in V-ism), in order to do this. You also need at least one spare notch in your Guard Power Gauge. When you use an AC, the animation will pause briefly and you'll stop blocking and perform a preset attack. The attack you use changes depending on what "-ism" you're using. NOTES: ACs are handy if your opponent is aggressive or is trying to kill you via block damage and you want to get away from them. ACs do little damage but can kill someone. However, because they shorten the length of your GPG, they're best saved for do-or-die situations as a small Guard Power gauge is not a good thing to have. It's thought that at least on some machines, an AC will be ineffective unless you match the button strength with your opponent (for instance, using f + MP + MK to stop a standing MP or MK Dankuukyaku). I need to look into this, though. --------------------------------------------------------------------- SUPER COMBOS (this is not available in V-ism) --------------------------------------------------------------------- COMMAND: The command for a SC changes depending on the character. Usually it's a double motion (like qcf,qcf), plus a Punch or Kick button. The button used has no purpose in X-ism; in A-ism, it affects the level of power used (LP / LK for Level 1, MP / MK for Level 2, HP / HK for Level 3). Some A-ism characters have SCs that can only be used at Level 3--in that case, the button used is unimportant. If you have one level of power and use a Medium or Hard attack, you'll still do a Level 1 SC; the same applies to using HP or HK if you have only 2 levels. NOTES: Super Combos share many traits: they are generally faster and have more priority than normal moves; they can juggle an opponent, and they hit multiple times and usually do lots of damage. In A-ism, these traits improve depending on the level of SC energy expended (so a Level 3 SC costs more but does more damage, etc. than a Level 1 SC). X-ism SCs can be considered as "Level 4" SCs; they are generally better than even a Level 3 SC but take a longer amount of time to charge up. --------------------------------------------------------------------- CUSTOM COMBOS (this is only available in V-ism) --------------------------------------------------------------------- COMMAND: Press the same strength Punch + Kick buttons together. You need to have at least 50% of your CC energy built up in order to use this. When you activate a CC, you are trailed by shadows that mimic your every action. During a CC, the shadows that follow you can attack your opponent, too. Which shadow you pick determines the delay between attacks; use LP + LK for the first shadow (short delay), MP + MK for the second shadow (moderate delay), or HP + HK for the third shadow (long delay). You can tell which shadow is the one that can hit because it will be shaded dark instead of blue like the other shadows. NOTES: You still have to pause for charge moves (no instant charging as in SFA2). You can't Alpha Counter during a Custom Combo, either. And, unlike SFA2, you can't taunt infinitely, nor does your speed increase while a CC is active. If you're hit while your CC is activated, it ends, and you lose all remaining CC power above 50% (or you lose it all if you started with 50%). --------------------------------------------------------------------- GUARD POWER GAUGE --------------------------------------------------------------------- COMMAND: None. NOTES: When you block or air block an attack, this gauge decreases slightly. If you keep blocking attacks, it will keep decreasing until it empties. If it does so, your character gets Guard Crushed and will become dizzy (and open to an attack) for a moment before it recharges. However, when it recharges, it's overall length is reduced by a notch, making it easier for you to be Guard Crushed. When not blocking, the GPG refills slowly, but only to the current length of the GPG and not any further if you've lost a notch or more. Another way to lose GPG notches is to use an Alpha Counter. --------------------------------------------------------------------- COUNTER HITS --------------------------------------------------------------------- COMMAND: Hit your opponent with an attack while they're in the midst of performing their own attack. NOTES: When you perform a Counter Hit, the hit sound is much louder and the action pauses for a brief moment. A move that becomes a Counter Hit does more damage than it normally would. --------------------------------------------------------------------- DAMAGE REDUCTION --------------------------------------------------------------------- COMMAND: When getting hit by any multi-hit attack, tap any button rapidly and shake the joystick back and forth. NOTES: Doing this reduces any added damage you risk taking from the extra hits. Your character will flash red to let you know if you're doing this successfully. --------------------------------------------------------------------- GUARD CRUSH PROTECTION --------------------------------------------------------------------- COMMAND: Try to block an attack as it comes out instead of blocking it in advance (like parrying in reverse). This works against high and low attacks, I don't know if you can do it in the air but I imagine it's so. NOTES: Doing this reduces the amount of Guard Power you lose from your Guard Power Gauge. Your character will flash blue if you've done this properly. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- MODES OF PLAY -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- SFA3's basic gameplay has been messed around with quite a bit since the last game. So, it takes a little getting used to. The biggest change is that there are now three modes of play, called "-isms", that you must choose from after selecting the game speed (there are two speed settings). Descriptions of the "-isms" are written below: ----------------------------------------------------------------------- X-ISM (Simple Mode) ----------------------------------------------------------------------- The name "X-ism" comes from SSFIIX, the Japanese name of our SSF2T game. MODE BENEFITS Like in other modes, your Guard Power Gauge length depends on the character. However, all GPGs are longer in X-ism than in other modes, making it harder for an X-ism character to get Guard Crushed. Also, your attacks (punches, kicks, special moves, etc.) do more damage in this mode. MODE LOSSES You cannot air block, use the ground recovery roll, or Alpha Counter. You cannot taunt either (excluding Dan, as usual). X-ism characters have only one, predetermined Super Combo. ----------------------------------------------------------------------- A-ISM (Standard Mode) ----------------------------------------------------------------------- The name "A-ism" comes from the "Alpha" title in the SFA series. MODE BENEFITS A-ism characters have just about everything available to them that other modes lack: air blocking, both ground and air recoveries, Alpha Counters (these cost 1 level of SC power and 1 notch of your Guard Power Gauge), and taunting (once per round only, excluding Dan). Plus, their SC gauge charges up at a decent pace, compared to X-ism's slow-filling Super Combo gauge. They also have access to all of their Super Combos (excluding Dhalsim). MODE LOSSES Characters in this mode do an average amount of damage per hit, but this is less than in X-ism. Each character's Guard Power Gauge varies depending on who you're using, which means that it's easy for certain characters to get Guard Crushed. You may be slightly slower in A-ism than in other modes, I've been unable to confirm this yet. ----------------------------------------------------------------------- V-ISM (Variation Mode) ----------------------------------------------------------------------- The name "V-ism" comes from the Variable Combos, the Japanese term for Custom Combos. MODE BENEFITS Like A-ism characters, they have full access to special abilities such as air blocking, ground and air recoveries, Alpha Counters (these cost 50% of a full CC gauge and drain 1 notch from your Guard Power Gauge), and taunting (again, once per round only, excluding Dan). Also, you can determine which range of attacks you'll use (close, neutral, or far), by pressing back, neutral (nothing), or forward when you press a Punch or Kick button for a standing attack (I don't think Dan or Dhalsim can do this). The CC gauge also charges very quickly in this mode, giving you more frequent access to Custom Combos. Most obvious is that they can use Custom Combos, although this works in place of Super Combos. You may be slightly faster in V-ism than in other modes, I've been unable to confirm this yet. MODE LOSSES All characters in this mode do less damage per hit than in any other mode, making this the worst mode damage-wise. Plus, it costs half a CC gauge to use an Alpha Counter, which is still worse than A-ism's requirements, even though the CC gauge fills quickly. ========================================================================= 2. CHARACTER MOVE LIST ========================================================================= Characters are listed in alphabetical order. Special moves come first, then command attacks, then Super Combos, and finally, any Level 3 SCs that person may have. If I don't have the offical Capcom name for a move, the name is written in lowercase, in parenthesis. To the far left of the move list, you may see the letters X, A, or V. These letters indicate that the move is available only when using A-ism, X-ism, or V-ism. ------------------------------------------------------------------------- ADON ------------------------------------------------------------------------- XAV Rising Jaguar f,d,df + K AV Jaguar Kick b,d,db + K X Jaguar Kick Jump, press Kick XAV Jaguar Tooth hcb + K XAV Jaguar Crunch f + MP X Jutting Kick Standing close HK AV Jutting Kick df + MK XA Jaguar Varied Assault qcf,d,df + P XA J.V.A.: Jaguar Thousand Tap P during Jaguar Varied Assault XA J.V.A.: Jaguar Assassin Tap K during Jaguar Varied Assault A Jaguar Revolver qcf,qcf + K A-ism AC: Jaguar Thousand (hits 4 times) V-ism AC: MK Rising Jaguar - The Jaguar Crunch is an overhead attack. - In A-ism, you must perform the Jaguar Varied Assault at Level 3 if you want to use the Jaguar Thousand or Jaguar Assassin. ------------------------------------------------------------------------- AKUMA ------------------------------------------------------------------------- XAV Gou Hadouken qcf + P XAV Zankuu Hadouken Jump, qcf + P XAV Shakunetsu Hadouken hcb + P XAV Gou Shouryuuken f,d,df + P XAV Gou Tatsumaki Zankuu Kyaku qcb + K (air) / qcb,ub + K AV Zenpou Tenshin qcb + P XAV Ashura Senkuu f,d,df / b,d,db + PPP / KKK AV Hyakki Shuu qcf,uf + P AV Hyakki Gou Zan Do nothing after Hyakki Shuu AV Hyakki Gou Shou Press P after Hyakki Shuu AV Hyakki Gou Sen Press K after Hyakki Shuu AV Hyakki Gou Sai When close, P after Hyakki Shuu AV Hyakki Gou Tsui When close, K after Hyakki Shuu XAV Tenma Kuujinkyaku Jump forward, d + MK XAV Zugai Hasatsu f + MP XAV Senpuu Kyaku f + MK A Messatsu Gou Hadou hcb,hcb + P A Messatsu Gou Shouryuu qcf,d,df + P A Tenma Gou Zankuu Jump, qcf,d,df + P XA Shun Goku Satsu LP,LP,f,LK,HP A-ism AC: HP Shouryuuken V-ism AC: Crouching HK - The Zugai Hasatsu is an overhead attack. - In A-ism, you can only use the Shun Goku Satsu at Level 3. ------------------------------------------------------------------------- BIRDIE ------------------------------------------------------------------------- XAV Bull Head Charge b,f + P XAV Bull Horn Hold PP / KK and release XAV Murderer Chain Rotate 360 + P XAV Bandit Chain Rotate 360 + K XAV Body Slam Jump, d + HP XAV Bull Drop f + HK X Bad Hammer If your close HP hits twice, u + P / K XA The Birdie Charge b,f,b,f + P A Bull Revenger qcf,d,df + P / K A-ism AC: LP Bullhead (old SFA style Bullhead) V-ism AC: Side Kick (looks a bit like the end of the Bull Drop) - The longer you charge the Bull Horn, the more times it hits, as shown below: 01-02 timer counts : Level 1 Punch 03-04 timer counts : Level 2 Punch 05-08 timer counts : Level 3 Punch 09-16 timer counts : Level 4 Punch 17-inf. timer counts : Final Punch - One trick you can do with the Bull Horn is to charge it with PPP or KKK. If you release one button, he'll do a Bull Horn, and if you release another one, he'll do a second one. This means that you can get two uses out of one charge. - The Bull Drop is an overhead attack. - The Bad Hammer is simply Birdie's jumping HP that you can tack on after a close standing HP (if it hits twice). You can use any button (Punch or Kick), it makes no difference. - When using the Bull Revenger, using Punch makes Birdie hop forward a short distance, while Kick makes him leap really far across the screen. ------------------------------------------------------------------------- BLANKA ------------------------------------------------------------------------- XAV Electric Thunder Tap P rapidly XAV Rolling Attack Charge b,f + P XAV Backstep Rolling Charge b,f + K XAV Vertical Rolling Charge d,u + K XAV Surprise Front Press KKK XAV Surprise Back b + KKK XAV Amazon River Run df + HP XA Rock Crush When close, b / f + MP V Rock Crush When close, b + MP XA Ground Shave Rolling Charge b,f,b,f + P (hold P to delay) A Tropical Hazard Charge db,f,b,uf + K, then P / K A-ism AC: HK Vertical Rolling V-ism AC: Crouching HK - Blanka can use the Amazon River Run to pass under certain attacks. - After the Tropical Hazard, you can bounce around the fruit that is left behind by hitting it with an attack. ------------------------------------------------------------------------- CAMMY ------------------------------------------------------------------------- XAV Cannon Drill qcf + K XAV Cannon Spike f,d,df + K V Cannon Strike Jump forward, qcb + K V Cannon Revenge hcb + P XA Axle Spin Knuckle hcb + P XA Hooligan Combination qcf,uf + P (press K early to cancel) XA Razor Edge Slicer Do nothing after Hooligan Combination XA Fatal Leg Twister When close, b / f + K after H.C. XA Cross Scissor Pressure Do the F.L.T. when low to the ground XA Spin Drive Smasher qcf,d,df + K A Reverse Shaft Breaker qcb,d,db + K, tap K rapidly A Killer Bee Assault Charge db,f,b,uf + K at Level 3 A-ism AC: Standing far HP V-ism AC: MK Cannon Spike - In the US, Cammy's Cannon Drill is called the "Spiral Arrow". - The Cannon Revenge is a counter-attack. Use it before someone attempts to hit you with a high or jumping attack. This move is ineffective against most low attacks. ------------------------------------------------------------------------- CHARLIE ------------------------------------------------------------------------- XAV Sonic Boom Charge b,f + P XAV Somersault Shell Charge d,u + K AV Dash f,f (press b to cancel) AV Knee Bazooka Press K during Dash X Knee Bazooka b / f + LK XAV Jumping Sobat b / f + MK XAV Step Kick b / f + HK X Spinning Back Knuckle Press HP AV Spinning Back Knuckle f + HP A Sonic Break Charge b,f,b,f + P, tap P rapidly A Crossfire Blitz Charge b,f,b,f + K XA Somersault Justice Charge db,f,b,uf + K A-ism AC: Spinning Back Knuckle V-ism AC: Crouching HK - Charlie's Jumping Sobat is no longer an overhead attack. - During the Sonic Break, you can tap any Punch button for an extra Sonic Boom: once at Level 1, twice at Level 2, and so on. ------------------------------------------------------------------------- CHUN-LI ------------------------------------------------------------------------- AV Kikouken hcf + P AV Sen'en Shuu hcb + K X Sou Hakkei Charge b,f + P X Spinning Bird Kick Charge b,f + K X Kuuchuu Spinning Bird Kick Jump, charge b,f + K AV Tenshou Kyaku Charge d,u + K X Tenshou Kyaku When knocked down, charge d,u + K XAV Hyakuretsu Kyaku Tap Kick rapidly XAV Kouhou Kaiten Kyaku df + MK XAV Kaku Kyaku Raku df + HK XAV Yousou Kyaku Jump, db~df + MK (can repeat) XAV Sankaku Tobi Jump against a wall, press f A Kikoushou qcf,qcf + P XA Senretsu Kyaku Charge b,f,b,f + K A Hazan Tenshou Kyaku Charge db,f,b,uf + K A-ism AC: Sou Hakkei V-ism AC: Crouching MK - In X-ism, Chun-Li appears in her original SFII outfit. - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. ------------------------------------------------------------------------- CODY ------------------------------------------------------------------------- XAV Bad Stone qcf + P (hold P to delay) AV Fake Stone qcf + Start XAV Criminal Upper qcb + P XAV Ruffian Kick qcf + K XAV Bad Spray When knocked down, b,db,d + P XAV Knife Hiroi When near a knife, d + PP XAV Knife Kougeki Press P after getting a knife XAV Knife Nage qcf + P after getting a knife XAV Stomach Blow f + MP XAV Crack Kick f + HK XAV (air throw) Jump, when close, b / f + KK V Sakeru Hold b / db when attacked XA Final Destruction qcf,qcf + P A Dead End Iron Knee qcf,qcf + K A-ism AC: Throw animation V-ism AC: Crouching HK - When Cody picks up a knife, he toys with it for a moment. You can cancel this by pressing P or K. - If Cody is hit after picking up a knife, he drops it. - Cody's Sakeru is an evasion move. Cody can evade high attacks (not low ones), or up to five hits of an attack at one time. - During the X-ism Final Destruction, Cody can move around and tapping any Punch button makes him perform a combo. ------------------------------------------------------------------------- DAN HIBIKI ------------------------------------------------------------------------- XAV Gadouken qcf + P XAV Kouryuuken f,d,df + P XAV Dankuu Kyaku qcb + K AV Kuuchuu Dankuu Kyaku Jump, qcb + K / qcb,ub + K XAV Zenten Chouhatsu qcf + Start XAV Kouten Chouhatsu qcb + Start V Saikyou-ryuu Bougyo While blocking, f + tap PPP rapidly A Shin Kuu Gadouken qcf,qcf + P A Kouryuu Rekka qcf,d,df + K XA Hisshou Burai Ken qcb,qcb + K A Chouhatsu Densetsu qcf,qcf + Start at Level 1 or higher A Chouhatsu Shinwa qcb,qcb + Start at Level 3 A-ism AC: Standing Chouhatsu V-ism AC: Crouching HK - In X-ism, Dan's standing and crouching taunts hit, as do his rolling taunts. All of them cause minor damage, but they can kill your opponent! Yahooey! - Dan may flash during the Kouryuuken; there is a 1-in-8 chance of this happening. If he does so, he is invincible until the flash ends. - Truly Dan-like is the fact that Dan's qcb,ub + K version of his Kuuchuu Dankuukyaku goes virtually straight backwards instead of going upwards as well. ^^; - Dan is mostly invincible while rolling during the Zenten / Kouten Chouhatsu. Some moves can still hit him, I think this depends on what "-ism" you're using. - Dan's Saikyou-ryuu Bougyo can be used to shrug off extra hits like in MSH vs. SF. It also pushes your opponent back really far, which is good if someone keeps trying to trap you and lower your Guard Power gauge. - During the Chouhatsu Shinwa, all of the buttons behave like the Start button, and Dan does his perfect win pose if you press Start. He can't earn SC power, but he can use his rolling taunts (using a P or K button) and he can cancel his taunts into one another. :) Each P or K button makes him say something different, too, and he's trailed by shadows the entire time. Dan stays in this "taunt mode" for about twelve clicks of the timer or until hit. ------------------------------------------------------------------------- DHALSIM ------------------------------------------------------------------------- XAV Yoga Fire qcf + P AV Yoga Flame hcb + P X Yoga Flame hcf + P AV Yoga Blast hcb + K X Yoga Blast hcf + K X Yoga Teleport f,d,df / b,d,db + PPP / KKK AV Yoga Teleport f,d,df / b,d,db + PPP / KKK (air) AV Yoga Escape When knocked down, b,db,d + K A Yoga Shock b + LP, hold LP until you attack XAV Yoga Palm f + LP AV Kuuchuu Miyuu Jump, press Start XAV Drill Zutsuki Jump, d + HP XAV Drill Kick Jump, d + K X Yoga Tempest hcf,hcf + P A Yoga Inferno qcf,qcf + P A Yoga Stream qcb,qcb + P A Yoga Strike qcf,d,df + K A-ism AC: Close standing MP V-ism AC: Crouching HK slide - Dhalsim's limbs adjust themselves automatically in X-ism. In A-ism, you can hold back or forward to make them come out either as close-range or long-range attacks. If you don't press anything, they always come out as long-range attacks. Unlike the 'range control' in V-ism, this applies to his standing, crouching, and jumping attacks. - Dhalsim's Yoga Shock is an overhead. - The Yoga Stream hits low, making it very useful for messing up people who are expecting a high attack. ------------------------------------------------------------------------- EDMOND HONDA ------------------------------------------------------------------------- XAV Hyakuretsu Harite Tap P rapidly XAV Super Zutsuki Charge b,f + P XAV Super Hyakkan Otoshi Charge d,u + K XAV Ooichou Nage Rotate 360 + P XAV Hiza Geri When close, f + MK XAV Harai Geri f + HK XA Oni Musou Charge b,f,b,f + P A Fuji Oroshi Charge b,f,b,f + K A Orochi Kudaki Rotate 720 + P at Level 3 A-ism AC: Standing far HP V-ism AC: Crouching HK - Using a stronger Punch for the Hyakuretsu Harite will make Honda move forward a little, whereas he stays still for the LP version. - Honda won't continue the Fuji Oroshi if the initial part is blocked. ------------------------------------------------------------------------- GEN ------------------------------------------------------------------------- AV Ansatsu Ken: Sou-ryuu Press PPP at anytime XAV Hyakurenkou Tap P rapidly XAV Gekirou f,d,df + K, tap K XA Zan'ei qcf,qcf + P A Shitenshuu qcb,qcb + P AV Ansatsu Ken: Ki-ryuu Press KKK at anytime XAV Jyasen Charge b,f + P AV Ouga Charge d,ub~uf + K XAV Kyoutetsu Press MP XAV (low-level sweep) Press HP AV (counter punch) d + HP AV Satsu Jin d + LK AV Saizu Jump, press MK AV Uken Jump, press HK, then press HK again A Jyakouha qcf,d,df + K A Kouga Jump, qcb,qcb + K, press any K A-ism AC: (Sou-ryuu) 1-hit HK Gekirou A-ism AC: (Ki-ryuu) 1-hit advancing Soryuu-style HP V-ism AC: (Sou-ryuu) Palm Thrust V-ism AC: (Ki-ryuu) 1-hit advancing Uken (second hit) - Gen has two different "styles" of play he can employ by pressing PPP or KKK. Each style has different normal and special attacks, and SCs. Gen normally starts in the PPP style (Sou-ryuu), but if you switch this to his KKK style (Ki-ryuu), he'll remain in it even if the round (or the match) ends. You can switch Gen's styles at any time, while jumping, while attacking, while knocked down, etc. - In X-ism, Gen cannot change styles. He has a mix of both styles instead. He cannot chain combo in this mode either. - In his Sou-ryuu style, Gen can chain together his normal attacks. The sequence is pretty loose--the only real restriction is that you can't chain a stronger attack into a weaker one (like HP into LK). Otherwise, just about anything is possible. - During the Geki Rou, you need to tap the Kick button as your opponent goes higher and higher into the air if you want to get the full hits (you'll know if you did this correctly because he'll finish with a kick that knocks your foe away). - If hit by a Shitenshuu, a timer will appear over the head of Gen's opponent and count down. When it reaches zero, Gen's foe falls to the ground and is dizzied. You can increase the timer speed by hitting your foe with multiple Shitenshuus, but your opponent can stop the timer by hitting you with an attack. Note that your opponent is damaged during the intitial hits, each time the counter goes down by one, and when it hits zero and he / she is dizzied. - During the Ouga, you can: * Direct your initial leap left or right by charging d,ub / uf instead of charging d,u (which always takes you to the wall behind you). * Do nothing when you touch a wall for a jump kick * Press b when you touch a wall to abort the move * Press f when you touch a wall for a long kick toward your foe * Press u when you touch a wall to move to the ceiling * Do nothing when you touch the ceiling to do a head stomp * Press ub~uf when on the ceiling to abort the move and drop in either direction * Press b / f when on the ceiling to use a dive kick in either direction - The Kyoutetsu is an overhead attack. - The Low-Level Sweep will hit an opponent who is blocking high. - The Counter Punch causes huge amounts of damage if it hits someone who is in the middle of an attack (3.5-4.0 times more damage). However, if you are Alpha Countered out of it, you will take lots of damage yourself. The move also has a considerable delay. - The Launch Kick will knock an opponent up into the air. - During the Kouga you can: * Press LK for a jump kick off the left wall + Then, press MK or do nothing instead for a long kick towards your enemy + Or, press HK instead for a higher, faster long kick * Press MK for a head stomp off the ceiling + Then press LK instead to dive left + Or, press HK instead to dive right * Press HK for a jump kick off the right wall + Then, press MK or do nothing instead for a long kick towards your enemy + Or, press LK for a higher, faster long kick - It's easy to accidentally tap a button too much so that if you "do nothing" after using LK or HK to go to a wall, you'll end up doing the following LK or HK move instead. To prevent this, pressing MK has the same effect as "doing nothing". Gen can perform one extra attack per level. ------------------------------------------------------------------------- GUY ------------------------------------------------------------------------- XAV Bushin Izuna Otoshi qcf + P, when close, press P XAV Izuna no Chuu Otoshi qcf + P, when far, press P XAV Houzantou qcb + P XAV Bushin Senpuu Kyaku qcb + K XAV Hayagake qcf + K XAV Hayagake: Kyuuteishi qcf + LK, then press K XAV Hayagake: Kage Sukui qcf + MK, then press K XAV Hayagake: Kubikari qcf + HK, then press K XAV Hiji Otoshi Jump, d + MP XAV Kubi Kudaki f + MP XAV Kamaitachi df + HK XAV Sankaku Tobi Jump against a wall, press f XAV Bushin Gokusa Ken When close, press LP,MP,HP,HK X Bushin-ryuu Seoi Nage When close, press LP,MP,HP,(d + HK) A Bushin Hassou Ken qcf,d,df + P A Bushin Gou Rai Kyaku qcf,d,df + K XA Bushin Musou Renge hcb,hcb + P A-ism AC: Crouching HP V-ism AC: Crouching MK - The Kubi Kudaki is an overhead attack. - In A-ism, you can only use the Bushin Musourenge at Level 3. ------------------------------------------------------------------------- KARIN KANZUKI ------------------------------------------------------------------------- XAV Kourenken qcf + P,P,P XAV Kourenken: Hou Shou After 1st or 2nd hit, f + P XAV Kourenken: Mujin Kyaku After 1st or 2nd hit, press K XAV Kourenken: Daisoku Barai After 1st or 2nd hit, d + K XAV Kourenken: Ressen Ha After 1st or 2nd hit, u + K XAV Kourenken: Ressen Chou After 1st or 2nd hit, df + P,P XAV Kourenken: Y. Gaeshi Uwadan After 1st or 2nd hit, b + P XAV Kourenken: Y. Gaeshi Gedan After 1st or 2nd hit, b + K XAV Hou Shou f,d,df + P XAV Mujin Kyaku f,d,df + K XAV Ressen Chou b,d,db + P,P XAV Ressen Ha qcf,uf + K XAV Yasha Gaeshi Uwadan qcb + P (counters a high attack) XAV Yasha Gaeshi Gedan qcb + K (counters a low attack) XAV Ara Kuma Inashi Rotate 360 + K XAV Elegant Kick f + MK XA Kanzuki-ryuu Shinpikaibyaku qcf,qcf + P A Kanzuki-ryuu Kou Ou Ken qcf,qcf + K A-ism AC: Standing HP V-ism AC: Crouching HK - The Yasha Gaeshi counters can be used to stop an attack (be sure to use the high version for jumping attacks and overheads), and then strike back. You can juggle someone after a counter, too. - The Elegant Kick is an overhead attack. - Karin's Kou Ou Ken is mainly an anti-air attack, however, like Guy's Bushin Hassou Ken, it can hit certain characters on the ground if they're tall enough (like Vega, Zangief, etc.) - The CPU Karin can use both SCs in X-ism. I don't know how she does it, though. ------------------------------------------------------------------------- KEN MASTERS ------------------------------------------------------------------------- XAV Hadouken qcf + P XAV Shouryuuken f,d,df + P XAV Tatsumaki Senpuu Kyaku qcb + K (air) / qcb,ub + K XAV Zenpou Tenshin qcb + P XAV Zen Tou qcf + Start XAV Inazuma Kakato Wari f + MK XAV Ushiro Mawashi Geri f + HK XA Shouryuu Reppa qcf,d,df + P A Shinryuuken qcf,d,df + K (tap K at Level 2 / 3) A Shippuujinrai Kyaku qcb,qcb + K at Level 3 A-ism AC: HP Shouryuuken (without fire) V-ism AC: Standing HK - The Inazuma Kakato Wari is an overhead attack. - Unlike in SF3, Ken will not stop the Shippuujinrai Kyaku if the initial hits are blocked. ------------------------------------------------------------------------- M. BISON ------------------------------------------------------------------------- X Psycho Crusher Attack Charge b,f + P AV Psycho Shot Charge b,f + P XAV Double Knee Press Charge b,f + K XAV Head Press Charge d,u + K XAV Somersault Skull Diver Move b / f, press P after Head Press AV Somersault Skull Diver Charge d,u + P, then press / hold P X Devil Reverse Charge d,u + P AV Bison Warp f,d,df / b,d,db + PPP / KKK A Psycho Crusher Charge b,f,b,f + P XA Knee Press Nightmare Charge b,f,b,f + K A-ism AC: Bison Warp (to opposite side of foe, doesn't work in corners) V-ism AC: Standing MP ------------------------------------------------------------------------- RAINBOW MIKA ------------------------------------------------------------------------- XAV Flying Peach qcb + P XAV Shooting Peach qcb + K XAV Paradise Hold Rotate 360 + P XAV Daydream Headlock Rotate 360 + K, tap K rapidly XAV Wingless Airplane Jump, hcb + K XAV (knee press) Jump b / f, d + LK XAV (body press) Jump b / f, d + HP XAV (sliding kick) d + HK XAV (forward spin kick) f + MK XAV (headbutt) When close, db / df + PP A Rainbow Hip Rush qcf,qcf + P A Heavenly Dynamite Rotate 720 + P, tap P rapidly XA Thirteen's Peach Special qcf,d,df + K XA T.P.S.: Hashiru Move b / f after T.P.S. XA Hashiru: Dageki Press P after Hashiru, then... XA Dageki: Moonsault Press Press P when near the corner post XA Dageki: Missile Kick Press K when near the corner post XA Dageki: Paradise Hold f + P when near the corner post XA Dageki: Wingless Airplane f + K when near the corner post XA Hashiru: Tobikoshi Press K after Hashiru, then... XA Tobikoshi: Enzui Lariat Press P when behind your enemy XA Tobikoshi: Enzui Drop Kick Press K when behind your enemy XA Tobikoshi: Rainbow Suplex f + P when behind your enemy XA Tobikoshi: Daydream Headlock f + K when behind your enemy A-ism AC: Standing MP V-ism AC: Crouching HK slide - There is some lag after the Shooting Peach, whether it hits or misses. - Mika moves forward a bit during the Paradise Hold, so you don't have to be right next to your enemy in order to make it hit. - The Wingless Airplane is an air-to-air move only. It can't hit someone on the ground. ------------------------------------------------------------------------- ROLENTO SCHUGERG ------------------------------------------------------------------------- XAV Patriot Circle qcf + P (perform 3 times) XAV Stinger f,d,df + K, then press P / K XAV Mekong Delta Attack Press PPP, then press P XAV Mekong Delta Air Raid qcb + P, then press P XAV Mekong Delta Escape qcb + K, move b / f (can attack) XAV Trick Landing Jump, as you land, press KKK AV High Jump d,u / db~df / ub~uf XAV Spike Rod Jump, d + MK (can repeat) XAV Fake Rod f + MK XA Take No Prisoner qcf,d,df + P A Steel Rain qcf,d,df + K A Mine Sweeper qcb,qcb + P A-ism AC: Patriot Circle (final input, 1 hit) V-ism AC: Carnal Carry-like move (Rolento flies behind his foe) - Rose can now absorb Rolento's Stinger knives via the Soul Reflect. She can also reflect them, but they always travel horizontally. - In X-ism, all of Rolento's jumps are High Jumps. He can use the Spike Rod while jumping, or while during the Mekong Delta Escape (but it won't bounce when he lands). - The Take No Prisoner SC must be blocked low. ------------------------------------------------------------------------- ROSE ------------------------------------------------------------------------- XAV Soul Spark hcf + P XAV Soul Throw f,d,df + P XAV Soul Reflect qcb + P XAV Soul Spiral qcf + K XAV Sliding df + MK XAV Soul-piette f + HK A Aura Soul Spark qcb,qcb + P XA Aura Soul Throw qcf,d,df + P A Soul Illusion qcf,d,df + K A-ism AC: Soul Catch-like throw (switches sides) V-ism AC: Crouching HK - Rose can reflect projectiles with her Soul Reflect. She can't do this to SC projectiles, excluding Dan's Shinkuu Gadouken. - Rose can reflect SC projectiles with her Level 3 Aura Soul Spark. - During the Soul Illusion, the number of times an attack hits increases by four. ------------------------------------------------------------------------- RYU ------------------------------------------------------------------------- XAV Hadouken qcf + P XAV Hadou no Kamae qcf + Start XAV Shakunetsu Hadouken hcf + P XAV Shouryuuken f,d,df + P XAV Tatsumaki Senpuu Kyaku qcb + K (air) / qcb,ub + K XAV Sakotsu Wari f + MP X V Seichuu Nidan Tsuki f + HP AV Senpuu Kyaku f + MK XA Shinkuu Hadouken qcf,qcf + P A Shinkuu Tatsumakisenpuukyaku qcb,qcb + K A Metsu Shouryuuken qcf,d,df + K at Level 3 A Shin Shouryuuken (see below) A-ism AC: HP Shouryuuken V-ism AC: Crouching HK - In X-ism, all of Ryu's projectile attacks look like they did in SSF2T. - Ryu's Sa Kotsu Wari is an overhead attack. - To do the Shin Shouryuuken, you need to do the Metsu Shouryuuken from a distance, so that by the time Ryu is close enough to hit his opponent, he's just finished the elbow strike (I don't think you need to hit with it). If anyone knows an easier way to do this move, I'd like to hear from ya! ------------------------------------------------------------------------- SAGAT ------------------------------------------------------------------------- XAV Tiger Shot qcf + P XAV Ground Tiger Shot qcf + K X Tiger Uppercut f,d,df + P AV Tiger Blow f,d,df + P X Tiger Knee Crush qcf,uf + K AV Tiger Crush f,d,df + K AV Fake Kick Quickly press MK twice A Tiger Cannon qcf,qcf + P A Tiger Raid qcb,qcb + K XA Tiger Genocide qcf,d,df + K A Angry Charge qcf + Start at Level 1 A-ism AC: Heel Kick (looks a bit like his standing MK) V-ism AC: 1-hit HP Tiger Blow - After performing the Angry Charge, Sagat's Tiger Blow will cause more damage when it's used (this effect only lasts for one use of the Tiger Blow, or for a few seconds). ------------------------------------------------------------------------- SAKURA KASUGANO ------------------------------------------------------------------------- XAV Hadouken qcf + P (then press P once or twice) XAV Shou Ou Ken f,d,df + P AV Sakura Otoshi f,d,df + K, then P, tap P rapidly X Shunpuu Kyaku qcb + K (air) / qcb,ub + K AV Shunpuu Kyaku qcb + K XAV Flower Kick f + MK A Shinkuu Hadouken qcf,qcf + P XA Midare Zakura qcf,d,df + K A Haruichiban qcb,qcb + K A-ism AC: LP Shououken V-ism AC: Crouching HK - Tapping P increases the size (and damage) of Sakura's Hadouken but reduces the range of the fireball. - Sakura is invincible during the beginning of the Sakura Otoshi. It's easy to mess up the extra hits on this move so try to time it as best as possible as Sakura hops forward and hammer punches. - Sakura's Flower Kick is an overhead attack. ------------------------------------------------------------------------- SODOM ------------------------------------------------------------------------- XAV Jigoku Scrape qcf + P XAV Butsumetsu Buster Rotate 360 + P XAV Daikyou Burning Rotate 360 + K XAV Shiraha Catch f,d,df + K XAV Yagura Reverse b,d,db + K XAV Tengu Walking When knocked down, b,db,d + K XAV Tengu Walking As a wake-up, qcf + K XAV Kouten Okiagari When knocked down, f,df,d + P XA Meido no Miyage qcf,qcf + P A Ten Chuu Satsu Rotate 720 + P A-ism AC: MP Jigoku Scrape (without scrape marks) V-ism AC: Sliding - In X-ism, Sodom wields two katana instead of jittes. They improve his range a bit. - Sodom can counter jump-in attacks and overheads with his Shiraha Catch. Timing is the key. I believe your opponent can Tech. Bonus out of this move, though. - Sodom has two types of Tengu Walking attacks. The first is used when you get reversed / knocked down. The second one can be used as you get up after getting knocked down. You'll know if you did it instead of the normal Tengu Walking because it hits 2/3/4 and you'll get bonus points for using it as a reversal. - The Yagura Reverse is a fake Tengu Walking. It can hit an enemy if they're close enough. ------------------------------------------------------------------------- VEGA ------------------------------------------------------------------------- XAV Rolling Crystal Flash Charge b,f + P V Scarlet Terror Charge db,f + K XAV Sky High Claw Charge d,u + P XAV Flying Barcelona Attack Charge d,u + K, b / f, P XAV Izuna Drop Charge d,u + K, b / f, dir. + P XAV Heki Hari Tsuki Charge d,u + KKK (Vega's stage) XAV Backslash Press PPP XAV Short Backslash Press KKK XAV (forward kick) f + HK XAV Sankaku Tobi Jump against a wall, press f XA Rolling Izuna Drop Charge db,f,b,uf + K, b / f, P XA Rolling Barcelona Attack Charge db,f,b,uf + K, b / f, dir. + P XA Heki Hari Tsuki (SC) Charge db,f,b,uf + KKK (Vega's stage) A Red Impact Charge b,f,b,f + P at Level 3 A Scarlet Mirage Charge b,f,b,f + K A-ism AC: Claw Stab (stabs into the air with his claw) V-ism AC: Crouching HK slide - If you wish, you can charge d,ub / uf + K instead of d,u + K for his Flying Barcelona Attack or Izuna Drop. Doing so makes Vega jump to the wall behind him or in front of him, depending. - Vega can lose both his claw and mask from blocking too many attacks. He can pick up either one by simply walking over it. Some of Vega's attacks aren't usable without his claw, such as the Red Impact. When Vega doesn't have his claw, he does less damage per hit. When he doesn't have his mask, he takes more damage per hit. ------------------------------------------------------------------------- ZANGIEF ------------------------------------------------------------------------- XAV Double Lariat Press PPP / KKK, move b / f XAV Screw Piledriver Rotate 360 + P XAV Flying Powerbomb Rotate 360 + K XAV Atomic Suplex When close, rotate 360 + K X Banishing Flat f,df,d + P AV Banishing Flat f,d,df + P XAV Flying Body Attack Jump b / f, d + HP XAV Double Knee Drop Jump b / f, d + LK / MK XAV Headbutt Jump up, u + MP / HP X Headbutt b / f + HP V Headbutt f + MP XAV Russian Kick db + MK XAV Dynamite Kick db + HK XAV (stomach claw) When close, db / df + PP XAV (piledriver) When close, db / df + KK (air) XA Final Atomic Buster Rotate 720 + P A Aerial Russian Slam qcf,d,df + P A-ism AC: Standing MK V-ism AC: Standing HP - The KKK version of the Double Lariat is faster but doesn't last as long. - Zangief's Banishing Flat can cancel projectiles. - His Headbutt will dizzy an opponent in only a few hits. ========================================================================= 3. HIDDEN CHARACTER MOVE LIST ========================================================================= Characters are listed in alphabetical order. Special moves come first, then command attacks, then Super Combos, and finally, any Level 3 SCs that person may have. If I don't have the offical Capcom name for a move, the name is written in lowercase, in parenthesis. To the far left of the move list, you may see the letters X, A, or V. These letters indicate that the move is available only when using A-ism, X-ism, or V-ism. ------------------------------------------------------------------------- BALROG ------------------------------------------------------------------------- XAV Dash Straight Charge b,f + P XAV Dash Upper Charge b,f + K AV Dash Ground Straight Charge b,df + P AV Dash Ground Upper Charge b,df + K AV Buffalo Headbutt When knocked down, charge d,u + P XAV Turn Punch Hold PPP / KKK and release XAV Head Bomber When close, b / f + PP XAV Kuuchuu Head Bomber Jump, when close, b / f + PP X Crazy Buffalo Charge b,f,b,f + P / K A Crazy Buffalo Charge b,f,b,f + P A Gigaton Blow Charge b,f,b,f + K at Level 3 A-ism AC: Buffalo Headbutt V-ism AC: Crouching HK punch - Balrog does more damage the longer his Turn Punch is charged. ------------------------------------------------------------------------- JULI (the one with long, brown hair) ------------------------------------------------------------------------- XAV Sniping Arrow qcf + K XAV Cannon Spike f,d,df + K XAV Axle Spin Knuckle hcb + P XAV Falling Arc f + MK XAV Hooligan Suplex When close, b / f + PP XAV Frankensteiner When close, b / f + KK XAV Flying Neck Hunt Jump, when close, b / f + PP XAV Air Frankensteiner Jump, when close, b / f + KK XA Reverse Shaft Breaker qcb,d,db + K, tap K rapidly A Spin Drive Smasher qcf,d,df + K A-ism AC: Mach Slide V-ism AC: Cannon Spike ------------------------------------------------------------------------- JUNI (the one with short yellow hair) ------------------------------------------------------------------------- XAV Spiral Arrow Charge b,f + K (ch. ub,f + K in air) XAV Cannon Spike Charge d,u + K XAV Cannon Strike Jump b / f, qcf + K XAV Mach Slide qcf + K XAV Earth Direct Rotate 360 + P XAV Hooligan Combination qcf,uf + P (press K early to cancel) XAV Razor Edge Slicer Do nothing after Hooligan Combination XAV Fatal Leg Twister When close, b / f + K after H.C. XAV Cross Scissor Pressure Do the F.L.T. when low to the ground XAV Advancing Guard While blocking, f + tap PPP rapidly XAV Falling Arc f + MK XAV Hooligan Suplex When close, b / f + PP XAV Frankensteiner When close, b / f + KK XAV Flying Neck Hunt Jump, when close, b / f + PP XAV Air Frankensteiner Jump, when close, b / f + KK XA Psycho Streak Charge b,f,b,f + P A Spin Drive Smasher Charge db,f,b,uf + K A-ism AC: Mach Slide V-ism AC: Cannon Spike ========================================================================= 4. MISCELLANEOUS ========================================================================= -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- SECRETS AND CODES -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- --------------------------------------------------------------------- RANDOM SELECT --------------------------------------------------------------------- You can randomly pick a character by highlighting an invisible Random Select square and pressing any button. Try referring to the diagram below if you can't find the squares: Bison 1R Charlie Chun-Li Sagat 2R Dan Guy Mika Birdie Akuma Ryu Honda Cody Karin Vega Blanka Ken Dhalsim Sodom Cammy Adon Zangief 2R Rolento Sakura Gen 1R Rose "1R" are the Random Select squares for the 1st player, while "2R" indicates the ones for the second player. Special thanks goes to Onaje Everett and Nicholas Cheung (the guru of color), for the following info.: When on a Random Select square, the button you use to select a character determines not only their outfit color but also the "ism" they'll have. For example: - Pressing LP chooses X-ism (Punch color) - Pressing MP chooses A-ism (Punch color) - Pressing HP chooses V-ism (Punch color) The same applies to the Kick buttons (for instance, MK would get you an A-ism character with a Kick color outfit). Mr. Cheung goes on to say that if you use the Classical Mode, then your character will have their X-ism button color (Punch or Kick). --------------------------------------------------------------------- HIDDEN CHARACTER CODES --------------------------------------------------------------------- You can't use a hidden character until they are time-released. You'll know when this has happened because they will appear in the score rankings, and because the title logo will change to a slightly reddish color. To use one of them, pause on Karin for 5 seconds, then: - For Balrog, move to any Random Select square, hold Start, and press any button. - For Juni, move to any Random Select square on the left side and press Left + any button, or go to the right side and press Right + any button. - For Juni, move to any Random Select square on the top and press Up + any button, or got to one on the bottom and press Down + any button. There are ways to access the hidden characters and hidden modes manually, too. The only one I know anything about is the Balrog code; you have to go into the dip switch settings, enter 'Key Configuration', and then enter a command (I think it's the motion for the Shun Goku Satsu), which should enable Balrog. --------------------------------------------------------------------- HIDDEN MODE CODES --------------------------------------------------------------------- There are several hidden modes of play. Like the hidden characters, they are time released. You'll know when you can pick them because the title's background changes colors. Screen Color Mode Name Command ------------------------------------------------------------------ Green / White? Classical Hold HP + HK, then start your game Purple L-Mode Hold LP + LK, then start your game Blue Maji Hold MP + MK, then start your game After starting your game, you can release the buttons you're holding. Then, just select your character like you normally would. ------------------------------------------------------------------ CLASSICAL MODE ------------------------------------------------------------------ The actual gameplay in this mode is sort of like SSF2's because the majority of additions made to the SF engine since SSF2 have been removed. In Classical Mode, there is: - No air blocking. - No Damage Reduction. - No air recovery. - No Guard Power Gauge. - No ground recovery. - No Guard Crush Protection. - No taunts (except for Dan). - No Alpha Counters. - No "missed throw" animation. - No SC or CC gauge! In terms of character moves, it's just like X-ism (Sodom has his katana, Bison has the Psycho Crusher as a normal move, etc.) However, the damage inflicted per hit in this mode is higher than in X-ism. Another important change is that your character cannot be juggled much (he or she falls to the floor), making it hard to get in even one hit on your foe before they land. As well, no "missed throw" animation makes it easier to connect a throw without fear of retribution, and no Guard Power Gauge means that you don't have to worry about getting Guard Crushed. ------------------------------------------------------------------ L-MODE ------------------------------------------------------------------ Not much is known about this mode. In L-Mode, you have a very short Guard Power Gauge, making it easy for you to get Guard Crushed. What's worse, you cannot interrupt normal moves with special moves or Super Combos (hence, no two-in-ones). However the damage in this mode is much higher than in Classical Mode. As others have mentioned, there is a glitch in L-Mode that in fact greatly reduces the damage some moves inflict (Darklancer says that Akuma's Shun Goku Satsu does almost no damage). However, a few characters can inflict upwards of 90% damage with a single attack. Such moves include Karin's ground and air PP throw, Balrog's ground and air PP throw (the Head Bomber), Vega's Izuna Drop SC, and Guy's Bushin Musourenge SC. In addition to selecting this mode, you can also select the "-ism" you want to use, unlike Classical Mode. ------------------------------------------------------------------ MAJI (SERIOUS) MODE ------------------------------------------------------------------ Not much is known about this mode, either. In Maji mode, the damage you inflict is greater than in L-Mode. However, you take around 3 times as much damage from your opponent. Furthermore, you only need to lose one round and you will lose the entire match. At the bottom of the screen, after your SC / CC gauge is a small circle that is half red (and says "on") and half blue (and says "off"), with the letters "L.O." written above it. If the other player is using Maji mode, it will read "on / on" instead. In addition to selecting this mode, you can also select the "-ism" you want to use, unlike Classical Mode. --------------------------------------------------------------------- TIME RELEASE MESSAGE (Japanese version only) --------------------------------------------------------------------- Apparently, doing this will let you know if the hidden characters or hidden "-isms" are available for time release or not. At the VS screen (prior to a battle), hold down any button + Start to get a message. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- BOSS BATTLE CHART -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- SFA3's game progression has been changed significantly from SFA2. It works like this: - After picking a character, you'll get to see a little intro explaining who they are and what they're up to. - Your 5th battle is against your mid-boss. There are no special requirements to fight him / her, it's automatic. The only thing notable about a mid-boss battle is that you will exchange some words with your opponent before the fight begins and ends. - Your 9th battle is against your second mid-boss. Nothing too special about this, either. - Your 10th battle is usually against Shin Bison, a really powerful version of M. Bison. Some characters will fight someone else for their 10th battle, in which case they will then proceed to an extra 11th match against Shin Bison. - If you beat your 10th/11th match, you beat the game and get to see your character's ending. Lose to any character and the game ends, but lose to Shin Bison and you get to watch a bad ending while the credits scroll ;) Below is a listing of each character's mid-bosses and final boss: NAME 5TH ROUND 9TH ROUND 10TH ROUND 11TH ROUND ---------------------------------------------------------------------- ADON Ken Rose Shin Bison AKUMA Adon Guy Shin Bison BALROG Akuma Sagat Ryu BIRDIE E. Honda Blanka Balrog Shin Bison BLANKA Dan Zangief Balrog Shin Bison CAMMY Dhalsim Vega Juni & Juli Shin Bison CHARLIE Cammy Rolento Shin Bison CHUN-LI Birdie Cammy Juni & Juli Shin Bison CODY Birdie Guy Shin Bison DAN Chun-Li Sagat Balrog Shin Bison DHALSIM Rose Birdie Juni & Juli Shin Bison E. HONDA Ryu Sodom Shin Bison GEN Ryu Akuma Shin Bison GUY Karin Gen Shin Bison JULI Akuma Sagat Ryu JUNI Akuma Sagat Ryu KARIN Blanka Sakura Juni & Juli Shin Bison KEN Karin Sakura Shin Bison M. BISON Akuma Sagat Ryu R. MIKA Karin Zangief ROLENTO Sodom Cody Balrog Shin Bison ROSE Guy Vega Juni & Juli Shin Bison RYU Rose Ken Shin Bison SAGAT Dan Ryu Shin Bison SAKURA E. Honda Ryu Shin Bison SODOM Rolento Chun-Li Shin Bison VEGA Zangief Cammy Shin Bison ZANGIEF Rolento Chun-Li Shin Bison Anyone with additions or corrections for the list, please send them in! -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- SPECIAL INTROS -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- There are more special intros between characters now. They're listed below. Anyone with descriptions or additions, feel free to fill in the blanks. ADON vs. SAGAT - Adon and Sagat throw a couple of punches and kicks at each other, with lightning flashing each time they hit (just like when you do an AC). Adon then lifts up an arm and laughs, while Sagat frowns at him. BISON vs. CAMMY - Bison beckons at Cammy to come at him with his glowing hand. CODY vs. GUY - A stack of oil drums appears on both sides of the screen. Cody appears and bashes the drums with his Criminal Upper, and Guy bashes the drums near him with his Bushin Senpuu Kyaku. Afterwards, Guy crouches down and picks up a piece of gum that was in one of the drums (note that the word "Gum" will appear by Guy's name, similar to what happened when you picked up an item in Final Fight). DAN vs. SAGAT - Dan stands up and taunts, crying and yelling "Oyaji!" Sagat chuckles in response. DAN vs. BLANKA - Sort of like Blanka's normal intro., but when fruit comes out of the back of the truck, Dan pops out as well and does a crouching taunt. Blanka leaps out of the truck, and bounches atop Dan's head, dizzying him momentarily. E.HONDA vs. SODOM - E. Honda and Sodom both do a traditional Sumo entrance pose. GEN vs. AKUMA - Gen is standing on the opposite side of the screen. Akuma tries to surprise Gen with a Shun Goku Satsu, but Gen counters it and then tries his Zan'ei, which Akuma similarily evades. KARIN vs. SAKURA (CPU only) - Sakura rubs her forehead nervously while Karin drops down from a helicopter onto the ground, crouching until the 'copter flies away. GUY vs. KARIN (CPU mid-boss only) - Karin drops down from a helicopter as in the Karin vs. Sakura introduction. KEN vs. RYU - Ken is giving Ryu a noogie; Ryu responds by throwing Ken aside, who lands on his feet on the other side of the screen. This won't happen if you're using Ryu vs. a CPU Ken (on Stage 9). RYU vs. SAGAT - Sagat's scar glows and he grabs it while smiling. RYU vs. SAGAT (CPU only) - Sagat is standing close to Ryu, holding Dan by the head. He tosses him aside and jumps back, ready to fight. RYU vs. SAGAT (CPU X-ism only) - When the round begins, Sagat is holding Dan by the head. You hear the sound of an SC beginning, and Sagat knocks Dan into the sky with a Tiger Uppercut, while he's being trailed by shadows (a Dan-only SC? Heh, heh!) SAKURA vs. DAN - Dan rolls on screen, taunting, but Sakura ignores him until he stops. ZANGIEF vs. R.MIKA - Spotlights shine down on both Zangief and Rainbow Mika as they do their normal entrance poses. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- ENDINGS -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- Just a note; I don't bother watching intros / endings for characters, and usually don't get a chance to since I don't care for fighting the CPU. So, all the endings listed here are sent in by various people, thanks guys! ADON Bison's on the floor and Adon gloats over him. Bison then asks why Adon would like to know why he wanted to know the Shun Goku Satsu. While Adon is shocked by the fact that Bison knew this, he demonstrated the strength of his Psycho Power by hitting Adon with a Psycho Crusher. As Bison stood over Adon, a mysterious figure came up behind Bison and did the Raging Demon on him (gee I wonder who that could be). Anyway, Bison blows up as usual, and Adon gets up and whines at the fact that he missed the chance to observe the technique in action. The "camera" then leaves Adon and shows the "mysterious figure" perched on a cliff. AKUMA Great ending. Akuma performs the Raging Demon upon Bison's sorry butt, destroying him (cue face-burning portrait.) He then describes how the Raging Demon works; the more pain one has inflicted on others, the more pain one feels when his is attacked by the Raging Demon. Gen then appears, and the pair decide to finish their feud once and for all, both performing their supers simultaneously (and in slow motion.) Picture fades to white before the moment of impact. However, we also get the victory portrait of Akuma at the very end. BIRDIE Birdie can't find the Psycho Drive, so he decides to check out the strange underground base. When he reaches the Psycho Drive, he goes inside it to gain Bison's power, but the machine drains him instead, to the point where he can't move. Cut to Charlie, who says that the source of the energy has changed. He decides to check it out, and Chun Li heads in on foot. When they reach the Psycho Drive, they find a captive (Birdie) and free him. (This scene is strange, Birdie never moves). Birdie wonders aloud why the machine drained him instead of making him like Bison. Charlie and Chun Li immediately chase him, noting that he knows about Bison, and Birdie claims that he hasn't done anything. BISON / BALROG / JULI / JUNI All of these characters get you the bad ending if you win (you see Ryu get put into the Psycho Drive). BLANKA He finds Dan and Sakura who want to destroy Bison's base. Dan often refers to Sakura as his best pupil throughout this ending, and Sakura is often surprised because she doesn't consider herself his student. Dan seems rather dim as he doesn't know how to destroy something as big as Bison HQ, but Sakura suggests that they could blow up the power source or something. They find the Psycho Drive eventually, and Dan gets this stroke of genius. He asks Blanka to jump in the Drive and do his Electricity move as to overcharge it, causing the Drive to explode. Big mushroom cloud, etc, THE END. CAMMY After Cammy wins, the picture of Bison's face melting is shown. He is in disbelief that Cammy defeated him and asks "How can the original be beaten by a copy?" Cammy suddenly realizes she has one more task to do. Cammy goes into Psycho Drive headquarters where she meets Chun Li. Chun asks who she is. Cammy replies that she must save "them" and runs off, leaving Chun confused. In the main room, Cammy says "We're not just dolls..." and transports Juli, Juni, and all the other clones out of the lair as it is exploding. Meanwhile, Chun reports info to Charlie as Bison's headquarters explodes. INTERPOL (I think) reports that an investigation took place, but no one every found the mysterious girl Chun Li swore she saw.... CHARLIE Bison flies away taunting Charlie that his efforts were in vain. Charlie gets to his harrier jet and pursues Bison back to Shadaloo HQ. Bison descends into the Psycho Drive to recharge. Just as the security doors are closing, Charlie releases several bombs into the base. The Psycho Drive chamber blows up as does the entire base. Charlie then notices Bison emerging from the flames. Bison laughs proclaiming his "immortality". Charlie responds by firing the guns of his jet. After getting riddled with bullets, Bison explodes. Charlie flies away, vowing he will carry on the fight against evil. CHUN-LI After Chun defeats Bison, he scoffs and says she can't stop him. He flies off into the sky using his Psycho Crusher. Charlie radios Chun Li asking her to inform him of the situation. Chun decides to sneak into Bison's lair and Charlie tries to talk her out of doing something foolish. She reconfigures the Psycho Drive to shoot the beam at Bison (still Psycho Crushing in the air) instead of the satellite. Slow motion of Bison and the beam connect. Bison screams, then there's a picture of Bison's face melting. Afterwards, Chun Li returns to a dizzying Cammy and asks if she's okay. Charlie then says "Good job" or something along those lines. CODY After the fight, Bison retreats to the Psycho Drive to recharge his power. At that moment, Guy joins Cody and suggests they stop Bison. Cody declines, stating that "the excitement is gone," and that he no longer cares about Bison. Angered, Guy dashes toward the base, leaving Cody behind. Bison descends into the Psycho Drive tube and gloats as he begins to regain his lost strength. In the corridor, Guy is surrounded by two Junis and a Juli. Suddenly, the dolls collapse and Cody reappears (think back to Final Fight when your character dies then returns). Guy is pleased to see that Cody changed his mind, and they both head toward the Psycho Drive chamber. Once in the chamber, Cody and Guy come upon a shocked and helpless Bison. Cody destroys the Psycho Drive with his Final Fight Punch Super (Bison explodes). Guy notes that the base is about to explode, and they both run through the corridor (Guy dashes, Cody runs like he does in his "cop" win pose). The Shadaloo base explodes. Outside (daytime), Guy asks Cody where he is going next, noting "some guys would like to get a piece of (him)." Cody calmly says he will "get away for a while." Guy bids him farewell, knowing they will one day meet again. DAN HIBIKI Bison can't believe he lost to a kid (referring to Dan), then Dan rolls towards Bison and then does his Hisshou Burai Ken SC on Bison and then we see the standard half normal, half flame face of Bison, and Bison explodes, and then there are a few things that Dan says (such as: "I'm going to use your base for the Thailand extension of my Dojo!"). He also talks about his Saikyo-Ryuu style of fighting. He then appears at the Psycho Drive along with Blanka, who he calls Jimmy, and then teaches him how to roll the right way, and then they both roll (Jimmy doesn't get the hang of it at first, once he does, Dan says that he's a true student of Saikyo-ryuu). Cut to Charlie and his airplanes outside Shadaloo HQ, and then Charlie says that this will be the last day of Shadaloo and prepares to blow up the HQ, except that Chun Li tells Charlie not to, as there are signs of life inside the base (ie Blanka and Dan) while Blanka and Dan keep rolling around. (and yelling "Whooohooo!"). Dan claims that Saikyo-ryuu will live forever. KEN When you beat Bison, he is shown lying on the ground and talking to himself. Ken says, "Now's my chance to use Ryu's move." and then Bison tries a massive Psycho Crusher on him but he uppercuts it away. Bison's face is shown; half of it is normal and the other half is covered in flame. Then it shows Charlie in a plane and he says "What the....!? We've lost track of Bison's Psycho Energy!? ...Could he be!?!" Finally, Ken is shown standing on a cliff saying that he's not strong enough to fight Ryu yet. M. BISON Bison takes Ryu into his laboratory and puts him into some sort of tube. A statue of Buddha is seen next, and the head of the Buddha becomes skull-like before a beam made out of Ryu's power shoots forth from it. The beam flies into a Shadowloo satellite and the satellite sends rays all across the Earth's surface, killing (or hypnotizing) people. Bison says that "The world will be mine / The world will be under Shadowloo". ROLENTO Rolento breaks into the Secret Shadaloo HQ in search of the Psycho Drive. He was prepared for a battle, but was disappointed when the security in the HQ was non-existent. He then finds the Psycho Drive and says that is no way to lead a nation/country by brain-washing its people. He then tinkers with the Psycho Drive, then leaves when dawn comes up. Sodom then appears and gives Rolento a ride out. Then the Psycho Drive (and the HQ also) explodes in flames, and then Rolento says "My comrade Sodom!" Sodom says "Follow Me!" RYU After defeating Bison, Bison believes he has found the heir to his over-abundant Psycho Energy. When he tries to place it into Ryu (there's a scene with the Bison sprite doing his fireball move into Ryu's chest) Ryu fights it visibly, making his eyes go red and growling like a beast. Ryu recalls all his friends (in their victory portraits) and rejects Bison's "gift," which somehow destroys him (it's the portrait where half his face burns away in blue flames.) Chun Li and Charlie believe Bison finally dead. Ken thanks Ryu (on Ryu's stage) for saving him from Bison's influence (when Ryu beat 7 types of crap out of him earlier.) Ryu's cool about it, and the pair do some male bonding. SAGAT After Sagat beats Bison, Bison says that Ryu's power is the ultimate form of the Psycho Power. He then forces his energy into Ryu (in the form of numerous Psycho Shot sprites) and tells Sagat that he's next. Sagat tells Ryu to fight back and Ryu is shown with red eyes. Ryu manages to overcome Bison's power and he sends the energy back to Bison who is promptly destroyed (the same old burning face shot.) Afterwards, Sagat and Ryu are standing together in Ryu's stage. Sagat tells Ryu that he is not a true master yet since Bison's power almost killed him. Ryu tells Sagat to wait for him to grow stronger and Sagat says Ryu is the only one worthy of fighting him. SAKURA Bison gets up and heads toward the unconscious Ryu, giving his usual speech about Ryu's body. Sakura blocks him, claiming that Bison will have to go through her first. Bison goes through her first, knocking her to the side. Ryu gets angry at this, and Shoryukens Bison (cut to Shoryuken scene, cut to face burn scene, etc.) Sakura is talking to Ryu, upset that she didn't get a real fight with Ryu. Ryu says that they shall fight the next time they meet. SODOM In Sodom's ending, Chun Li and Charlie are talking about how Bison is invincible as long as the Psycho Drive remains. Sodom then drives his semi from his Alpha 2 background into the Psycho Drive. He shouts about how he will finally get to use the Kamikaze technique. It shows the same mushroom cloud as the other endings. Charlie and Chun Li talk about how brave he is then Rolento is shown and he says that Sodom couldn't have died in the blast. VEGA Bison says that his body has outgrown his use and goes inside Cammy (shows the face burning part). Vega does a low fierce claw swipe to the psycho drive and she is free. Vega puts his mask on her saying she is beautiful and takes her away. Outside, Charlie in his jet getting ready to bomb the "secret" base but it explodes before he can do so. Chun-Li tells him good job but Charlie doesn't know what happened. Then it shows Vega with an unconcious Cammy. ZANGIEF After defeating M. Bison, E. Honda showed up and told Zangief stuff about Psycho Drive. Zangief decided to destroy Psycho Drive in order to show his loyalty to mother-Russia...Then E. Honda guided him to Psycho Drive. However, Psycho Drive is operating when they reach there. Bison is on progress of recovering. Then the crazy thing happens.....Zangief says "Are you ready my friend?" "Anytime", responded by E. Honda. 'Gief grabbed E. Honda and did SPD over and over to break down Psycho Drive, then Bison dies....(I think it makes sense because E. Honda has that headbutt move) 'Gief and Honda hugged like buddies and caption says something like....every one in Russia will remember what their hero does...and his sidekick from Japan. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- TRANSLATIONS / MISC. INFO. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- These were translated by me and so may not be correct. Not every move is listed because some characters have the same move, there are only minor differences in the move names, or I don't have the original kanji and so can't make a proper translation. AKUMA Gou Hadouken Great Surge Fist Zankuu Hadouken Sky Slashing Surge Fist Shakunetsu Hadouken Scorching Heat Surge Fist Gou Shouryuuken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Tornado Sky Slashing Leg Zenpou Tenshin Forward Roll Ashura Senkuu (God of War) Air Flash Hyakki Shuu Hundred Demons Attack Hyakki Gouzan Hundred Demons Great Slash Hyakki Goushou Hundred Demons Great Raid Hyakki Gousen Hundred Demons Great Edge Hyakki Gousai Hundred Demons Great Smash Hyakki Goutsui Hundred Demons Great Crash Tenma Kuujinkyaku Demon Air Blade Leg Zugai Hasatsu Skull Destroyer Senpuu Kyaku Whirlwind Leg Messatsu Gou Hadou Great Surge of Murder and Destruction Messatsu Gou Shouryuu Great Rising Dragon of Murder & Dstrct. Tenma Gou Zankuu Great Demonic Sky Killing Shun Goku Satsu Imprisoning Death Flash CHUN-LI Kikouken Chi Fist Sou Hakkei Double Internal Power Release Tenshou Kyaku Rising Heaven Leg Hyakuretsu Kyaku Hundred Rending Legs Sen'en Shuu Spinning Circle Leg You Sou Kyaku Sparrow Talon Leg Kouhou Kaiten Kyaku Backward Rotating Leg Kaku Kyaku Raku Crane Leg Drop Sankaku Tobi Triangle Hop Kikoushou Chi Palm Senretsu Kyaku Thousand Rending Legs Hazan Tenshou Kyaku Supreme Mountain Rising Heaven Leg CODY Knife Hiroi Knife Pick-Up Knife Kougeki Knife Attack Knife Nage Knife Throw Sakeru Evade DAN HIBIKI Gadouken Self Taught Fist Kouryuuken Shiny Dragon Fist Dankuu Kyaku Sky Cutting Leg Kuuchuu Dankuu Kyaku Mid-Air Sky Cutting Leg Saikyou-ryuu Bougyo Strongest Style Defense Zenten Chouhatsu Forward Rolling Taunt Kouten Chouhatsu Backward Rolling Taunt Shinkuu Gadouken Quaking Sky Self Taught Fist Kouryuu Rekka Shiny Dragon Conflageration Hisshou Burai Ken Certain Victory Trustless Fist Chouhatsu Densetsu Legendary / Traditional Taunt Chouhatsu Shinwa Legendary / Mythical Taunt "Saikyou-ryuu" is also the name of Dan's self-made fighting style. DHALSIM Drill Zutsuki Drill Head Thrust Kuuchuu Miyuu Mid-Air Float Play EDMOND HONDA Hyakuretsu Harite Hundred Violent Stretched Hands Super Zutsuki Super Headbutt Super Hyakkan Otoshi Super Hundred Weight Drop Ooichou Nage Great Gingko Tree Throw Hiza Geri Knee Kick Harai Geri Sweep Kick Oni Musou Unparalleled Demon Fuji Oroshi Wind from Mt. Fuji Orochi