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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Unpublished work Copyright 1998 Kao Megura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

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