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Y88b\ d/ 888| 88| `Y88b\888| 88| 88| . 888| Y8P/' Y888|d/ Y888P/ 888| 88| `Y88888| Y8| 88|P/ 888| Y/ Y88d/ Y8P/ Y88| 88| `Y88| Y| Y8P/ Y88| ' Yd/ Y/ Y8| 88| ' ' Y/ Y88> `' Y| 8/' Y' _____________________________________________________________________________ +---------------------------------------------------------------------------+ | |\ /| /| | | |#b\ |\ ._____ /| /d| /d#| | | |###b\ |#b\ \Y##b\_____ /d| /d#| /d###| | | |#####b\ |##b| \Y#######b\____ /d#| /d##| /d#####| | | |###|\##b\ |###| \Y##########b\_ /d##| |###| /d##/|###| | | |###| \Y##b\ |Y##| \Y###b\~\Y###b\ |###|_____|##P| /d##P/ |###| | | |###| \Y##b\ \Y#b\ |####b\ \Y##b| |###########P/ /d##P/ |###| | | |###|_____\Y##b\ \Yb\_____ |######b\_\#Y/ |#########P/ /d##P/_____|###| | | |###|\Y#########b\ \Y####b\ |Y#|\Y#####P/ |###| /d#########P/|###| | | |###| \Y##########b\ \Y####b\ \Y| \Y#P/ |###| /d##########P/ |###| | |_________________________ ________________________| +------------------------\\ //-----------------------+ \\ // \\ // \\ // \\ // \\ // \\// ============================================================================= STREET FIGHTER ALPHA FREQUENTLY ASKED QUESTIONS v3.1 ============================================================================= Current Version 3.1 by Min Sub Kim Versions 2.0 & 1.9 by Allen Kim Version 1.5 by Dan Wells Version 1.0 by Tom Cannon Please send questions or comments to : young@all.com.au NOTE : Please do not copy this FAQ. I didn't type this FAQ for a profit, nor do any other FAQ writers. This FAQ is purely for personal use. Thanks. ***Table of Contents*** 1) Introduction 1.1) Author's Preface 1.2) Changes in this Revision 1.3) Legend, Abbreviations, and Notations used 2) SFA Game Engine 2.1) ROM Options 2.2) Autoblock 2.3) Proximity Blocking 2.4) Chain Combos 2.5) Super Combos 2.6) Alpha Counters 2.7) Air Blocking 2.8) Recovery Rolls 2.9) Throws and Techs 2.10) Juggling Moves and Combos 2.11) Overhead Hits 2.12) Taunts 2.13) Reversals and Relative Safety 2.14) Jump Ins, Neck Kicks, and Meaty Attacks 2.15) Choose your own Winning Quote 2.16) Poking Attacks 2.17) Combos and Button Presses 2.18) Semi Combos 2.19) Trip Guard 3) Character Specifics 3.0) Conventions used and format 3.1) Ryu 3.2) Ken 3.3) Charlie 3.4) Chun Li 3.5) Guy 3.6) Birdie 3.7) Adon 3.8) Sodom 3.9) Rose 3.10) Sagat 3.11) M.Bison 3.12) Akuma 3.13) Dan 3.14) Note on Comboability 4) Character Specific Matchups 4.1) Ryu Vs. ** 4.2) Ken Vs. ** 4.3) Charlie Vs. ** 4.4) Chun Li Vs. ** 4.5) Guy Vs. ** 4.6) Birdie Vs. ** 4.7) Adon Vs. ** 4.8) Sodom Vs. ** 4.9) Rose Vs. ** 4.10) Sagat Vs. ** 4.11) M.Bison Vs. ** 4.12) Akuma Vs. ** 4.13) Dan Vs. ** 5) Miscellaneous 5.1) Selecting Hidden Characters 5.2) Victory Symbols 5.3) Character Histories 5.4) Endings 5.5) Code to Fight CPU Akuma or Dan 5.6) Ryu & Ken Vs. Bison Code 5.7) Special Endings 6) Glossary 7) Credits and Thanks ============================================================================= ***1) INTRODUCTION *** ============================================================================= --= 1.1 Author's Preface =-- The first owner of the FAQ was Tom Cannon. It was then passed on to Dan Wells, and then to Allen Kim. Finally, it has come to me. Tom Cannon wrote version 1.0, Dan Wells wrote version 1.5, Allen Kim wrote 1.9 and 2.0, and several months ago I released version 3.0. I thought at the time I had found out everything there was in SFA, but recently I have found several more new things and seen the Gamest SFA tape. Besides that, I decided to add a couple of other features that version 3.0 should have had. I figure that demand for this game must be rather low by now, so I'll try this time to cover every aspect of the game this time. Of course, version 3.0 wasn't very well distributed anyway... If you are still playing SFA, you're either a loyal follower of one of the greatest games ever, or you have bought it to own forever on a home system. Personally I find it a much better game and a very good example of how well Capcom can make games, in contrast to the new rehashes Capcom make to try to get our money. More specifically, it's not a budget rehash attempt at making a game like MSH Vs. SF. Furthermore, it's a game without ridiculously easy-to-do infinite combos, like X-Men Vs. SF. SFA doesn't even have infinite combos (except Rose has one in Practice Mode, but it can't be done in a real match, because in Practice Mode, your Super Meter resets to Level 3 after a while when you use it). Much of the testing for this FAQ was done on the Sega Saturn version of the game. However, where possible, I will include the differences for the arcade version as well because there were a couple of changes here and there. I credit Tom Cannon and Mr. Cheung for finding out preliminary stuff, and previous FAQ writers Dan Wells and Allen Kim for providing much more information. This FAQ is VERY long, but try to bear with me if possible. I'm sorry if it took ages to download or to load up on a word processor. It's just that there are MANY aspects of SFA that needed to be discussed. For the clearest reading of this FAQ, use a typewriter like font such as Courier. The title page (just the ASCII art) is 60 lines long. Warning : don't print this FAQ, it will use MANY MANY MANY MANY pages. Try using MS DOS Editor (60 lines per page, 78 characters per line) or Windows 95 Wordpad (with Courier font). --= 1.2 Changes in this Revision =-- Changes in version 3.1 : - A couple of combos added everywhere (most of them from Gamest) - Addition to Recovery Rolls - General minor changes everywhere Changes in version 3.0 : - Whole FAQ rewritten, many sections changed significantly (If you have read older versions, it would probably be a good idea to read this version completely as there are many new bits added everywhere) - New ASCII art title - Added sections : -Juggling Moves and Combos -Reversals and Relative Safety -Poking Attacks -Combos and Button Presses -Semi Combos -Character Specific Matchups -Trip Guard - Removed sections : -Wake Up DP's -Introduction to SFA -Top Ten Lists -Query on Beta Testing -Where to get SFA Resources Changes in version 2.0: - Added ASCII logo. - Added section, "How to Avoid Getting AC'ed". - Corrected method to roll on the ground. - Auto-Block section revised. - Added section, "Wake-up Dragon Punches". - Added Japanese names for moves where available. - Added starting and winning poses. - Changed Guy's move names from "Bushido" to "Bushin". - Sodom's cheesy S. ROUNDHOUSE added. - Added how to choose winning quote. - Revised "Code to Fight Akuma or Dan". - Added glossary. - Added Top Ten lists. - General additions, revisions, and corrections all over the place. Changes in version 1.9: - Added the Ryu & Ken vs. Bison code. - Added the Fight Against Akuma code. - Moves and Strategies now combined into one section. - Changed some names of moves. Some moves also have two names; the one in parentheses is the name I made up. - Dan Wells' Top Ten list deleted. - General revisions in wording and grammar for just about every section. - General corrections and additions to the moves section. Changes in version 1.5: * Explanations of the various operator-controlled options in SFA. * Better explanations of how to link SC's with chain combos. * Expanded uses of the Alpha Counter for specific characters. * Clarification of air-blocking multiple hits. * A Moves Legend added * Corrected/added moves for: -Ken Shoryureppa SC corrected -Chun Li Mega Kikoken SC corrected -Charlie Standing ROUNDHOUSE kick clarified -Birdie Chain Grab corrected Leaping Chain Grab SC corrected Overhead Hit added -Adon Offensive crouching FORWARD kick added -Guy Overhead Hit added "re-dizzy" fully explained -Sodom Sai Grab corrected Sai Crawl added (explained) -Akuma A couple moves corrected/updated Downward Air Kick added -Dan Total information added * Official Capcom names for moves added * Expanded and re-done character strategy sections. * Updated information on Super Combos, including # of hits and damage inflicted * Verbatum endings (some of them) * Information on the new hidden character, Dan. * My Top 10 Cheap Things in SFA List * An expanded Wish List of stuff that I want changed. :) --= 1.3 Legend, Abbreviations, and Notations =-- * Joystick Motions Simple Positions : F - Forward O O O B - Back \ | / U - Up O-- * --O D - Down / | \ O O O Complex Motions : (Diagrams assume you are facing right) QCF - Quarter Circle Forwards (D,DF,F) | \ --O O O QCB - Quarter Circle Backwards (D,DB,B) | / O-- O O DP - Dragon Punch Motion (F,D,DF) --O | \ O O RDP - Reverse Dragon Punch (B,D,DB) O-- | / O O HCF - Half Circle Forwards (B,DB,D,DF,F) O-- / | \ --O O O O HCB - Half Circle Backwards (F,FD,D,DB,B) --O \ | / O-- O O O CBF - Charge Back (2 seconds), Forward O-- (2 seconds), --O NOTE : You can charge at ANY backwards direction (DB, B, or UB), but you MUST go to forward (eg. you can't charge back and then go to diagonal down forward). CDU - Charge Down (2 seconds), Up O | (2 seconds), | O NOTE : You can charge at ANY down direction (DB, D, or DF) and go to ANY up direction (UB, U, or UF). XQC - Extended Quarter Circle Forward (D,DF,F,UF) O | \ --O / O O 360 - Full Circle NOTE : You only have to cover 5/8 of the circle directions, and you can start from any direction. Personally, I have trouble using the 5/8 circle method and instead use the full circle method (experiment and see which one you prefer). 2QCF - 2 Quarter Circle Forward Motions (D,DF,F,D,DF,F) | \ --O | \ --O O O O O NOTE : Some SCs only require you to go to DF on the last QCF motion. I will list them as 2QCF anyhow since it still works and makes little difference. 2QCB - 2 Quarter Circle Backward Motions (D,DB,B,D,DB,B) | / O-- | / O-- O O O O 2HCB - 2 Half Circle Backward Motions (F,DF,D,DB,B,F,DF,D,DB,B) --O \ | / O-- --O \ | / O-- O O O O O O CBF2 - Charge Back (2 seconds), Forward, Back, Forward O-- (2 seconds), --O O-- --O CDB2 - Charge Diagonal Down-Back (2 seconds), Diagonal Down-Forward, Diagonal Down-Back, Up O / (2 seconds), \ / | O O O 720 - 2 Full Circles * Buttons PUNCHES Jab - Weak/Light/Quick Punch Strong - Medium/Middle Punch Fierce - Strong/Heavy/Hard Punch KICKS Short - Weak/Light/Quick Kick Forward - Medium/Middle Kick Roundhouse - Strong/Heavy/Hard Kick NOTE : To try to avoid confusion between Forward (medium kick) and forward (towards), I will open button names with capitals, eg. hold forward and press Jab, do a Dragon Punch motion and press Forward * Notations S.Jab = Standing Jab C.Strong = Crouching Strong JN.Fierce = Forward Jumping (jumping in) Fierce JU.Short = Upward Jumping Short NK.Forward = Neck Kick Forward (see section 2.14) * Abbreviations I will try to avoid using many abbreviations for the sake of clarity and ease in reading. The 3 abbreviations I will use are : SC = Super Combo AC = Alpha Counter SF = Street Fighter ============================================================================= ***2) SFA GAME ENGINE *** ============================================================================= --= 2.1 ROM Options =-- The arcade operator has several options that they can alter : * AUTOBLOCK If this is active, players will have the option of using Autoblock. See section 2.2 for details. * SPEED SELECT This can be preset to Normal, Turbo 1, or Turbo 2. If the operator allows for free select, the players have the option of choosing between only the 2 slower speeds. In my opinion, free select is kind of stupid when someone challenges you and selects Normal speed since it can be a major slow down from Turbo 1. * DAMAGE LEVEL This can be set at various levels (on console versions there are 4). If it is too low, there is little damage difference between small fast guys like Chun Li compared to big slow guys like Birdie. If it is too high, many Level 3 SCs will become VERY deadly, and there are several combos that will inflict 100% damage. * COMPUTER AI DIFFICULTY There are various levels of difficulty (on console versions there are 8). Easy levels are kind of silly, and on the hardest levels it seems like the CPU cheats (eg. Ken does a Shoryureppa SC on reaction to a jab!). CONSOLE VERSION ONLY : * TIME LIMIT This can be set at 25, 50, 75, 99 seconds or infinite time. * ROUNDS The number of rounds the match can go to can be set at 1, 3, or 5. --= 2.2 Autoblock =-- Autoblock is a feature new to the SF series and is great for beginners. Players will have the option of using Autoblock if your arcade operator has activated it. As it's name suggests, Autoblock means that every blockable attack will be blocked for you. Obviously, this cannot be when you are attacking since you can't block and attack at the same time, and it also can't block unblockables (ie. throws). It also automatically air-blocks for you as well, but again, this fails against things that can't be air-blocked (eg. normal uppercuts). It will also block for you anything that is blockable. For example, if Ken does a Hurricane Kick against an opponent with Autoblock, the opponent will automatically stand up and block the Hurricane Kick. You cannot crouch under it unless your counter is at zero (see below). Autoblock is limited to a certain number of times per round. When playing against the CPU, the counter (situated in the top corner of the screen above your character's portrait) will begin at 10 whenever you start a new credit (ie. when you start the game or continue after losing a match). The counter will go down for every time you automatically OR manually block an attack, and when it reaches zero you must block manually from there on. For every round you win, the counter will start the next round with 2 less autoblocks. This will go as far down as 2, that is, you will always start the round with at least 2 on the counter. For every round you lose, the counter will start the next round with 2 more autoblocks. Obviously you can't go higher than 12 since if you lose 2 rounds, you've lost the match (except on console versions if you set the rounds to 5). When playing against human competition, it will start at 8 regardless of rounds won or lost. The main limitation of Autoblock you will notice is the ability to only charge up to Level 1 on the Super Meter. This basically means you are very limited in the quick damage department as you can't just unleash a Level 3 SC and nail them for lots of damage. Autoblock players are given the Simple SC Operation motions. This means that they can simply press two buttons of the same strength (eg. Jab + Short) to execute a SC. This makes it very easy to do SCs on reaction to an opponent's attack. However, since it can only be a Level 1 SC, the damage is considerably limited. This simple method canNOT be used to combo in an SC however. For example, with Ryu, you cannot simply jump forward with a Roundhouse kick, do a crouching Forward, then press Jab + Short and get a Shinkuu Hadouken SC. To combo in a SC, you must do it manually. Simple SC Operation also means that Reversal SCs are made considerably easier to do, making it much easier to counter blocked assaults with SCs (see section 2.13). I guess the Simple SC Operation is most benificial to characters who have SCs with charge times since with Simple SC Operation players are able to use SCs such as the Thousand Burst Kick SC without having to charge it, therefore making it a lot less predictable. As a final note, if you complete the game with Autoblock on one credit, you don't get to see the credits. If you get a high score, your score will have an "Auto" label next to it. --= 2.3 Proximity Blocking =-- This is a feature of the game engine that makes the player go into a block stance when an attack is almost within hitting range. Basically, this allows players to back off from attacks that are out of hitting range and try for a quick counter attack after the opponent misses. Therefore, it is easier to stay away from an opponent than it was in previous SF games. It's useful in making it easier to set up jump ins from the right range since you can back away from your opponent much easier than before. --= 2.4 Chain Combos =-- Otherwise known as the Magic Series, chain combos allow players to cancel a normal ground move into another normal ground move. This allows players to land multiple hit ground combos that do great damage and can be relatively safe if blocked (see section 2.13). If a move is chainable, it can be cancelled into another move of higher strength, regardless of what type of version it is (except the jumping version). For example, Charlie can cancel his S.Strong into a S.Roundhouse, a C.Roundhouse, or a Stepping Side Kick. He can also cancel it into his C.Fierce, S.Fierce or his Backfist. Usually long chains are required to do relatively safe ground combos. You will find that some moves can chain into another attack of the same strength. These moves are *always* capable of chaining into themselves as well. Examples of these kinds of moves include Ryu/Ken/Akuma's C.Jab, C.Short, and S.Jab. The other Jabs that cannot chain into themselves cannot chain into Shorts. The other Shorts that cannot chain into themselves cannot chain into Jabs. Examples of such moves are Ryu/Ken/Akuma's S.Short, Charlie's S.Jab, S.Short, and C.Short. You can tell the difference between the two easily, since the first type can be repeated "continuously" without hitting, like when it appears that Ryu/Ken/Akuma holds their knee out and keeps on kicking whilst doing C.Shorts, without retracting back to the standard crouch position. While chain combos are great for the offensive player, they are bad news for the defensive player. Chain combos can be used in several ways to catch turtles off guard. Several characters have overhead hits that hit crouching defenders. Since you can chain into *any* version of the stronger move, overheads can be chained into making them much more harder to see coming. For example, Ryu can do a C.Short into his Overhead Punch. Chain combos also make ticks much harder to see coming since it becomes difficult to tell how far your opponent will go with the chain combo. However, there is an easy way out. Since chain combos are like a multiple hit move, they are incredibly easy to AC (see section 2.6). Links, on the other hand, are where 2 moves are put together without interrupting the animation of the first. An example of this is the old age Ryu link of C.Strong, C.Forward. These are much harder to time than chains. Some moves in the game recover rather quickly and allow this to happen (eg. Guy's S.Roundhouse). Note that SFA is the only game in the SF series where chain combos really dominate (X-Men Vs. SF and MSH Vs. SF are technically Marvel games, not part of the SF series). SF3 has a fair few chain combos, but by no means are they dominant as in SFA. Gen has chain combos in SFA2, but besides that, Capcom seems to like the idea of the common chain combo for every character of Jab to Short and adding a couple more here and there. --= 2.5 Super Combos =-- Super Combos are obviously the most powerful attack in any character's arsenal. SFA uses a triple charging super meter, the maximum charge being Level 3 (except with Autoblock). Each SC can be done at 3 different levels of power (except Akuma's Raging Demon). The Super Meter is built up by doing just about anything. The ways to build the Super Meter from fastest to slowest are : 1. Special move that hits 2. Normal move that hits 3. Special move executed 4. Special move blocked 5. Normal move blocked 6. Blocked opponent's attack 7. Got hit by opponent 8. Did any normal punch/kick (except Jab or Short) NOTE : There are some variations to the above list. For example, for Akuma, he will gain more Super Meter by hitting with a Fierce than throwing an Air Fireball AND having it blocked. In contrast, Charlie's Sonic Boom gains Super Meter at an incredible rate such that by throwing it he gains more than landing a Fierce punch. Guy's Elbow Drop is a normal Strong attack, but it doesn't gain any Super Meter. To do a Level 1 SC, do the motion and push any punch/kick button (depending on SC). To do a Level 2 SC, do the motion and push any two punch/kick buttons (depending on SC). To do a Level 3 SC, do the motion and push all three punch/kick buttons. If you have trouble pressing all three punch/kick buttons at exactly the same time, try holding all three punch/kick buttons, doing the motion and releasing the buttons at the end of the motion (see section 2.17). When the SC is executed, there is an animation pause where the screen darkens and your character gathers energy before executing the SC. In MOST cases, if the opponent is close and not blocking, they cannot bring their guard up after the animation pause and block the SC. This only applies if the opponent is close in (usually the range for this feature to take effect is about the length of a Ryu/Ken/Akuma/Dan C.Roundhouse). In some cases, you can actually block the oncoming SC even though you weren't blocking during the animation pause. This happens when you don't combo in the SC properly. For example, with Charlie's JN.Roundhouse, C.Jab, C.Short, Somersault Justice SC combo, sometimes you may screw up and cancel the C.Short before it actually hits your opponent. They'll be in the hit stun during the animation pause, but as soon as the SC begins, they'll be able to block it since you didn't combo it in properly. Another example, is using SCs that just cannot be put in a combo. For example, with Chun Li, if you do a C.Forward and cancel it into a Power Storm SC, it won't combo anyway. They'll be in hit stun during the animation pause, but then they'll be able to block it once the SC begins. It just cannot be combo'd in through buffering. However, there are other ways of comboing these SCs in (with Chun Li's Power Storm SC, follow up a Thousand Burst Kick SC in the corner with it to juggle). As a general rule, Level 1 SCs are mediocre. They usually have decent priority and do fairly small damage. You will see many Level 1 SCs get beaten by normal moves. Examples of this include Chun Li's Thousand Burst Kick SC, which at Level 1, seems to get beaten by sweeps and slides all the time. Ken's Level 1 Shoryureppa SC has a very small gap in between the Dragon Punches ... long enough to stick a Reversal Dragon Punch in between and hit him out of it if you block it (although I have not been able to do this trick very often). Level 1 SCs also get beaten by ACs much easier than higher Level SCs. Level 2 and 3 SCs can be beaten by ACs in some cases, but usually the higher priority SCs such as Ken's Shinryuken SC, Charlie's Somersault Justice SC, and Akuma's Messatsu Goushouryuu SC are totally invincible on their rise at Level 3. Most Level 3 SCs can do about 50% damage, and they are VERY deadly when put into a combo. You keep your Super Meter between rounds, so if you haven't won a round, try to avoid finishing your opponent off with a huge SC since that could be a big waste. Conversely, if your opponent hasn't already won a round, you might want to save your Super Meter for the next round if you are near losing. If you are near losing and decide to throw a Level 3 SC, note that you are taking a big gamble here since if it hits, it will lead a considerable comeback. If it gets blocked or misses, you could have thrown away the whole match right there. Logically, you should conserve your Super Meter rather than constantly using SCs as soon as you get the Levels to do it. If you do, either your opponent is stupid and keeps on getting hit by them or you are just wasting them and missing or seeing your SC blocked. If you use an SC for block damage, it's probably best to only use Level 1 SCs (unless finishing an opponent off for the match). Don't throw SCs unless you think it will connect, especially if it will leave you open! There are a few SCs that can be used effectively for block damage : if your character doesn't have one, don't throw an SC for the sake of it. If you really got nothing better to do with your Super Meter, use an AC (see section 2.6). So overall, there is one main rule in using SCs : "Make sure it connects!". The key to using SCs well is not to throw more than your opponent, but to make your SCs count for more than pitiful block damage. --= 2.6 Alpha Counters =-- A guard reversal system that allows you to break block stun and quickly try to nail the opponent with one of your own moves. ACs require one Level of your Super Meter, meaning that you can't just use them all the time. ACs are considered one of the "cheapest" aspects of SFA. To do an AC, block an attack and quickly roll the joystick from back to diagonal down-back, to down, then press punch/kick (depending on character). You have to do it fairly early in the block stun. To AC a low attack, block it low and quickly do the full AC motion. It's tricky, but it helps considerably in close combat since people are usually very reliant on sweeps at close range. Block stun is shorter than in previous SF games, so you will have to be pretty fast. ACs are invincible for a very short period of time. Therefore, if Akuma tries to kill you with block damage from his Messatsu Gouhadou, you can block it, AC it, and the AC will go straight through the SC fireball. ACs are designed to be a quick counter, but they don't always work. Some are slow and gives your opponent enough time to recover from their own attack and block. Some have short range making it difficult to AC long range poking attacks. You have to be very careful with this because even with Ryu or Ken, your opponent with a very late jump in can land in time and block your AC, and you'll be left wide open. Therefore, like SCs, you have to know when it's the best time to use your own character's AC. ACs don't necessarily guarantee a hit, and if blocked, they cause no block damage, translating into a waste of Super Meter. The following is a list of notes on each character's AC : Ryu : Very short range, fast, leaves open Ken : Short ground range, decent aerial range, fast, leaves open Charlie : Good range, slow Chun Li : Good range, fast, low sweep Guy : Decent range, fairly fast, low sweep Birdie : Good range, slow Adon : Short range, fast, leaves open Sodom : Good range, fast, can be crouched under Rose : Short range, fast, no damage but sets up for another attack Sagat : Decent range, average speed Bison : Decent range, fast Akuma : Decent range, fairly fast, low sweep Dan : Decent range, fairly fast, low sweep NOTE : I list if it's a sweep because there are several SCs that will be missed by these ACs (eg. Ryu's Shinkuu Tatsumaki Senpuu Kyaku SC, Ken's Shoryureppa SC, Charlie's Somersault Justice SC, Akuma's Messatsu Goushouryuu SC, Sagat's Tiger Genocide SC, etc.) ACs have various uses according to it's characteristics. They are usually effectively used in keeping an opponent in the corner, or smacking out of a corner trap. They can also be very annoying when a good offensive player balances out their offense by countering anything thrown at them. Usually, using ACs against attacks that annoy you is a good idea since it will discourage your opponent from using them all the time if they keep on eating an AC whenever they do it. Particularly useful against poking assaults (see section 2.16). --= 2.7 Air Blocking =-- Air blocking is a handy new feature that comes in useful all the time. Air blocking is limited in that you can't air block everything. Below, I will list everything in 3 categories : definitely not air blockable, usually not but sometimes air blocked, and usually air blockable. 1. DEFINITELY NOT AIR BLOCKABLE - All normal ground based moves (eg. normal uppercuts), except those listed below in list #3 - All ground based special moves (ie. the character doesn't leave the ground, such as Birdie's Headbutt Rush) - Super Combos (except Charlie's Sonic Blade SC and Akuma's Tenma Gouzankuu SC) - Guy's Rising Spinning Kick - Sagat's Tiger Crush - Guy's Bushin Leap throw - Rose's Soul Throw - Akuma's Hundred Demon Attack throw variations 2. USUALLY NOT BUT SOMETIMES AIR BLOCKABLE - Ryu/Ken/Akuma/Dan's Dragon Punches - Sagat's Tiger Blow - Chun Li's Rising Spinning Kick - Adon's Jaguar Knee 3. USUALLY AIR BLOCKABLE - All normal air based moves - All normal projectiles - Ryu's Hop Kick, Hurricane Kick (ground or air) - Ken's Hurricane Kick (ground or air) - Charlie's Jumping Back Kick, Flash Kick, Sonic Blade SC - Chun Li's Knee Flip, Head Stomp, Split Kick - Guy's Elbow Drop, Bushin Leap Elbow Drop, Roundhouse Bushin Run - Adon's Jaguar Kick, Jaguar Tooth - Bison's Knee Press, Head Stomp, Demon Flight - Akuma's Hop Kick, Hurricane Kick (ground or air), Tenma Gouzankuu SC, Hundred Demon Attack air variations, Downward Air Kick - Dan's Gale Kick - The last hit of Sodom's Level 3 Mega Jitte Slice SC Personally, I always jump in holding an air block. This makes it safer since you will block any quick forward jumping attack, and if you have a character who uses charge up moves, you'll be ready to perform a special move when you land. The stun time on an air block is always the same, but this stun automatically finishes if the character lands beforehand. This allows you to counterattack after air blocking certain attacks that you wouldn't have been able to counter if you had blocked in on the ground. For example, against Dan's Roundhouse Gale Kick, if you block it on the ground, you won't be able to hit him back after your block stun. However, if you jump up and air block it, you'll land and recover faster than from a normal block stun, setting up a quick SC. If a move is air blocked, the defender is unable to move until they reach the ground. When air blocking, you also get hit up a little bit in the air. Therefore, if you air block Ryu's JN.Roundhouse in the corner, he can usually land a DP before you land, since you were hit up a little bit by air blocking, giving him too much time. Conversely, after your opponent attacks you in the air, they cannot air block for the rest of the jump. Therefore, against old style players, they might throw a Hadouken, and seeing you jump forward, jump forward themselves with a Roundhouse kick straight away (this was a mighty effective fireball trap in old SF games where there was no air blocking). Since you are on the way down in your jump at this stage, you will land rather quickly despite the hit up effect of the air block. Since you land before he does, you can get him with a Flash Kick or something that he would have normally been able to air block. It is possible to air block an infinite number to air blockable attacks, and if you choose to air block, you will continue to air block for the rest of the jump and will be unable to move or attack. I haven't quite seen how this can be used to one's advantage besides in the Ryu & Ken Vs. Bison mode (see section 5.6). With my friend, we like to corner trap Bison and make him constantly air block our Hurricane Kicks. Since he is unable to drop due to the hit up effect, he just keeps on being juggled in what is essentially an "infinite block combo". It's not an infinite "combo" since the hit count meter hasn't turned up at the side of the screen, but there is nothing he can do to get out. --= 2.8 Recovery Rolls =-- Recovery rolls are in SFA to allow players to try and get sneak attacks against an opponent. Normally, when a player is hit out of the air by a normal move, they will land on the ground. If they are hit out of the air by a special move, they will be floored. If you think your opponent is going to set up a good corner trap, just do the AC motion with punch as you hit the ground, and your character will roll about half the screen forward. There are moments when you can't recovery roll from a knockdonw. One time is when you are stunned/dizzied. Also, there are two moves in the game from which you can't recovery roll from. These are Akuma's Great Air Fireball SC, and Raging Demon SC. The Great Air Fireball SC hits you down so quickly and pushes you back straight into the ground such that you just can't roll back (if you could, it would be a very stupid suicide move made more so considering Akuma has a damage handicap). The Raging Demon SC just pummels you and leaves you there, and you can't roll from it, so you just have to lie there for a while whilst Akuma does his little taunt and then is free to move. Recovery rolls are best used as surprise attack leads. Normally, a player setting up a trap would expect the opponent to be knocked down so that they have the most time possible to set it up. However, recovery rolls will get you out of it very quickly, and sometimes you will end up behind your opponent ... a good setup for a sneak attack before your opponent can reverse their guard since you swapped sides. I usually go for a throw or a very quick combo after rolling (usually a semi combo since the opponent is usually surprised and simply holding block until they comprehend what's going on). Certain moves will make the opponent recovery roll automatically. Unlike the normal recovery roll, the automatic recovery roll is invincible. You can tell if it's automatic since it always goes backwards and never forwards. Examples of moves that do this are Ryu's Shinkuu Tatsumaki Senpuu Kyaku SC and Charlie's Level 2 Crossfire Blitz SC. So for example, after nailing them with Charlie's Level 2 Crossfire Blitz SC, you can't just trip them out of their automatic roll and add another hit to your combo. The player who is hit CAN still recovery roll forwards instead of the automatic roll backwards ... in that case, they are NOT invulnerable. So in the previous example, if they skipped the automatic recovery roll and opted for the forward recovery roll, Charlie's trip WILL connect, but it won't be part of the combo (ie. it won't count on the hit count thing that appears at the side). Other than the automatic recovery roll, players canNOT recovery roll backwards. The one exception is Sodom who can recovery roll forwards or backwards, or do his Tengu Walk. To recovery roll backwards with Sodom, just do the roll motion from forward to down (ie. F,DF,D) and press punch. Sodom's backward recovery roll is NOT invincible, unlike the automatic recovery roll. There are moments during the game though, when they are definitely great (or a mistake Capcom made). When Guy hits you with the Level 1 Bushin Rage SC, you can roll out as soon as the uppercut hits you, avoiding the last big kick. Many Ryu/Ken/Akuma players will always go for C.Roundhouse, fireball for safe block damage. Get tripped, recovery roll under the fireball, SC from behind. Now this one is definitely my favourite : Rose gets you with a Soul Throw (or an Aura Soul Throw SC), recovery roll, combo her insanely because SHE CAN'T RECOVER IN TIME! Makes her Soul Throws a *GREAT* suicide move (especially the SC version since it's ever so easy to see coming). Recovery rolls should be used anytime it looks as though a juggle combo has even the slightest bit of a gap in it, if you think it will help. For example, Sodom can hit a jumper with a Level 1 Mega Jitte Slice SC for 3 hits. However, if you try to recovery roll after the first hit, you should find yourself temporarily invincible to the juggle, and you'll hit the ground rolling, and avoid the rest of the SC. Recovery rolls are in essence, a dangerous move. It will go through fireballs, meaning that corner fireball traps are essentially eliminated. However, you can be combo'd out of a recovery roll pretty easily, as it's not invulnerable to low attacks like sweeps. Also, the player who is standing is ALWAYS able to throw the player who recovery rolled before the player who did the recovery roll. Therefore, you will get thrown or combo'd out of recovery rolls if you use them too much. Be careful when using them. --= 2.9 Throws and Techs =-- The target of many whiners, the throw aspect of the game has been changed to lessen the importance of the throw in the game. Throw ranges have been decreased considerably. You basically have to be right next to your opponent to get a throw. This is supposed to make ticks easier to see coming. However, due to the introduction of chain combos, they can be relatively hard to see coming. Just try tapping Jab repeatedly if your opponent tries to tick too much. This will work since during the block stun, your Jab won't do anything since you can't block and attack at the same time. As soon as you are free from block stun, and your opponent is walking in, you'll land your Jab. Try chaining this into a huge combo to learn them a lesson (then, try ticking THEM ... sweet revenge!). Just watch out if your opponent deliberately leaves a gap to try to nail your counter with a Dragon Punch or SC. Block stun is shorter than in previous SF games, giving you more time to get that Jab out. To do a Tech or soften a throw, you just have to simply reverse the throw motion. This is done by holding back or forward, and pressing any of your throw buttons (Strong and Fierce will work with everyone). You have to be pretty fast to do a Tech ... you basically have to do it as soon as you are thrown. You can usually Tech a throw if you can see it coming, but otherwise it's usually a fluke. Certain characters are also able to do air throws. These can be done by holding in ANY back or forward directions, and pressing Strong or Fierce, whilst you and your opponent are at about the same height whilst jumping. The characters who have air throws are Ken, Charlie, Chun Li, and Guy. Special move throws are now less useful than before. In previous SF games, Zangief was an absolute terror with his Spinning Pile Driver. However, in SFA, Sodom's and Birdie's special move throws have a bit less range and are a little easier to see coming. Birdie can still do a couple of good ticks, but Sodom's is now pretty slow as he must hop forward before he can Power Bomb someone. --= 2.10 Juggling Moves and Combos =-- SFA has a very limited but notable juggling system. There are very few moves in the game that can juggle opponents, and only in certain frames of your opponent's falling animation. Juggling is defined as hitting an opponent in the air after they have already been hit. Juggle combos cannot be recovery rolled from. Most SCs can juggle, but not all. Juggling also seems to be limited to a certain number of hits, eg. Ryu's Shinkuu Hadouken SC can only juggle for a maximum of 2 hits, regardless of what number of Levels you use. The following is a list of juggling moves for each character. Ryu : *JN.Strong (2 hits) - an air uppercut with a couple of uses *Shinkuu Hadouken SC - maximum of 2 hits, limited uses *Shinkuu Tatsumaki Senpuu Kyaku SC - very poor juggling as opponent will be bounced up and out Ken : *Shoryureppa SC - VERY poor juggling move, OK at Level 2 *Shinryuken SC - OK, but you'll miss the early hits (the most damaging hits) Charlie : *Somersault Justice SC - good at Level 2, otherwise don't use it *Crossfire Blitz SC - it's a rushing SC, OK? Chun Li : *JN.Roundhouse (2 hits) - good in air battles *Head Stomp - maximum of 3 hits, can only really put 3 in a string of Head Stomps *Rising Spinning Kick - standard anti air *Power Storm SC - good anti air *Supreme Rising Spinning Kick - anti air Guy : *Rising Spinning Kick - slow anti air *Bushin Jump SC - useful anti air Birdie : None Adon : *Jaguar Knee - anti air *Jaguar Revolver SC - middle range anti air Sodom : *Mega Jitte Slice SC - good anti air with some uses (at Level 1 anyway) Rose : *Aura Soul Throw SC - good anti air with MAJOR drawback (see section 3.9) *Aura Soul Spark SC - Rose's SC fireball can juggle OK (not Level 2 version) Sagat : *Tiger Blow - reasonable anti air *Tiger Genocide SC - limited juggling abilities *Tiger Cannon SC - maximum of 2 hits Bison : *Knee Press Nightmare SC - VERY limited *Psycho Crusher SC - useful juggling attack as mid range anti air Akuma : *Dragon Punch - very useful *Hurricane Kick - useful *Flaming fireball - I've found 1 use for this *Messatsu Gouhadou SC - limited *Messatsu Goushoryuu SC - limited but can be used effectively Dan : *Shinkuu Gadouken SC - limited *Kouryuu Rekka SC - reasonable juggling SC In the character specifics, I will try to list all those juggle combos that I have found, but only the ones with reasonable practical use, eg. I won't list Ryu's C.Roundhouse, Shinkuu Tatsumaki Senpuu Kyaku SC combo since it gets very few hits. Note that some juggle combos can be recovery rolled from. --= 2.11 Overhead Hits =-- Overhead hits are kind of like throws but much more widely accepted. Certain characters have moves that must be blocked standing. These are VERY useful in nailing crouching defenders. Overheads can not be combo'd into another move (except Ken's, with very precise timing), that is, they are neither chainable or interruptable. All overhead hits have a delay before coming out. You can spot them with enough experience, and hit them out of it. If you can insert overhead hits into chain combos and constantly make your opponent have to switch between standing and crouching block, you should get many "free" hits all over the place. Just watch out since some people won't just block your overhead; they'll SC it when they anticipate the gap. --= 2.12 Taunts =-- Finally, us big ego players have been given the ability to taunt! To taunt, just press your START button. Most characters have more than one taunt. These other taunts can be accessed by holding forwards or backwards and pressing START. Taunts do not hit (except for Chun Li's), cannot be cancelled into a special move, do not build up any Super Meter, and essentially just leaves you open for a while. Whether a taunt is a special move or a normal move, I haven't figured out. I have been able to get a "Reversal" bonus with a taunt, thus meaning it's a special move. However, when finishing off an opponent with Chun Li's taunt, I get a "V" for normal move finish. Hmmm. Also, you can only taunt once per round, except for Dan who can taunt infinitely. I find that the most lethal time to use a taunt is after a tick. Since there is a general instant negative reaction to a tick, this will peeve opponents off very very very much. You can also taunt after big combos, but personally, I find the tick-and-taunt tactic by far the most effective way to incorporate the taunt. Just make sure you don't repeat too much since in most cases your opponent can recovery roll and SC YOU whilst you are taunting them (then they'll probably taunt YOU ... that's a mighty big, stinging insult!). --= 2.13 Reversals and Relative Safety =-- I think it's important to note that many moves in the game are only RELATIVELY SAFE. That is, if your opponent performs a reversal move that hits quickly such as a Dragon Punch or Flash Kick, you will still be hit even though your move connected! This is extended further with reversal SCs and throws. For example, after landing Charlie's Jumping Back Kick, the opponent can actually do a reversal SC and nail you, even though your kick connected. Normally, if you hit from reasonably far out, you'd recover in time to block a reversal special move. However, since SCs have the "no-block period", you WILL NOT be able to block the SC since technically you haven't even fully recovered. This happens most frequently if the reversal SC is a quick rusher such as Chun Li's Thousand Burst Kick SC and Charlie's Crossfire Blitz SC. Also, some moves recover in time to block, but you can still get thrown. Dan's Gale Kick is a good example of this. Dan lands in time to block even reversal SCs, but he lands VERY close to his opponent, allowing for easy throws. With Akuma, I have been able to do a reversal Raging Demon SC against it, and Dan DID NOT recover in time to jump away. A reversal Chain Grab with Birdie will also do the trick. The reason for this is the shorter block stun and hit stun than before. Because the block stun or hit stun is slightly shorter than the time required to recover from the move, if your opponent is close enough, you can land a reversal. This is very evident in corners. Whereas before fireballs were not counterable, in SFA, if you block a close fireball in the corner, you will recover from your block or hit stun in time to land a reversal. Therefore, when comboing cornered opponents, it is imperative that you use chain combos. The exception is Charlie, whose Sonic Boom recovers *just* in time to block any counterattacks regardless of whether it hit or was blocked. This also applies with SC fireballs that don't knock down. For example, after taking a close Level 1 Shinkuu Hadouken SC by Ryu in the corner, you will recover just in time to land a reversal SC. Just about all normal ground moves besides Jabs and Shorts are only relatively safe, especially with the multi hit normal moves. This rarely plays into effect with reversals after being hit, but just be aware of it since there are a few experts who can and will do this. It happens most against the CPU, so if you're trying to get to the CPU Akuma or something, be very aware. Also note that combos with gaps can allow reversal SCs. For example, with Ken, if you try a C.Jab, C.Short, C.Short, C.Forward, Fireball combo, it would normally connect for 5 hits if they get hit. If they block it, they can stick an SC between the C.Forward and the Fireball. So sometimes when going for these, your opponent can counter if you get too predictable, so be careful. The other form of reversals needing mention are those performed upon getting up. As noted in the previous FAQ, if timed properly, these should beat the jump in attack *every* time. The thing I have to say about it is, yes, they are pretty tough to do every time. I have read in many other FAQs that the window to get this reversal is about 1/60 of a second. Not particularly good chances, and probably something you shouldn't try to fluke out if you're not good at them. It is very easy for your opponent to land a huge combo if you stuff up, so be careful with these. You might want to go for it more often with Charlie or Chun Li than with Ryu or Ken since it is *much* easier to get a reversal Flash Kick than it is to get a reversal Dragon Punch since the motion is a LOT more easier to time. However, I have seen some players who can get the reversal Dragon Punch as they get up just about every time. For some reason, I personally find doing SCs such as the Shinryuken SC much easier to do upon getting up. The timing to do a reversal Dragon Punch upon getting up is actually pretty late. Just start the motion during the middle of your getting-up animation and do it fairly quickly, such that you press the button *just* as your getting-up animation ends. Be very careful with these "wake-up" Dragon Punches since there are MANY ways around them. With an early jump in, your opponent can land in time and block your Dragon Punch. Neck kicks make it confusing for most grounded players on what to do, because sometimes you have to do it the way you were facing and sometimes you have to do it the other way. Your opponent could just not jump in and simply use meaty attacks, or just hold back knowing you'll go for it anyway. Instead of using these reversals, it's probably best to just block or use ACs. Blocking leaves you open to many different semi combos (see section 2.18), but it probably won't be as damaging as a full jump in combo because you stuffed up the Dragon Punch. Also, most people don't use semi combos very oftenly anyway. 95% of the time, most people will go for a regular combo on you when you get up, so it's almost always safe to just block when you get up. --= 2.14 Jump ins, Neck Kicks, and Meaty Attacks =-- The most instinctive thing to do against a grounded opponent is to throw an attack on them the instant they get up, such that they are kept on the defensive. As in previous SF games, there are 3 ways you do this : straight-forward jump ins, neck kicks, and simple meaty attacks. Jump ins are basically where you just, well, jump in towards your opponent when they get up. It's best to actually time your kick reasonably high since you can land longer combos this way. This is because you won't get pushed back if you time it higher, whereas if you timed your kick later, you will get pushed back a little, making it harder to land more hits. The instant you land, just go into a light attack and use your chain combos to turn it into something big. Just don't time it too high or your opponent can block it and throw you as you land. Also, don't jump in when you're about to die and your opponent has a Level for an AC, since most of the time, you'll be throwing the round away this way. Neck kicks, also called Cross Ups, are where you jump with a kick that passes by your opponent and hits them on the back of the neck. You then land behind them, ending up very close to them, setting up a great combo attempt. Note that, the perfectly timed jump in puts you as close as the well timed neck kick to your opponent. Neck kicks can be used to try and trick your opponent since instead of holding back to block it, you have to hold the joystick towards your opponent, since the hit is coming from the other side. Neck kicks are harder to Dragon Punch as you get up, so normally you can expect to get a nice long combo off them. Each character has different neck kicks. Most have only one air move that can be used as a neck kick. The following is a list of which button for which character, and how easy it is to land it : Ryu : Forward, very easy Ken : Forward, easiest Charlie : Forward, very easy Chun Li : Forward, hard / Roundhouse, hard Guy : Forward, easy / Elbow Drop, medium Birdie : Roundhouse, very easy / Down + Fierce, easy Adon : Forward, medium Sodom : Short, very easy Rose : Forward, easy Sagat : Short, easy / Forward, easy Bison : Short, hard / 2nd hit of Demon Stomp, medium Akuma : Forward, very easy / Downward Air Kick, medium Dan : Forward, easy As a general rule, neck kicks work MUCH easier on crouching defenders than on standing ones. Also some characters are much harder to neck kick than others. For example, a standing Guy is hard to neck kick whilst Sodom is very easy to neck kick. There is also another type of neck kick, but it's rarely seen and very difficult to do. Sometimes, with a very well timed kick, you can neck kick such that your opponent hasn't actually turned around. You've basically kicked them in the very center upper tip of their head. These are blocked normally (ie. by holding back), as opposed to normal neck kicks. These canNOT be combo'd off, but if you can get good at these (something I haven't done yet), you can get a couple of "free" hits every round. Also, because of the general confusion that arises, you could probably easily lead into a semi combo after these pretty safely (see section 2.18). Finally, meaty attacks are basically where you just throw a normal ground move against an opponent when they get up. This can be simply a fireball, a trip, or an overhead hit. Generally, by mixing overhead hits and sweeps along with semi combos in meaty attacks, you can confuse your opponent and get easy hits. All of these are prone to ACs. Just try to mix all of them to confuse your opponent. --= 2.15 Choose your own Winning Quote =-- To choose your own winning quote, just hold down and a certain button combination of 3 total buttons when you win your second round. This varies from character to character, but every character can select 2 by holding down with 3 punches or down with 3 kicks. This feature is essentially useless except for getting up to the CPU Dan (see section 5.5), unless you particularly have a favourite winning quote. --= 2.16 Poking Attacks =-- Poking and jabbing form the basis of a good solid ground assault. In SFA, every character has at least one good attack for long range poking at opponents. These will be outlined in the character specifics section for each character. New characters like Guy have long, annoying kicks and slides whilst even old favourites like Ryu have been given new poking moves that frustrate opponents. The general idea behind poking is to attack your opponent from long range constantly to keep them grounded and blocking. Poking requires good anticipation, since it is pretty easy to stick an SC between attacks. This is the key to playing an effective ground based assault, since although chances are you will win if they just go for Dragon Punches, a Level 3 SC can turn the whole match right around. So I must stress, KNOW WHEN TO POKE AND WHEN TO HOLD BACK! You will learn with experience, since *usually* it is pretty easy to tell when your opponent wants to kill you with a Level 3 SC (usually after 2 or 3 consecutive poking hits, hold back!). It's least effective against Autoblock players since they can press 2 buttons on reaction and nail you pretty easily. Just walk in blocking frequently and fake to try and get them to waste it. Poking is most effective when mixed with overhead hits and throws. Such mixes are where good semi combos come from, and I will outline them for each character in the character specifics. --= 2.17 Combos and Button Presses =-- OK, this is going to be a LONG section so just try to bear with me. Firstly, a button press in SFA, as it has been throughout the SF series, counts as TWO PRESSES, NOT ONE. These occur when 1) you press the button, and 2) when you release the button. It only registers as one normal move though. So when you tap Jab, you'll only get one light punch. However, to do a Sonic Boom, you charge back, then go to forward and press punch OR you can press and hold punch, charge back, go to forward and release punch. Most people will prefer to do it the first way, but this is important to note as it plays a big role in combos. When you do a combo, the double button press effect will come into effect when cancelling moves. This can be helpful or a hindrance : *Cases where it's helpful* If you're doing a combo where you cancel with the same button, it makes the combo very easy to do. For example, with Ken, since one button press counts for two, it is possible to do a C.Fierce, Fierce Dragon Punch combo with one button press. That is, hold down and press and hold Fierce, do a Dragon Punch motion and release Fierce. Or alternatively, do the Dragon Punch motion pressing and holding Fierce at down and releasing it at diagonal down-forward. Now, if instead you press Fierce twice, the combo is almost certain to work. This is because, with two presses of the Fierce button, you've actually pressed it four times. The initial press of the button was used for the opening C.Fierce. That means that there are 3 Fierce button taps left (released Fierce, pressed Fierce again, released Fierce). So if there's a Dragon Punch motion in there, it's almost certain the combo will work since if the motion was completed at any of the points where Fierce was pressed or released, the Dragon Punch will cancel the C.Fierce into an easy 4 hit combo. The reason why it doesn't play into effect with say, Ryu's C.Forward, fireball combo is because a when Forward is released during the quarter circle forwards motion, this isn't a special move motion with Ryu. Therefore, the releasing of the Forward button basically counts for nothing, and instead when Fierce is pressed, the fireball will cancel the C.Forward into a 2 hit combo. This button release method also make it easier to do Level 3 SCs. Some people find it difficult for some reason to press all 3 buttons at exactly the same time. If you are one of these people, try holding all 3 punches/kicks, then doing the SC motion and releasing the buttons. This makes it easier since it's a lot easier to release 3 buttons at the same time than to press 3 buttons and the same time. *Cases where it's a hindrance* This is basically with SC combos. When buffering in SCs, you may find that some special move is let off because you pressed and released a button. For example, with Ken's JN.Roundhouse, C.Forward, Level 3 Shoryureppa SC combo, you may find that instead you get a JN.Roundhouse, C.Forward, Level 1 Shinryuken SC combo. This is because you released Forward *before* you pressed 3 punches, and this happened as you completed the SC motion. To avoid this, you can try pressing AND holding Forward. That way, you won't get the Shinryuken SC. To do this, you may have to hold Forward with your thumb and press all three punches with your index, middle and ring fingers. In that case, it may become easier to change it to a JN.Forward, C.Forward, Level 3 Shoryureppa SC combo. Of course, it's much easier on the console versions since you can preset a button as all 3 punches / kicks. Same applies with Rose's C.Roundhouse, Level 1 Aura Soul Throw SC combo. If you don't hold Roundhouse, you may find that she will do her Soul Illusion SC instead. For some characters, it just becomes downright impossible to get a SC combo because of this hindrance. Guy is a major victim. When trying to combo in either of Guy's SCs, you may find that you'll get his Bushin Run or Bushin Leap to come out. Or otherwise you may find his other SC will come out when changing cancelling a punch with his Bushin Rage and vice versa. Basically, this is something you should bear in mind since it does play into effect. Whether you prefer to do combos with the press-press method or the press-release method is entirely up to you. Secondly, when going for combos, you should note what moves are chainable and interruptable into another move. I will list these in the character specifics section. One thing to note is that overheads and other normal specialty moves (such as Charlie's Stepping Side Kick) are NOT chainable or interruptable. They can be chained into but cannot be cancelled into a special move or into another normal move. Now then, after that rather lengthy note, onto the combos! Here I am basically going to explain how to do the tough combos and explain other miscellaneous stuff regarding combos. Firstly, the length of a character's ground combo is essentially determined by how long their chain combo can be and how good their range is. The longer the chain combo, the more hits you'll be able to land (unless you got a light attack you can just repeat). The longer the range, the further out you can hit them with more hits from your chain combo before finishing it. So, exactly where do you start your combo? It would most likely appear to be the good old neck kick since this will put you very close to your opponent. However, if you time your forward jump in perfectly (that would be fairly high), you will land as close to your opponent as you would if you started with a neck kick. So these are your two main choices for the longest combos. Now, your ground chain can be short with strong attacks or long with lots of little attacks. Generally, some of the simplest combos that do good damage use short strong attacks (eg. Ken's JN.Fierce, C.Fierce, Fierce Dragon Punch combo), and the longer, safer combos use lots of little ground attacks. It is important to note that most of the time, you will probably end up using lots of little attacks since the short strong attack combos are generally suicide combos that get you killed if they block it (and in 9 out of 10 times, they will). However, some of the longer, more impressive, most damaging combos use lots of little attacks (eg. Ryu's JN.Roundhouse, C.Jab, C.Short, C.Forward, Shinkuu Hadouken SC combo). The number of ground hits you stick in a chain as well as the strength of them might vary on how close you need to be to land a full SC in your combo. For example, with Charlie, if you do a JN.Roundhouse, C.Short, C.Strong, Level 3 Somersault Justice SC combo, you'll never get the full 9 hits of the SC. However, if you use a C.Jab and C.Short instead, it becomes relatively easy to land all the hits. I'm not exactly sure which one is more damaging though. With Akuma, when going for the super tricky corner combo of a JN.Roundhouse, C.Short, Level 3 Messatsu Gouhadou SC, Strong Dragon Punch, you can't stick anything else than a Short or a Jab or otherwise you'll never be close enough for the Dragon Punch to connect. Your finishing move will most of the time, be a long reaching normal hit, a trip, or a special move. As a general rule, go for the one which will hit most often and leaves you safe. Now then, sticking SCs into combos. This is probably the most tricky aspect of the game, so if you fail a couple of times, don't give up. The rewards will be many, many, many more wins and awesome combos that will make you look like an expert at your arcade. Firstly, the easy ones to do : charge up SCs. These are combos that use SCs that must be charged up, eg. Chun Li's Thousand Burst Kick SC. These are very simple to do : just do the normal attack whilst charging up, and then quickly finish off the motion. For example, with Chun Li, jump in at your opponent with a Fierce punch whilst charging back. Land and go into a C.Jab, C.Forward chain whilst still charging back. I use C.Forward instead of C.Strong since by using C.Strong, with the double button press effect, you might get a Kikouken to come out instead. Anyway, when the C.Forward hits, quickly go into the forward, back, forward motion and press the kick button(s) once more for your combo. With the other method, that is, with the charge diagonal down-back SCs, it's still exactly the same as the charge back ones. Just do the move and quickly finish off the motion. For example, with Charlie, jump in with a Roundhouse whilst charging diagonal down-back. Then land, do a C.Jab, C.Short, and quickly finish off the motion and press kick. These are harder to do than the charge back SC combos, but you will get used to them. The main fault of these easy ones is that you can't lead with a neck kick since you won't have enough charging time, because you have to charge back and with a neck kick, the directions are reversed, and thus whatever you had charged up is reset to zero. Now, the other ones, that is, the double quarter circle ones, you have to stick your normal move somewhere in the motion. It IS POSSIBLE to do a normal move, and quickly do 2 quarter circle motions and get a combo, but this is VERY VERY VERY HARD to do, *almost* impossible. I have only done it on my Saturn joypad, and I doubt that it is possible on an arcade stick. So basically, you have to find a move that won't get in the way of your SC combo and use that to combo it in. For example, with Ryu, when comboing in his Shinkuu Hadouken SC, you will probably find that sticking it in a combo after a C.Forward is very hard in a full combo. Therefore, you may wish to use a Short instead. Why? If you try to stick a Forward in the 2 quarter circle forward motions, you may get his Hop Kick, which won't combo in. If you try to use Roundhouse, you may get a sweep, which will limit the hits of your SC. Therefore, it is easiest to use a Short since both the crouching and standing versions will combo in and there is basically no risk in stuffing up the combo as long as you do the double quarter circle forward motions correctly. It can be done very easily by doing a quarter circle forwards motion with Short (which will produce a S.Short), and then doing another quarter circle forward motion with punch (which will produce the SC since there were 2 quarter circle forward motions in there). So the whole thing works out like this : JN.Roundhouse, | \ --O + Short, | \ --O + punch O O O O You have to do the 2 quarter circle motions fairly close together, which is why sometimes you can stuff up if you try to use Forward or Roundhouse and get a Hop Kick or a sweep. It is relatively easy to get this to work with a C.Forward when using a jump in. Here's how : JN.Roundhouse (do a QCF motion), | + Forward, \ --O + punch O O Basically, just jump in with a kick, whilst doing the first quarter circle forwards motion. Then when you land, just finish off the motion in exactly the same way you would do a C.Forward, fireball combo. Since the 2 quarter circle forward motions were in there, you'll get the combo to all connect in a nice, powerful combo. Once you have mastered the above method, you may wish to try the trickier method where you time your button presses correctly. This is very important when using Guy, since with the above method, 99 out of 100 times, you will fail since his special moves get in the way because of the double button press effect. To do this, you have to either time the initial button press perfectly, or try pressing and holding. Anyway you go, you have to time very well since you to get the SC you have to do the SC motion very quickly, so practice LOTS. If you have mastered both of the above methods, this next part should be a breeze. The final stage of SC combo complexity is sticking chain combos in there. Once again, the trick is to find the leaway in which you can stick half of the SC motion in, and then finishing off the motion. An easy one would be Ryu's JN.Roundhouse, C.Jab, C.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC combo. The reason it's easy is that either a crouching or standing Strong works. This is because after the C.Jab, you can start the first quarter circle backwards motion, and at ANY point in that first motion, you can stick a Strong in since it will not produce any special move. Then simply finish off the motion with a simple quarter circle backwards motion with kick and the two quarter circle backwards motions will trigger the SC. The harder ones are where you MUST do a crouching or standing version. Ryu's other SC combo, JN.Roundhouse, C.Jab, C.Short, C.Forward, Shinkuu Hadouken SC is one such. You MUST do a C.Forward since if you do a S.Forward, that will be a break in the SC motion and it won't work. If you press Forward whilst you are at the end of a quarter circle motion, you'll get his Hop Kick which will ruin the combo. Therefore, it is necessary for great timing here. The method which I use is to jump in with the kick, do the C.Jab and C.Short, and during the C.Short hit stun, quickly stick a quarter circle motion in. Then, I finish it off as I would with a standard C.Forward, fireball combo. You may find this very difficult to do, but don't worry, because there is more than one way. Another way would be to press Forward in the middle of the first quarter circle forwards motion, and finish it off, as shown below : JN.Roundhouse, C.Jab, C.Short, | \ + Forward, --O | \ --O + punch O O O O Chain combos with SCs make it much safer because since chain combos give you more time to react, you'll be able to hold back with the SC if necessary. Therefore, say when leading with a neck kick, if you see that your opponent blocks, the chain combo will definitely give you enough time to react to this and not throw the SC, whereas the standard ones will not and could end up as a mighty big waste of Super Meter. If you can't do the chain combo method, it's not all doom and gloom. Just try to get it, and if you can't, well, just remember that even without the chain combo, as long as the Level 3 SC is in there, you still have a very powerful combo at your disposal. One final note : some people seem to believe that the damage a combo does is directly reflected by the score given with it (eg. when it says "3 hits" and "900 points" below it). This is not true. How shall I prove this? Akuma's Jab Dragon Punch can score 1000 points. His Fierce Dragon Punch can score 900 hits with all 3 hits. You expect me to believe that a Jab Dragon Punch does more than a Fierce Dragon Punch? Akuma's Raging Demon SC scores 1500 points. A simple C.Fierce, Jab Dragon Punch combo with Akuma scores exactly the same. Hmmmm ... I rest my case. --= 2.18 Semi Combos =-- When trying to combo your opponent, one problem may occur : they block it. One day, a long long time ago, someone with good creativity decided "Wait a minute ... if the other guy is just going to wait for me to stop attacking, why don't I just stop attacking and throw him whilst he's just expecting to block?" and boom, the tick was born. Semi combos are simply sequences that are designed to surprise opponents and catch them off guard. Counter semi combos are those sequences designed to counter any counterattack to a semi combo attempt. Semi combos are essentially the backbone of the offensive assault idea implemented in SFA. They keep the opponent guessing, since it becomes no longer safe to simply hold guard and not worry. The more you keep them guessing, the more holes their defense will expose, and therefore the more easier hits you'll land. Semi combos come in two main forms : ticks and overhead semi combos. A tick is basically where you throw an attack, and then throw your opponent whilst they are holding guard. These have evolved from the simple (yet still very common and very effective) C.Jab, throw types to new, advanced ones such as Akuma's C.Short, Hop Kick, Raging Demon SC tick. These are very useful in annoying opponents because of the general instant negative reaction generated by throws. Stick a taunt after a tick to really annoy. Overhead semi combos are where you stick an overhead hit into a combo. This can come at many points through a combo since there are various points where you can put the overhead hit. For example, with Ken, you could go for a JN.Roundhouse, Overhead Axe Kick, or a JN.Roundhouse, C.Jab, Overhead Axe Kick, or a JN.Roundhouse, C.Jab, C.Short, Overhead Axe Kick, or a JN.Roundhouse, C.Jab, C.Short, Strong Ground Roll (to get behind opponent), Overhead Axe Kick, or any other such combination. Overhead hit semi combos are significantly more acceptable than ticks since it doesn't generate the same instant negative reaction, probably because they are blockable. One problem may occur when going for these semi combos : your opponent hits you out during the gap. For example, whilst trying to tick Ryu, he may hit you out with a C.Jab, into a C.Short, C.Forward, Shinkuu Hadouken SC combo. To avoid this, you can try to go for the risk and try and hit him out of his counter with a counter semi combo. You use these when your opponent grows more aware of your semi combos and tries to sweep you out of them (and believe me, they will many times). It's best to try and find a safe move with these so that in case your opponent doesn't try to stick a sweep in, you'll recover in time to block any counterattacks. For example, with Ryu, he can do a C.Forward, Short Hurricane Kick, throw tick. You may wish to vary this with a Dragon Punch instead of the throw, nailing any counterattacks. However, if your opponent picks it and blocks the Dragon Punch, you're going to be eating a combo. So instead of the Dragon Punch, you can try a Shinkuu Tatsumaki Senpuu Kyaku SC, since even if blocked, you'll recover in time to stick more attacks on. Or you can go for another Hop Kick, and then try to tick again. Generally, from experience, 95% of counterattacks against semi combos will be sweeps. More experienced players may try to counter throw your tick, and some like me may try and Jab you out into a combo. Since most counters are going to be trips, moves like the Hop Kick are pretty safe since it will go right over the sweep. You may wish to do it even a couple of times, since it usually takes your opponent a little while to react. For example, once I have ticked my opponent with Birdie's JN.Roundhouse, C.Short, Chain Grab tick, they'll usually try to sweep me out of it. I then change it into JN.Roundhouse, C.Short, Turn Around Headbutt, Chain Grab. The sweep will miss the Turn Around Headbutt since it's invincible as he turns. Usually, I do the Turn Around Headbutt a couple of times since they'll try to sweep me after it, or they may be just tapping Roundhouse until they see me get swept, so I just repeat until they realise "Gee, I'm getting hit still ... maybe I should block." THEN, I tick them with the Chain Grab. When your opponent wises up and tries to Dragon Punch you out of it, that's when you hold back, just as you would in a poking assault, and nail them as they recover. Besides that, counter semi combos also come in the form of tempting an opponent to stick in a sweep, and nailing them appropriately. For example, many opponents will try and sweep you after Ryu's Hop Kick. You can try and Dragon Punch or SC them if they become predictable with it. So overall, semi combos essentially follow the same rule as poking. Just try and get them a couple of times, and when you think they'll try to counter, counter semi combo them, and repeat. Keep switching between them and ALWAYS hold guard from time to time, since whenever opponents get frustrated by semi combos, they will try to get you with that Level 3 SC that, if successful, will leave YOU on the defensive. --= 2.19 Trip Guard =-- Trip guard is a feature in SFA where you can land and block an attack the *instant* you land from a jump. This removes old fireball traps where you could throw fireballs and sweep the opponent as they landed from their forward jump. Trip guard is effective regardless of whether you did a normal attack in the air or not. Air special moves such as the Air Hurricane Kick and Akuma's Air Fireball will leave you open for a short while though, since they have landing recovery time. Because of trip guard, you will have to hit opponents out of the air with higher hitting moves if they jump in and attack straight away. Eventually you'll get used to it and drop that bad habit of trying to sweep an opponent in such a predicament. Since opponents will try and sweep you anyway as you land a fair distance away from them, you can try to nail them with a SC when you land. This is VERY VERY VERY hard to time, as you have to do the SC the *instant* you land, or otherwise you'll get swept. Obviously, this cannot be done with charge time SCs since the jump is usually nowhere near long enough to charge for 2 seconds. Although its extremely tough to do, you may wish to master it since it does allow you to land SCs fairly frequently. As with semi combos, try and pick when not to throw the SC if you do this frequently, and mix with jumping in, throwing no attack and walking up and throwing if your opponent expects you to go for the SC. ============================================================================= *** 3) CHARACTER SPECIFICS *** ============================================================================= --= 3.0 Conventions used and format =-- I am aware that many moves have multiple names. I will use the name used in the previous SFA FAQ or the one that I have grown accustomed to. Where possible, I will also add the official Capcom name of the move in parentheses. If it's in Japanese, I will give the translation that has been given to me from the previous FAQ. The format for the character specifics are as shown below : *Brief background Self explanatory. *Starting and Winning Poses Self explanatory. *Alpha Counter The button used (punch or kick) and notes on it's uses. *Taunt Self explanatory. *Miscellaneous Information Self explanatory. *Normal Specialty Moves These include moves that require you to hold a direction and press a button, such as Ryu's Overhead Punch. These CANNOT be cancelled out of. The key difference between these moves and special moves are that these canNOT be combo'd into by moves that are just interruptable; they can only be chained into, and not cancelled into. *Note on useful normal moves These will be the moves with good priority or useful ones. *Special Moves Self explanatory with notes. *Super Combos Self explanatory with notes. Unless otherwise stated, these will knock an opponent down. *Chainable moves and interruptable moves All the information you need to create combos. *Regular combos The combos will be listed in easy combos, intermediate combos, and expert combos. With the combos listed, the expert combos in Regular combos will be MUCH easier than the ones in the SC combos section due to the difficulty associated with comboing in SCs. *SC combos The combos using SCs. *Maxiumum Combo The greatest hit count scoring combo the character has (not necessarily the most powerful combo though). *Semi combos + Counter Semi Combos Here I will write the semi combo, then the variation counter which you use if your opponent tries to counterattack. *Strategies Brief explanation on general strategy. At the end of this section is a note on comboability. Now then, onto the character specifics. --= 3.1 Ryu =-- Ryu is back for another one of those "spirit of the fight" things. That is, he's a guy looking for a good fight. By the way, contrary to popular belief, Ryu's name here does not mean "dragon". It means more along the lines of "successful" and "ambitious". Starting Pose : Ryu adjusts his headband, then his gauntlets. Winning Pose #1 : Ryu raises his fist in triumph. Winning Pose #2 : Ryu looks away from his opponent and the wind blows. **Alpha Counter AC motion + punch Ryu's AC is a Fierce Dragon Punch. It is very fast, but has very limited range and is not so useful against longer poking attacks that recover reasonably quickly. It is useful against SCs and jumping attacks, but if the jump kick is timed perfectly late, your AC can still be blocked. Just be careful against long, quick poking attacks since you might miss and consequently eat a combo. **Taunt Neutral + START : Ryu adjusts his gauntlets F + START : Ryu adjusts his headband **Miscellaneous Information Ryu's JN.Strong can juggle opponents, and hits twice. His S.Forward can also hit twice. **Normal Specialty Moves * Overhead Punch (Sakotsu Wari - Collarbone Breaker) F + Strong Ryu does a simple hammer punch that nails crouching defenders. It has good range, comes out quickly for an overhead, and does 2 hits. I have found recently that the recovery isn't that great, as the CPU has been able to combo me even after it has connected. * Hop Kick (Senpuu Kyaku - Cyclone Kick) F + Forward Ryu hops forward with one rotation of a Hurricane Kick. Unlike the Hurricane Kick, this hits crouching opponents, but it's not an overhead hit. It has good range and can be used to hop over sweeps and slides, and is great to lead semi combos. It has good recovery time, but its delay coming out means it can't be combo'd in. You can get thrown afterwards if you land too close, but this only really happens if you do it from right next to them. **Useful Normal Moves S.Forward : An axe kick for 2 hits, great anti air. C.Fierce : An uppercut that is a good anti air. JN.Jab : A jumping punch with great priority. JN.Roundhouse : Long range, great priority. **Special Moves * Fireball (Hadouken - Wave Motion Punch) QCF + punch Ryu's fireball is seen as one of the best in the game. From close the Fierce version will set opponents on fire and knock them down. It has little delay and good recovery time, but there are many ways around fireballs, so you shouldn't become dependent on it as your only offensive attack. It's best used in combos, where the Fierce version is most preferable since it knocks down, giving you time to set up your next attack. * Dragon Punch (Shoryuken - Rising Dragon Punch) DP + punch The most classic anti air of all time. Ryu's Dragon Punch is invincible for a very short period of time, when his fist is below his shoulders. It also does the most damage at this time. The higher it goes, the more air blockable it becomes, the less damage it does, and the less priority is has. Therefore, most of the time, you will find that at the peak of your Dragon Punch, opponents can jump kick you out of it pretty easily. It will knock down in a single hit. * Hurricane Kick (Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick) QCB + kick The Hurricane Kick goes over fireballs (except Rose's Soul Spark, Sagat's High Tiger, and Bison's Psycho Shot) and knocks down in a single hit. It can also be used in the air for decent air priority. It recovers basically the instant Ryu lands and the Short version is great in semi combos. **Super Combos * Shinkuu Hadouken (Vacuum Wave Motion Punch) 2QCF + punch Level 1 : 3 hits, doesn't knock opponent down. Level 2 : 4 hits. Level 3 : 5 hits, final hit flames. Ryu throws a huge fireball that will nullify other fireballs and lose 1 hit for every projectile it goes through. The Shinkuu Hadouken comes off almost instantly and is one of the game's most useful SCs. It's the best SC fireball in the game for combos since all others have a fault in them. It's quickness in coming out makes it a great counter move, although you will get hit by their counter. You should use this to your advantage by trying to find gaps in which you can throw it. It's great to stick in semi combos outside the corner since even if they block, you'll recover in time. In the corner, you should be careful since if you are too close, your opponent can retaliate before you recover. Try and lure your opponent into releasing guard and quickly nail them. Many people like to use this as an anti fireball move, and it's pretty logical. Personally, I don't. The reason for this is because the first hit in a SC fireball does the most, and the next does less, and the next less, and so on. When you counter a fireball, the SC fireball loses its first hit, and hence you get less damage. Therefore, I usually only use the Level 1 version as a fireball counter to avoid wastage. It's not a good idea to just throw the Shinkuu Hadouken from medium to long range, since the SC animation pause makes it very very easy to see coming, leaving you vulnerable to a jump in combo or to an anti fireball SC. * Shinkuu Tatsumaki Senpuu Kyaku (Vacuum Tornado Whirlwind Kick) 2QCB + kick Level 1 : 5 hits, opponent does automatic recovery roll. Level 2 : 9 hits, opponent does automatic recovery roll. Level 3 : 13 hits, opponent does automatic recovery roll. Ryu does a Hurricane Kick on the spot. You can see the air fanning away on the ground. Unlike the normal Hurricane Kick, this cannot be crouched under. This is a great move for close combat. Logically, the move pulls in opponents in from a reasonable range and hits lots of times for great damage. It recovers very quickly, such that if they block it, you can continue on attacking as you land. It's great for pulling in sweeps and slides, so use it frequently in semi combos. If you pull your opponent in with it as opposed to doing it right next to them, you'll lose one hit (although it will make only a very small difference). However, for some reason, some characters such as Bison canNOT be hit by the full 13. If you try it right next to him, he'll go back and forth slowly and only get hit by 9. Also, if you try it whilst you're cornered, your opponent canNOT get pulled into the other side of the Hurricane Kick, and the maximum number of hits you can get is 8. The main advantage with it is that it leaves you safe as long as you make contact with it. Thus, it can be used in semi combos safely and be followed up with more attacks. Finally, unlike in X-Men Vs. SF, it's a pretty poor juggling move so don't try to combo it after a sweep. **Chainable Moves and Interruptable Moves * Chainable Moves - S.Jab, C.Jab, C.Short can all chain into a stronger move or into another Jab or Short. - S.Short, C.Forward are chainable into a stronger attack. * Interruptable Moves - Ryu can cancel ANY normal ground move into a special move or SC. Note that the S.Forward can only be cancelled during it's 1st hit. **Regular Combos EASY 1. JN.Roundhouse, C.Forward, Fireball 2. JN.Roundhouse, C.Fierce, Fireball 3. JN.Roundhouse, C.Forward, C.Roundhouse 4. (Corner) JN.Air Hurricane Kick, JN.Strong This combo will always work in the corner, sometimes works in the open. INTERMEDIATE 5. JN.Roundhouse, C.Short, C.Short, C.Forward, Fireball 6. JN.Strong (2 hits), C.Short, C.Forward, Fireball 7. NK.Forward, C.Jab, C.Short, C.Forward, C.Roundhouse 8. NK.Forward, C.Forward, C.Fierce, Fireball **SC Combos EASY 1. JN.Roundhouse, S.Short, Shinkuu Hadouken SC 2. JN.Roundhouse, C.Forward, Shinkuu Hadouken SC 3. JN.Roundhouse, C.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC 4. JN.Air Hurricane Kick, Shinkuu Hadouken SC INTERMEDIATE 5. JN.Roundhouse, C.Short, C.Short, S.Short, Shinkuu Hadouken SC To do this one, just do 2 C.Shorts and then do a quarter circle forwards motion with Short, then repeat with punch. 6. (Corner) JN.Roundhouse, C.Jab, S.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC EXPERT 7. JN.Roundhouse, C.Jab, C.Short, C.Forward, Shinkuu Hadouken SC 8. (Corner) JN.Roundhouse, C.Jab, C.Jab, C.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC, JN.Strong The JN.Strong will juggle the opponent after the SC. I put it in the expert section since the JN.Strong can be very difficult to time. 9. JN.Roundhouse, C.Strong, Shinkuu Tatsumaki Senpuu Kyaku SC (Level 1 or 2), Shinkuu Hadouken SC This combo works on only a few opponents (the best juggle targets). For some reason, I usually find it easier using 1 Level for the first SC. You have to do the second SC the instant you land. 10. JN.Roundhouse, C.Short, C.Forward, Short Hurricane Kick, Shinkuu Hadouken SC Using more than 1 Level for the SC will still only result in 2 juggle hits and a feeling of having being ripped off. The SC is really tough to time. You have to do it the *instant* you land. **Maximum Combo (Corner) JN.Strong (2 hits), C.Jab, C.Jab, C.Strong, Level 3 Shinkuu Tatsumaki Senpuu Kyaku SC, JN.Strong (early, 2 hits) = 19 hits. **Semi Combos + Counter Semi Combos 1. JN.Roundhouse, C.Short, Overhead Punch or throw Counter #1 : JN.Roundhouse, C.Short, Hop Kick, throw (vs. sweeps) Counter #2 : JN.Roundhouse, C.Short, NK.Forward, combo of your choice This one works because as you jump over, for some reason, most opponents will throw a C.Roundhouse. Land the neck kick (since they'll still be recovering from the sweep) and go for the combo. Counter #3 : JN.Roundhouse, C.Short, pause, Dragon Punch or Shinkuu Tatsumaki Senpuu Kyaku SC 2. Hop Kick, Overhead Punch or throw Counter #1 : Hop Kick, Dragon Punch or Shinkuu Tatsumaki Senpuu Kyaku SC 3. C.Jab, C.Short, C.Forward, Short Hurricane Kick, throw Counter #1 : C.Jab, C.Short, C.Forward, Short Hurricane Kick, Dragon Punch or Shinkuu Tatsumaki Senpuu Kyaku **Strategies The fireball trap is long dead. It's still good to push opponents back, but should not be used on its own as the total offense. It's best combo'd after sweeps and longer range attacks. Use the Fierce version the most in close since it'll knock them down and give you set up time. Just be careful when comboing after a C.Roundhouse since if they get hit, they can recovery roll under the fireball and SC you from behind. The Hurricane Kick has been vastly improved, but personally I still don't use it much. A JN.Roundhouse or JN.Jab has higher priority, and I still prefer to jump over fireballs and go for combos as my standard fireball counter. It is a good move in semi combos though. If you want to revolve around semi combos, the Hop Kick and Shinkuu Tatsumaki Senpuu Kyaku SC will be your most useful moves. The Hop Kick is a general all round useful move since people are still reliant on sweeps so much that you can get many easy hits with it. Use the Shinkuu Hadouken SC lots, but don't become completely reliant on it. Don't throw it just because you got a Level. Look for the gaps, use it's almost inexistent delay to your advantage. When corner trapping, use sweeps into fireballs and the Hop Kick as your basic poking weapons. Dragon Punch any jump out attempt, watch for the recovery roll escape and punish appropriately. If you can't Dragon Punch in time, consider using the AC to keep them in there should they try to jump out. Or alternatively, use the S.Forward, since it hits them out of the air so high. If they by some fluke manage to kick you out of it, just take the jump kick and throw them back in the corner when they land. Ryu is once more the well rounded character who is suitable for most players and styles. He has good easy moves that makes him suitable for beginners and also has enough depth to be a good character for experts. --= 3.2 Ken =-- Ken is once more seeking a rematch with his long time friend and rival, Ryu. Ken's full name is Ken Masters. Starting Pose : Ken throws 3 punches (if you really want to know, 2 really fast S.Jabs, and a S.Strong), then beckons his opponent Winning Pose #1 : Ken raises his fist in triumph Winning Pose #2 : Ken runs his hand through his hair, then gives the thumbs up sign and says "Yattaze" (I won, no?) **Alpha Counter AC motion + punch Ken's AC is a Fierce Dragon Punch (with no flame, single hit). It has good range, and comes off very quickly. It's great for countering jumping attacks and close assaults. You should be careful though since sometimes you can still be blocked when ACing jumping attacks, and you should also be careful countering very long range pokes. **Taunt Neutral + START : Identical to winning pose #2 F + START : Ken beckons his opponent **Miscellaneous Information Ken has an air throw. It will throw them very far, and it will always throw them forwards. Ken's S.Forward can hit twice. **Normal Specialty Moves * Overhead Axe Kick (Inazuma Kakato Wari) F + Forward Ken raises his leg whilst stepping slightly forward and brings it down for 2 overhead hits. It comes off slowly but has good recovery time and range. If close enough and timed very well, you can land more hits after it in a tight combo. **Useful Normal Moves S.Forward : A high spinning kick for 2 hits, only the first hit can be cancelled, but it steps in a little so you can land some deeper hits. S.Roundhouse : Good, long range poking move and general counter. C.Fierce : A decent, high reaching anti air. JN.Roundhouse : A jumping kick with great priority. JN.Jab : A jumping jab with great priority. **Special Moves * Fireball (Hadouken - Wave Motion Punch) QCF + punch Ken's fireball is, believe it or not, actually stronger than Ryu's. The Fierce version also does more damage from close. It comes out slower and recovers slower, but it is a fireball and useful in many ways. * Dragon Punch (Shoryuken - Rising Dragon Punch) DP + punch The wonder move that is useful in any situation. Ken's Dragon Punch is a multi hit move that depends upon the button pressed. The Jab version can be used as your general counter to any move. The Strong version can hit twice but is really useless. For both hits to land, you must be right next to your opponent. A lot of the time, the first hit will connect, the second hit miss, and you'll eat a combo. The Fierce version is the big flamer that does 3 hits and massive damage. It's got fairly good range too. The damage in the Fierce version is distributed in such a way that the first hit does plenty, the second hit decent, and the third hit does hardly anything. So try and use the Jab version as your air counter, the Fierce version as your big combo move, and just don't use the Strong version. * Hurricane Kick (Tatsumaki Senpuu Kyaku - Tornado Whirlwind Kick) QCB + kick Like Ryu, Ken has had his Hurricane Kick dramatically improved, but it's still not that great. The Roundhouse version can hit up to 5 times and is good for hitting opponents back far. It has great recovery time and goes over fireballs. The air version is good to lead combos since the stun is longer than a standard jump kick. However, it also pushes back further than a standard jump kick, making it somewhat limited. Generally, you don't use it as an anti fireball move since even if you hit a couple of times, a lot of the time your opponent can recover and uppercut you before you land. Also, when used in combos, you can be thrown as you land (happens all the time against the CPU), and you can't jump away from this. If you're going to use it, use it cautiously. * Ground Roll (Zenpou Tenshin - Forward roll) QCB + punch Ken rolls forward, like a recovery roll, going under fireballs and through opponents. This is useful in many ways. You can be hit pretty easily out of it, but for some reason, many SCs seem to miss it (those that don't hit low very well). Unlike the recovery roll, you can control the length of the roll with the button. The Jab version is very quick and a good surprise move. The Fierce version makes Ken roll as far as the normal recovery roll, but it's much slower also. This is great in semi combos since you can find gaps and the Jab version is great since it entices your opponent to stick in a sweep. You have to be fairly quick to roll under fireballs, but with enough practice, this combined with a Fierce Dragon Punch or SC will become a very effective anti fireball move. **Super Combos * Shoryureppa (Rising Dragon Destroyer) 2QCF + punch Level 1 : 2 Dragon Punches, 4 hits. Level 2 : 2 Dragon Punches, 6 hits. Level 3 : 3 Dragon Punches, final hit flames, 7 hits. Ken does multiple Dragon Punches in a row whilst sliding forward. This is a very useful SC in combos and close combat. It nails from sweeping range very well, making a good counter, although you have to be careful since it leaves you very open. Only the Level 2 version is a useful anti air. With the Level 1 version, if you hit jumpers, most of the time you will only get 1 or 2 hits and the second Dragon Punch will not connect. In this case, your opponent can recovery roll and nail you with a combo just as you land. Overall, it's a very poor juggling move. Best to stick to the ground with this one. * Shinryuken (God of Dragon Punches) 2QCF + kick (then tap buttons) Level 1 : 6 hits. Level 2 : 7 to 10 hits. Level 3 : 8 to 14 hits. The great bash-the-buttons-SC-for-maximum-hits. Ken spins whilst rising in a Dragon Punch doing many hits. The Shinryuken is a great move for close combos and as an anti air. It pulls in close opponents pretty well, although you have to be pretty close to land all the hits. As an anti air, it will pull the opponent in with the first hit and then it's up to you to bash those buttons to get the hits. It is somewhat limited as an anti air since you'll miss those low ground hits which do the most damage. With the number of hits, I've listed the number of maximum number of successful hits that you can get. What I mean is, with the Level 1 version, you can get much more block damage than 6 hits worth by tapping the buttons. Just watch how the CPU Ken does it on harder difficulty levels. The Level 1 version is the only relatively safe version if blocked, since the other ones go too high, allowing your opponent to crouch under you whilst you rise and spin in the air. **Chainable Moves and Interruptable Moves * Chainable Moves - S.Jab, C.Jab, C.Short can chain into a stronger attack or into another Jab or Short. - S.Short, C.Strong, C.Forward can chain into a stronger attack. * Interruptable Moves - All moves except the S.Roundhouse. The S.Forward can only be cancelled during the first hit (although I've seen the CPU cancel on the second). **Regular Combos EASY 1. JN.Roundhouse, C.Fierce, Fireball 2. JN.Roundhouse, C.Forward, C.Roundhouse 3. JN.Roundhouse, C.Short, C.Forward, S.Roundhouse 4. JN.Air Hurricane Kick, C.Forward, S.Roundhouse INTERMEDIATE 5. JN.Roundhouse, C.Fierce, Dragon Punch 6. (Corner) JN.Roundhouse, C.Jab, C.Short, S.Forward, Hurricane Kick Timed right, this combo can land 9 hits. 7. JN.Roundhouse, S.Jab, S.Forward, Fierce Dragon Punch EXPERT 8. NK.Forward, C.Short, S.Forward, Fierce Dragon Punch The only real difference between this one and combo #7 is that this one will hit crouchers. This is terribly hard to do since you have to do the C.Short, hit Forward at back or neutral, and very quickly do the Dragon Punch. You cannot hold forward and press Forward since this will result in the Overhead Axe Kick, which won't combo (although this will be a good semi combo). 9. Overhead Axe Kick, C.Forward, S.Roundhouse The timing on the C.Forward after the Overhead Axe Kick must be very very precise, or it won't work. You also have to start the Overhead Axe Kick from right up close. **SC Combos EASY 1. JN.Roundhouse, C.Forward, Shinryuken SC 2. JN.Roundhouse, S.Short, Shoryureppa SC 3. JN.Air Hurricane Kick, Shoryureppa SC 4. (Corner) JN.Air Hurricane Kick, Shinryuken SC INTERMEDIATE 5. JN.Roundhouse, C.Short, C.Forward, Shoryureppa SC 6. NK.Forward, C.Short, C.Forward, Shinryuken SC 7. JN.Roundhouse, C.Short, C.Roundhouse, Shinryuken SC EXPERT 8. NK.Forward, C.Jab, C.Short, C.Forward, Shoryureppa SC Timed right, you should be able to get all hits of the Shoryureppa. If you have difficulty, remove the C.Jab or C.Short. 9. (Corner) JN.Roundhouse, C.Short, C.Forward, C.Roundhouse, Shinryuken SC Not particularly effective but a very hard and good looking combo. 10. (Vs. Sodom Only) NK.Forward, C.Jab, C.Short, C.Forward, C.Roundhouse, Jab Roll, Shinryuken SC This combo is rather weird. It will juggle Sodom even though during the animation pause, Sodom will be inches off the ground. When juggling, the maximum number of hits you can get with the Shinryuken SC is 3 less than what you'd normally be able to get (at Level 3 you can get 11 of 14; at Level 2 you can get 7 of 10; at Level 1 you can get 3 of 6) **Maximum Combo NK.Forward, C.Jab, C.Jab, C.Short, Level 3 Shinryuken = 18 hits Not particularly creative. Getting every hit of the Shinryuken is pretty hard. **Semi Combos + Counter Semi Combos -General Note : Ken's Overhead Axe Kick is kind of slow so it's not so great to finish off confusing semi combos. 1. JN.Roundhouse, C.Short, Overhead Axe Kick or throw Counter #1 : JN.Roundhouse, C.Short, Dragon Punch or Shinryuken SC Counter #2 : JN.Roundhouse, C.Short, NK.Forward, combo of your choice As with Ryu, you will find opponents will try and sweep after your C.Short, so just jump over and neck kick and combo. 2. C.Short, Jab Roll, Overhead Axe Kick or throw Counter #1 : C.Short, Jab Roll, Dragon Punch or Shinryuken SC Counter #2 : C.Short, Jab Roll, Short Hurricane Kick, throw Counter #3 : C.Short, throw 3. C.Short, Strong Roll, combo of your choice Note : This is used to switch sides with your opponent really quickly to try and catch them before they've switched guard. Counter #1 : C.Short, Jab Roll, combo of your choice Counter #2 : C.Short, throw Counter #3 : C.Short, pause, Shinryuken SC or Dragon Punch 4. (crouching defender only) C.Short, Short Hurricane Kick, throw or Overhead Axe Kick Counter #1 : C.Short, Short Hurricane Kick, Dragon Punch or Shinryuken SC Counter #2 : C.Short, throw 5. (only if opponent blocks) Level 1 Shinryuken, throw Counter #1 : Level 1 Shinryuken, Shinryuken SC or Dragon Punch Note : This counter's fairly hard to do since as the Shinryuken is blocked, there's a lot of side switching, so it's a guess on which way to do the next move. **Strategies Ken is best played by mixing everything together into one huge, confusing barrage of attacks from everywhere. This means changing your moves all the time and varying your approach as oftenly as possible. Memorise some good leads and semi combos, and vary these to try and confuse your opponent. The thing you don't want your opponent doing is safely holding guard and countering you all the time, so mix in those throws and overheads to keep them switching guard and trying to keep you away. Then you can start anticipating and countering them. A good aggressive offense is the best strategy for Ken, but you should be aware of things like ACs and quick counters, since many of Ken's moves are prone to these, or just leave him wide open if blocked. Most importantly, don't forget the Roll. Many players will still try and get you into projectile patterns and other such old tactics, which can easily be toasted with the Roll. It has many uses, such as in ticks, just avoiding fireballs, or even an anti air (opponent jumps in, you do a Jab Roll under him, throw from behind). It's best use is in combos, where you can vary between the Jab and Strong versions to switch and not switch sides with your opponent can keep them confused on which way to hold guard. Just don't get predictable with it, since your opponent can pretty easily hit you out of it. So when you think your opponent will try and hit you out of it, just do an appropriate counter semi combo. The main thing you want to remember is that no matter how many information sources say that the Fierce Dragon Punch is such a great move, it's rarely used. Almost every time you'll find your opponent will block, and obviously going for the Fierce Dragon Punch combo will be simple suicide. Great move, but very very rarely connects since there is a move that beats it : it's called block. Finally, Ken has the best neck kick in the game. Use it frequently and mix up with semi combos to keep your opponent in trouble. --= 3.3 Charlie =-- Charlie is Guile's friend on a mission to arrest Bison. Charlie's full name is Charlie Nash, and in Japan, he's called Nash. Hmmm. Odd that Charlie is called Nash and Ken is not called Masters. Probably something having to do with military officers (you say "officer smith", not "officer tom"). Starting Pose : Charlie takes off his glasses. Winning Pose #1 : Charlie turns around, makes a hand gesture and says "Too easy!" Winning Pose #2 : Charlie puts his glasses back on and says "Hmph!" Winning Pose #3 : Charlie tugs at the sides of his jacket, smiles and says "Hmph!" Winning Pose #4 : Charlie writes his opponent's name in a list of victims and says (yep, you guessed it) "Hmph!" **Alpha Counter AC motion + Punch Charlie does a spinning backfist. It has good horizontal range but comes off relatively slowly. This is good for countering long range poking kicks, but not good for jump ins since a lot of the time, your opponent will land in time to block it. **Taunt Neutral + START : Identical to winning pose #4 F + START : Identical to winning pose #3 **Miscellaneous Information Charlie has an air throw. It will always throw them such that they fall behind you, swapping sides with your opponent. **Normal Specialty Moves * Backfist F + Fierce Charlie does a nice long spinning backfist. This is a high attack and can be crouched. It's great to finish off his longer chain combos since it comes off so quickly and has such good range. Not a recommended poking attack since it can be ducked under. * Jumping Back Kick (Jumping Sobat) F or B + Forward Charlie does a jumping spinning kick that is an overhead. It comes off relatively slow. It's recovery is decent, but your opponent can reversal SC you even if it hits, and you will not recover to block it. It is useful in that you hop forward as you do it, landing you close enough for an easy tick. It's also useful in that you can charge back whilst doing it. It's not useful in that the forward hop brings you close enough for your opponent to throw you even if they get hit. Although it's a hopping kick, for some reason it gets hit by sweeps pretty easily, so don't use as an anti sweep move. * Stepping Side Kick F or B + Roundhouse Charlie steps in and thrusts a mid level kick. This is a very useful poking attack that allows you to keep a charge whilst doing it. Great to follow up Jab Sonic Booms with from long range. Just make sure you get used to the delay it has before coming out so you can time it appropriately. Despite the delay, you can still chain combo it (but only just) after the S.Strong. **Useful Normal Moves C.Roundhouse : Good, long range sweep that allows you to charge. C.Fierce : Standard anti air, useful if opponent looking to block Flash Kick, reaches high. JN.Roundhouse : A high priority jumping kick. C.Forward : A good fast poking sweep. **Special Moves * Sonic Boom CBF + punch Charlie's Sonic Boom is actually a little bit higher than Guile's. You will find that slides can go under it (except Bison's), so to catch these you will have to use the Jab version. It has better recovery than any other ground fireball in the game, although not as great as before. If you land a Jab version on a cornered opponent, this can usually be followed with a Backfist or Stepping Side Kick for an easy 2 hit combo. * Flash kick (Somersault Shell) CDU + kick Roundhouse version can hit twice. This move can be air blocked. Because it can now be air blocked, you have to mix between this and other normal anti airs that cannot be air blocked (eg. C.Fierce). It's still a great priority kick with decent ground range. You will find that jumping attacks that get over the top of the flash will be able to trade with or beat the Flash Kick (eg. Guy's Elbow Drop, Chun Li's Head Stomp). It's recommended you use the Short version as an anti air since it recovers fastest and comes out the quickest. It's also said that if you do it late, your opponent cannot air block it. **Super Combos * Sonic Blade CBF2 + punch (+ punch + punch + punch) Level 1 : 2 Sonic Booms, no knockdown. Level 2 : 3 Sonic Booms, no knockdown. Level 3 : 4 Sonic Booms, no knockdown. Charlie throws multiple Sonic Booms. Tap punch to release the next Sonic Boom. You can allow a short gap between Sonic Booms, or release them one after the other. This is not really a useful move. You can try and entice people to jump over it from long range, delaying the second Sonic Boom, and releasing it at them as they fall, but it can be air blocked so it's pretty useless. To land all the hits in a combo, you can't allow for much of a gap between the Sonic Booms. If you do it right up close in the open, you'll find that unless you time them perfectly, they'll get hit by the first and block the rest. * Somersault Justice CDB2 + kick Level 1 : 2 Flash Kicks, 6 hits. Level 2 : 2 Flash Kicks, 6 hits. Level 3 : 3 Flash Kicks, 9 hits. Charlie does multiple Flash Kicks in a row. This is a mighty useful SC. The Level 2 version is the best for an anti air, because the first Flash Kick will hit them up, and the next huge one will definitely juggle. Most of the time, the Level 1 version will see the first Flash Kick hitting, and the second missing, allowing them to recovery roll and combo you just as you recover. The Level 3 version has outstanding pulling in range, most of the time you can get 7 or 8 hits from just out of sweeping range, and does huge damage. Goes through fireballs at all levels (if timed right at Level 1). Use it more than your other SCs. * Crossfire Blitz CBF2 + kick Level 1 : 4 hits. Level 2 : 5 hits, opponent has automatic recovery roll. Level 3 : 6 hits. Charlie does a series of kicks and punches. A great close up counter. This is very useful in semi combos since it doesn't leave you open if blocked. Furthermore, in the corner, you can follow up the Level 1 version with a Somersault Justice. Only the Level 2 and 3 versions will go through fireballs. **Chainable Moves and Interruptable Moves * Chainable Moves - C.Jab can chain into a stronger attack or into another Jab or Short. - C.Short, S.Jab, S.Short, S.Strong can chain into a stronger attack. * Interruptable Moves - Realistically, C.Jab, C.Short, S.Jab, S.Short, S.Strong, C.Strong can cancel into a special move. - I've seen the CPU cancel off the C.Fierce, S.Fierce, S.Roundhouse, C.Forward. - Charlie can also cancel off the S.Forward. However, to do a special move off it, you have to charge back, and pressing Forward will make you do the Jumping Back Kick. To cancel it, charge down, let go of the stick and tap Forward, and immediately tap up and press kick again. The same way works for the Sonic Boom. **Regular Combos EASY 1. JN.Roundhouse, C.Jab, C.Short, C.Roundhouse 2. JN.Roundhouse, S.Jab, S.Strong, Backfist 3. JN.Roundhouse, C.Jab, C.Short, S.Strong, C.Roundhouse You have to land the jump kick pretty early to get the trip to connect. INTERMEDIATE 4. NK.Forward, C.Jab, C.Short, S.Strong, Stepping Side Kick You have to time the Stepping Side Kick very well to do this. 5. (Corner) JN.Roundhouse, C.Jab, C.Jab, C.Short, S.Strong, Stepping Side Kick or Backfist Time the chain combo very very quickly or fail. 6. JN.Roundhouse, C.Jab, C.Short, C.Strong, Flash Kick or Sonic Boom This combo with the Roundhouse Flash Kick can land 6 hits on anybody in the corner if timed very well. EXPERT 7. (Corner) JN.Roundhouse, C.Jab, C.Short, C.Strong, Jab Sonic Boom, Backfist This combo is very hard to time. I find it works easiest against Sagat. Also, against certain opponents, you can even try a C.Forward or C.Roundhouse instead of the Backfist. **SC Combos EASY 1. JN.Roundhouse, C.Jab, C.Short, Crossfire Blitz SC INTERMEDIATE 2. JN.Roundhouse, C.Short, C.Strong, Crossfire Blitz SC 3. JN.Roundhouse, C.Short, C.Strong, Sonic Blade SC Combos #2 and #3 will probably result in just a Sonic Boom if you don't hold Strong when trying to buffer in the SC 4. JN.Roundhouse, C.Jab, C.Short, Somersault Justice SC I use C.Jab and C.Short instead of C.Short and C.Strong since the latter usually results in missing a hit of the Somersault Justice SC EXPERT 5. (Corner) JN.Roundhouse, C.Short, C.Strong, Level 1 Crossfire Blitz SC, Somersault Justice SC You have to start charging for the Somersault Justice SC during the Crossfire Blitz SC and finish the motion just as the Crossfire Blitz SC finishes 6. NK.Forward, C.Jab, C.Jab, C.Jab, C.Short, Crossfire Blitz SC Woohoo! A neck kick lead! The long chain is the only way you can get enough charge time. **Maximum Combo (Corner) JN.Roundhouse, C.Jab, C.Jab, C.Jab, C.Short, Level 1 Crossfire Blitz, Level 2 Somersault Justice = 14 hits. The chain combo is tough to time to get it all to connect. **Semi Combos + Counter Semi Combos -General Note : Charlie has few counters since only his Crossfire Blitz SC is reasonably safe and effective in beating counters. For some reason, many times I have traded hits with C.Roundhouse sweeps when trying to counter with the Flash Kick. 1. JN.Roundhouse, C.Jab, C.Short, Jumping Back Kick or throw Counter #1 : JN.Roundhouse, C.Jab, C.Short, pause, Crossfire Blitz SC 2. C.Jab, C.Short, Jumping Back Kick, throw Counter #1 : C.Jab, C.Short, Jumping Back Kick, Crossfire Blitz SC Counter #2 : C.Jab, C.Short, pause, Crossfire Blitz SC 3. (Corner, as opponent gets up) Jab Sonic Boom, C.Short, Jumping Back Kick or throw Counter #1 : Jab Sonic Boom, C.Short, pause, Crossfire Blitz SC **Strategies Many believe Charlie to be the outcast in this game since he's still best played defensively. Many are wrong. Charlie, when played correctly, is a great offensive fighter. The reason why people believe this is because they are still too reliant on his specials instead of realising that he has good normal moves. Charlie's main attacks useful in poking are his Stepping Side Kick and sweeps. These give him some charge time that will be give you enough time to charge up that Flash Kick to counter any jump in attempts over the poking assault. The Sonic Boom has better recovery than other projectiles, so use it in corner traps to keep the opponent stuck. A simple Jab Sonic Boom, C.Roundhouse combo when they get up will get the job done. Make sure you keep that charge held though, since you want to have that Flash Kick ready. Most of the time, after blocking that, your opponent will try and jump, so just Flash Kick or C.Fierce them out of the air. OK, many people will tell you he's useless because his Flash Kick is air blockable. The Short version will beat just about any air move. If you think your opponent will air block, just use a C.Fierce. Do it early since it reaches pretty high and can surprise opponents. For your opponent to beat your C.Fierce, they'll have to do their jump kick early in the air. As soon as you get hit, hold forward and get ready to slam them as they land. When they start to do this too much, slip in the Short Flash Kick and nail them cleanly. The idea is to switch between the 2, and pick correctly. Do the Short Flash Kick a bit early, since this way you'll recover fastest and they'll fall a fair distance away if they block it. Most of the time, for your opponent to hit you after blocking the Short Flash Kick, they'll have to do a mighty long reaching quick move. You can also try jumping forward with a Roundhouse kick straight away as an anti air, since that also has great priority. You can also just try blocking your opponent's early air attack, and throwing them as they land. Quickly walk under their jump kick and throw them from behind if you think they won't be able to react in time with a neck kick. Sometimes you can even catch your opponent by surprise by jumping at them when they jump at you, whilst holding an air block just in case they attack, and then just air slamming them before they realise what's going on. The Flash Kick has an advantage over the Dragon Punch in that it can be inserted into combos much more frequently since you will have enough time ot react to your opponent getting hit and doing the Flash Kick, since it has such good initial ground range, whereas the Dragon Punch is rarely used in combos (unless you particularly like the idea of suicide). The Jumping Back Kick should only be used from reasonably far out, as if you land too close, you can easily be thrown. Just stick it in chain combos and have that Crossfire Blitz SC charged up. Make sure you utilise his Stepping Side Kick lots, since it's a great poking attack that will push opponents back and keep them at bay. Finally, the Somersault Justice SC should be used in combos frequently. It does huge damage and has great priority. The main trick in playing Charlie right is finding the time to charge up and improvising when you haven't charged. --= 3.4 Chun Li =-- Chun Li is once more trying to avenge the death of her father at the hands of M.Bison. Starting Pose : Chun Li checks her shoe to make sure it fits. Winning Pose #1 : Chun Li jumps up twice laughing, and says "Yatta" which means "I won!" Winning Pose #2 : Chun Li turns towards the players, folds her arms, and bows her head. Winning Pose #3 : Chun Li throws 3 very quick kicks, and then holds her leg in position. Winning Pose #4 : When you win a perfect round, Chun Li makes a funny hand gesture to her opponent whilst smiling and says "Gomen ne!" which means "Sorry!" **Alpha Counter AC motion + kick Chun Li does a quick crouching Forward sweep. This is a very good AC. It's fast, has great range, and hits low to nail crouchers. The only thing about it is that it's a sweep, so it misses Shoryureppa SC type moves (although you won't have to try to AC those since they leave them open afterwards, unless you're about to die anyway). **Taunt Neutral + START : Identical to winning pose #4. This taunt actually hits opponents. It even does block damage. However, the damage is so miniscule that even if it hits, it does roughly about the same damage as it would have if it were blocked. If you finish your opponent off with this, you'll get a "V" for normal move finish. **Miscellaneous Information Chun Li has an air throw. She can control in which direction she does the air throw by holding back or forward whilst pressing Strong or Fierce. Chun Li can also jump off the sides of the screen. She can only jump off the sides of the screen if she hasn't already attacked during that jump. Her JU.Forward can hit grounded opponents twice, whilst her JN.Roundhouse juggles and can hit jumping opponents twice. **Normal Specialty Moves * Head Stomp (Yousou Kyaku - Eagle Claw Kick, or Talon Stomp) Whilst jumping, D + Forward The head stomp knocks opponents down, as if you keep moving forward, you can repeat twice more for a 3 hit juggle combo. It has great priority against grounded opponents and hits from above pretty well. * Knee Flip (Kakkyaku Raku - Crane Leg Drop) DF + Roundhouse Chun Li hops over and hits as she comes down. This move can be used from up close to hop over to the other side of your opponent and hit from behind, or to go over fireballs from afar, so you won't have to eat a Dragon Punch. **Useful Normal Moves JN.Forward : The super priority jump kick. JN.Short : Similar to the JN.Forward, but holds longer and is weaker. C.Forward : GREAT poking attack with excellent range. S.Roundhouse : GREAT straight up air counter, short range. **Special Moves * Split Kick (Sen En Kyaku - Spinning Circle Kick) HCB + kick Chun Li flips upside-down, and then flips over with an axe kick. This is a good overhead attack, and it can go through fireballs if timed perfectly (and I mean perfectly). Comes out relatively quick, great recovery. I think it's invincible for a short period when she's flipped over. The strength of the button determines the range of the kick. Short will move her forward very little, but is a bit faster than the other 2 versions. The Roundhouse version is great for longer range assaults. The main advantage this move has is that it's a special move overhead. This means that you can cancel her interruptable moves into this, not just her chainable mov