GameSurge Strategy Page
GAMESURGE HOME l STRATEGY HOME l


The Unoffical

EEEEEEEEEEEE VVVV VVVV IIIIIIIIIIIIII LLLL
EEEEEEEEEEEE VVVV VVVV IIIIIIIIIIIIII LLLL
EEE VVVV VVVV IIII LLLL
EEE VVVV VVVV IIII LLLL
EEEEEEEE VVVV VVVV IIII LLLL
EEEEEEEE VVVV VVVV IIII LLLL
EEE VVVV VVVV IIII LLLL
EEE VVVV VVVV IIII LLLL
EEEEEEEEEEEE VVVVVVVV IIIIIIIIIIIIII LLLLLLLLLLLL
EEEEEEEEEEEE VVVVVV IIIIIIIIIIIIII LLLLLLLLLLLL


RRRRRRRRRRRRR YYYYYY YYYYY UUUUU UUUUU
RRRRRRRRRRRRRR YYYYYY YYYYY UUUUU UUUUU
RRRRRR RRRRRR YYYYYY YYYYY UUUUU UUUUU
RRRRR RRRRR YYYYYY YYYYY UUUUU UUUUU
RRRRRR RRRRRR YYYYYY YYYYY UUUUU UUUUU
RRRRRRRRRRRRRR YYYYYYYYYYYYYY UUUUU UUUUU
RRRRRRRRRRRRR YYYYYYYYYY UUUUU UUUUU
RRRRR RRRRR YYYYYY UUUUU UUUUU
RRRRR RRRRR YYYYYY UUUUU UUUUU
RRRRR RRRRR YYYYYY UUUUUU UUUUUU
RRRRR RRRRR YYYYYY UUUUUU UUUUUU
RRRRR RRRRR YYYYYY UUUUUUUUUUUUU
RRRRR RRRRR YYYYYY UUUUUUUUUUU


GIUDE

FOR

Street Fighter EX + Alpha

BY
Videogameman
(Videogameman2000@yahoo.com)

Version 3.0 (9-23-99) for Playstation

This guide should not be reproduced in any way except on the web.
It cannot be reproduced on the web without my say so. You must also
give the author (me) full credit and nothing may be changed. Books and
other media cannot use anything from this guide. This cannot be
reproduced in books or any media like it. This guide is copyrighted.
All the word art is also mine. That cannot be reproduced on the net
without my say so.

This Character Guide can be found at:

GameFaqs - GameFAQs.com
Game Domain -

Update History:

3.0 - Two more vs. characters (Hokuto and Kairi) and did combos and
buffering.
2.7 - Did four more characters (Allen, D. Dark, Darun, and Ken)
2.3 - Spell Checked and did other little things
2.2 - Added Zangief and Guile in the Vs. section
2.0 - Finished Regular Move Analysis
1.0 - First version, missing Regluar Move Analysis and Vs.

Table of Contents

I. Intro
II. Table of Contents
III. Buttons and Movements
IV. Things to Know
V. Regular Attacks and Analysis
VI. Special Move List
VII. Special Move Analysis
A. Fireball
B. Dragon Punch
C. Hurricane Kick
D. Teleport
VIII. Super Move List
IX. Super Move Analysis
A. Super Fireball
B. Super Hurricane Kick
C. Super Dragon Punch
D. Raging Demon
X. Combos
XI. Vs.
XII. Other


III. Buttons and Movements

Here are the default button and movement.


Square - Jab Triangle - Strong R1 - Fierce
X - Short Circle - Forward R2 - Roundhouse


F - Forward D - Down B - Back
DF - Down Forward DB - Down Back
J - Jumping D - Ducking S - Standing
XXX - Super Canceled


IV. Things to Know (by John Culbert, see credits)

---------------------------------------------------------------------

THROWS AND GRABS:

A Throw or Grab (including SPD or other Special Move Throw) must be
done right up close, and is unblockable; it can only be avoided (some
exceptions, like Zangief's Running Bear Grab, and Cracker Jack's Lazy
Buffalo do exist).

---------------------------------------------------------------------

TECH HITS:

To perform a tech hit, hold B or F and hit Strong or Fierce (or Forward
or Roundhouse if your fighter has a Throw with those buttons) just as
the opponent grabs you; basically, you perform a Throw at the same time
the enemy tries to Throw you. YOU CANNOT TECH HIT SPECIAL MOVE THROWS
(eg. Zangief's SPD)

---------------------------------------------------------------------

BLOCKING:

To block an oncoming attack, hold in the opposite direction. To block a
low attack (i.e. the enemy hits low, like a sweep), hold D/B to crouch
and block. There is NO Air Blocking SFEX!

---------------------------------------------------------------------

GUARD BREAKING:
---------------

The only truly new (non-combo) feature of SFEX is the Guard Break;
taking up one level of the Super Meter, a Guard Break will break
through an enemy's block, and stagger them for QUITE a long time,
allowing you to set up some devastating combos. To perform a Guard
Break, press Fierce+Roundhouse, or Jab+Short, or Strong+Forward.

---------------------------------------------------------------------

TICKS:

A tick is an attack that, if you connect with it, you can go into a
combo or some other follow-up of your choice, and if blocked, you will
recover in time to throw another attack before your opponent can; note
that they also recover from their blocking frames at relatively the
same time, so they will also be able to block the follow-up. But, since
Throws are unblockable, you can nail them with a Throw!

---------------------------------------------------------------------

SUPER METER:

Underneath your Health meter is a meter which will fill up when you
perform Special Moves or when you hit the enemy. Once filled to one
level, it will flash and you can now perform one SC (or one Guard
Break). It can also continue to be filled to a max of 3 levels.

---------------------------------------------------------------------

SUPER COMBOS:

Your fighter has the ability to perform a powerful multi-hit attack
known as a Super Combo (SC). You will know a character has executed a
Super Combo because the screen will grow dark for a moment as they
gather "chi" (spirit). ALL ANIMATION except for the gathering of the
character's energy will stop, so your opponent cannot move. If you
finish your opponent with an SC, the screen will flash brightly, and
for some ODD reason in SFEX, a METEOR will fly through the screen!

---------------------------------------------------------------------

V. Regular Attacks and Analysis

Each normal attack has a different usage (jumping, standing, or
ducking). And ever different attack has a different damage.

------ ------- ------
| Jump | Stand | Duck |
|------|-------|------|
JAB | 6-8 | 3-5 | 4 |
|------|-------|------|
STRONG | 7-4,5| 15 | 16 |
|------|-------|------|
FIERCE | 21 | 21 | 23 |
|------|-------|------|
SHORT | 8 | 7-10 | 1-4 |
|------|-------|------|
FORWARD | 12-13| 13-17 | 13-15|
|------|-------|------|
ROUNDHOUSE | 17-20| 21-24 | 21-23|
------ ------- ------

-Jab-

Jumping: I have yet to find a purpose for this attack except to stop
a slow jumping attack like a Jumping Fierce. You should
never combo off of this attack. NEVER.

Standing: A good, fast attack that does little damage. This is great
for stopping incoming attacks like Akuma's Raging Demon or
a Guard Breaker. You can use this in combos, but it is much
better to start a combo off of this attack rather then to
use this attack in a combo (i.e. Jab, Jab XXX Super
Fireball (good), J. Jab, D. Jab, Jab Fireball (BAD)). I
usually don't use this attack a lot out side of that or in
ticks.

Ducking: You should never use the ducking jab unless you are stopping
an incoming attack (i.e. Raging Demon or Guard Breaker).
Never use this in a combo unless you start the combo off of
this attack.

-Strong-

Jumping: Ryu has only one two hit attack, and it is this one. Since
it is two hits you'd think that it would do more damage then
the one hit fierce would. If you though that then you are
wrong, it doesn't. And if you don't get all the hits in then

you will most likely do less damage then the jumping Jab.
But it is a gamble. Get more hits and look better or hit
them once while Ryu's weakest air attack (by the way it also
looks great in combos and is fairly fast, but weak).

Standing: This attack has a small range but it is fast. I have been
knocked out of the air by this attack, but that takes
precise timing. You can use this attack in combos, but a D.
Fierce does much better.

Ducking: I love to use this attack in combos. You can link this
attack to a D. Forward for massive damage. You can also use
this to hit opponents while they are using a high attack
(some Fierce or Roundhouses). The damage is pretty good,
but not near as much as a D. Fierce.

-Fierce-

Jumping: This is the best combo starting attack for E. Ryu. It does
great game and is easily comboed off of. The only problem
is that it is a little slow. But besides that you should

always use it or the Roundhouse. Another problem with this

attack is that it is short. E. Ryu doesn't get his hand out
very far, so you must be close to your opponent in order for

the attack to make contact.

Standing: The standing fierce is an extremely powerful, yet slow
attack. It is by far to slow to use for a counter attack.
It can not knock opponents out of the air. And can not be
used in combos unless you are a master combo person. The
only time I use this attack is when opponents are walking
up to me. When they do that they are just asking for it.
Other then that you should use the S. Roundhouse or some
ducking or jumping attack instead.

Ducking: This is an extremely powerful move that can be comboed off
of very easily. You can use it for air defense or in one of
E. Ryu's easy yet damaging combos. It is a little slow, but
the combo ability makes up for that.

-Short-

Jumping: The only time that you should use this attack is to knock
opponents out of slow jumping attacks. Other then that the
damage stinks and you should never use this attack in
combos.

Standing: I like to use this attack as a pecking attack. You can stop
some attacks, but not all. Once you land from a jump then
hit then with this. Most of the time they will try to hit
you with some sort of slow Fierce or Roundhouse attack. You
will knock them out of there attack AND if timed properly
you can follow up with the deadly Raging Demon. So over
all, a great pecking attack that does decent damage.

Ducking: This is by far the worst ducking attack that E. Ryu has.
Even though it is fast it does hardly any damage but can be
comboed off of. You can use this to stop some incoming
attacks, but most of the time it is just better to hit the
with a Jab.

-Forward-

Jumping: Unlike E. Ryu's Jumping Roundhouse this attack can cross-up
an opponent (hitting them in the back of the neck, a great
set-up for a combo). This attack is just a little faster
then Roundhouse, but does less damage. So it is a trade off,
great speed but low damage.

Standing: Never use this attack. Use the Roundhouse instead. They
both have the same speed (or close to), but the Forward has
a major lag time while the Roundhouse recovers pretty fast.
You can knock opponent out of the air with a well timed
Forward, but you can do the same thing with a Roundhouse.
You also can not use this attack in combos (you can, but it
is not advised).

Ducking: I like to use this attack because you can combo off of it
can because you can stop attacks as well as counter. This
attack is just a little faster then the Roundhouse, but you
can not combo off of a Ducking Roundhouse because it sweeps
your opponent. You can also use this as a link in a combo
(between a D. Strong and a special attack), which does more
damage then a Ducking Fierce.

-Roundhouse-

Jumping: This has the edge on the jumping fierce because it has
better range. It does just a little more damage, but not
enough to make a big difference. It is also a little
slow, but all roundhouse attacks are. I don't use this
attack in combos as much as I use the fierce, but you can
always use this attack instead.

Standing: This attack is better then the Standing Fierce because it
is a little faster and is does a little more damage. It can
also knock your opponent out of the air, unlike the Fierce.
You can also use this attack in combos, also unlike the S.
Fierce. So, as you can see this attack is much better then
the S. Fierce.

Ducking: E. Ryu's sweep. This attack si great. He ducks down low
enough to duck under fireballs and the speed is great. You
can use this attack to counter missed attacks and it is
great in those annoying two hit combos. Use this attack like
crazy. If you are walking away from an opponent and they are
getting to close then sweep them. If they miss with a
regular attack, sweep them. If they miss with a Dragon Punch
then hit them with a Super Hurricane Kick to show them real
pain. Overall, a great attack.


VI. Special Move List

You have to know how to do Evil Ryu's Special Attacks to do some
damage. So here they are.

Fireball - D,DF,F,P
Dragon Punch - F,D,DF,P
Hurricane Kick - D,DB,B,K
Teleport - F,D,DF,F,3P or 3K OR B,D,DB,3P or 3K

VII. Special Move Analysis

-Fireball (20 DMG)-

(E. Ryu goes into the famous fireball position then releases a burst of
fire while yelling "Hadoken")

This is Evil Ryu's least damaging special attack (unless you don't
connect with all of the Hurricane Kick hits). It doesn't have a big
purpose like it did back in SSF2, but you can still use it for traps
and in combos. This is E. Ryu's best counter at mid range. If your
opponent misses with a regular attack then nail them with this, if they
miss with a special then hit them with this, if they miss with a super
then laugh at them. This is also E. Ryu's best special for combos. It
is easily super canceled out of giving you an almost endless choices of
super links (Super Fireball to Super Dragon Punch to Super Hurricane
Kick or another Super Fireball or a Hurricane Kick, but you don't have
to start with the Super Fireball, you can start the chains off with a
Super Dragon Punch or start and end the combo with a Super Hurricane
Kick). This attack is also good for annoying opponents. For example,
if they are C. Jack and they are doing his Dashing Strait from the
opposite side of the screen then knock them out of it with this special
attack. Of course you should super them, but we don't always have a
Super Bar full do we? Here are the different versions of this attacks.

Jab: This is the slowest of all the fireballs. Use it to confuse your
opponent. Doesn't knock your opponent down (just like every other
fireball). Shoot it after a sweep.

Strong: A little faster then the Jab version. Not as good for
confusing opponents as the jab, but it is right in there.

Fierce: The fastest of all the fireballs. I always use this one.


-Dragon Punch (25 DMG)-

(E. Ryu does the famous Dragon Punch)

I love this move. You can use it to get out of miss timed combos
(they hit you too high with a J. Roundhouse, etc...). This can take
some time to learn, but it is well worth it. Of course there is the
wack them out of the air tactic, but that isn't fun AND IT THE DRAGON
PUNCH *DOESN'T* DO AS MUCH DAMAGE (usually around 10 DMG). But that
doesn't mean that you should never do it. One of the best examples of
when to do this attack is when M. Bison tries to hit you with his Head
Stomp (but it is blocked), then he usually floats down right in front
of you. What should you do besides block the incoming attack. Dragon
Punch him. Not only do you hit him, you will stop a mean trap in his
favor. Unlike Ken's and Akuma's Dragon Punch, your's only hits them
once (and it does a lot less damage). But that is OK, you can still
use this attack is combos (and Ken's Supers stink and usually do less
damage then his regular Dragon Punch).


-Hurricane Kick (7-26 DMG)-

(E. Ryu jumps into the air and spins and kicks his opponent, keep
repeating the button sequence for more kicks (for a total of four))

Unforunatly the damage isn't all that great, but it is easy to
combo off of. This attack is great for covering ground and building
your super bar. This attack can be ducked and you can be knocked out
of it, but this is OK. If you have one super bar then try this attack.
If it is blocked nothing happens, if you hit them with any of the hits
then super cancel the attack into the Super Hurricane Kick or land and
hit them with your Super Fireball/Super Dragon Punch. You can also use
this after a successful air Guard Breaker (you hit your opponent out of
the air with it) for some easy damage. But you don't have to hit your
opponent with the Guard Breaker first, you can just hit them with the
Short version. Since it does up diagonally you are sure for a hit
unless your opponent is attacking.

Short: This version will juggle your opponent. Ryu kicks diagonally
forward (higher with each kick). The first hit will knock them down so
this is a perfect set up for a Raging Demon. But if you don't have
three super bars then just complete the more or super cancel into a
Super Hurricane Kick. You can also use this attack to get over
opponents.

Forward: This is a mix between the Short and Roundhouse versions. The
first two kicks will hit standing opponents but the next two will miss
because they are above your opponent's head.

Roundhouse: This goes parallel with the ground. All the kicks will hit
the opponent, the only low point in this attack is the fact that if you
hit them with the tip of your foot then you will not be able to super
cancel into the Super Hurricane Kick.

-Teleport-

(E. Ryu gets onto one foot then glides across the floor)

This is a great move but there are some negatives to it. First off
you can get hit just before you teleport (when you get into the
stance). The other is that you DO NOT gain any super bar energy from
this attack. Anyway this move is great for dodging incoming air attacks
and fireballs. You can either increase or decrease the space between
you and your opponent (this is good depending on your fighting style).

F,D,DF,P: E. Ryu glides back and into the forward ground for a little
while.

F,D,DF,K: E. Ryu glides back and into the background.

B,D,DB,P: E. Ryu glides forward and into the foreground at the same
time.

B,D,DB,K: E. Ryu glides forward and into the backgrounds.

VIII. Super Move List

Evil Ryu has the most damaging attack in the game. Remember, you
must have at least a super bar to do the first three super moves (and
three super bars for the last one).

Super Fireball - D,DF,F,D,DF,F,P
Super Hurricane Kick - D,DB,B,D,DB,B,K
Super Dragon Punch - D,DF,F,D,DF,K
Raging Demon - Jab, Jab, F, Short, Fierce (level 3 only)

IX. Super Move Analysis

Know that you know how to do each super learn how to use them.

-Super Fireball (50 DMG)-

(After the screen darkens E. Ryu does his regular fireball animation
but he shoots out a deadly five hit fireball)

This is E. Ryu's most used Super. If you want damage this attack
has it. It also combos extremely easy, unless you want to add a Super
Hurricane Kick onto the end of it (that is the only hard follow up). I
like to hit opponents just as they are landing or starting to jump.
When they are doing this they can not block, but you might miss (and it
is hard to super combo off of). Be careful, your opponent can sweep
you when you preforming the attack, and get hit. You should also never
shoot this attack off after a Dragon Punch because you will always
miss. Also, never shoot it off while your opponent is on the other
side of the screen, they will dodge it (boy, that ways hard to figure
out). You should also always use this super in combos, not any of the
others because they don't do as much damage as this one. Overall, a
great super.

-Super Hurricane Kick (55 DMG)-

(E. Ryu does the old fashion Hurricane Kick but this time it hits eight
times and he stays in one place)

This is E. Ryu's best attack reversal. If he is under any attack
that highs high this will reverse it causing your opponent to loose
one-fourth of their life. This will not stop fireballs and will not
hit sweeping opponents (but will hit them when they get up). Some
places to use this attack is when you know your opponent is going to
Dragon Punch you out of the air or then they are jumping attack you
with evil intensions. This attack is also easily comboed into (aka.,
the combo finisher) but is extremely hard to combos off of. What I
mean by that is that it is easy to do a combos like J. Fierce, D.
Forward, Hurricane Kick x4 XXX Super Hurricane Kick but not easy to do
a combos like Hurricane Kick x2 XXX Super Hurricane Kick XXX Super
Fireball XXX Super Hurricane Kick. Not everything about this attack is
good. If you miss with this attack then you WILL be hit with something
(anything from a Fireball to Super Fireball). So use this move wisely.


-Super Dragon Punch (10-55 DMG)-

(E. Ryu does a two hit Jab Dragon Punch then goes into a three hit
Fierce Dragon Punch)

This Super should only be used to reverse attacks. I really like
to hit people out of sweeps or even special/supers (even another Super
Dragon Punch, but this is extremely hard to do). If you hit your
opponent out of the air then you will cause minimal damage, so try to
hit opponents who are in the ground. For beginners this is a great
second super in a super combo. The timing is extremely easy, and you
can add a Super Hurricane Kick onto the end if you have the skill that
is. For experts you should be able to nail you opponent with this
attack whenever they try a normal move at close range. Hay, you can
even hit your opponent out of a special, or even a super move. This
really gets on your opponents nerves.

-Raging Demon (150 DMG)-

(E. Ryu glides forward like he is teleporting then grabs then, next the
screen turns white while he beats them down)

The only problem with this attack beside the fact that it takes up
three super bars is the fact that you can never hit anyone with it.
They will always jump or knock you out of it. Sure you could Guard
Break them but then you would only have two super bars left, so you
must hit them after they make a mistake. Some setups are: after a
successful sweep, after anything that knocks them down, after they miss
with an attack (must be pretty close), while they are sweeping you (you
must do it just before the sweep actually touches you and you must be
right in their face), and after a block stun or special move lag time
(such as Allen's Justice Fist). Now that you know when and where to
use this attack you should always think, is it worth it? You could
always use those three super bars in one of you monster combos. The
answer should be yes because E. Ryu's most damaging combo doesn't take
off 150 DMG (his combos damage is lower then Ryu's). Now if you were
Akuma you could take off 190 DMG, but you are not. There are other
problems with this attack like: I never have three super bars or it is
hard to pull off the button sequence. But those are things that you
have to live with. If you don't want to build up three super bars then
play Time Attack Mode. You will go against an opponent(s) and you
start with three super bars (you should only use the Raging Demon if
you are on the last opponent or if you are only going against one
opponent). Anyway, if you find the button sequences a little hard to
pull off the practice in the Expert training mode with Akuma or any
other character that has the Raging Demon button sequence (like
Skullonmaina, Kairi, Evil Hoduka, etc...). If you think that this move
is a complete wast then don't do it.

X. Combos

A combo is when you hit your opponent with two or more attacks in
which they can not block or reverse any of the attacks. Combos have
been around since the original Street Fighter 2. Back then you would
hit your opponent with three hit you take half of their life away. Now
is Street Fighter EX + Alpha combos do less damage. Now that same
combo (say a simple J. Fierce, D. Fierce, Fireball) now does only takes
away a third of your opponents life; instead of a half.

Most combos start with a jumping attack followed by one or two
ground hits (Bison can do three, isn't he special), then buffered
(we'll talk about that later) into a Special attack, and finally (if
you have a super bar) a Super Attack. You can super cancel a super
into another super, then into another super is you have the skill also.


First off, most of the jumping attacks must hit your opponent deep
or a cross up to finish the combo. Deep means that you hit them just
before you touch the groundand cross up means to hit them in the back
of their neck (E. Ryu's cross up is his jumping forward, his roundhouse
won't do it). The ground hits are easy to do. As soon as you land hit
the button. If the combo calls for more then one hit (i.e. D. Strong,
D. Forward) then you must press one button after another in perfect
timing or else the first hit high make contact but the second may be
blocked or it might not even come out. The only way to learn the
timing is to try it for yourself. After the ground hit(s) you should
always buffer (or cancel) into a special move (look at the buffering
section for more help). Then you can super cancel into a super or two.

There are some restrictions on combos. First off you must be on
the ground to super cancel (unless the super can be done in the air;
like you Super Hurricane Kick). For example, you can not hit your
opponent is four successful Hurricane Kick then shoot your Super
Fireball in the air (I know this seems silly, but some people need to
know this stuff). This also means that if you want to super cancel off
of a Dragon Punch you must do the Super Dragon Punch (or Super
Hurricane Kick) while your feet or still on the ground or else you
won't be able to do the Super Dragon Punch at all.

The second restriction is that you can't do two of the same supers
in a row (this means no Super Fireball XXX Super Fireball). Most
people already know this, but others don't. Simple enough. Now onto
buffering.

Buffering has been around since SF2. It is the act of doing two
attacks with one button motion. Here are some of the ways to can buffer
attacks.

1. D. Fierce, Fireball
This is done by pressing D. Fierce then rolling from down to
forward and pressing any punch button (instead of pressing D. Fierce
then D,DF,F, Fierce).

2. D. Fierce, Red Stun Fireball (Akuma)
Start to roll from forward to down to back. Press Fierce while you
are pressing down then complete the motion and press fierce (this is
harder to do then number one).

3. Fireball XXX Super Fireball
All you have to do is shoot a fireball but then do another fireball
motion at the same speed as the first and press any punch button.
Another way to say this is to do the Super Fireball motion but press
punch after the first fireball motion and before you start the second
one (it is easier then it sounds).

4. Standing Fierce, Sonic Boom
Charge back and hit fierce then quickly press forward and fierce.
One of the easiest ways of buffering. You can also do this by charging
down and pressing an attack then buffer into a Flash Kick.

Here are some combos for E. Ryu. The are divided into Level 2 and
3 Super Cancels (Supers that can be canceled into each other), then
non-super combos, and finally Level 1,2, and 3 combos (1,2, or 3 super
bars required). Enjoy!

~~~~~~~~~~~~~~~~~~~~~~~
~Level 2 Super Cancels~
~~~~~~~~~~~~~~~~~~~~~~~

1. 85 DMG: Super Fireball XXX Super Hurricane Kick
2. 75 DMG: Super Fireball XXX Super Dragon Punch
3. 75 DMG: Super Dragon Punch XXX Super Hurricane Kick
4. 80 DMG: Super Dragon Punch XXX Super Fireball
5. 80 DMG: Super Hurricane Kick XXX Super Fireball
6. 70 DMG: Super Hurricane Kick XXX Super Dragon Punch

~~~~~~~~~~~~~~~~~~~~~~~
~Level 3 Super Cancels~
~~~~~~~~~~~~~~~~~~~~~~~

1. 90-100 DMG: Super Fireball XXX Super Hurricane Kick XXX Super
Dragon Punch
2. 90-100 DMG: Super Fireball XXX Super Dragon Punch XXX Super
Hurricane Kick
3. 90 DMG: Super Fireball XXX Super Dragon Punch XXX Super Fireball
4. 100 DMG: Super Dragon Punch XXX Super Fireball XXX Super Hurricane
Kick
5. 95 DMG: Super Dragon Punch XXX Super Fireball XXX Super Dragon
Punch
6. ?? DMG: Super Hurricane Kick XXX Super Fireball XXX Super
Hurricane Kick
7. ?? DMG: Super Hurricane Kick XXX Super Fireball XXX Super Dragon
Punch

~~~~~~~~~~~~~~~~~~
~Non-Super Combos~
~~~~~~~~~~~~~~~~~~

1. 55 DMG: J. Roundhouse, D. Roundhouse
2. 55 DMG: J. Fierce, Dragon Punch
3. 70 DMG: J. Fierce, D. Fierce, Fireball
4. 75 DMG: J. Roundhouse, D. Forward, Hurricane Kick x4
5. 75 DMG: J. Fierce, D. Strong, Dragon Punch
6. 85 DMG: J. Fierce, D. Strong, D. Forward, Fireball

~~~~~~~~~~~~~~~~~~~~~~
~Level 1 Super Combos~
~~~~~~~~~~~~~~~~~~~~~~

1. 40-75 DMG: Dragon Punch XXX Super Dragon Punch
2. 65 DMG: Fireball XXX Super Fireball
3. 70 DMG: J. Roundhouse XXX Super Hurricane Kick
4. 75 DMG: Hurricane Kick x4 XXX Super Hurricane Kick
5. 100 DMG: J. Fierce, D. Strong, Dragon Punch XXX Super Dragon Punch
6. 100 DMG: D. Fierce, Dragon Punch XXX Super Hurricane Kick
7. 115 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball

~~~~~~~~~~~~~~~~~~~~~~
~Level 2 Super Combos~
~~~~~~~~~~~~~~~~~~~~~~

1. 100 DMG: Hurricane Kick x3 XXX Super Hurricane Kick XXX Super
Fireball
2. 120 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX
Super Dragon Punch
3. 130 DMG: J. Fierce, D. Forward, Hurricane Kick x3 XXX Super
Fireball XXX Super Hurricane Kick
4. 140 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX
Super Hurricane Kick
5. 140 DMG: J. Fierce, D. Fierce, Fireball XXX Super Dragon Punch XXX
Super Hurricane Kick
6. 125-150 DMG: J. Fierce, D. Strong, D. Forward, Fireball XXX Super
Fireball XXX Super Hurricane Kick

~~~~~~~~~~~~~~~~~~~~~~
~Level 3 Super Combos~
~~~~~~~~~~~~~~~~~~~~~~

1. 105 DMG: Fireball XXX Super Fireball XXX Super Dragon Punch XXX
Super Hurricane Kick
1. 140 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX
Super Hurricane Kick XXX Super Dragon Punch
2. 140 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX
Super Dragon Punch XXX Super Fireball
3. 140 DMG: J. Fierce, D. Fierce, Fireball XXX Super Fireball XXX

~~~~~~~~~~~~~~~~~~~~~~
~Gaurd Breaker Combos~ (Level 2 and 3)
~~~~~~~~~~~~~~~~~~~~~~

1. 80 DMG (OiA): Gaurd Breaker XXX Super Dragon Punch
2. 80 DMG (OiA): Gaurd Breaker XXX Super Fireball
3. 80 DMG (OiA): Gaurd Breaker XXX Super Hurricane Kick
4. 85 DMG: Gaurd Breaker XXX Gaurd Breaker XXX Super Hurricane Kick
5. 70-90 DMG (OiA): Gaurd Breaker, Hurricane Kick x1-4 XXX Super
Hurricane Kick


XI. Vs.

Allen: Allen is just a power copy of Ken. All he does is Dragon
Punch, shoot off lots of fireballs, but he does use his Justice Fist to
hit you every once and a while.
I like to sit back and wait for him to come to me. You may want to
go after him, but he will usually Dragon Punch you out of the air with
his powerful Dragon Punch. If you wait for him then he will usually
Jab or Strong Dragon Punch to get close to you then he will bust out
with this Fierce Dragon Punch. Once he gets close start to walk back.
If you get out of the range of the Dragon Punch then hit him with a
Super Hurricane Kick or Super Fireball if you have a Super Bar, if not
then a regular Dragon Punch will do. If he gets smart then he will
stop with that tactic and shoot fireballs. Shoot fireballs back. Once
you gain a Super Fireball then shoot it through his Fireball to hit
him. Becareful, unlike Ken Allen has a Super Fireball, so he may use
the same tactic against you. If he gets close he usually Justice Fists
you. This attack can reflect fireballs, so don't shoot fireballs while
close to him.
His Supers are not the best. He does have a Super Fireball which
is always a plus, but his second Super is not very damaging, but can
juggle your opponent. The second super is the Triple Break. He does
three kicks while jumping up. If this connects then he can jump up and
hit you with a J. Roundhouse or he can juggle you with a Super
Fireball. He can also Super Cancel into this attack from all of his
Special attacks (Dragon Punch, Fireball, or the Justice Fist) or his
other Super, the Fire Force (a flaming fireball). The best part about
this Super is that it does less damage then his Dragon Punch. This
means that he basicly wastes a Super every time he uses this attack
(unless he uses two it in his J. Fierce, D. Strong, D. Forward, Justice
Fist XXX Fire Force XXX Triple Break XXX Fire Force). If he misses
with it then you can nail him out of the air with any of your attacks.

Allen's combos are extremely powerful if he uses his Justice Fist
(which takes off around 50 damage). His Gaurd Breaker is also tough to
dodge because he jumps at you and screems. If you have quick reactions
then you can hit him out of the air with just about any attack.

D. Dark: One of my favorite characters. This guy fights like Ryu and
yourself, but he doesn't have the fireballs. He is also extremely
fast. His Supers are great but his Dragon Punch doesn't have the power
of your's, this is to your advantage. Instead of fireballs he has his
Wire and instead of Hurricane Kicks he has explosives, which he uses
way to much.
Use lots of fireballs against him. Most of the time he will just
sit back and lay Explosives down (he will block most of the fireballs
or stop them with his Wire). After a while he will come after you.
When he does get ready, he usually jumps in, so Dragon Punch him out of
the air or hit him with a Super Hurricane Kick if you have plenty of
super bars. Never jump in because he can hit you with his version of a
Dragon Punch or Super Dragon Punch. If he doesn't do that then he
probably have an explosive already on the ground, ready to blow up in
your face. His explosives are timed, but you never know when they will
blow up. Another word about his explosives is he can only lay one down
at a time. Every once and a while he will throw out a wire. If he
hits you with then he can pull you up to him and then combo you or he
can send a very weak spark through the wire that lights you on fire and
gives him lots of super bar energy. If you can feel this attack coming
then throw out a fireball or Super Fireball to stop it.
D. Dark has some of the best supers in the game. For one he has
his Dark Thump (a version of your Super Dragon Punch) which he can use
for the same purposes as your's. He also has the ultra cool Dark
something. This takes off a lot of life. After he swings his knifes
around and will lift you up, slam you back down, and then he will lay
an explosive on you that blows you sky high. This is extremely
damaging, but you can stop it with just about special or super move.
he may Super Canel attacks, but it doesn't do him any good damage wise.

D. Dark's combo ability isn't very good. He can cancel regular
moves into his version of a Dragon Punch or an Explosive, but not a
wire. This is very good because he can not go extremely power combos
(i.e. J. Fierce, D. Strong, D. Forward, Wire to Wire Pull, S. Jab, S.
Roundhouse XXX Dark Thump (Super Dragon Punch)).
Overall, stay back and shoot fireball all day until he comes to
you.


Darun: The other big guy. Unlike Zangief, Darun is more of a combo
person. His combos are pretty damaging and he doesn't have to have
three super bars to do his most damaging combo, only two. Also, his
Lariat doesn't go through fireballs, but can reflect fireballs. He
also has a air throw and he can throw people out of the air. Fortunatly
his grabbing range in smaller than Zangief's.
Rule number one: never jump in. He can grab you right out of you
attack (or Super Indra Bridge you) or he could block and throw you for
a fourth of your life. So just keep shooting fireballs at him.
If he gets close to you and reflects your fireball (with his
Lariat) then he can hit you with the second hit or the Lariat. If he
jumps over your fireball then he can hit you with his Super Brahma
Bomb, which takes off 70 damage. So be ready to Super Dragon Punch or
Super Hurricane Kick him out of the air.
When he does his Dusk Lariat he can super cancel into a Super Indra
Bridge then Darun Catch. This is extremely damaging, so always try to
block the attack. This is not always the best sollution because once
you block the Dusk Lariat he can super cancel into his Super Brahma
Bomb. If you try to jump in he can hit you out of the air with his
Super Indra Bridge, then he can grab you out of the air with a Darun
Catch.
Darun also has an air throw. So if you meet him in the air quickly
stop him with a Jab or Short.

Guile: This guy loves to sit in the corner and throw Sonic Booms out
and hit you out of the air with his Flash Kick. So what do you do? You
build up your super bar by shooting fireballs then shoot a Super
Fireball just as he is shooting a Sonic Boom. You fireball with go
through his and hit him four times.
If he catches on then he may come to you. When he does hit him out
of the air with a Dragon Punch or Super Dragon Punch/Hurricane Kick.
If he just walks up to you sweep him. If he misses with his sweeps the
hit him with a Super Fireball. His sweeps will not go under it since
it is a two kick sweep (one kick then another), he will not be able to
do anything. Just watch out, once he misses with the first kick don't
walk up to him because you will get hit with the second.
His supers are not very good. For one thing his Open Gambit can be
easily dodged and if he misses with it you can hit him out of it with
anything from a Fireball to a timed Raging Demon. His Double Flash
Kick does lots of damage and has great range, so watch out. This is the
better Super, but is harder to do so most humans will not use this a
lot (unlike the computer). If he misses then just block the attack
then hit him with a Dragon Punch before he lands.
His Gaurd Breaker is fast but doesn't have a lot of range. He may
hit you with it while you are getting up, so watch out.


Hokuto: This is a character that is always on defense. If you jump in
she can hit you with he Fireball type super or she can hit you with her
reversal. Speaking of her reversal she is the only character to have a
REAL reversal (many character like you can attacks that can do through
other attacks, but in her reversal she grabs her opponent's limb(s)
then elbows then). If she catches you in one of these then she can hit
you with her Fireball type Super.
I almost always jump in one her. If you don't then you usually get
kicked in the mouth or sweeped. If you keep attacking her with regular
moves she will do her reversal. If she messes up and does is before you
start your attack animation then you will have the rare chance at a
Ragin Demon. If you time it right you can hit he just before she can
dodge (Raging Demon or any regular attack). If you don't have three
super bars then you can hit he with a Fireabll or Super Fireball. She
likes to do her reversal when you jump at her. When she does this you
must NOT attack her. Instead land and get ready to combo her just as
she leaves he reversal pose. She also has two side step attacks. All
she does us back up then flies forward and kicks you in the head or
trips you. If you sence one of these coming then do your Super Dragon
Punch. Be warned, she can get out of this little trap of yours by
stopping after the side step. She likes to do this a lot also. She
also has a special throw that just turns her opponent (you) around, but
it doesn't do any damage and she never does it. So don't worry.
He supers are pretty good. Her fireball type is he major anti-air
attack. When she does it a fireball forms around her hand. Once it
does she can throw it or she can charage it. This is where it becomes
an anti-air move. When she charages it it will grow and can hit
opponents (you) out of the air. After she stops charaging it she has
to throw is. If she times ir right she can hit you while you fall out
of the air (this same thing happens with Bison's Psycho Cannon). In
her other super she pulls out two fans and swings then around. This is
her more damaging super if all the hits connect (which they shouldn't,
you should block or reverse it with your Super Dragon Punch.
She doesn't really combo. The only special attack she can combo
into is her Chugeki-Hoh to Kyaku-Geki. After that she can hit you with
any of her supers (which isn't very damaging). That is all of her
combos.
If you want to beat her do not fall for any of her reverse tactics.
And also block all of her side step attacks. They are very damaging
and she can make you go into a guessing game.


Kairi: He is basicly the original Ryu (Street Fighter 2) with two air
supers, a crazy ground super, and a fake Raging Demon. He can combo
off of just about anything, just like you. He has a couple ways to
keep you away, but not as many as Allen.
Never ever jump at him while he is in the air. He can hit your out
of the air with a Super Fireball or his Garyu-Massyu. If he doesn't
jump then he an still hit you with a Dragon Punch or his
Sairou-Kyousyo. The Sairou-Kyousyo doesn't do a lot of damage, but he
can hit you with two other Supers after it. If you walk in then you
can hit him with a Super Fireball or a Super Dragon Punch is he starts
to move. This is extremely hard to do unless you are good at
predicting attacks. Do not try to start combos off with a air attack;
instead hit him with a ducking forward then buffer that into a Fireball
or Hurricane Kick. This works very will. If he catches on then don't
combo, but jump in.
Kairi's last super is just like you Raging Demon but it does less
damage and only takes off one super bar. His Gaurd Breaker is pretty
fast, so keep your eyes open. If he connects with a Gaurd Breaker he
can hit you with his version of a Raging Demon. This is a pretty
powerful little combo, so always try to dodge or knock him out of his
Gaurd Breaker.
Since Kairi can combo off of just about anything, never let him
land a jumping attack. If he lands a deep Roundhouse for example he
can do this combo: J. Roundhouse, D. Forward, Hurricane Kick x3 XXX any
of his two air supers. This is pretty powerul. If he lands a ducking
attack ha will have a chance to do that combo (without the J.
Roundhouse of cource).
Overall, watch out for this guy, he is dangerous.


Ken: The worst character in the game. All he does is Dragon Punch and
Dragon Punch somemore. He will shoot fireball and will do his
Hurricane Kick. He only has one decent super (which is your Super
Dragon Punch).
If you jump in on him he WILL hit you with a Dragon Punch. Even if
you don't jump in then he will start Dragon Punching anyway. Just
block it then show him what a real Dragon Punch is; before he lands of
cource. After you do this to him a couple times he will usually start
to shoot fireballs like crazy. By now you should have an extra super
bar or two, so shoot him with a Super Fireball (just as he shoots a
fireball). Ken has been known to do his four hit Hurricane Kick just
to close the gap between you. When he does this hit him out of the air
with anything from a fireball to a Super Hurricane Kick.
Every one and a while Ken will just throw out his Super Dragon
Punch. If he does this then hit him with your own Super Dragon Punch.
Ken has been known to use it to stop regular attacks, so watch out.
Ken's combo abilities are not as good as your's, but he will still
combo you if you give him a chance.


Super Akuma: First off, you can only go against Super Akuma if you are
in Time Attack Mode or if you earn the fight in Aracde Mode (or you
friend is him).
Super Akuma loves to Teleport. He will do it when you shoot your
super from far range or if you are jumping or walking in. He usually
Teleports two or three times, making him a very hard to hit target (and
the fact that he is invincible doesn't make it any easier).
If you jump in he will usually Dragon Punch you or at best just
block your attack. But once in a while he will just take the hit(s).
This is why you should always try to combo (perferable an easy and
damaging combo, you don't want to mess up the chance) when you jump in.
If you try to combo and mess up then you will usually get the very
deadly Super Dragon Punch in the mouth. This rule also applies with
misses attacks or sweeps (I put sweeps in another catagory because even
if you could make contact you will usually get hit). If you are a
skilled player then you should do the same thing to him, because he
likes to sweep.
Next up, his combos. He loves to do an Air Fireball, Diving Kick,
D. Forward, Fireball XXX Super Fireball. You must memorize how to
block this combo because it takes off a ton of life and is humilating.
He also likes to use small combos like a D. Forward to Fireball. He
uses this one a lot. Super Akuma also likes to use his Hurricane Kicks
to close the gap between each other and because if he hits then he will
fire off a Super Air Fireball. This to does a lot of damage.
Just like you he loves to shoot fireballs. He will teleport then
shoot one or two then teleport again. Your answer to this is a
Teleport. You can get away from him and shoot one yourself. The only
attack that Super Akuma doesn't use is his Raging Demon. This is
mainly because he never has three super bars because he always uses
them in combos or to reverse attack. Since you start with three super
bars (in Time Attack Mode) you can try to hit him with your Raging
Demon, but I have never been able to because he doesn't fall for most
of your traps and because most of his attacks (well, all of his
attacks) will stop it.
He will use his Gaurd Breaker every once and a while, don't worry,
you can stop it with a Jab or a Short (use the Short, it does more
damage).
So overall, use you Teleport a lot along with your reversal skills
and always try to get this first hit (that way he won't get extra super
bar energy). Also remember to use "safe" combos.


Zangief: How to beat the big guy? If you shoot fireballs then he just
Double Lariats right through them. If you jump in or get close he will
throw you. The answer is NEVER JUMP IN. If you walk in you have a
fighting chance. If you jump he will either knock you out of the air
with this Lariat or block you attacks and throw you for a fourth of
your life or worse (Final Atomic Buster Level 3). So your only choice
left is to keep shooting him with fireballs. He will Lariat through
most of them but if you gets close to you and Lariats then you can
sweep him before he recovers. Better yet you should hit him with the
Super Dragon Punch. This attack goes right through hit Lariats and his
Super Stomping (if timed right). If he does his Running Suplex then
hit him with a Fireball or Super Fireball. You can hit him with a
Gaurd Breaker then combo him, but that is almost too risky. If he ever
gets close then just Teleport away. If you time it right you can dodge
his Lariat or Super Stomping. You should be able to beat him as long
as he never gets close to you.


XII. Other

The difference between Ryu and Evil Ryu (+ is good, - is bad)

RYU | EVIL RYU
---------------------------------- ----------------------------------
|
+ Ryu does more damage in combos | + E. Ryu has a Raging Demon
|
- Ryu has a 3 hit Hurricane Kick | + Has a Super Dragon Punch
|
+ Dragon Punch always does 20 some| + Can teleport
Damage (on ground) |
| + Has more combos
- Hard level 3 combos |
| - Takes more damage
+ Has a good history (won the |
tournement every time) | + Can preform Level 3 Super
| Combos with ease
+ Does more damage |
| - Combos do less damage
|
| - Bad history (He's evil)
|
| - Does less damage
|
| + 4 Hit Hurricane Kick
|
| + Always does 20 DMG with ground
| Dragon Punch
---------------------------------- ----------------------------------

***************
****Credits****
***************

John Culbert (tigeraid@fightersnet.com) - A Word About section and for
inspiring me (he's the one who made me start writing for GameFAQs,
thanks)

GOD (no known e-mail address) - For giving me my skills, in videogames
and for writting.


PREVIOUS PAGE l STRATEGY HOME l GAMESURGE HOME

At GameSurge, we pride ourselves in being a game site for ALL games. We are always looking for new and exciting features to add to our site. If you have a submission, or wish to join the strategy section staff here at GameSurge, you can contact us through our email at webmaster@gamesurge.com.
This page is Created by CD2HTML v3.4.2 (© 1999 by Falk Petro).


» Contact Us » Top » Homepage


All HTML coding are original and © GameSurge.
Original Graphics and layout are copyright © of P.D.Sanderson and shivaSite Designs.
No part of this site may not be reproduced without prior consent.
Site best viewed with I.E./NS 4+.
Resolution is 800x600, up to 1152x864. 16 bit+ color recommended
Designed by shivaSite