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This Character Guide can be found at:
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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
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).
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)
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!
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.
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!
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.
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!
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
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) ~~~~~~~~~~~~~~~~~~~~~~
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.