FAQ PSX

                                   Alpha FAQ
                          Street Fighter Alpha 3 (PSX)
                                     5/15/99
                           [email protected]

Congratulations on buying the best fighting game to come around for the PSX 
since Darkstalkers 3 and MArvel Super Heroes Vs. Street Fighter. CHECK NEAR THE 
END OF THIS FAQ TO SEE THE TOUCH OF DEATH 
COMBO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Well seeing how this is my first Alpha 
FAQ(12th overall) I know there will be mistakes besides the spelling errors. 
This is the U.S. PSX version and not the import version, so all the other FAQs 
postmarked before 5/1/99 are most definately the Import. Also M.Bison is the guy 
in the cape with the naval hat on his head who has the teleport abilities and 
his name is only Vega in the Import Version. Which also means that Balrog is the 
Las Vegas boxer and his name is not M.Bison like the import version says it is. 
Vega in this FAQ is the spanish ninja and should not be confused with Balrog 
like the import version. Well to make things simple and clear here it is:

Import      U.S.

Vega        M.Bison
Balrog      Vega
M.Bison     Balrog

I tried to list all 34 characters(including hidden ones) in alphabetical order, 
but by a chance I did leave out a character feel free to email me on it. Anyways 
I'm not going to list and describe normal attacks(Jab, Short, etc.) of all the 
characters simply because it would take far too long and also THERE'S A TRAINING 
MODE for Pete's sake so its no use writing out the advantages and disadvantages 
of the characters normal attacks. One more thing, I refuse to put the endings 
for the characters in the game because that would simply spoil the game for 
those people! Also what happened to EVIL SAKURA CAPCOM?!!!!!!!!!But anyways on 
to the FAQ.

Characters
   Adon
   Akuma
   Balrog
   Birdie
   Blanka
   Cammy
   Charlie
   Chun-Li
   Cody
   Dan 
   Dee Jay
   Dhalsim
   E.Honda
   Evil Ryu
   Fei Long
   Gen
   Guile
   Guy
   Juli
   Juni
   Karin 
   Ken 
   M. Bison
   R.Mika
   Rolento
   Rose
   Ryu
   Sagat
   Sakura 
   Shin Akuma
   Sodom
   Vega
   T.Hawk
   Zangief
Game Info(Game modes, etc.)
Codes
Credits

<----------------------------------------------------------------------->

Adon
The master of the art Muai Thai, he thinks that Sagat is a discrace to the art 
of Muai Thai because of his lost to Ryu. Now Adon wants Sagat to pay for his 
loss. Adon also knows about Akuma, but he does not know what Akuma possesses and 
he wishes to challenge him as Akuma defeated Adon's opponent in a small 
tournament in Thailand.

Jaguar Teeth: B,D,DB+K(A-ISM and V-ISM)
Well that just takes the cake. Capcom has made the motion more difficult this 
time and I'm not sure why. The motion is not so responsive on a PSX controller 
but I'll manage, but I sure wish I can use that highly responsive old SNES 
controller like the good old days(sob, sob). Basically good surprise move 
against fireballers. The short version will have Adon going in an arc form but 
has little horizontal range, the Foward version goes at a lower arc but has more 
horizontal range, while the Roundhouse version has a lower 180 degree arc but 
has alot of horizontal range, try to figure out when to use each version to 
psych out the opponent.

Jaguar Teeth: B,D,DF+K(air)(X-ISM)
Well for some reason in X-ISM mode Adon can only do his Jaguar Teeth while he is 
in the air. But that also has its advantages because it can really surprise the 
opponent and has also has good priority as well.

Jaguar Tooth: F,DF,D,DB,B+K
A quick surprise move that is also good against fireballers. What Adon will do 
is bounce off the wall and come back flying at the opponent with a flying kick 
extremely quickly making it a good move to use. Also he practically has no 
recovery time from this move and the damage is amazing!

Jaguar Knee: F,D,DF+K
This is Adon's anti-air attack and it is quite damaging also. Adon will rise 
into the air and hit the opponent with his Knee, it looks similar to Sagat's 
Tiger Knee except this one has more vertical range and is also the better anti-
air attack move. The Roundhouse version makes Adon hit twice and this can knock 
away some of the guard meter.

Jaguar Snap: F+SP
Well this is Adon's crouch counter and should be used sparingly because it has a 
bit of a start up delay. It should be used just as the opponent is about to get 
up or against people who just have nothing to do all day but turtle.

                          Supers
Jaguar Fury: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Boy does this super have no range at all! What Adon will do is come at the 
opponent with a series of fast punches doing good damage, the only problem with 
this is that it has basically limited range, but its also good for chipping as 
well and knocking down that Guard Meter.

Jaguar Assult: D,DF,F,D,DF,F+3P then P(A-ISM and X-ISM)(Level 3)
Well basically a hyped up version of his Jaguar Fury, but make sure you hit 
punch other wise he will go into his Jaguar Destruction. This does pretty good 
damage for a level 3 super though and can hamper away at the opponent's Guard 
Meter and is also a nice chipper to begin with.

Jaguar Destruction: D,DF,F,D,DF,F+3P then K(A-ISM and X-ISM)
This does practically the same amount of damage of his Jaguar Assult. Make sure 
you hit K otherwise he will just automatically go into his level 3 Jaguar Fury. 
Like the one above it can be an adequete chipper and can knock away the Guard 
Meter.

Jaguar Revolver: D,DF,F,D,DF,F+(?)K(A-ISM)
Well this super comes out very quickly but the problem is that it goes over the 
opponent and often you won't even get block damage to connect. But you can lose 
alot of block damage against an opponent if the opponent is in the corner. Adon 
has practically no recovery time from using this and it can also do alot against 
the Guard Meter.


<----------------------------------------------------------------------->

Akuma
His mysterious origin is unknown to people and his deadly fighting skills, 
widely known. While training with master Gouken he perfected every Shatoken move 
in a matter of a few years, but he was so power hungry that he wanted to learn 
more, but Master Gouken could not teach him anymore. Soon Akuma had searched the 
dojo to see if anybody would challenge him, but no one was daring enough. After 
serveral days Akuma had uncovered a book full of ancient deadly Shatoken 
techniques but could not understand it. The next day Akuma revealed the book to 
Master Gouken, but Gouken refused to teach the deadly style to Akuma, and Akuma 
thought him and his ancestors were fools for not teaching the deadly art, Shun 
Goku Satsu. Akuma would study the book endlessly until he finally revealed the 
killing secret, but it was also told that it would kill the person who used it. 
Akuma did not believed the fact and the next day Gouken had already knew what 
Akuma had discovered and told Akuma would become pure again if he can cleanse 
his mind, but Akuma's power hungry ignoranced was tired of babble and he decided 
to test it on Gouken. But Gouken had already dodged the attack and a long fight 
was about to start. Later after a long a battle Akuma's strength over powered 
his sensai and thus performing the move he did not connect with earlier, the 
Shun Goku Satsu. With that Akuma sealed his own evil destiny and his own fate by 
releasing the Shun Goku Satsu.

Gou Hadouken: D,DF,F+P
The fireball that rivals Ryu's. Going at good speed it burns the opponent with 
purple flames but like all Shatoken's it has a recovery delay and opponents can 
easily jump over it, so use it on opponents who are far away or use it in an 
effective two-in-one combo.

Gou Shoryuken: F,D,DF+P
Basically identical to Ken's because it hits multiple times and chips pretty 
well. But Akuma is open to attack after he lands. This is also an excellent 
anti-air attack which can deliver good damage and can keep opponents away.

Zankuu Hadouken: D,DF,F+P(air)
Just the air version of his fireball except it comes down a forty-five degree 
angle and Akuma should use it often even when he comes in for an attack because 
this can stop alot of anti-air attacks.

Tatsumaki Zankuu Kyaku: D,DB,B+K
Like all the other huricane kicks, it can be used in an effective comb as well 
as in the air. Akuma can chip away at the opponents lifebar even if they block 
low and he barely has recovery time from this.

Zenpou Tenshin: F,DF,D,DB,B+P
The useles fireball from Street Fighter Alpha 2. It has huge start-up delay as 
it is easily seen but it hits three times and the damage is just little more 
than his regular fireball. Also a single fireball can nullify this projectile 
making it useless as keep away. But you can use it on opponents who have just 
gotten up so you can at least chip away a good amount of life.

Tenma Kuujin Kyaku: UF, D+MK
I find this move hard to do sometimes because it only works while Akuma is 
jumping foward. Basically Akuma will come down with his Roundhouse kick at a 
sixty degree angle and come down really fast at the opponent. This is basically 
a surprise attack and nothing else.

Collarbone Slice: F+MP
Basically the anti-turtle move as you call it, because it is unblockable low but 
has a start up delay so use it on opponents woh just block low all day and use 
it on opponents when they have just gotten up from a knockdown.

Ashura Senkuu: F,D,DF+3P or 3K
Basically his teleport, he can move through anything with this as he is totally 
invincible but he does have a recovery delay from this and will get countered if 
you are not careful when using this.

Hyakki Gou Shou: D,DF,F,UF+P, then P(A-ISM and V-ISM)
Well this move is rather useless because you have to be close to your opponent 
to actually connect. After Akuma flips into the air press P right before you hit 
your opponent and he will sorta grunt while he hits the opponent with his fist. 
I wouldn't use this much at all.

Hyakki Gou Sai: D,DF,F,UF+P, then P(A-ISM and V-ISM)(up close)
This is an excellent anti-air attack because it comes out quick and does some 
serious damage. What Akuma will do is jump up into the air and if the opponent 
is in the air with him he will grab his opponent and then slam him down. This 
has good priority and comes out quite quick, but the recovery time is horrible 
so don't pull this out of nowhere.

Hyakki Gou Sen: D,DF,F,UF+P, then K(A-ISM and V-ISM)
Well what Akuma will do is flip into the air and perform a full collision body 
drop right on top of his opponent's head dealing good damage. However this will 
not hit in the air, but as it comes down it has good priority as well. But if 
Evil Ryu misses he will be left open for an attack.

Hyakki Gou Tsui: D,DF,F,UF+P, then K(A-ISM and V-ISM)(up close)
Basically the same as Akuma's Hyakki Gou Sai, it will grab the opponent out of 
the air and slam the opponent down doing good damage and having good priority. 
But if Akuma misses he will be left open to attack.

Ground Roll: D,DB,B+P(A-ISM and V-ISM)
Well not much for this move though. You can roll through opponents with this 
move which is good for crossing up opponents but the roll is rather slow and 
doesn't really have much distance. This has no offensive purpose whatsoever and 
Akuma can be knocked down from it.

                      Supers
Messatsu Gou Shoryuu: D,DF,F,D,DF,F+(?)P(A-ISM)
Just like Ken's its invincible during start-up and will beat out anything. After 
the first Dragon Punch he is vulnerable to certain attacks. But this is easily 
comboed.

Messatsu Gou Hado: F,DF,D,DB,B,F,DF,D,DB,B+(?)P(A-ISM)
Boy I hate this move because its so hard to do and the fact that its two half 
circle motions, why couldn't they have made this two quarter circle motions? 
Well this is the same as Ryu's Shinkuu Hadouken as it will eat out other 
fireballs but its gets weaker as it eats more fireballs.

Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P(A-ISM)
The super version of the air fireball, its basically useless because its sen 
miles away but it can be used as an effective chipper because the opponent can 
not move while Akuma is in the middle of starting this up so they must block, it 
also has more range than his regular air fireball also.

Shun Goku Satsu: JP, JP, F, SK, FP[level 3 only](A-ISM and X-ISM)
The raging demon at its best! This unblockable move does quite a bit of damage 
as it is one of the strongest level 3 super in the game, but damage wise is a 
bit below Zangief's Final Atomic Buster of course. As Akuma catches the opponent 
the screen turns black as he pummels the opponent to death. Watch out though 
because this is seen miles away from a distance and its barely comboable. 
However you should use this just as the opponent gets up because chances are 
they won't be able to counter unless they throw you of course. Also the best 
time to use this is after you have knocked down your opponent because they'll 
have a hard time countering it.

<----------------------------------------------------------------------->

Balrog
Balrog, a fierce boxer that has never seen defeat. Balrog always wanted to be at 
the top but due to his violent antics he was barred from the ring after being 
fired from his boxing career. Fierce and violent Balrog looks for trouble 
wherever he can find it even if it means joining Shadowloo. But Balrog also 
wanted something in return if he joined and that was power and a championship 
boxing belt. Major Bison promised them both, but Balrog had never released that 
he was never going to regain control of himself again as he fell into the power 
of Bison's powerful mind control and remains as one of Bison's servants.

Dashing Punch: B(charge 2 sec.)F+P
A very fast attack that his comboable and does alot of damage. This move will go 
screen distance and will easily counter missed supers and Dragon Punches alike 
and did I mention it has high priority? Jeez! What else does this move have? You 
can also trade hits with fireballers as well, this move is a little bit like the 
Dragon Strike(Omega Red:MSHSF) because of its speed, priority, damage, and its 
quick ability to trade hits. Well if its blocked Balrog will leave his hand 
sticking out leaving him open to attack.

Dashing Uppercut: B(charge 2 sec.)F+K
Another excellent move that Balrog has because this is a very nice anti-air 
attack and what Balrog will do is dash extremely fast with an uppercut that will 
easily knock opponents out of the air. This is also an excellent counter for 
missed Dragon Punches alike and missed supers and will trade hits with 
fireballers most of the time but you must be close to your opponent just like 
his Dashing Punch. If Balrog misses he will be left open to attack.

Dashing Ground Straight: B(charge 2 sec.) DF+P(A-ISM and V-ISM)
An excellent attack because this is only blockable low. Its comes out just as 
quick and deals alot of damage and is an excellent counter for missed supers and 
Dragon Punches alike. Also the range on this move is shorter than his regular 
Dashing Punch. But if he misses he can be countered by low attacks or supers.

Dashing Ground Uppercut: B(charge 2 sec.)DF+K(A-ISM and V-ISM)
A good counter against missed supers and Dragon Punches alike. It deals good 
damage and is highly comboable. But this move will not hit low even if the 
opponent is blocking high and the range is less than his regular Dashing 
Uppercut. This will also trade hits against fireball users but only if you are 
up close otherwise you will just eat a fireball during the middle of your dash 
towards your opponent and if he misses he will be left open to attack.

Turn Punch: 3P or 3K(charge 2 sec.)
You do not need to hit all three attack buttons at the same time to perform this 
move you can just press all three buttons whenever you want as long as they are 
held down at the same time. A very powerful punch that can go through 
projectiles at the start of his punch. This can cover up to half a screen's 
distance but it is uncomboable since Balrog cannot attack while charging and if 
he does attack it will disrupt the charging forcing you to charge all over 
again, but he can run and block at the same time he is charging though.

Final Punch: 3P or 3K(charge 3+ sec.)
As far as I can tell you can charge this up to 60 seconds causing up to 70% of 
your opponents life bar to drain away. Even if this is blocked Balrog will cause 
tremendous chipping damage, I mean the chipping damage is equal to the damage 
put out by a single Dashing Punch!!!!!!!! Again if you attack during this mode 
you must start the timing all over again other wise just block and wait until an 
opponent is dumb enough to do a super or Dragon Punch alike. The recovery time 
on this is almost non-existant so feel free to charge and smack away.

Crazy Headbutt: D(charge 2 sec.)U+K(Counter Hit only)
This is one of the best counter hit attacks in the game, not only does it have 
good range(probably better than Ken's Shoryuken!), but it also cruises through 
projectiles and has extremely high priority. Even the recovery time is pretty 
decent for an anti-air attack so using this is pretty safe.

                           Supers
Crazy Buffalo: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
What Balrog will do is do a Dashing Punch into a Dashing Uppercut that does alot 
of damage and depending on the level used in A-ISM mode Balrog will do multiple 
Dashing Punches and Dashing Uppercuts, but if Balrog misses he will be left open 
to attack.

Gigaton Blow: B(charge 2 sec.)F,B,F+3K(A-ISM)(Level 3)
A very strong attack that deals a good amount of damage. This is an excellent 
counter for missed supers and Dragon Punches alike and has pretty good priority. 
This move chips a ton and can seriously damage that Guard Meter due to the fact 
that he rushes at you with his fist that hits multiple times, but if Balrog 
misses he is left open to attack.
<----------------------------------------------------------------------->


Birdie
While growing up he lived on the bad side of England and was forced to adapt 
because he had no known parents. During those years he has built up and 
sometimes his muscle mass has made people think that he is really a dumb jolt 
but instead he is highly intelligent, but he often represses that side of him 
for an unknown reason. He once wanted to join Bison's Shadowloo empire to get a 
piece of the action but when he found out that Bison was gonna use him as bait, 
he decided to find someone else who would invite him into his gang and 
apparently Rolento can use a guy like him.

Bull Head: B(charge 2 sec.) F+P
A good surpise move that has alot of range and good priority. This also comboes 
nicely but if Birdie misses he will be attacked. This is also a good counter 
against missed supers or Draon Punches alike.

Choke Chain: 360 Degree Motion+P(up close)
This move does equal damage to Zangief's Spinning Pile Driver and has good range 
for a grab move. This is excellent for people who have missed a super or Dragon 
Punch if they are right next to you but try not to do this from a distance 
because if Birdie misses he will go into his miss pose and will be left open for 
an attack.

Bandit Chain: 360 Degre Motion+K(up close)
Birdie will grab his opponent and slam his opponent down three times doing good 
damage and it will throw the opponent to the opposite side of the screen. This 
is not as strong as his Choke Chain but its funnier to watch. But like his Choke 
Chain if he misses he will go into his miss pose and will be left open for an 
attack.

Bull Horn: 3P or 3K(then hold and release)
This is similar to Balrog's Final Punch because he can charge infinitely and the 
more he charges the more damage he does and charging it for about 60 seconds 
results in 70% of your opponent's lifebar gone. The only problem is is that its 
hard to connect when you want it to connect because it has a start up delay but 
this will do alot of block damage for a single hit and can easily knock away 
that Guard Meter.

Birdie Drop: D+FP(air)
This is an overall fair jump in attack because it comes out quick but the 
priority of this move is not all that great. Practically almost any anti-air 
attack can counter it so becareful when you are using it.

                          Supers

Jackhammer: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
A good super that has tremendous range and it comes out quite fast as well. This 
is a good chipper and can counter missed supers and Dragon Punches alike. This 
will also juggle the opponent while they are in the air so all the hits will 
connect even if they are in the air, also if Birdie misses he will be left open 
for an attack.

Bull Revenger: D,DF,F,D,DF,F+(?)P or K(A-ISM)
Well this is not a good super to use at all because of the fact that its hard to 
connect and you can also control the distance by moving the controller back or 
forward. If Birdie connects on level 1 it will look exactly the same as his 
regular Choke Chain and does the exact same amount of damage so unless you plan 
to use this make sure its a level 2. What Birdie will do is jump in the air and 
attempt to grab his opponent in his chain when he lands, while Birdie is jumping 
he is highly vulnerable to attacks because he cannot grab the opponent out of 
the air and a simple anti-air attack will knock Birdie out of this super, in my 
opinion a practically worthless super.

<----------------------------------------------------------------------->


Blanka
A lost boy in the jungles of Brazil was stranded by a plane crash. The other 
survivors of the the plane crash died on impact while Jimmy had woken up 
serveral hours after the crash and wandered around looking for his mother but to 
no avail. Later he knew he had to survive on his own and would not make it if he 
didn't, then mysteriously he began turning a green color. He himself did not 
know why this happened and he thought it was just the trees so he went to a 
nearby pond and tried rinsing his face but suddenly he was instantly shocked by 
electric eels as an electrical current ran through him, but somehow it did not 
effect him and he absorbed it and it somehow became apart of him. Now he looks 
for a way off the island and in search for his long lost mother.

Beast Roll: B(charge 2 sec.)F+P
An excellent surprise attack that does good damage and has tremendous range. The 
only problem is is that he is vulnerable to fireballs, Dragon Punches, and other 
torpedo attacks like Bison's Psycho Crusher and E.Honda's Sumo Headbutt and 
knock Blanka out of it easily. If Blanka misses the opponent has a considerably 
ample amount of time to attack because he bounces off the opponent and into the 
air falling down unable to block. The Jab version goes extremely slow but can be 
used to psych out the opponent and Blanka can even land not hitting the opponent 
and immediately go into a throw.

Vertical Beast Roll: D(charge 2 sec.)U+K
Basically the same as his Beast Roll but this can be used as an anti-air attack 
and it also has alot of priority as it can knock people out of the air even if 
they come down with a special move. Like his Beast Roll if he misses the 
opponent will have all the time in the world just to attack him. This can also 
hit opponents that are on the ground as well.

Beast Leap: B(charge 2 sec.)F+K
Well I'm not sure what this move is really here for because it stinks! What 
Blanka will do is is flip backwards and roll at the opponent in an arc form. In 
my opinion this move has no purpose because it comes out so slow and it can't 
even psych out fireballers because he usually gets hit during the flip. 
Sometimes Blanka will arc roll right into the fireball. Also if he misses the 
opponent can chew Blanka up with anything they please.

Electric Storm: P(rapidly)
A fairly decent anti-air attack. Blanka will run all his electric currents 
through him as he becomes a giant block of electricity shocking all incoming 
opponents that touch him. The only problem is is that he can be swept out of hit 
but only if the opponent is a certain distance away and he is also vulnerable to 
fireballs. But he practically has no recovery time from doing this move.

Glide Punch: DF+FP
What Blanka will do is glide with his fist and actually duck under most 
fireballs. An excellent move to use all around but try not to be to predictable.

Dash: F+3K or B+3K
What Blanka will do is dash back or forward travelling only about 1/3 screen's 
distance. Blanka cannot attack while he dashes though but it can be used to 
psych out the opponent sometimes I guess. And also this dash is similar to 
Hulk's because he will travel through opponents.

                       Supers

Grand Shave Roll: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
A good move that does good damage and it can also be used as an anti-air attack. 
Depending on how many buttons you use Blanka will either let out multiple 
hitting Beast and Vertical Rolls. But again if he misses he dead meat.

Tropical Hazard: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This move comes out very slow but can chip a good deal of damage. What Blanka 
will do is hop to a corner and drop a ton of fruit ot the floor and ramming the 
buttons makes him drop more fruit and afterwards you are wlecomed to knock 
around the fruit that is left. This super does good damage but really can't 
connect often because of its slow speed.


<----------------------------------------------------------------------->

Cammy
A mysterious girl with a musterious past. She is also Bison's lover and will 
always follow orders because of M.Bison's powerful mind control. Cammy is also 
an excellent fighter with extremely quick reflexes as she sometimes shows some 
humanity but Bison isn't about to let that happen. Now Cammy is on her own free 
will and M.Bison has sent Vega to look for her. Well in the Street Fighter 
series Cammy had an accident and Delta Red, a British special force found her 
and took her in and treated her. They later put her through a series of test and 
she breezed by them, seeing this the Special Forces recruited Cammy into Delta 
Red to stop Shadowloo's evil empire.

Cannon Drill: D,DF,F+K
Well this is an excellent surprise attack because it has some speed and range 
and is also excellent for countering missed supers or Dragon Punches. This can 
do quite a bit of damage but if the opponent blocks this your in for some heat 
because just like it was in Super Street Fighter 2 you can be tripped afterwards 
or be eating a super. The Roundhouse version will hit twice if up close though.

Cannon Spike: F,D,DF+K
An excellent anti-air attack move because it comes out quick and does good 
damage. Always use the short version unless the opponent is far away because 
this has extreme range potiential. Her Short Version will basically leave her 
safe because even if the opponent blocks this she will be pushed away and land 
safe enough to block afterwards. But if she comepletely misses she will fall 
unable to block.

Spinning Kunckle: F,DF,D,DB,B+P(X-ISM and A-ISM)
Well I love how Capcom has left this move alone since Super Street Fighter 2. In 
Super Street Fighter 2 it was an excellent counter against up close fireballers, 
and this move can pass through projectiles. Also its really good for is block 
damage. Despite the fact that this hits two times it can really chip away at the 
lifebar and also if it connects its also really powerful. She basically has no 
recovery time from doing this but she can be swept when she is in the middle of 
this move.

Cannon Thrust: D,DB,B+K(Air)(V-ISM)
Well you remember this move from XSF right? Well its an excellent jump-in attack 
because it comes out so darn quick and its extremely hard to knock her out of it 
because it just has alot of priority. But if blocked she will be opened to 
attack so try not to be so predictable.

Cannon Revenge: F,DF,D,DB,B+P(V-ISM)
Well this is also her anti-air attack but doesn't seem to connect too often 
against low attacks. I would stick with the Cannon Spike instead because it has 
more range. But what Cammy will do is flash a little and if the opponent attacks 
Cammy during this move she will counter attack with a Cannon Spike and also this 
does not apply to jumping opponents, just remember this move from XSF.

Hooligan Combo:D,DF,F,UF+P(X-ISM and A-ISM)
This has got to be one of the most confusing tactics in the game. What Cammy 
will do is roll herself into a ball and spin at your opponent, when she lands 
she will do a slide kick that will immediately knock down an opponent. She can't 
hit in the air with this and this move cannot be comboed. Also the opponent has 
loads of time to attack her and its also a dead giveaway when she rolls into a 
ball. What you can do is go into her patented Frakensteiner by pressing F or 
B+2K and she will immediately slam the opponent. You can cancel this out by 
pressing a kick button anytime you want as well.

                             Supers
Spin Drive Smasher: D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)
One of the best and most effective supers in the game. This is as easily comboed 
as Ken's Shinryuken or Shoyu Reppa, it chains off practically all of her noraml 
attacks and is also a good counter against missed supers or Dragon Punches. 
Basically its a Cannon Drill into the Cannon Spike so if she misses she will 
fall unable to block.

Reverse Shaft Breaker: D,DB,B,D,DB,B+(?)K(A-ISM)
This has got to be one of the coolest and best looking supers in the game. This 
can be used as anti-air attack and it also does alot of damage. Ramming the 
buttons results in more hits and significantly more damage, the trick is to 
hesistate for a second after the move starts and then ram the buttons. But you 
should wait until the opponent is close to you when they are jumping in so you 
can get more hits out of it. This doesn't have the vortex effect like Ken's 
Shinryuken so its horizontal range is pretty poor.

Killer Bee Assult: DB(charge 2 sec.)F,B,UF+3K(A-ISM)(level 3)
Boy I cannot believe they have a crossover super in here! This super comes out 
almost three times faster than it did in the crossover series and but it hits 
only five times but it still ends in her patented Frankensteiner. Your opponent 
will have a hard time predicting when this super will come out because it comes 
out so fast almost like Shin Bison's X-ISM Psycho Crusher that counters 
anything.


<----------------------------------------------------------------------->

Charlie
A long time ago in Thailand where Bison ruled supreme and Charlie and Guile were 
the only ones in the air force capable of stopping this Madman. However during 
their mission to Thailand both Guile and Charlie were captured, later both 
Charlie and Guile had escaped. During the escape Charlie was shot and having 
Guile see this, he tried endlessly to wake Charlie up but to no avail until the 
troops came and Guile took Charlie the rest of the way to the escape. During the 
middle of the escape Charlie had realized what Guile was doing so Charlie 
demanded that Guile leave without him, but after a hard agreement Guile left, 
but not before Guile had given Charlie his Dog tag. After Bison's Thailand 
empire had crumbled Guile went back as soon as he heard the news, but he could 
not find Charlie and he presumed that Charlie was dead. Since that incident 
Charlie escaped on his own and traveled for miles until he could find a hospital 
to heal his wounds and then returned to the air force where he had found out 
that Guile had resigned and many say that Guile was sowre revenge for Charlie's 
predicted death. Charlie since he returned to the Air Force had never been able 
to find Guile but he still carries his Dog Tag.

Sonic Boom: B(charge 2 sec.)F+P
This move should be used often, because this projectile comes out fast and has 
almost no recovery delay! Charlie can immediately block after throwing this so 
there is no need to worry.

Flash Kick: D(charge 2 sec.)U+K
Yes, I still call it the Flash Kick ever since those early Guile years in SF2. 
This move is also one of Charlie's prime weapons but leaves him open to a 
Roundhouse trip or a super. This is also one of the best Anit-air attacks in the 
game since it does alot of damage. This is also a worthy chipper as well but for 
people on the ground don't use the Short version cause you will most likely 
miss.

Thrust Kick: F+RK
Well this is the best thing to use after you have thrown your Sonic Boom cause 
this comes out very quickly with a small lack of start-up delay. This also has 
good priority so it can beat out alot of moves. But the problem with this move 
is that the range has been drastically shorten since Alpha 2.

Leap Kick: F+FK
Charlie's crouch counter. This has a major start-up delay but will catch alot of 
people who just have nothing to do but block low. Don't use this too often 
because like all crouch counters it's pretty predictable.

Knee Bazooka: F+SK(X-ISM and V-ISM)
Well its a little odd that Capcom put this in the book as a special move but oh 
well. Well that can I say? We all know he copied Guile because this looks 
exactly like Guile's Knee Thrust and is the perfect follow up after Charlie's 
Sonic Boom. This has no recovery time whatsoever and it also has excellent range 
for a normal move as well.

Knee Bazooka: F,F+K(A-ISM)
Well the Knee Bazooka can only be done this way while in A-ISM mode and once 
again it can also be used right after the Sonic Boom.

Dash: F,F(A-ISM and V-ISM)
Well this move is new to Charlie in the Alpha series. It pretty much a basic 
dash and Charlie can follow up with a quick attack during his dash by pressing 
any of the attack buttons. Boy they have Dan Push Blocking and Chalie Dashing, 
jeez! Alot of things from the crossover series is coming to Alpha, they'll 
probably have Chun-Li's Air Dash!

Backfist: F+FP(A-ISM and V-ISM)
Remember what Guile use to do after he threw a Sonic Boom? Well this was it 
because it came out extremely fast and had good priority. You can substitute the 
Thrust Kick for this move after the Sonic Boom if you want but if your far away 
use the Thrust Kick instead. This is pretty good for up close combat since 
Charlie will beat out alot of people's move with this.

                            Supers

Sonic Break: B(charge 2 sec.)F,B,F+(?)P then P(A-ISM)
Well I wouldn't use this too much because it because tend to block it too often. 
It comes out fast but alot of people sometimes forget to hit the extra punch 
button to throw out another Sonic Boom. But Charlie can follow up with some 
other attacks though. 

Somersault Justice: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This hits multiple times doing good damage but is also an excellent chipper but 
should be used sparingly unless you are positive it will connect. Although it 
comes out quite fast I myself sometimes have trouble doing this motion. Charlie 
does have recovery time from this as he can be tripped on the way down.

Crossfire Blitz: B(charge 2 sec.)F,B,F+(?)K(A-ISM)
An excellent surprise move and also good for missed supers as well. Charlie has 
basically no recovery time coming from this so feel free to use this because its 
an excellent chipper as well and is invincible during start-up.

Double Flash Kick: DB(charge 2 sec.)F,B,UF+K(X-ISM)
The dreaded double flash kick from Super Street Fighter 2 Turbo is back. This 
only hits two times but that's more than enough damage than Charlie's level 3 
Somersault Justice in A-ISM mode. This looks similar to the Somersault Justice 
but it does less chipping damage though.

                           Variation
Well in this mode Charlie is obviously the best at it. He can throw up to 20 
sonic booms in a row if you can move the control pad back and forth real fast. 
Charlie does not have to charge for a sonic boom so all he has to do is go 
B,F+P! That's it and he can throw as many as your hand and fingers allow it. 


<----------------------------------------------------------------------->

Chun-Li
At a very young age an evil corporation had ruled China, and their leader was 
Major Bison. At that time Chun-Li's father(I don't know the name, sorry) was at 
the local market buying food for his family, but then Shadowloo troops came to 
check on him and apparently he would not give his food to the troops despite the 
fact that he was already earning good money, but he thought that the soldiers of 
Shadowloo were selfish and for that he was taken to M.Bison where he was 
personally executed by Major Bison himself. That night Chun-Li had worried about 
her father because he never came home. She went on countless nights without 
seeing her father return and she was beginning to wonder was he killed? She went 
on to train by herself teaching everything her father had mentioned to her, and 
she now knew that her father was dead and she wanted to enact revenge. But who 
was her culprit? Then she thought of a crime organization Shadowloo who 
coincidentally was the same organization that scared her hometown when she was 
little. She wanted to get revenge but she needed to know who it was and she 
believes that the leader of this crime organization knows who killed her father, 
but she does not even know where to look until she heard of this secret 
organization called Interpol who was after the organization Shadowloo. Now after 
joining Interpol she easily completes her missions but she is still in a cloud 
into which of who kille her father.

Kioken: B,DB,D,DF,F+P(A-ISM and V-ISM)
Well her projectile is pretty good but far from being the best. Her fireball has 
a bit of a start-up delay and is barely comboable. It does good damage in its 
own rights. But like all other fireballs she has a recovery time from this and 
opponents can easily jump over this.

Sou Hakkei: B(charge 2 sec.)F+P(X-ISM)
Well there is one disadvantage to this move and that is that it is not a 
projectile! Although it might have Chun-Li go into her fireball stun motion it 
can still hit the opponent, but it lacks alot of range but it can be comboed and 
does good damage but I don't think it can trade hits with projectiles though, 
but the recovery time is pretty good making it hard for opponents to counter.

Spinning Bird Kick: B(charge 2 sec.)F+K(X-ISM)
Well this move is almost identical to Ryu's Tatsumaki Senpuu Kyaku but except 
she spins upside down with her legs spinning around. This can hit up to multiple 
times doing good damage, but opponents can easily duck under this move. Well I 
wish the move was the charge down motion instead because she had the ability to 
control whether it was low Spinning Bird Kick or a High Spinning Bird Kick. She 
can do this in the air but she must bounce off a wall to do it because she won't 
have enough time to charge for the move unless she bounces off the wall.

Tenshokyaku: D(charge 2 sec.)U+K
This is Chun-Li's anti air attack but it really isn't that strong and she will 
curve at a 60 degree angle but this will catch opponents basically 99% of the 
time. What Chun-Li will do is rise into the air kicking her opponent three 
times(depending on which kick button used). If she misses she is open to attacks 
and supers but she can pick opponents off the ground with this.

Senensyu: F,DF,D,DB,B+K(A-ISM and V-ISM)
Well this is her anti-crouch attack but this is her strongest special move, this 
move is similar to Adon's Jaguar Teeth because her Short version will go into a 
high arc while the Roundhouse version is used to attack crouchers from long 
distances(or was it the other way around?). She basically has no recovery time 
from this so feel free to use it.

Hyakuretsukyaku: K(rapidly)
This is mainly the bulk of her offense, but she needs multiple hits to really 
rack up the damage because a single hit is rather weak. But this can really chip 
away at the life bar and can attack the guard Meter quickly. She has basically 
no recovery time from this but the range is serverely limited as she cannot move 
while in the middle of this move.

Stomp Kick: D+FK(air)
Well in A-ISM and V-ISM she will instantly knock down an opponent. While in X-
ISM she can do this up to 5 times in a row on Sagat doing a ton of damage, 
depending on the height of the character she can do this three times in a row 
against medium size characters and 4 times in a row against heavy characters 
like Zangief and Balrog.

Flip Kick: DF+RK
Well this is also her anti-crouch counter but it moves really slow but sometimes 
it confuses your opponent because she flips around and someimes the opponent 
will block the wrong way. This move does good damage but becomes extremely 
predictable after just a few uses so watch out.

Standing Heaven Kick: B+RK
Well they changed her standing Roundhouse and now its more like Ken's standing 
Roundhouse having alot more horizontal range. But what ever happened to her old 
staning Roundhouse? Well its still here except you must press back while 
pressing Roundhouse to use it.

                             Supers

Kikoushou: D,DF,F,D,DF,F+(?)P(A-ISM)
Well a good anti-air attack to say the least because opponents will get hammered 
if they try to attack and this move does good damage as well as excellent block 
damage. She has good recovery time from this and it will hit multiple times as 
well taking away from the Guard Meter.

Senretsu Kyaku: B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
A the Thousand Burst Kick at its best! Well not actually, it does excellent 
block damage and is easily comboed that even a baby can do it but it does very 
little damage when compared to most level 1 supers even on level 3 the damage 
stinks! But she has almost no recovery time from this super and it can take away 
at the Guard Meter.

Hazan Tenshou Kyaku: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This is one of the best looking supers in the game and it is also her strongest 
super. The only problem with this is is that the motion is just so hard to do 
nad sometimes when I do it the Senretsu Kyaku comes out. But if this connects it 
does a tremendous amount of damage and can be used as an excellent anti-air 
attack manuever.

                         Variation
In corner: C.Roundhouse --> Hyakuretsukyaku
Ouch does this thing do a ton of damage! On the default damage settings this can 
easily knock someone out, while on the lowest damage setting this does about 40% 
damage which is either stronger or more than Zangief's Final Atomic Buster. Once 
you trip the opponent immediately cancel into this and the opponent will be 
juggled and I once got up to 50 hits! But that was on SFA2 but in this game I 
only got 46 hits max. The only problem is is that the PSX controller was not 
made for fighting games and it does not respond well to rapid button pushing 
that is why sometimes your Hyakuretsukyaku sometimes won't come out.

<----------------------------------------------------------------------->

Cody
With his friends Guy and Haggar they went out to stop the Mad Gear Gang that has 
been terrorizing Metro City. During the Mad Gear Gang's crime spree they had 
captured Cody's girlfriend Jessica, led by the head leader of the Mad Gear Gang 
Belgar. After plowing the punks of Metro City Cody had found Jessica and had 
defeated Belgar, but Belgar humilated at his defeat tried to attack Cody from 
behind but Belgar had missed and plumeted off the roof top of his own building. 
The police wanted him alive for questioning about the whereabouts of the other 
murders Belgar had commited. Later after the police had found Belgar's body they 
stormed after Cody and arrested him. But Cody was not tried for murder but tried 
for police insubordination and sentenced to 3 years in jail. Cody did not care 
at the time but during his jail time he has been recieving threating letters 
about capturing Jessica, Cody was shocked and he needed to break out of jail, 
then one day during his lunch break he snuffed a security guard and escaped. But 
who could have sent him those letters?

Criminal Upper: D,DB,B+P
What Cody will do is do an uppercut that sends a miniture tornado spinning just 
in front of him. This tornado is as big as he is but is a very poor anti-air 
attack. But this is easily comboed and the recovery time is next to zero. Just 
never use this to counter air attacks, because it might look like an anti-air 
attack but its not.

Rock Throw: D,DF,F+P
Well this is on the borderline of being a true projectile. What Cody will do is 
pick up a rock and throw it at the opponent in an upwards arc. This is a pretty 
good anti-air attack since it travels in a pretty high arc and this is also not 
good for countering projectiles because you simply cannot win because of the bit 
of start-up delay. This does do good damage and will connect most of the times 
against opponents who are far from you.

Ruffian Kick: D,DF,F+K
Well using either button makes Cody do a foot sweep, head height kick, or a mid 
side kick. The best version has got to be the Short version since his foot slide 
can counter practically anything because it comes out so fast and its also 
comboable. Although the range is pretty fair it can trade hits with most 
projectiles and fireball supers as well. Although the Roundhouse version might 
look like an anti-air attack, its basically a worthless move against air attacks 
and lacks alot of range, which is unusual for Cody.

Dirt Throw: B,DB,D+P(after you have been knocked down only)
Well like Sodom's Tengu Walking, this is a counter when Cody has been swept by a 
knockdown attack. Although the damage is very little this will knock the 
opponent away from you.

Knife Pickup: D+3P(over knife)
Well this is far from being a true projectile because what Cody will do is pick 
up the knife after looking at it for a while and then hold it in his hand. All 
of Cody's punches will change giving him a bit more range and more attack power, 
but he drops the knife after taunting or after the Final Destruction.

Knife Throw: D,DF,F+P(after Knife Pickup only)
Well this comes out faster than most projectiles and will go through alot of 
other projectiles but can be easily knocked away with a simple jab or short. 
However if this connects it will deal out alot of damage. But I wouldn't 
recommend throwing it since it boosts up Cody's attack power.

Criminal Show: F+RK
Sorta like Ryu's Hop Kick, Cody will hop a little over most crouching attacks 
and smack the opponent. Cody can go into a combo afterwards, because he 
basically has no recovery time making this both a safe and an effective move to 
use against opponents.

Evasion: B or DB(while being attacked, just block)(V-ISM)
Well with this Cody can dodge alot of attacks, and most supers thus aloowing him 
to escape chip damage and Guard Meter damage, a highly useful move and its so 
easy to do except he can't dodge low ground attacks like crouching kicks or 
punches.

                            Supers
Dead End Irony: D,DF,F,D,DF,F+(?)K(A-ISM)
Boy I simply love this super! Its looks almost like Guy's rushing auto combo 
super, but Cody style! This does good damage and is highly comboable. This is 
excellent for missed supers and Dragon Punches alike. But then again if Cody 
misses he will be left open to attack, but then again it does alot of chipping 
damage and is very useful for taking down that Guard Meter.

Final Annilation: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Ouch! I would go for his Dead End Irony, but this super is not bad at all! 
Although Cody is easily knocked out of it, this is just like the Shoryuu Reppa, 
its invincible during start up and will go through projectiles. What Cody will 
do is come torwards the opponent with a kick and if it connects Cody will 
perform an auto super, but you can hit any other attack button to make him 
perform a different combo. This is your basic "Carbnadium Smasher!" or your 
basic "Final Justice!" Being very visually impressive and highly damaging, also 
if the opponent blocks the first hit Cody will stop doing the combo. Also if 
Cody misses he will be left open for an attack so don't just pull this out of 
nowhere because the range is pretty good but not as good as his Dead End Irony 
because this does basically little or no chipping damage.

<----------------------------------------------------------------------->


Dan
Dan, a good-spirited young boy was merely pondering around the woods near his 
home until one day he had discovered his father's body lying still on the mat. 
Dan's father had given Sagat a good fight but in the end Sagat proved 
victorious, but Sagat had his price for victory as he had lost his eye in the 
battle as he now wears a sorta Pirate Patch over the missing eye. Dan swearing 
revenge knew that he could not defeat Sagat at such a young age and the fact 
that he had no fighting skills to begin with. So he went to Master Gouken, the 
same teacher who taught Ryu and Ken. Gouken agreed to teach Dan the styles of 
Shatoken only if Dan had agreed not to let his rage get out of control and he 
must be patient otherwise the skills taught would be useless(as we can all see 
he was not very patient). Dan had trained hard until he was a teenager and he 
demanaded that he be taught at a faster rate so that he can enact revenge on 
Sagat, but Gouken had reminded Dan of what he had taught him. That is when Dan 
was furious not learning all the forms of Shatoken Karate, that is when Gouken 
has decided not to teach Dan anymore because he knew the anger that would bottle 
up inside of Dan. Dan had left Master Gouken but not before he had pick up on a 
few secrets of the dreaded Shun Goku Satsu. Now he seeks revenge for the death 
of his father as he travels to find his eternal enemy.

Gadouken: D,DF,F+P
Don't even bother using this. It has no range and unlike in MSHSF this is not 
one of the strongest projectiles. I would sorta call this Dan's S.Fierce with 
good range, but extremely poor range if you want to use it in a projectile.

Kouryuken: F,D,DF+P
Well if you want a powerful anti-air attack you've got one! This is even 
stronger than Ryu's Shoryuken. The only problem with this is that it goes 
straight up lacking the range the other Shatoken'ers have. But this can still 
hit opponents on the ground. Like all Dragon Punches it has recovery time. Dan 
often flashes at random while it doesn't do extra damage it will make him 
invincible during the duration of the Kouryuken.

Dankukyaku: D,DB,B+K
Short-A short Knee Hop
Foward-A short Knee Hop with an extra kick
Roundhouse-A shor Knee Hop with two extra kicks

Basically the same Gale Kick he had since his last Alpha encounter. An excellent 
move to counter miss supers and Dragon Punches. This is also a powerful 3 hit 
combo(Roundhouse version) that can drain your opponent's lifebar very fast. This 
is also an excellent chipper but sometimes Dan will land on the other side of 
the opponent. This is not as comboable as it was in the crossover series because 
it has a start-up delay. 

Kuuchuu Dankukyaku: D,DB,B+K(air)(V-ISM and A-ISM)
Basically the same as his Dankukyaku except he can finally do a special attack 
in the air! This move can also be used as an excellent air escape tactic because 
Dan floats so high while doing this move and he also has some significant hang 
time while doint this move as well, but as he comes down he can be attacked. 
This is an all around good attack to jump in with if you use the Short version 
and Dan can win some air battles with this move now!

Saikyoryuu Bougyu: F+3P(immediately during blocked 1st attack)(V-ISM)
Well this isn't exactly Push Blocking like in the crossover series, but it does 
push the opponent back. You should use this immediately once your being 
attacked, unless you want to fight up close.

Taunt: Select
Well Dan is the only one who can taunt unlimitedly. This will gain his Super 
meter fairly fast. But this leaves him open to attack.

Jumping Taunt: Jump+Select
This gains his Super meter very little because its so safe as he can immediately 
block as he is coming down.

Rolling Taunt: D,DB,B+Select or D,DF,F+Select
This will gain Dan's super meter very quickly because the opponent has loads of 
time to attack him. What Dan will do is roll and come out with a taunt. Don't 
use this unless you like eating supers for breakfast, brunch, lunch, supper, 
dinner, and a midnight snack!

                         Supers

Shinkuu Gadouken: D,DF,F,D,DF,F+(?)P(A-ISM)
The basic no range fireball that you can only get from Dan. Boy don't use this 
unles you are near your opponent otherwise your projectile super will just 
evaporate like boiling water. It does do alot of damage though, even more than 
other projectile supers. This can be a good ample chipper as well, so use it 
just before your opponent gets up.

Kouryuu Rekka: D,DF,F,D,DF,F+(?)K(A-ISM)
If you want to use this super, use it when your at level 3. Level 1 has 
basically no range just like in MSHSF. Level 3 is just a brilliant super as it 
will easily chain off his C.Foward. Level 3 can deal a ton of damage and it has 
pretty good range. But if he misses he will be asking for it.

Hisshou Biraiken: D,DB,B,D,DB,B+(?)K(X-ISM and A-ISM)
Basically the "beating you with no one's help but my own fists" super. What Dan 
will do is engage in an auto combo that just does a ton of damage. You should 
save it for a level 3 super because it looks awesome on level 3 and the damage 
is mind boggling! However this super doesn't have much range and you must be 
right next to your opponent otherwise they will get hit a few times and be able 
to block. But this is an all around excellent chipper.

Chouhatsu Densetsu: D,DF,F,D,DF,F+Select(A-ISM)
His super taunt that gives the opponent so much time to attack. Whoever blocks 
this the entire way is a mark of a true bamma. Dan will hurl a ton of taunts at 
you giving the opponent a full 15 seconds to attack. Don't use this unless you 
are absolutely sure of a victory otherwise you will be eating a super, 
guaranteed. Even if the opponent doesn't have a super he can just build it while 
Dan is in the middle of his taunt.

Chouhatsu Shinwa: D,DB,B,D,DB,B+Select then any button(A-ISM)(level 3)
Jeez! Dan's Mega Taunt! Boy I just love using this! When Dan is in this mode 
whatever attack button you press will make Dan say something different each 
time. This lasts even longer than Dan's other taunt super, about 5 seconds 
longer! Boy if you want to embarrass your opponent this is the time to waste 
your levels of meter and do it!

<----------------------------------------------------------------------->

Dee Jay
An professional Jamacian kickboxer who believes that in order to be a good 
fighter you need a good rythmn otherwise you might as well stay home. Dee Jay 
works endlessly to perfect his style of kickboxing while at the same time he 
adds a little beat to his music to porvide a little rythmn that has knocked out 
many opponents. For now Dee Jay wants to make his own music CD featuring 
Jamacian Reggae and also wants to be the top fighter, but he knows he will have 
to work for both of them.

Max Out: B(charge 2 sec.)F+P
An excellent projectile that has less recovery time than any other projectile 
that I have seen in this game. Even Charlie and Guile has recovery time from 
their projecetiles, but Dee Jay's just rocks. He can either immediately block or 
follow up with a combo and can even go into his Carnival Hook Kick! This is an 
excellent projectile to use all around because it does good damage and travels 
quite fast. There is a small chance that the opponent can hit Dee Jay while he 
is recovering though, but most of the time Dee Jay should be able to block in 
time.

Double Dread Kick: B(charge 2 sec.)F+K
Yes, I know what the manual saids, but I like this name better because this was 
the original name Super Street Fighter 2 and also its quite catchy when he says 
"oh yeah" during this move, sweet! An excellent attack that deals alot of 
damage. What Dee Jay will do is a short knee into a side kick. This has good 
range and is a good counter for missed supers and Dragon Punches alike. If the 
opponent blocks they have a very minimal chance of countering it and Dee Jay can 
use this to chip away at some extra life as well making this a safe move and 
also of its ability to combo.

Hyper Fist: D(charge 2 sec.)U+P then P(rapidly)
Well as we all know Dee Jay was a combo king in SSF2 and SSF2T. This can be used 
as an air counter but it hits the opponent for really weak damage making it a 
not so impressive anti-air attack. What Dee Jay will do is do rapid upercuts 
real fast back and forth. If you have a Turbo Button Controller you can get up 
to 4 hits dealing monstrous damage, but you must be up close for the opponent to 
feel the effect. However this has alot of priority up close and will cancel out 
other moves, during the duration of this move Dee Jay is invincible for a short 
amount of time, but I have yet to know when he is invincible, but probably 
during start-up because in SSF2 he was invincible during start up and I'm not 
sure if Dee Jay is invincible in this game or not.

Maximum Jackknife: D(charge 2 sec.)U+K
What Dee Jay will do is jump up at a 60 degree angle with a kick that can hit up 
to multiple times dealing good damage and is also an excellent air counter for 
opponents who like to jump in alot and this move is very similar to Chun-Li's 
incase your wondering what it looks like. You can also juggle the opponent with 
this. However if Dee Jay misses he will be left open to attack.

Knee Dive: D+SK(air)
Well I wouldn't use this as a jump in attack because the priority is pretty weak 
and it deals so little damage, but this is a good surprise attack because it 
comes out quite fast.

Foot Knockdown: D+RK
Well the reason why this move is hear is because it has the ability to go 
through certain projectiles as long as Dee Jay goes into this move just before 
the projectile hits him so the timing is extremely tricky, but if mastered you 
can be whopping competition in no time.

                             Supers
Carnival Hook Kick: B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
This is an all around excellent super because of its ability to combo and short 
the recovery time that it has. Also it is excellent for missed supers and Dragon 
Punches alike and it can also be used to chip away alot of life and take down a 
little bit of the Guard Meter. Basically what Dee Jay will do is multiple Double 
Dread Kicks in a row causing good damage and having good priority.

Climax Beat: DB(charge 2 sec.)F,B,UF+(?)P then P(rapidly)(A-ISM)
Well this is the super version of his Hyper Fist and it is also his strongest 
super because it produces alot of hits depending if you have a Turbo Button 
Controller. This will also chip alot of life and can easily take down that Guard 
Meter. The recovery time on this super is practically non-existant making it a 
safe move to use when up close otherwise don't use it from a far distance, and 
also it combos practically all of Dee Jay's standing and crouching attacks.

Upbeat Rythmn(Sunrise Theme): DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
This is an excellent move to use in combos, juggles, and as an anti-air attack 
for those opponents who tend to jump in way too often. This will hit multiple 
times doing good damage and I do believe it is unblockable in the air as well. 
But like most anti-air attacks if he misses he will be left open for an attack 
or be eating a super.
               <----------------------------------------------------------------
------->

Dhalsim
A good spirited noble hearted hindu indian. His goal in life is to stop the 
famine and disease that has been plagued throughout his country. He has also 
sought endlessly to seek unity in a state of mind. He knows that the one who is 
causing the famine and disease is Bison and the only way to stop him is too 
fight his way there.

Yoga Fire: D,DF,F+P
His basic projectile move. It does good damage but travels slower than most 
projectiles. Like all projectiles, it should be used when far away from the 
opponent and should be avoided when near the opponent. You should use it when 
they get up so that they can take some block damage. 

Yoga Flame: F,DF,D,DB,B+P(A-ISM and V-ISM)
I'm not really sure why this was in the game, but it does do more damage than 
his Yoga Fire and is a bigger than his Yoga Fire but has very poor horizontal 
range making it useless for keep away. Try to avoid this move.

Yoga Flame: B,DB,D,DF,F+P(X-ISM)
Basically the same move except its a different motion to do in X-ISM mode and it 
also does more damage and chipping damage as well.

Yoga Blast: F,DF,D,DB,B+K(A-ISM and V-ISM)
This is his anti-air attack that deals quite a bit of damage. But if blocked 
opponents can tend to come in for an attack. Do not use this when your near your 
opponent because it'll most likely miss him or her. This also lacks alot of 
horizontal range as well.

Yoga Blast: B,DB,D,DF,F+K(X-ISM)
Again basically the same move except this is the motion in X-ISM mode and it 
does more damage and chipping damage as well.
Yoga Spear: D+K(air)
Short-twenty degree angle, has alot of horizontal range
Foward-forty degree angle, has moderate horizontal range
Roundhouse-eighty degree angle, extremely poor horizontal range, but good                    
       surprise attack

Baiscally his attack that is used air borne and has good priority as it will 
cancel out alot of normal attacks use against him.

Yoga Mummy: D+FP(air)
The same as his Short Yoga Spear except that it has more horizontal range and it 
moves quicker.

Yoga Teleport: F,D,DF+3P or 3K or B,D,DB+3P or 3K
A good tactic that dates all the way to the original Street Fighter 2. He can 
also use this in the air as it will leave him safe to block because this has 
lamost no recovery delay! Depending on which motion and which set of buttons you 
press, you will land either far away and behind your opponent, close and behind 
your opponent, far away in front of your opponent, or close and in front of your 
opponent. You should teleport right behind your opponent after you have thrown 
your Yoga Fire and immediately throw him or her as they are still in their block 
stance. Sure it's cheap but this is Dhalsim, he lacks alot of cheap qualities 
anyways and it takes alot of skill to master him.

Yoga Warp: B,DB,D+K(after you have been knocked down)(A-ISM)(V-ISM)
just like Sodom's Jitte Counter. After you have been knocked down you can safely 
avoid being pressure by an opponent by teleporting out of the way.

Instant Yoga Spear: D+RK(air)(X-ISM)
Well Dhalsim only has one Yoga Spear in this version but it has a fourty-five 
degree arc this time. Good for a jump-in attack.

Yoga Slide: DF+K
This is an all around excellent move to use because of the fact that it travels 
under all projectiles except Sagat's low Tiger Shot. The timing is extremely 
easy to time and you can easily escape fireballs with this move and attack the 
opponent while they are still in fireball stun animation and the recovery time 
is almost nothing, but you should use the Roundhouse version most of the time 
though.


                    Supers
Yoga Inferno: D,DF,F,D,DF,F+(?)P(A-ISM)
This super really lacks some range, but it can deal out multiple hits doing good 
damage and block damage. This thing will sorta drag the opponent into it forcing 
them to take block damage. This super has sorta of a vortex effect that brings 
the opponent in giving it a little more range. When your opponent is low on 
energy you should use this and just chip him or her to death. On level three 
this thing seems to take forever because it deals out so much hits!

Yoga Strike: D,DF,F,D,DF,F+(?)K(A-ISM)
Ouch! Even on Level 1 this thing hurts! This is obviously his strongest super 
but the opponent must be in the air for this to work even if the opponent is 
right next to Dhalsim he will miss. But this is an incredibly effective anti-air 
attack, but on level 3 this thing deals out a ton of damage as he slams the 
opponent down three times! But opponents can still hit Dhalsim out of it even 
though they are in the air but they often miss because this thing comes out so 
fast. I don't think this can be tech hit out of like in the crossover series 
because I tried and to no avail.

Yoga Blaze: D,DB,B,D,DB,B+(?)P(A-ISM)
This attack is only blockable low. Dhalsim will breathe fire on his opponent's 
feet. This is an excellent surprise move and you should use it just when the 
opponent gets up because they will most likely block low.

Yoga Tempest: B,DB,D,DF,F,B,DB,D,DF,F+P(X-ISM)
Well like it was from the original Super Street Fighter 2 Turbo, its almost 
identical to his Yoga Inferno but this does a ton of damage and can chip pretty 
nicely but it looks more like a super version of his Yoga Flame attack.


<----------------------------------------------------------------------->

E.Honda
While growing up in the life of Japan he was always admiring sumo wrestlers and 
he too hoping to one day become one himself. Now he has after gaining a couple 
of hundred pounds he has worked his way up to the top of the charts and is known 
widely in Japan. He also has his own dojo where he teaches potiential sumo 
wrestlers about discipline and respect for your opponent with these Honda thinks 
that is what it takes to become a true sumo wrestler.


Hundred Hand Slap: Push P rapidly
A tremendous chipper and also does a ton of damage, but this is Alpha 3 and its 
been towned down alot. This is still an adequete chipper and can deal some 
pretty good damage. E.Honda can move a little bit while he is in this but he is 
still left open to projectiles and a few jump-in attacks unless Honda stops, he 
can block safely as he has almost no recovery time.

Sumo Smash: D(charge 2 sec.)U+K
On its way up it goes through pojectiles but on its way down it will sit on top 
of the opponent. This is an excellent move to use against constant fireballers 
as it can deal some good damage. But E.Honda has a small recovery delay 
afterwards and can be tripped when he comes down if your opponent is quick 
enough.

Sumo Headbutt: B(charge 2 sec.)F+P
An excellent all around attack because its very fast and does an excellent 
amount of damage. Do not bother using the Jab version because it goes way too 
slow to really fool the opponent. Also E.Honda has little to no recovery time 
from doing this move, but he can be hit by Dragon Punches or projectiles and 
opponents can hit him from above.

Oicho Throw:360 Degree Motion+P
Although not as strong as Zangief's Spinning Pile Driver this does alot of 
damage but the move must be done up close. This is really funny since E.Honda 
smash the opponent onto the ground and squashes him/her! I haven't found a way 
to combo this in yet nor do I think its possible, this is unblockable and 
opponents who turtle often should watch out.

                             Supers
Oni Musou: B(charge 2 sec.)F,B,F+(?)P(X-ISM and A-ISM)
A super version of his Sumo Headbutt, it does a good deal of damage and is also 
good for countering missed supers as well. This is a nice chipper as he does two 
headbutts that hits multiple times. E.Honda is still vulnerable to projectiles 
and high hits and Dragon Punches but E.Honda should be quick enough to counter 
before the opponent has time to react.

Fuji Oroshi:(charge 2 sec.)F,B,F+(?)K(A-ISM)
Basically the super version of his Sumo Smash. It does pretty good damage but 
like the Sumo Smash the range is limited so use it on fireball happy triggers 
and smash him/her. Also E.Honda is still vulnerable to getting tripped or 
supered on the way down if he so happens to miss completely.

Orochi Crush: 720 Degree Motion+P(A-ISM)
Ouch! A very powerful level 3 super as he pounces on the opponent with this 
rediculous move. What E.Honda will do is grab the opponent by his/her neck and 
then slam the opponent twice and sit on him or her! Very funny looking and very 
damaging and its also unblockable. 

                        Variation
In corner: C.Roundhouse --> Hundred Handslap
Just like Gen's and Chun-Li's just trip the opponent and immediately cancel and 
watch the hits soar and the damage as well. Also this chips away a ton of block 
damage and the block damage easily equals most level 2 supers.

<----------------------------------------------------------------------->

Evil Ryu
How was it that an honerable fighter turned evil? It was one day that Ryu had 
found Akuma in an island off the coast of Japan and he had defeated a weakened 
Akuma. When Akuma was defeated the island sunk and Akuma's evil presence was 
left behind. Before the island sank Akuma told Ryu that they would meet again, 
until both of them had reach their true power. Afterwards Ryu battled many 
opponents and he began to become darker by his skin color and his eyes were red 
with fury, what was it that Akuma had done to Ryu?

Special Game notes: Evil Ryu
Well although Evil Ryu has changed a bit he still plays like Ryu. All of his 
special

Hadouken: D,DF,F+P
An excellent projectile overall because it does good damage and has good speed 
and combos off anything. But there is a recovery time afterwards and opponents 
can easily jump over it and attack Ryu before he recovers so try not to use this 
up close.

Shoryuken: F,D,DF+P
This is also one of the best anti-air attacks in the game because it has maximum 
priority, so it can easily knock anybody out of the air. This is highly 
comboable and chains off any physical attack that Evil Ryu has. When done up 
close this can hit up to three times resulting in alot of damage and pretty good 
chipping damage. But like all anti-air attacks, if he misses he will fall nable 
to block leaving him open to attack.

Tatsumakizankuukyaku: D,DB,B+K
An excellent ground attack that can also be used in the air as well. Evil Ryu 
will spin his leg in a whirlwind motion in the air hitting the opponent up to 
three times in a row doing good damage an excellent chipping damage. The 
recovery time on this move is almost non-existant making it a safe move to use. 
Also this can be used as a jump in attack, but the priority is not all the 
great. Also this will hit low blocking opponents as opposed to Ryu's 
Tatsumakisenpuukyaku.

Shakunetsu Hadouken: B,DB,D,DF,F+P
Basically the red fireball that dates back to SSF2. If up close it knocks down 
and far away it stuns. Overall it has the same strength and same recovery time 
as his regular Hadouken. 

Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K
Well what Evil Ryu will do is teleport through the floor while gliding in his 
Shun Goku Satsu stance like motion while mirror images trail behind him. 
Depending on what motion you use he will either travel back or forward. The 
kicks go half screen while the punches go full screen distance. However he is 
vulnerable to attack after the end of this move though.

Collarbone Slice Chop: F+SP
This is Evil Ryu's anti-crouch counter. It deals fair damage and is only 
blockable high. This has a bit of a start-up delay making it risky to use often 
and making it practically uncomboable.

Hop Kick: F+FK
This is an all around excellent move because it goes over low and crouching 
attacks and it can attack quickly and swiftly. I haven't found a way to chain in 
another attack after this, but it deals good damage and it has no recovery time 
afterwards making it a safe move to use. 

                                Supers
Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P(A-ISM)
This is extremely comboable and it chains off all or Evil Ryu's standing 
attacks. This is unblockable while in the air and can be used to chip away some 
life. Also opponents can easily jump over this projectile and attack Evil Ryu, 
so don't use this up close. You can also save this for chipping damage as well.

Messatsu Gou Shoryuu: D,DF,F,D,DF,F+(?)K(A-ISM)
Just like Ken's Shoryuu Reppa, its highly comboable and its invincible during 
start up. This does good damage and can counter missed supers and Dragon Punches 
alike. You can also use this to chip away at the life bar and also take down 
some of the Guard Meter. This can also be used as an air counter but if he 
misses he will be left open to attack.

Shinkuu TatsumakiSenpuuKyaku: D,DB,B,D,DB,B+(?)K(A-ISM)
Just like Ryu's, it does a ton of damage and can drain the life and Guard Meter 
quickly. This will go over fireballs and hit the opponent while in stun motion 
if you are close to your opponent. This has almost no start up delay and almost 
no recovery time making it a safe move to use.

Shun Goku Satsu: JP, JP, F, SK, FP(Level 3)(A-ISM and X-ISM)
Well this is exactly like Akuma's Shun Goku Satsu, it does good of damage and 
does almost as much damage as Zangief's Level 3 Final Atomic Buster. This is 
unblockable so use it on those people who turtle alot, but you cannot combo this 
in unless you have either dizzied your opponent or you have Guard Crushed him or 
her. This is excellent for missed supers and Dragon Punches alike, but Evil Ryu 
can be thrown out of this or hit out of this making him waste his three levels 
of super. Use this unless you are sure it will connect and that you are also 
well in the lead. Also I found that this move is a bit weaker than Akuma's and 
it hits only 12 times.

<----------------------------------------------------------------------->

Fei Long
Fei Long, master of serveral styles of Shaolin Kung Fu, the expert martial 
artist dedicated his entire life to hard training and perfection of the style 
after meeting one of Hong Kong's most reknowned masters of Jeet Kune Do. Soon 
Fei Long began creating his own styles and even opened up a school to teach his 
style to others. It wasn't long before Fei Long stared in numerous movies while 
doing his own stunts at the same time. Fei Long never liked living his life as a 
movie star and he still doesn't know why he started in the first place. Fei Long 
doesn't like losing very often because sometimes he will he even attack an 
unprepared opponent. Fei Long also knows that he does not know how good he is 
unless he test his own skills against other opponents.

Rekka Ken: D,DF,F+P then repeat two more times for three hit combo
I simply loved this move in SSF2 because it did a ton of damage and it was so 
easy to combo. This is also a nice confusion tactic because you can control 
whether you do one, two, or three Rekka Kens! When you do three Rekka Kens in a 
row opponents start to notice a patern then you can mess them up by doing two 
Rekka Kens in a row then throw him/her! If Fei Long manages to do all three 
Rekka Kens and he misses he will be left open for attack because the last Rekka 
Ken he poses while shaking his fist(which I think is pretty awesome).

Shien Kyaku: B,D,DB+K
Boy this has got to be the coolest looking anti-air attack move in the game! 
What Fei Long will do is knock the opponent to the ground on fire with his 
burning foot that causes a great deal of damage. The Roundhouse version will hit 
twice as well. But you should consider using the short version because it almost 
has no recovery time(except when your opponent is blocking up close) and Fei 
Long should be able to land and block safely.

Tsuki Kyaku: F+RK
What Fei Long will do is a hop kick that will hit twice. Although it has a bit 
of a start up delay it can be comboed and will often psych out opponents. Try 
using this in some combos because the kick is pretty strong and will push 
opponents away even if they block.

                              Supers
Rekka ShinKen: D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
A very fast starting super that will beat out alot of moves because it has high 
priority and can also be comboed after Fei Long's S.CLSE.Fierce. A nice chipper 
to go along with as well. But if Fei Long misses he will definately be eating a 
super if the opponent has a super to spare.

Shien Hiryuu Kyaku: D,DB,B,D,DB,B+(?)K(A-ISM)
An all around excellent anti-air attack. This easily chains off Fei Long's 
C.Foward and is also his strongest super. You should use this whenever you use 
Fei Long's C.Foward because it just chains so perfectly, but if he misses he 
will fall unable to block so watch out.

Dragon Blitz Fury: D,DB,B,D,DB,B+(?)P(A-ISM)
Well the manual didn't list this move so I decided to name it myself since I'm 
not sure of the official Capcom name. This is Fei Long's auto super that does 
excellent damage as Fei Long sticks out a fist and if it connects he will 
continue to pummel the opponent with his fist on fire and end with a flaming 
kick. This super just looks to cool to use just 10 times a match, but like all 
auto supers if the opponent blocks Fei Long will not continue the combo.

Dragon Wave Fist: D,DB,B,D,DB,B+(?)K(A-ISM)
Well again this was not in the manual so I decided to name it myself. What Fei 
Long will do is knock the opponent with his fist on fire and that's it! It does 
good damage and its also comboable. Try not to use this super too often because 
this has almost no range whatsoever.

<----------------------------------------------------------------------->

Gen
A mercenary assassin with powerful moves and a deadly Mantis attack. Although 
his age is a little awkward for him to be fighting, his fighting skills are top 
notch and he has equally destructive power as Akuma. Despite he is an assassin 
he has a good heart and can tell right from wrong, he has heard of the one named 
Akuma who has been perfroming his Shun Goku Satsu way too many times. He 
believes it is his duty to stop Akuma and he also knows that Akuma is no human.

Preying Mantis Style: 3P(A-ISM and V-ISM)
Well as you all know Gen has two different fighting styles and he can switch 
whenever he wants like when he's in the air or after a knock down. Having two 
different styles in his possesion makes him a very versatile player because each 
style plays comepletely different from each other as all his normal attacks, 
special attacks, and super combos are completely different. In this mode Gen is 
an all around combo master. He can successfully chain combos in a ZigZag motion 
like Jab, Short, Strong, Foward, Fierce, Roundhouse or even a reverse 
ZigZag(like Akuma in X-COTA) Short, Jab, Foward, Strong, Roundhouse, Fierce. But 
he can most likely chain up to four hits, but his attacks are really weak and it 
will take quite a bit of time and attacks for him to cause any real damage.

Hyakurenkou: Press P rapidly
This is exactly like E.Honda's Hundred Hand Slap, except Gen cannot move while 
in this. This does good damage and is way too easy to combo in. This also serves 
as an excellent chipper as well so feel free to knock that Guard Meter down. 

Preying Mantis Leap: F,D,DF+K then K
Boy I simply love this move! It juggles the opponent and does up to 7 hits! Once 
Gen connects he will kick the opponent and after a few hits he will do sorta a 
Lui Kang Bicycle kick diagonally in the air. This does alot of damage and will 
also catch ground opponents and also serves as an excellent anti-air attack 
because Gen practically has no recovery time from this. This is also a good 
chipper and can really knock down the Guard Meter.

                      Supers

Zan'ei(Touch of Death): D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
Boy I really hate this move. This does alot of damage and also it slowly drains 
your life and you can become dizzy after a while. What Gen will do is the souped 
up version of his Hyakurenkou as he barrages his fist that ends with him 
pointing his finger at his opponent. When it connects not only will it do a 
great deal of damage, it can steadily drain your life bar away with each count 
of the countdown above the opponent's head. When the counter reaches "0" the 
opponent automatically becomes dizzy(if he hasn't hit Gen during the duration of 
this timer) allowing you to do this trick all over again. Just way too cheap and 
it also takes a ton of the Guard Meter, rediculous! Capcom should have made this 
a complete level 3 super because of all the benefits it has. Also Gen players 
will also try to play keep away with you as well so just don't let this thing 
connect because the damage is herendous and it can be accomplished over and over 
again until your defeated.

Shitenshuu: D,DB,B,D,DB,B+(?)P(A-ISM)
Boy I simply love this move as well. What Gen will do is glide across the floor 
and if he connects a series of internal explosions will explode inside the 
character causing massive damage. But if Gen misses he will can easily recover 
and also despite the opponent is blocking or not Gen will land on the other side 
of the opponent. This however will not do a thing to your Guard Meter or will it 
even chip.


Snake Style: 3K
Like his Preying Mantis Style he can switch different styles whenever he wants 
whether he is knocked down or in the air. This style is completely different 
from his preying Mantis because he can not chain combo as easily and often 
relies on one attack button to combo, the Roundhouse button. He can chain up to 
four consecutive Roundhouses in a row causing alot of damage. In this mode he 
also has alot of normal moves that leaves him open to attack but he is also a 
little stronger than in Preying Mantis mode. However whether your in Snake Style 
or Preying Mantis Style Gen will remain in that style until you lose the entire 
match or you decide to switch. Gen will always be in Preying Mantis style 
whenever you start a fresh battle, also you can notice which style Gen is in by 
his standing pose. When he is in Preying MAntis Mode he walks normally with his 
hands in a clamp form. When he is in Snake mode he will sorta stand on one leg.

Jyasen: B(charge 2 sec.)F+P
Boy this has got to be the move that sets Gen apart from being lousy in his 
Snake Style. What Gen will do is roll into a ball and roll across the ground 
hitting up to five times for tremendous damage. This is too powerful of a move 
it easily equals the damage of most level 1 supers. This is also a really heavy 
chipper and can easily knock away that Guard Meter. It has a tiny bit of start 
up delay that is barely noticeable making it uncomboable. This is an excellent 
counter against missed supers as well as Dragon Punches alike. Gen is 
practically safe even if the opponent blocks.

Ouga: DB(charge 2 sec.)UB or UF+K(A-ISM and V-ISM)
Sorta like the Cajun Strike and Jaguar Tooth combined. Gen will hop onto to a 
wall and you can do a ton of things while he is on the wall:
          -Don't do anything and Gen will do a jump kick towards the opponent
          -Press B to comepletely stop the move
          -Press F to have Gen do a longer jump kick towards the opponent
          -Press U to have Gen move towards the top of the screen
          -Gen does a head stomp when you do nothing when in ceiling
          -Press UB or UF and Gen will completely stop the move
          -Press F or B and Gen will do a dive kick
Well this is sorta confusing but with a little practice and memory you can 
master this and confuse opponents in no time flat.

Overhead Confusion: SP
This is Gen's turtle counter. Use it on opponents who tend to block low too 
often and give them a nasty surprise.

Double hit Snake: RK, RK(air)(A-ISM and V-ISM)
When Gen is in the air he can perform two consecutive Roundhouse kicks in a row. 
This is an all around excellent move to use because it can set up alot of combo 
possibilities. Sometimes the opponent blocks the first hit and then low blocks 
the second hit, but instead you cannot low block air attacks and thus making 
this a confusion tactic as well. Gen can immediately go into his S.Roundhouse 
after this as it will result in a nasty and powerful four-hit combo.

                             Supers
Jyakouha: D,DF,F,D,DF,F+(?)K(A-ISM)
This is an excellent and also an extremely powerful air counter. This is similar 
to Dhalsim's Yoga Strike as Gen will grap the opponent with his feet and then 
stomp on the opponent. This doesn't have much priority all it really has is 
speed. But do not worry about the priority part because this thing travels very 
fast and can catch an airborne opponent most of the time. But moves like 
T.Hawk's Condor Dive or Cammy's Cannon Thrust Gen can be easily knocked out of 
the air by these. This is also easily comboed off his C.Short because it bounces 
the opponent into the air and is the perfect setup for this move.

Kouga: D,DB,B,D,DB,B+(?)K(A-ISM)(Air)
Boy this is an all around worthless move. This is sorta like the Maximum Spider 
except for the fact that it won't juggle the opponent or do extreme damage. Each 
hit though is very powerful but the opponent always or mostly blocks the second 
hit. This super cannot combo within itself but is good for a surprise attack 
against fireballers and missed supers or Dragon Punches alike. This will however 
drain the Guard Meter down extremely fast and can chip pretty nicely but Gen can 
be hit out of it as he bounces off the walls.

                           Variation
Mantis Style Only, In corner: C.Roundhouse --> Hyakurenkou
Just like Chun-Li's method except you won't get as mant hit because the max 
amount of hits I have ever gotten on this was 39. But the damage is incredible 
and easily equals the damage of Zangief's Final Atomic Buster on level 3 
possibly even more! The only problem is that the PSX controller does not repsond 
well to rapid button pushing so sometimes the Hyakurenkou won't come out. Well 
as soon as you knock the opponent down immediately cancel and you must be in the 
corner otherwise the opponent will take about 17 hits and fall down and then get 
up and be able to block.

<----------------------------------------------------------------------->

Guile
One of the air force's top soldiers, Guile was assigned on a mission to stop 
M.Bison's threshold in Thailand along with his best friend Charlie. However when 
Guile was there he and his friend Charlie were caught and put in concentration 
camps being forced to work for Shadowloo. Guile and Charlie weren't just gonna 
work for Shadowloo, they needed to find out what M.Bison was planning and they 
needed to escape because all new concentration camp members were to be executed 
in a few days. One day during a routine checkup Charlie and Guile escaped and 
were heading back to headquarters, but M.Bison had already sent troops to hunt 
them down and kill them on the spot. The soldiers went after them and fired a 
few shots and apparently one of them hit Charlie in the back. Guile helped his 
friend Charlie get up, but Charlie refused to go with Guile stating that 
bringing him along would risk both their lives. Guile however was not pleased 
with his decision, but he decided to leave, but before he went he gave Charlie 
his dog tag. After the escape Guile did not return to headquarters, but went his 
own way and swearing revenge to get back at M.Bison. Now Guile has found word 
that Charlie is on his own trying to stop Bison and now Guile is hear to help.

Special Game Notes: Guile
What did Capcom do to Guile? He has probably got to be the worst character in 
the game! His C.Roundhouse has a ton of recovery delay even though it hits twice 
when blocked and his attacks now lack alot of range! In SSF2 he was one of the 
top three best fighters but now, he just sucks! I hate Capcom for doing this! 
Its also hard as crap to beat the game on level 1 with this guy! Just stay away 
from using him if you want to win!

Sonic Boom: B(charge 2 sec.)F+P
What did they do to Guile? His Sonic Boom comes out quick and has almost no 
recovery time but they do very little damage. I mean little! They do less damage 
than his jab! In fact it would take about 5 sonic Booms just to equal the 
strength of one jab. This is the worst projectile in the game! I hate this move 
just stay away from it. Even on Mazi and X-ISM mode this does pitiful damage!

Flash Kick: D(charge 2 sec.)U+K
Looks just like Charlie's and does good damage and can be easily comboed. This 
is a very good anti-air attack because the flash part of the kick gives Guile so 
much range. But if Guile misses he will be left open to attack.

Knee Thrust: F+SK
Well if Guile needed something to attack quick after his Sonic Boom this would 
be it. Actually Guile can practically chain anything after his Sonic Boom. This 
can also be used as a surprise attack since the fact that it comes out so quick, 
this also has good range because Guile hops forward a little. Did I mention this 
goes over low attacks and has basically no recovery delay? Such a simple move to 
do has alot of advantages.

Backfist: F+FP
This can also be used after Guile has thrown his Sonic Boom for a quick attack. 
Although this might look like a regular attack this has alot of advantages to a 
regular attack. This attack comes out quick and will either beat out or trade 
hits with projectile throwing opponents up close. The recovery time is 
pratically non-existant making it a safe move to use.

Leap Kick: F+FK
Well just like charlie's it has no recovery time and is good for using it as a 
crouch counter. Guile will just hop up a little and do a jump kick that goes 
over low attacks.

                      Supers
Sonic Flash: B(charge 2 sec.)F,B,F+(?)P(A-ISM)
Well I don't know why Capcom did this but why did they do this? Its not even lke 
Charlie's Sonic Break. What Guile will do is charge for a Sonic Flash and then a 
Sonic Boom will swirl around him. I'm not saying this super is bad, but this can 
be used as an anti-air attack that does good damage, and it can be comboed as 
long as you are close to your opponent.

Somersault Justice: DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)
An excellent attack that can also be used as an anti-air attack. This can juggle 
opponents as well and his easily comboed. the only problem with this move is the 
motion, I'm wondering, why doesn't Capcom do something about this? I can pull 
720 degree motions alot easier than this! Well if Guile misses he will fall 
unable to block, but this also does good Guard Meter damage.

Double Flash Kick: DB(charge 2 sec.)DF,DB,U+K(X-ISM)
Even though this only hits twice it is by far more stronger than his level 3 
Somersault Justice and can also be used as an anti-air attack. This is easily 
comboed and has alot of priority as well, but if Guile misses he will fall 
unable to block.

<----------------------------------------------------------------------->

Guy
A self protested ninja descendant he proves himself that he is one by defeating 
Sodom during Cody, Haggar, and Guy's reign against the Mad Gear Gang. He has 
trained hard over the years to this respect while balancing street smarts and 
ninjitsu to combine a nasty combination of strength and calculation. Now he 
finds a new evil to lurk down while constantly reminding his defeated opponents 
that he is a ninja master.

Run: D,DF,F+K
Well this is Guy's run and you can't pull off any normal attacks while in this 
stance and you cannot stop in the middle of it either, but hitting any other 
kick button will result in a different special move attack.

Run Cancel: D,DF,F+K, then SK
Well as far as I can tell this has no attacking abilities whatsoever and guy 
will cancel out his run, but you must be quick about it because his run is 
rather fast. This can easily confuse an opponent if you know when to use it at 
the right time.

Dashing Foot slide: D,DF,F+K, then FK
A good surprise move that can easily tag opponents from screen distance and does 
a good amount of damage as well, the recovery time is excellent and you can also 
chip away at some life too, not to mention chipping away at the Guard Meter as 
well.

Dashing Cresent Kick: D,DF,F+K, then RK
This is Guy's crouch counter that pops out of nowhere when the opponent least 
expects it. This does alot of damage but opponents see it coming way too often 
and the ability to combo it is non existant. The recovery time is pretty good 
though and the priority of this move is pretty high.

Bushin SenpuuKyaku: D,DB,B+K
Well as far as I can tell this is Guy's only special anti-air attack. While 
being far from being the best anti-air attack the move as alot of priority up 
close and does good damage while juggling the opponent in the air. The 
Roundhouse version basically misses all ground opponents but hits three times in 
the air, while the Foward version easily chains off his C.Forward. What Guy will 
do is do a Shatoken like Tatsumaki Senpuu Kyaku except his version has basically 
completely vertical range while lacking alot of horizontal range, also if Guy 
misses he will land back to the ground and be unable to block, so try to use 
this sparingly unless you are sure it will connect.

Bushin Leap: D,DF,F+P
Well this move has no attack whatsoever but if you it the punch button again Guy 
will perform either of two moves. This looks like Guy's regular jump but with a 
smaller arc in which you can control and opponents can easily knock Guy out of 
the air.

Bushin Elbow Drop: D,DF,F+P, then P
After you have performed the Bushin Leap hit punch and Guy will do an Elbow Drop 
that does good damage and the recovery time on this is pretty good since its so 
hard to counter. But I don't think this will hit crouching block opponents 
though.

Bushin Backdrop: D,DF,F+P, then F+2P(up close)
Well this has got to be one of the most intimidating moves Guy has. After you 
perfrom the Bushin Leap wait until you are close to your opponent and then hit 
F+P and Guy will suplex the heck out of the opponent doing alot of damage. Guy 
can also catch opponents out of the air as well. The only problem with this move 
is the timing, but if you give it a little practice you should easily pull it 
off.

Dashing NoChuu: D,DB,B+P
Well this move does do alot of damage and it can be comboed even though it has a 
bit of a start-up delay it can still surprise opponents. What Guy will do is 
spin a little on the ground and then suddenly pop up with an elbow, and I think 
this either goes through projectiles or under them, I'm not sure because I have 
done this several times and have sometimes gone through projectiles. The 
recovery time is practically non-existant as well.

Overhead Elbow: F+SP
Well this is Guy's crouch counter and like most crouch counters this has a bit 
of a start-up delay and it can't be comboed. This anti-crouch counter only hits 
once but that hit easily matches up to Ryu's two hits and it comes out faster 
than Ryu's as well. Try not to be too predictable with this even though it comes 
out fast because when Guy starts this move anybody can easily sweep him.

Foot Slide: D+RK
Well despite the fact that this involves a Roundhouse kick the damage done is 
practically worthless. This will leave Guy open to all sorts of opponents 
attacks if he misses, so I just wanted to mention to stay away from this move.

Somersault Kick: DF+RK
A good attack that does decent damage and can also be used as an anti-air 
attack, but the priority of being an anti-air attack is fairly low. This can be 
used as a good surprise move and this will push Guy back leaving him safe to 
block incase he misses.

                          Supers
Bushin Hassou Ken: D,DF,F,D,DF,F+(?)P(A-ISM)
This is an excellent anti-air attack because its unblockable. Despite this being 
an anti-air attack this has tremendous ground range and can catch most standing 
opponents from 1/3 screen distance! What Guy will do is perfrom an auto-juggle 
air combo that does alot of damage, but it will not catch crouching opponents 
and if he misses he can easily be countered, so don't just pop this up out of 
nowhere and expect it to connect.

Bushin Gou Rai Kyaku: D,DF,F,D,DF,F+(?)K(A-ISM)
Well if there was a cool super award, Guy would definately be a top contender. 
What Guy will do is come at the opponent with a series of attacks and ends the a 
thrust kick. This chips very nicely at the life guage and can bring down the 
Guard Meter real easily. This is also good for countering missed supers of 
Dragon Punches alike. Becareful when using this though, because right before Guy 
does that last kick he can be thrown out of the super, if the super is blocked 
though.

Bushin Musourenka: F,DF,D,DB,B,F,DF,D,DB,B+P(A-ISM)
Ouch! This is hands down one of the top 3 coolest looking supers in the game! 
This is also unblockable but it has just as much range as Zangief's Spinning 
Pile Driver making it useless to punish mistakes from a distance. But what Guy 
will do is grab the opponent and perform an auto 10 hit combo in pitch black, 
while you can see the opponent's and Guy's Shadow in the background as Guy 
continues to pummel the opponent and then the opponent is launched into the air 
and falls back to the ground. 

<----------------------------------------------------------------------->

Juli(a)
A mysterious young woman who is one of the enchanced soldiers of Shadowloo. This 
time her mission is to stop and apprehend Cammy, a former enchanced soldier that 
his on her own with her own free spirit and mind. She also has a connection with 
T.Hawk, but when T.Hawk would try to talk to her she attacked T.Hawk and T.Hawk 
gave no effort to fight back. The evil emperor of Shadowloo is M.Bison, but even 
loyal servants have seen death before their eyes, what would happen to Juli if 
she had completed her task?

Sniping Arrow: D,DF,F+K
Well I would not call this an excellent move, but it is a good move even though 
its uncomboable except through juggling because it does good damage and has 
excellent range. You can use this to tag opponents from as far as screen 
distance! There is a downside to this move though and that's the fact that she 
has a huge start up delay making it uncomboable. The good news is that once she 
starts this move there is no stopping her because it has very high priority and 
the recover delay is next to nothing! So if your opponent misses a super from a 
distance you can surely counter with this!

Cannon Spike: F,D,DF+K
An overall excellent anti-air attack that does alot of damage. This anti air 
attack has excellent priority and has very mean range, I mean it probably has as 
much range as Dan's Roundhouse Dankukyaku, horizontally or course! This can tag 
practically any jumping attacker and is also very comboable and is perfect for 
missed supers and Dragon Punches alike. But like all anti air attacks if she 
misses she will fall back unable to block.

Axle Spin Knuckle: F,DF,D,DB,B+P
Well unlike Cammy's this does not go through projectiles and should only be used 
as the opponent gets up so they are forced to block and this move can chip away 
alot of life and take away some heavy Guard Meter damage as well. This move has 
a start up delay but if she hits a blocked opponent she can recover in time to 
block.

Overhead Ankle Kick: F+MK
Surprisingly this move does not have much start up delay like most anti crouch 
counters. This move does good damage and can fool the opponent sometimes if you 
don't use it much because it doesn't even look like it attacks over the head 
even though it does, but its a matter of opinion though. Again try not to be too 
predictable with this move because you can be countered.

Psycho Charge Beta: 3K(Dramatic Mode only)
Well Juni must be near her for this move to work successfully as it will restore 
quite a bit of Health on the damage meter giving you the upper hand advantage, 
but the problem is that it leaves her open to attack for a full three seconds. 
Make usre Juni is near otherwise it will not work.

                                Supers
Spin Dive Smasher: D,DF,F,D,DF,F+(?)K(A-ISM)
This is an all around excellent super because it deals out alot of damage and 
has extremely high priority. Its sorta like a multi hit Cannon Drill into a 
multi hit Cannon Spike. This comboes off anything and it can reach up to 2/3 
screen distance making it practically a perfect counter against missed supers 
and Dragon Punches alike. Also this is one of the rare supers that you can air 
block, but if she misses she will fall unable to block.

Reverse Shaft Breaker: D,DB,B,D,DB,B+(?)K, hesistate, then K(A-ISM and X-ISM)
This is also an excellent super and is mainly used as an anti air attack. If you 
ram the buttons you can get more hits, significantly more hits! The trick to 
doing this is that you must hesistate for just a second after the move starts 
then ram the buttons to get more hits out of it. This also comboes easily as 
well and is un airblockable. But if she misses she will fall unable to block.

Psycho Intentions: D,DF,F,D,DF,F+(?)P(Dramatic Mode only)(A-ISM)
Well I'm not sure this is a good idea to ever use this super because it does 
very little damage and you must be near Juni to perform this move. This can also 
be used as an anti-air attack as both Juni and Juli form a ball together and hit 
the opponent multiple times. The recovery time is not bad but its not good 
either so you might want to save your super meters for the...

Shadowloo Servitude: JP, JP, F, SK, FP(level 3)(Dramatic Mode only)(A-ISM)
Probably the second coolest looking super in the game next to Guy's Bushin 
Musourenka of course! If this connects both Juni and Juli will start to pummel 
their opponent at the same time and end with each of them doing a Sniping Arrow 
kick. A truely impressive 16 hitter, but there are many downsides to this move. 
First off it is blockable, it can be Tech Hit out of, and it does pitiful damage 
for a level 3 super, probably a third of the damage of Akuma's Shun Goku Satsu. 
The good part about this super is that either Juni and Juli can do this move and 
they do not have to be near each other. The recovery time is not bad and the 
start up delay is pretty good making it a good counter for missed supers and 
Dragon Punches alike, and this super is extremely comboable.

<----------------------------------------------------------------------->

Juni
One of Shadowloo's Enchanced Soldiers. Just like Juli she can feel no emotions 
or can even control herself. Her current mission is to defeat Ryu, collect a 
sample(DNA I guess), and fight him so that the "evil intent" may awaking in him. 
However despite the fact that she wears the same uniform as Juli they are 
however not at all realated, biologically of course so quit calling them twins. 
Juni often speaks like a computer, dispose of this dispose of that, you know 
just like Juli. However M.Bison has been known to turn on his own people and 
what would happen if she did or did not succeed?

Cannon Drill: B(charge 2 sec.)F+K
Well this move is exactly like Cammy's except for the fact that you have to 
charge for the move. The Roundhouse version hits twice and this move is also 
very comboable and has practically no start up delay. Also it is good to point 
out that it can also be used to counter missed supers and Dragon Punches alike 
incase you don't have a super on ya. Also if blocked or missed she will have a 
bit of recovery time leaving her open to attack.

Cannon Spike: D(charge 2 sec.)U+K
Exactly like Juli's and Cammy's it has a load of range and can be easily 
comboed. Also it serves as an excellent anti air attack and can deal out alot of 
damage and the combo possibility is pretty high. Once again its that charge down 
move making it difficult for you to use it whenever you please. But then again 
like most anti air attacks if she misses she will fall unable to block.

Cannon Thrust: UF,D,DF,F+K(air)
An excellent jump in attack that deals good damage and has very high priority as 
well. This often catches opponents by surprise because due to the fact that it 
comes out so quick and most people don't even know that she even has it! The 
recovery time is practically non-existant making it a good move to use, but it 
is counterable by Draon Punches alike and anti air supers.

Earth Direct: 360 Degree Motion+P
Ouch! This is a very painful move that is visually impressive as Juni will pick 
up her opponent and then rise high into the air and slam the opponent down. 
Since this is a throw it lacks alot of range but it is unblockable making it 
useful against turtlers. If she misses she will go into her missed pose leaving 
her open to attack.

Psycho Block: Block, F+3P
Well in X-ISM she can only do this on the ground, but right after you block an 
attack Juni will sorta push block her opponent similar to Dan's as well as to 
the crossover series. An excellent move to use when you are trapped in the 
corner and should be used often unless you plan to punish a mistake.

Mach Slide: D,DF,F+K
Well when I first saw this in the manual I thought it was an attack, but little 
did I know its her teleport. I think this is the first time Capcom has ever put 
a quarter circle motion into a teleport. The strength of the kick button will 
determine how far she will go, and she is completely invincible during this move 
but after she comes out of it she is left open to attack.

Overhead Ankle Kick: F+FK
Just like Juli's it can hit up to three times and can cause alot of Guard Meter 
damage as well and does good damage. This move doesn't quite have the start up 
delay like Ryu's Overhead Punch but it still has a start up delay and she will 
yell whenever she does this move making it even more predictable. Use this on 
crouch blocking opponents only or non blocking opponents, but like I said she 
can be attacked before she actually performs this move.

Psycho Charge Alpha: 3P(Dramatic Mode only)
Well Juli must actually be near her for this to work as she will restore some 
lost Super Meter or Custom Combo Guage. However if she does this from a distance 
hopefully Juli can back her up because this will leave her open for a full three 
seconds leaving her open to attack so make sure it connects!

                               Supers

Psycho Streak: B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)
Well frankly I hate this move not because its cheap but because its there. What 
Juni will do is give a salut and M.Bison will perform either level of his Psycho 
Crusher depending on which punch button strength you have used. This has a start 
up delay and its also a dead giveaway when she saluts, but it cannot be blocked 
while the opponent is in the air making it a good air counter. Also it doesn't 
really do much damage and also if you are too close to your opponent M.Bison 
will appear on the other side of the opponent not even attacking your opponent 
leaving Juni open to attack, but it can take down the Guard Meter very quickly 
and does good chipping damage and the recovery time is not half bad, but its not 
half good either.

Spin Dive Smasher: DB(charge 2 sec.)DF,DB,UF+(?)K(A-ISM)
Well just like Cammy's and Juli's its a multi hitting Cannon Drill into a multi 
hitting Cannon Spike that does alot of damage and this is obviously Juni's 
strongest super. This is an excellent counter for missed supers and Dragon 
Punches alike as it will reach up to two thirds screen distance, but this is one 
of the rare supers that you can air block though. This also has a high combo 
ability factor, but the recovery time is quite bad as before Juni lands she will 
fall unable to block.

Psycho Intentions: D,DF,F,D,DF,F+(?)P(Dramatic Mode only)(A-ISM)
Well I'm not sure this is a good idea to ever use this super because it does 
very little damage and you must be near Juli to perform this move. This can also 
be used as an anti-air attack as both Juni and Juli form a ball together and hit 
the opponent multiple times. The recovery time is not bad but its not good 
either so you might want to save your super meters for the...

Shadowloo Servitude: JP, JP, F, SK, FP(level 3)(Dramatic Mode only)(A-ISM)
Probably the second coolest looking super in the game next to Guy's Bushin 
Musourenka of course! If this connects both Juni and Juli will start to pummel 
their opponent at the same time and end with each of them doing a Sniping Arrow 
kick. A truely impressive 16 hitter, but there are many downsides to this move. 
First off it is blockable, it can be Tech Hit out of, and it does pitiful damage 
for a level 3 super, probably a sixth of the damage of Akuma's Shun Goku Satsu! 
No joke! The good part about this super is that either Juni and Juli can do this 
move and they do not have to be near each other. The recovery time is not bad 
and the start up delay is pretty good making it a good counter for missed supers 
and Dragon Punches alike, and this super is extremely comboable.


<----------------------------------------------------------------------->


Karin
The other schoolgirl is Sakura's top rival. Although she may have the same 
uniform and is Sakura's top rival her moves differ completely from Sakura. Her 
unique fighting style is a style in which she created. Early in her fighting 
years she met Sakura and lost to her. She was not mad at the time but she did 
want to return the favor. It is now years later and Karin has trained very hard 
to equal her fighting skills to Sakura. Also she is a friend of Ken and I'm not 
sure how they met but they are friends because its in the game. Karin's family 
is very rich and wealthy but for some reason Karin isn't interested in their 
wealth and wants to become that true great fighter. For now she seeks Sakura and 
also whoever is corrupting her family business.

Guren Ken: D,DF,F+P, then P or K(rapidly)
Well this is like Fei Long's Rekka Ken except for the fact that it comes out 
just a bit slower and the combination of attacks she can add are huge! I'm not 
gonna list all of the moves here because its rediculous, you should be able to 
find out yourself right? Well make sure you press the punch and kick buttons 
fast otherwise you won't be able to combo with the special move.

Houshou: F,D,DF+P
Well I'm not sure what this move is for but it basically sucks. What Karin will 
do a knock her fist against her opponent and knock the opponent down everytime. 
This move has very small range but it has excellent priority and can easily 
trade hits with fireballers. Also she has a lengthy amount of recovery time 
after this move as well while having practically no start up delay.

Mujin Kyaku: F,D,DF+K
Well what this move will do is do a two hit combo that jacks the opponent up a 
bit. The range is fair while the damage is pretty decent. You can set up juggle 
combos with this move but I doubt that you can get alot of hits assfterwards or 
if any.

Ressen Ha: D,DF,F,UF+K
Well this funky move can deal good damage and also be used as a jump in attack 
as Karin swirls her fist at her opponent. This is also a good anti air attack 
and will most likely beat out or at least trade hits with normal and special 
moves. Also the recovery time is barely noticeable and the start up delay is 
practically non-existant making this move a safe move to use without the fear of 
being counter attacked.

Arakuma Inashi: 360 Degree motion+K
Well this move is rather weak for a 360 degree motion move but if she catches 
her opponent she will hit the opponent twice and then throw the opponent. Not 
actually the best looking move in the game though it does weak damage for a 360 
motion like I said but its also unblockable, but the throw range on this move is 
not all that great.

Yasha Gaeshi(high): D,DB,B+P
Well not exactly the best move in the game, but a very useful move. Treat this 
like you would Rose's Soul Reflect, getting the timing down to pat and hopefully 
you can predict if you opponent will hit high or low. If the opponent hits her 
high while she does this move she will perform a counter attack that knocks your 
opponent back that does good damage. This move is unblockable low and try not to 
use this on jumping opponents because you will rarely connect with this. Also if 
she does this move an the opponent doesn't strike they can't wait until after 
and she also cannot counter projectiles either.

Yasha Gaeshi(low): D,DB,B+P
Well not exactly the best move in the game, but a very useful move. Treat this 
like you would Rose's Soul Reflect, getting the timing down to pat and hopefully 
you can predict if you opponent will hit high or low. If the opponent hits her 
low while she does this move she will perform a counter attack that knocks your 
opponent back that does good damage. This move is unblockable high and try not 
to use this on jumping opponents because you will rarely connect with this. Also 
if she does this move an the opponent doesn't strike they can't wait until after 
and she also cannot counter projectiles either. Okay so I copied this from the 
first one, but its basically the same move except its a low attack counter.

Ressen Chou: B,D,DB+P
Not sure why this move is hear either. What Karin will do is attack her opponent 
with her elbows into a two hit combo. The range isn't really all that great and 
must be used in close ranged combat and also the recovery time is a bit 
noticeable amking it counterable. A good attack to put in combos though.

Overhead Spin Kick: F+FK
This is her basic anti crouch counter. It comes out quite fast for an anti 
crouch counter and it does good damage as well. Surprisingly this can take away 
alot of Guard Meter damage as well, but there is still a bit of a start up delay 
so she can be attacked before she attacks the opponent.

                               Supers
Kanzuki-ryuu Kou'ou Ken: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
This is her rushing super(boy doesn't these rushing supers stop?) and you should 
use this to counter missed supers and Dragon Punches alike also it can do good 
Guard Meter damage and can chip pretty decently as well. This super has 
practically no start up delay and recovery time and can be comboed. The recovery 
time can be countered by something quick as well though.

Kanzuki-ryuu Shinpikaibyaku: D,DF,F,D,DF,F+(?)K(A-ISM)
Basically what this is, is an anti air attack and also its her strongest super. 
You should wait until your opponent is just above you so you can get the most 
hits out of the super. Also this has high priority and the start up delay is 
practically non-existant, but this will not hit standing opponents even if they 
block and also if she misses she will fall unable to block.

<----------------------------------------------------------------------->

Ken
The long time rival of Ryu. With a great fighting spirit but an even greater 
ego, Ken possesses fighting skills that leaves the opponents burning. Ken grew 
up living a rich life but Ken was always causing trouble that was when his 
parents sent him to Japan and learn Shatoken karate so that he may learn 
discipline and respect. Ken did not like the expierience at first but that was 
until he met another kid his age, Ryu. Together they both trained equally as 
hard to perfect the fighting arts of Shatoken. There was one odd thing about 
Ken, he often skip lessons to give himself some free time. Gouken soon realized 
that Ken did not have the fighting spirit like Ryu, having Ken heard this Ken no 
longer skipped lessons and during his free time he has trained extra hard to 
perfect his Dragon Punch. Soon Gouken had set up a match between the two and 
Gouken thought that Ryu would breeze through the match, but Ken's relentless 
training made it extremely close, yet so close it was undescribable. Gouken was 
dumbfounded by Ken's fighting skills but that was nothing compared to Ken's 
Dragon Punch, as Gouken witness a fury of flames come from Ken's fist. Gouken 
had never seen this before and realized that Ken has just as much potiential as 
Ryu. After Ken's training he went back to the U.S. and at this time he was in 
his teens. Years later he met a girl named Eliza, soon Ken would spend countless 
hours with her and in that time his fighting skills have been slowly 
deteriorating. Afterwards both him and Eliza got married on Ken's luxury yacht. 
Ken, later flew back to Japan to catch up on Ryu and decided to fight against 
Ryu. This time Ryu was not even touched, Ken's Dragon Punch has lost its flame 
and Ken was questioning himself, "What happened to me?" After seeing this Ryu 
had offered to help Ken get back on his training and Ken was no slouch, he got 
up at nearly 4 in the morning and trained even harder than before and trying to 
perfect his unique Dragon Punch, the results were a huge success, Ken could not 
thank Ryu enough. They have fought again but this time the battle between the 
two was closer than ever before, in fact it was nearly a tie. Ken left back for 
the U.S. and decided to travel around the globe to compete against other 
fighters, Ken had pummeled competition and kept reminding his opponents not to 
fight him again or the consequences would be high. During Ken's trip to Brazil 
he met a young fan named Sean, who wanted to perfect every move Ken possessed, 
but Sean was an eagar and unpatient individual and he wanted Ken to help him, 
but that's when Ken met up with Ryu and asked Sean to show Ryu what he has got 
and apparently he had moves like a street punk, slow-moving, no reflexes, and 
the ability to take pain like a sassy. Having see this Ken would offer to help 
Sean if he would shape up and meet him later. After years of traveling Ken heard 
the news about Gouken's death by a mysterious individual named Akuma. Ken 
decided to settle the score himself, but when Ken traveled all of Japan and 
could not find the one named Akum
Hadouken: D,DF,F+P
Just like Ryu's fireball but not as fast. Use this whenever your far away from 
the opponent and use it just when they get up so you can chip that extra bit of 
life. Just watch out when opponents jump over this projectile and come in for an 
attack which makes Ken vulnerable. Try to use this often in an effective two-in-
one like those old Street Fighter 2 days.

Shoryuken: F,D,DF+P
The best anti-air attack in the game! This Dragon punch is very powerful as it 
hits multiple times doing good damage as well as block damage. He has less 
recovery time than that of anyone else's anti-air attack. 

Tatsumaki Senpuu Kyaku: D,DB,B+K
The infamous hurricane kick that hits multiple times doing good block and chip 
damage. But make sure all the hits connect because one hit does very little 
damage and you will need multiple hits to see the best results.

Axe Kick: F+FK
Ken's crouch counter that has a start up delay and can be seen miles away. Just 
use it on people who constantly block low and when opponents just get up from a 
knockdown. This thing will get predictable after a while.

Side Kick: F+RK(A-ISM and V-ISM)
Well basically what this is a kick going forward having a lot of horizontal 
range. But I'm not really sure what this is here for. It has a huge start up 
delay even longer than the Axe Kick and you will barely connect with this. 
Although if it does connect you successfully knock down your opponent. If you 
want to use this for missed supers time it real early otherwise you will miss!

Ground Roll: D,DB,B+P(A-ISM and V-ISM)
Well not much for this move though. You can roll through opponents with this 
move which is good for crossing up opponents but the roll is rather slow and 
doesn't really have much distance. This has no offensive purpose whatsoever and 
Ken can be knocked down from it.


                    Supers
Shoryuu Reppa: D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
One of the best supers in the game. This will beat anything out during start-up 
and I mean anything! He is practically invincible during start-up as he rushes 
towards the opponent with multiple Dragon Punches. After the first dragon pucn 
he is vulnerable to some attacks.

Shinryuken: D,DF,F,D,DF,F+(?)K then K(rapidly)(A-ISM)
Same as the Shoryuu Reppa, its invincible during start-up and is a great anit-
air attack because it cannot be air blocked and like all of his supers, they are 
easy to combo and follow up on. Also try ramming the buttons to get extra hits 
out.

Shippu Jinrai Kyaku: D,DB,B,D,DB,B+K(A-ISM)(Level 3)
The dreaded super from the crossover series is here and in high fashion. This is 
a great mistake punisher as Ken constantly kicks the opponent with his feet on 
fire. Watch out if ne misses as he suddenly rises into the air sometimes because 
he will get attacked on the way down.

<<----------------------------------------------------------------------->

M.Bison
The evil ruler of the infamous Shadowloo organization has never stopped from 
wanting more power. Once part of a psychic organization he split apart from the 
group because they weren't even near power hungry as Bison was. But the only way 
Bison can get stronger is if he fights and then drains the opponents power, but 
far too many of his men were cowards to face up against his wrath. This had 
dissapointed Bison but he has heard of a street Fighter named Ryu, who narrowly 
defeated Sagat who was which was Bison's right hand man. This had impressed 
Bison and now he seeks the eternal challenger for power.

Psycho Crusher: B(charge 2 sec.)F+P(X-ISM)
Well the classical move of the infamous super. This does alot of damage and if 
its blocked it will do alot of block damage. Bison basically has no recovery 
time from doing this but he can't seem to combo it either.

Psycho Blast: B(charge 2 sec.)F+P(A-ISM and V-ISM)
This is basically Bison's projectile but its one of the worst projectiles in the 
game despite the fact that it goes screen distance. This fireball moves slow and 
has a bit of a start-up delay and a long recovery delay. Unless your trying to 
chip your opponent to death I suggest you try to stay away from this move.

Scissors Kick: B(charge 2 sec.)F+K
This is basically Bison's offensive move. It has good range and does good damage 
and comes out quite quick and quick enough to be comboed as well. This hits 
twice and will knock the opponent down and can easily hack away at the guard 
meter. But if Bison misses he will be left open to attack.

Head Stomp: D(charge 2 sec.)U+K
This is a good surprise move because its Bison's anti-crouch counter except it 
really isn't all that effective because it takes him quite a bit of time to 
connect since he launches himself in the air. But it comes out quick and does 
alot of damage.

Psycho Fist: Head Stomp, F+P
This is a follow up move from Bison's head stomp and it cannot be comboed but it 
can be pretty confusing since it looks like he jumps away and then he suddenly 
comes in at you, this is also a crouch counter but Bison can just stear the 
other direction if he does not want the chance of getting hit.

Flying Psycho Fist: D(charge 2 sec.)U+P
This practically looks the same as his Psycho fist but instead Bison flies over 
the opponent and comes down in a little arc. This is not a combo tactic but more 
of a surpries move because sometimes the opponent blocks the wrong way. But it 
can also be countered by anti-air attacks because this does not have the 
greatest priority.

Bison Warp: F,D,DF or B,D,DB+3K or 3P(A-ISM and V-ISM)
This is Bison's teleport move and it can be useful because it takes him out of 
sticky situations. He will either move far or close behind or in front of the 
opponent, so get to know each location well to mess up your opponent.

                       Supers
Psycho Crusher: B(charge 2 sec.)F,B,F+(?)P(A-ISM)
This is an excellent super because it comes out fast and it comboable off his 
S.Roundhouse. This also chips an excellent amount of energy not to mention that 
it takes away at the Guard Meter. Bison practically has no recovery time from 
doing this as well. But this will not go through projectiles either.

Knee Press Nightmare: B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
This is a heavy chipper and it also comes out fast doing solid damage and hacks 
away at the guard meter real nicely. This also has alot of range and can tag 
missed supers or Dragon Punches alike, the only problem with this is is that 
Bison has considerally a ton of recovery time so an opponent can easily counter.


<----------------------------------------------------------------------->

R.Mika
This young girl wishes to be a superstar in the professional world of wrestling. 
Although don't let her looks fool you, she can easily defeat her opponent in a 
matter of backdrops and suplexes. She decided to become a professional wrestler 
after seeing Zangief wrestle on T.V. and thus Zangief has become her role model. 
Someday she wishes to become worldwide famous and it would also be an honor to 
her if she can have the chance to fight Zangief.

Flying Peach: D,DB,B+P
Well the odd thing about this move is that it is similar to the Shooting Peach 
except this one has a bit of a start up delay. This move is uncomboable and the 
good thing about this move is that it has no recovery time at the end. This move 
does good damage and can be used to punish mistakes if you can time it ahead of 
time.

Shooting Peach: D,DB,B+K
This move is also odd because it is completely comboable and the start up delay 
is nearly non-existant. This move does good damage and is an excellent counter 
against missed supers and Dragon Punches alike. There is a disadvantage to this 
move though and that is that it has poor recovery time and the opponent has a 
full second to attack you. So you sorta have to mix these two up and confuse the 
opponent in order to use them successfully.

Wingless Airplane: F,DF,D,DB,B+K(air)
Ouch! This move is incredibly strong but the only problem with this move is that 
your opponent must be in the air along with you and near you to successfully 
connect with this move. Treat this like you would an air throw(because that's 
basically what it is), catch your opponent right before they come down. If she 
misses she will fall unable to block so watch out.

Daydream Headlock: 360 Degree motion+K, then K(rapidly)
Well this move deals out a ton of damage as R.Mika repeatedly jerks at the 
opponents neck and then slams down her opponent. This move is unblockable as you 
expected but despite the fact that it is a throw/grab move it has decent range 
and can sometimes pull the opponent from some amazing distances. Do not use this 
move far from your opponent because she will go into her missed pose leaving you 
open to attack.

Paradise Hold: 360 Degree motion+P
This move can act like Zangief's Running Bear Grab because it has tremendous 
range for a throw and surprisingly the priority of this move is exceptional. 
What R.Mika will do is flip torwards her opponent and then if she connects she 
will clamp her opponent and slam him/her down causing servere damage. Excellent 
against missed supers and Dragon Punches alike. Also I'm not really sure if she 
is invincible to projectiles as well.

Rainbow Body Drop: D+FP(air)
This move is an excellent move for jump in's because it has good priority and 
can set her up for some of her throws. Also try not to get too predictable with 
this move because smart opponents can and will use their anti air attacks or 
anti air supers.

Diving Knee: D+SK(air)
This is a more quicker way to get the jump and surprise on your opponent, while 
it doesn't really cause much damage it can set up for her throws more easily 
than her Rainbow Body Drop. Again try not to be too predictable and I can't 
stress that enough because I find myself doing that all the time and my brother 
constantly counters.

Jumping Rainbow Slash: F+FK(A-ISM and V-ISM)
Well I'm not sure what this move is for because it looks exactly like her 
regular S.Forward but she moves forward a little while yelling. This can be 
useful for jumping and attacking your opponent over low attacks though and 
that's about it. Not really much use with this move.

                             Supers
Rainbow Hip Rush: D,DF,F,D,DF,F+(?)P(A-ISM)
This is her rushing super but it really doesn't have that much range like other 
rushing supers but it can still counter missed supers and Dragon Punches alike. 
This is also quite comboable and can deal good damage and Gurad Meter damage at 
the same time. She really doesn't have any recovery time after this move but its 
still something to watch out for.

Heavenly Dynamite: 720 Degree motion+P, then P(A-ISM)
Well this is her grab super and it deals out a ton of damage and is obviously 
her strongest super. This is also unblockable as she will grab the opponent and 
start hammering away and after the last hit she will drop the opponent in either 
way depending on which level you use. On level 3 a ring comes out of nowhere as 
she climbs on top and takes her opponent down for a pavement lunch. Level 3 is 
visually impressive and can deal out major damage. However if she misses she 
will go into her miss pose and also have wasted a level(s) of super leaving her 
open to attack.

Beach Special: D,DF,F,D,DF,F+(?)K, then B or F+K or P(A-ISM and X-ISM)
Well I'm not sure what this super was here for because I think its just 
pathetic. Once you activate this move she will go into R.Mika fury as I would 
like to put it and then you control and after you have ran after your opponent 
she will automatically grab your opponent then you can press either K or P to 
grab or attack your opponent. You can do numerous moves while in this mode and 
also she can jump off her ring and Elbow Drop her opponent, but try this in 
training mode and see what happens and also this super is rather weak even for a 
level 3 because you probably hit your opponent twice before your R.Mika fury 
ends.

<----------------------------------------------------------------------->

Rolento
A former member of the Mad Gear Gang left the organization after the defeat of 
Sodom and the death of their head leader Belgar. He now wants to start not but 
his own gang but his own nation as he craves more Soviet Power. But to do that 
he needs the finest members possible and who other to turn to than Sodom, but 
Sodom wilingly refused as Rolento challenged him to a fight and if Sodom would 
lose then he would join his rising army. But Sodom won easily as he now called 
it quits joining the new gang. Rolento wasn't going to stop with a minor loss 
and now he finds fights those he seems worthy to join his army.

Patriot Blitz: D,DF,F+P
A good attack that should only be used up close. This move will do alot of 
chipping damage as Rolento spins his staff around. You can repeat this move up 
to three times in a row for a total of 11 hits. This move does alot of damage if 
it connects as it will knock the opponent down if the move is repeated three 
times in a row. If its block it totally uncounterable since the fact that it 
pushes the opponent back, but if he does not connect with this the opponent has 
loads of time to attack. This is also god for taking down that Guard Meter 
because it will bring down that Guard Meter very fast.

Knife Throw: F,D,DF+K then K
Well this is Rolento's projectile but he can not win fireball fights with this 
move because it has a huge start up delay and also that the fact that his knife 
can be knocked away with a simple punch or kick. What Rolento will do is jump up 
into the air and hold out his knife, but you must hit kick button again to throw 
the knife. The one key advantage is that he can aim it at practically any angle 
he wants because he can throw the knife anytime he wants as long as he is in the 
air. Each kick button used at the start of this move will make Rolento throw it 
at a different angle. However if it does connect it will do alot of damage and 
can sometimes be considered as the strongest projectile in the game. He can be 
knocked out of it on the way up and also if he comes down and misses with the 
knife, he is left open for an attack.

Delta Air Raid: D,DB,B+P then P
This is both a surprise attack and an escape tactic. What Rolento will do is 
jump backwards and put himself a good distance away from the opponent. If 
Rolento performs this move and he presses the punch button again he will 
automatically flip towards his opponent with a quick staff attack that does good 
damage and practically no recovery time afterwards making it a safe attack. 

Delta Escape: D,DB,B+K
This is an extremely excellent escape tactic because Rolento can put himself a 
great distance between him and the opponent, if you move either back or forth 
you can control where Rolento lands. Also Rolento has basically no recovery time 
from using this move but he cannot attack either and can be attacked while he is 
in the air.

Delta Attack: 3P then P
This is also another one of Rolento's escape and attack tactics. What Rolento 
will do is flip backwards sorta like Vega putting a good distance between the 
opponent and him, but however he is not invincible while doing this move. Then 
press any punch button, but after he has finished the flip and Rolento will roll 
towards his opponent with a quick attack and then bounce off hs opponent. This 
has almost no recovery time and the opponent must be close to you to counter 
effectively.

Super Jump: D,U or UB
Well he can't fly off the screen like in the crossover series but this is higher 
than your average jump. What Rolento will do is do a high somersault into the 
air either over his opponents head or to the wall behind him. This can be very 
useful for getting you of corner trap situations.

Delta Strike: D+FK(air) or F+FK
What Rolento will do is balance himself on his staff while on the ground and if 
he does this in the air he will come in with a similar looking attack that has 
good priority. On the ground if you hold down the Foward Kick button be will 
remain balanced on his staff for quite sometime, while he does this he cannot be 
hit low, sometimes confusing the opponent but overall a good underated move.

                              Supers
Splash Mine: D,DB,B,D,DB,B+(?)P(A-ISM)
This super causes tremendous damage if it connects but it cannot be comboed and 
has huge start up delay due to the fact that Rolento rolls before he lets out 
the grenades. This will drag the opponent towards Rolento if it connects but he 
cannot attack the opponent while they are in the air, this also sets Rolento a 
good distance away from his opponent, but this does only a pixel of block damage 
and can't even push down the Guard Meter much.

Take No Prisoners: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Well this isn't the best of supers and its also one of the corniest looking 
supers in the game. This move cannot be comboed and but travels extremely quick 
and often connects because it catches opponents by surprise. However you can 
only block this move low and this is one of the strongest supers in the game as 
a little blade of some sort glides across the floor very slowly and if it 
connects the opponent is lifted into the air as he is hung by one of Rolento's 
men and then dropped. Not very much range either.

Steel Rain: D,DF,F,D,DF,F+(?)K(A-ISM)
Well this super is a little odd and it also has a start up delay. 


<----------------------------------------------------------------------->


Rose
Rose, a member of an elite psyhic club has always belived that those who abuses 
the Psyhic power will be punished. Major Bison, formerly a member of this club 
abandoned it when he had gained all the psycho power he needed to take control 
of the world. Rose is after Bison as she will settle the score with him as she 
will capture him and bring Bison back to the society to cleanse his mind and rid 
him of all psycho power for good. Rose, a good-hearted young women only seeks 
what is right and wrong and apparently she seeks to end Major Bison's rain of 
psycho terror.

Soul Spark: B,DB,D,DF,F+P
Basically the same as all other projectiles. Use this when your far away and use 
it when opponents are just getting up. Don't use this up close cause otherwise 
opponents will jump over this and attack you from above. The recovery time is 
horrible like all fireballs.

Soul Reflect: D,DB,B+P
Jab-Absorbs fireball and quickly refills SC meter.
Strong-Reflects opponent's projectile 
Fierce-Reflects opponent's projectile upwards

This is overall one of the best moves in the game. When your close to an 
opponent the opponent will have an extremely slim chance at blocking if they 
throw a projectile and Rose uses her Soul Reflect. But when she reflects her 
opponents' projectiles they hit the opponent but at half the damage that the 
projectile would normally do. Her Jab Soul Reflect is an excellent way to 
quickly gain your Super meter, her Fierce version can also be used as an anti-
air attack because sometimes opponents tend to throw a fireball from a distance 
then come in and jump in at you, incase you suspect it use the fierce version 
because its practically uncounterable! I don't think you can reflect super 
fireballs though.

Soul Spiral: D,DF,F+K
An excellent move to use when your opponent is low on energy. This hits multiple 
times and does good damage and is also an excellent chipper. Although this has a 
start up delay it can still be comboed in an effective two-in-one. The recovery 
time is horrible so don't use it too often.

Soul Throw: F,D,DF+P
Her anti-air attack move that takes off way too much damage! Its just as strong 
as most characters' level 1 supers! This comes out extremely fast an will catch 
jumping opponents napping. This however will not hit opponents on the ground 
just like Zangief's Aerial Russian Drop. She has horrible recovery time from 
this like all standard anti-air attack moves.

                              Supers
Aura Spark:D,DB,B,D,DB,B+(?)P(A-ISM)
Her fireball super goes extremely fast as it will eat other projectiles that are 
weaker than it. But each projectile it eats it gets weaker. Try to use this up 
close and it is comboable in an effective two-in-one combo.

Aura Assult:D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
Her level 1 super is her Aura Throw which is just a bit stronger than her Soul 
Throw. While Level 2 and Level 3 are purely for ground combos. On these levels 
she will move an attack in awkward fashion as she does a flipkick and a bunch of 
other attacks and ends the combo with a Soul Spark on level 2 and on level 3 she 
ends the combo with a Aura Throw. This super is good for punishing mistakes.

Aura Illusion: D,DF,F,D,DF,F+(?)K(A-ISM)
Ouch! The Alpha version of Wolverine's Berserker Rage! This is even more 
deadlier than Wolverine's Berserker Rage because Rose will have multiple images 
appear behind her as she pummels the opponent. Say you throw one jab, that one 
hit you do can do as much damage as two fierces! She hits multiple times each 
hit dealing a ton of damage. Don't use a C.Roundhouse when your doing this 
because the C.Roundhouse will not hit multiple times and the opponent can 
immediately block after they get up and she cannot chip any life away with her 
regular attacks. Did I mention this can easily double or even triple the damage 
of her supers! Well it can and that's why I think its so cheap. The more levels 
you use the longer she goes into the effect, but three level 1's last 
significantly longer than a single level 3.

<----------------------------------------------------------------------->

Ryu(pronounced "yuu" for those of you wondering)
Pick up as an orphan while he was only a little boy his master has taught him 
the way of the fight while teaching him the styles of the martial arts of 
Shatoken. Along the way he met Ken, whose profile while be discussed later on. 
Ryu has always trained to become the true fighter and by that thought the only 
way that would happen his by mastery of the fireball. After his narrow victory 
against Sagat he has a new challenger by the name of Akuma, who is which the 
representative of every evil aspect in the Shatoken karate.

Hadouken: D,DF,F+P
The basic fireball that dates all the way to Street Fighter in 1987 that's still 
a hit today. Use this often when your away from your opponent of in combos. 
Don't try to use this up close because opponents will usually jump over this and 
attack you while you are still in stun animation.

Shoryuken: F,D,DF+P
The basic anti-air attack that is a great defender against air-borne opponents. 
This is a strong attack that can be used in combos but if he misses he will be 
left open to attack on the way down.

Tatsumaki Senku Kyaku: D,DB,B+K
Ryu veers off as he lifts off the ground while spinning one leg in a helicopter 
motion and any opponent who gets hit will suffer moderate damage. This move only 
hits once but that one hit can equal the damage done by Ken's 5 hit or Akuma's 3 
hit hurricane. This is basically a safe move to use but don't use the roundhouse 
version from a distance or opponents will throw projectiles to counter and also 
don't use it against opponents who are ducking because Ryu can be hit by a 
regular anti-air attack like Ken's C.Fierce.

Hop Kick: F+MK(a-ISM and V-ISM)
Basically a short kick that is overlooked. This kick comes out quite fast and 
also goes over low attacks and has practically no recovery delay afterwards. 
This can also go into his Shin Shoryuken might I add.

Overhead Crouch Counter: F+MP
Don't use this too often because it has a long start up delay. Use this when 
opponents have nothing to do but crouch block all day. I would use this just as 
the opponent is coming up so they can't counter it(only by Alpha counters of 
course) if they block low and it is only blockable high.

Hook Punch: F+FP(X-ISM and V-ISM)
Yes, the ugly move from SSF2T is here. Well they changed Ryu's standing 
Fierce(in my opinion its more ugly the ever because it doesn't even look like 
Ryu gives much effort when he throws it, it looks like he's throwing an elbow) 
and the changed this move as well. It has less range than it did before and it 
doesn't work well as a counter for missed supers and Dragon Punches alike.

Shakunetsu Hadouken: B,DB,D,DF,F+P
Basically the red fireball that dates back to SSF2. If up close it knocks down 
and far away it stuns. Overall it has the same strength and same recovery time 
as his regular Hadouken.

Fireball Fake: D,DF,F+Select
I see no purpose in this move actually. He still recovers from this so I don't 
know what Capcom was thinking when they put this here. Just stay away from this 
move because this does no damage whatsoever.

                          Supers
Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)
No this is not the beam of death from the crossover series we've all come to 
love but the slower less flashy version where Ryu combines multiple Hadoukens 
into one mega fireball and then releases it eating any other projectile that 
stands in its path. Also the more projectiles the Shinkuu Hadouken eats the 
weaker it gets as it produces one less hit after each projectile consumption.

Shinkuu Tatsumaki Senpu Kyaku: D,DB,B,D,DB,B+(?)K(A-ISM)
The hyper version of his hurricane kick goes as he pummels the opponent back and 
forth. This has absolutely no horizontal range whatsoever unless you are near 
the opponent. This move can possibly knock down an entire Guard Meter Guage and 
its also Ryu's strongest super because it does a ton of damage. You can easily 
chip alot of life out of the opponent when your near them though but if the 
opponent is far away they can throw a projectile at you. Don't worry this has 
practically no recovery time.

Metsu Shoryuken: D,DF,F,D,DF,F+K(level 3)(up close)(A-ISM)
Not that super that you would prefer to use because for a level 3 super it has 
to do more damage than what this does. This thing does about as much damage as a 
level 2 Shinkuu Hadouken. Settle for the Shin Shoryuken instead.

Shin Shoryuken: D,DF,F,D,DF,F+K(level 3)(far away)(A-ISM)
Try to perform this about 1/3 screen distance away from your opponent. This has 
huge damage potiential but its only his second strongest super. If you perform 
this super from 1/3 distance away Ryu will rush forward against his opponent 
with his elbow and if it connects he will continue on with a two hit powerful 
Dragon Punch and also try not to waste this because its a level 3!

<----------------------------------------------------------------------->

Sagat
The eternal enemy of Ryu. Always wanting to be the best he tested his luck 
against Ryu one day on the fields in Austrailia. After hours of immense and 
tough battle Sagat had gave Ryu a serious slam down to the ground thinking he 
was winning, not until Ryu had recovered quickly and sent Sagat hurling onto the 
fields with the mother of all Dragon Punches. It serverely injured Sagat as his 
chest was soaked with blood and later he had a giant scar that he still has 
today. That scar is the memory of his fight with Ryu, his eternal challenger. 
Sagat now hopes to find and defeat Ryu after his narrow lost.

Tiger Shot: D,DF,F+P
One of the most feared projectiles in the game. This projectile is extremely 
fast and can easily counter missed supers. But sometimes opponents will duck 
under this because all opponents can duck under this and can avoid chip damage, 
but its very hard to jump over but if you like to use it on turtlers you can try 
the...

Low Tigher Shot: D,DF,F+K
Same as above except this one goes low and opponents can easily jump over this. 
Just watch out when opponents jump over this because Sagat has alot of recovery 
time from this just like the Tiger Shot above.

Tiger Flow: F,D,DF+P(A-ISM and V-ISM)
HaHa! I love this move. It just deals so much damage to your opponent they'll be 
startled! This hits multiple times, up to seven on the Fierce version and can 
chip away alot of energy. But like all other anti-air attacks, this has recovery 
delay written all over it.

Tiger Uppercut: F,D,DF+P(X-ISM)
Basically the same as his Tiger Flow except that this thing only hits once, but 
that one hit is stronger than all 7 hits from the Tiger Flow! Well you should 
use this move right after the first hit of his S.Roundhouse for a nasty two hit 
combo!

Tiger Knee: F,D,DF+K(V-ISM and A-ISM)
A great anti-air move that does good damage and leaves him extremely safe to 
block. One of the more better anti-air attacks in the game, but this one has 
alot more horizontal range than his Tiger Flow though.

Tiger Knee: D,DF,F,UF+K(X-ISM)
Well only in classical mode will you have to do this wicked motion for the Tiger 
Knee. This doesn't do much damage but this is incredibly fast and alot faster 
than his regular Tiger Knee in V-ISM and A-ISM mode though.

                        Supers
Tiger Cannon: D,DF,F,D,DF,F+(?)P(A-ISM)
A souped up version of his Tiger Shot, but it has one major flaw, he uses the 
high version, so opponents can easily duck under this one and easily escape 
block damage. Never rely on this super to pull you out a victory.

Tiger Genocide: D,DF,F,D,DF,F+(?)K(X-ISM and A-ISM)
I simply love this super! Its too special moves combined in one to deal out 
monstrous pain to your opponent. First Sagat comes at you with a Tiger Knee the 
a Tiger Flow, it looks even cooler on Level 3 because it's sorta like the Tiger 
Knee and Shoryuu Reppa rolled into one, Tiger style! Sagat exclaims "Tiger 
Genocide!" as he pummels the opponent, on level three this thing does alot of 
block damage, so hit them with only a few energy left on your opponents guage.

Tiger Raid: D,DB,B,D,DB,B+(?)K(A-ISM)
Sagat veers up as he unleashes a lighting fast jump kick and flys towards the 
opponent dealing a good amount of hits. Even on level one this thing does alot 
of block damage and Sagat has practically no recovery delay! Use this whenever 
you can because opponents are not fast enough to escape this!

Tiger Rage: D,DF,F+Select(A-ISM)
Ouch! This doesn't do anything on its own but will significantly increse the 
damage of his Tiger Flow! You must use it quick because it will wear down in a 
few seconds. It also wears down after you have used the Tiger Flow once.

<----------------------------------------------------------------------->

Sakura
An obnoxious school girl who loves to get into a fight. It wasn't always like 
this though, before you would be like a good school girl and do her studies get 
good grades and so on. That all stopped until she heard of Ryu a person with 
keen fighting skills and has high respect for his opponents regardless whether 
they win or lose. That is when she decided she would become a Shatokener herself 
by studying the moves of Shatoken and perfecting them on her own rights, that is 
why her style seems so awkward. She would kill for the chance to meet Ryu(not 
literally of course) and get a chance to fight him and have him instruct her 
about the fighting Style Shatoken. Now she hopes that her training will top Ryu 
and hopefully that he can become her master.

Hadouken: D,DF,F+P (opt.)then P rapidly
Well her projectile is pretty good but make sure you don't keep pressing the 
button afterwards because she will charge for her bigger fireball and it will 
take alot more time to bring out and it will have considerably less range but it 
will do more damage but its not too much more because the extra damage is barely 
noticable. Like all fireballers she has some recovery time after she has thrown 
it so watch out.

Shouken: F,D,DF+P
Well this isn't exactly the best anti-air attack because she will glide across 
the floor before she actually goes into the Dragon Punch motion, but her Jab 
version is excellent for anti-air attacks. This can hit up to six times by 
itself and is highly comboable and does a good amount of chip damage as well as 
normal damage but if she misses she will fall back down unable to block.

Shunpuu Kyaku: D,DB,B+K
Well unlike the Tatsumaki Senpuu Kyaku this goes in sorta of an awkward arc but 
the short version barely goes the distance while the Roundhouse version goes 
full screen in a 180 degree arc. This is barely comboable despite the fact that 
it has practically no start up delay so I guess the fact is that Sakura doesn't 
really have any attacks that will stun the opponent long enough for this move to 
connect. But if she misses she will be free to safely block because this move 
practically has no recovery time afterwards. While in X-ISM mode Sakura can do 
this in the air.

Sakura Otoshi: B,D,DB+K then P(A-ISM and V-ISM)
Well her only new move is quite awkward because its uncomboable and it leaves 
her in the air doing nothing if you do nothing. After you have done this motion 
and while Sakura is in the air hit the punch button rapidly and she will do a 
three hit combo. Basically its probably a confusion tactic rather than a 
surprise attack.

Overhead Swing Axe Kick: F+FK
Basically this is her anti-crouch counter but it has a bit of a start up delay 
making it uncomboable. But it can be used often just as the opponent just gets 
up from a knockdown so they have no chance of countering it unless they decide 
to waste a super and use an Alpha Counter.

                             Supers
Shinkuu Hadouken: D,DF,F,D,DF,F+(?)P(A-ISM)
Just like Ryu's Shinkuu Hadouken, it comes out pretty fast, is highly comboable, 
and does a good amount of damage. She can not continously hit the punch button 
for a bigger fireball to come out though and this also has recovery time just 
like all other fireball supers.

Haruichiban: D,DB,B,D,DB,B+(?)K(A-ISM)
A wicked funky ground based Tatsumaki Senpuu Kyaku kick that has Sakura spinning 
on the ground and coming fast towards her opponent hitting multiple times and 
causing good damage and a ton of chipping damage. This is an excelent super 
against missed supers or Dragon Punches alike even if the opponent is a half-
screen distance away. USe this whenever you can because it is extremely 
comboable and has basically no recovery time.

Midare Zakura: D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)
Well unlike the auto-super in the crossover series this is a Shoryu Reppa type 
of move that has the same properties, it comboes really easily(practically off 
any one of Sakura's attacks), does good damage, does alot of block damage, good 
Guard Meter damage, and can easily counter missed supers. But if Sakura misses 
she will land unable to block so don't become so predictable with this.

<----------------------------------------------------------------------->

Shin Akuma
His master had warned Akuma about the teachings of the Shun Goku Satsu. Akuma 
was too power hungry to ever realized it. It was told that whoever would use 
this deadly killing technique would kill the person who used it. Akuma had used 
this on his master and thus sealed his own fate, but for some reason he did not 
die like the sayings said it would. During his battle with Ryu he had suffered 
his first defeat but he was in a weakened state and left a message for Ryu 
saying that they will meet again when they both are in their true state and 
apparently Akuma has reached his limit in becoming Shin Akuma.

Special Game Notes: Shin Akuma
Also don't bother beating the game with Shin Akuma if you have already seen 
Akuam's ending because everything is exactly the same as regular Akuma including 
Mid bosses, mini-boss, and Final boss. I don't know why they gave Shin Akuma the 
same ending as Akuma even though Evil Ryu and Guile have different endings. Also 
most of Shin Akuma's moves have less recovery time than Akuma's but they all 
have the same start up delay. Also Shin Akuma can juggle the opponent better 
because of the lack of recovery time from his moves.

Gou Hadouken: D,DF,F+P
An excellent projectile overall because it does good damage and has good speed 
and combos off anything. But there is a recovery time afterwards and opponents 
can easily jump over it and attack Ryu before he recovers so try not to use this 
up close.

Gou Shoryuken: F,D,DF+P
This is also one of the best anti-air attacks in the game because it has maximum 
priority, so it can easily knock anybody out of the air. This is highly 
comboable and chains off any physical attack that Evil Ryu has. When done up 
close this can hit up to three times resulting in alot of damage and pretty good 
chipping damage. But like all anti-air attacks, if he misses he will fall nable 
to block leaving him open to attack.

Zankuu Hadouken: D,DF,F+P(air)
This is the best projectile in the game and can be used for a jump in attack. 
Shin Akuma will throw out two of these fireballs each dealing alot of damage and 
even though the first fireball lacks some horizontal range it is backed up by 
the second fireball that has tremendous horizontal range. This is the move you 
should find yourself using often because Shin Akuma won't lose very much 
fireball fights with this move. 

Tatsumakizankuukyaku: D,DB,B+K
An excellent ground attack that can also be used in the air as well. Shin Akuma 
will spin his leg in a whirlwind motion in the air hitting the opponent up to 
three times in a row doing good damage an excellent chipping damage. The 
recovery time on this move is almost non-existant making it a safe move to use. 
Also this can be used as a jump in attack, but the priority is not all the 
great. Also this will hit low blocking opponents as opposed to Ryu's 
Tatsumakisenpuukyaku.

Tenmakuujinkyaku: UF or UB, D+FK
A good surprise move that does good damage and has good priority. You must be at 
an arc while doing this move because for some reason Shin Akuma can't do the 
move while he is above his opponent's head. This has practically no recovery 
time afterwards making it a safe move to use. The best time to do this move is 
immediately after Akuma jumps foward with an arc.

Zenpou Tenshin: F,DF,D,DB,B+P
Well this is the useless fireball Akuma had in Street Fighter Alpha 2. Well I 
wouldn't call it useless because it does alot of damage and it can chip away 
alot of life. The problem with this move is that is has significant start up 
delay making it useless to play keep away and opponents can easily jump over it 
plus there is no way to combo it. The recovery time on this move is longer than 
his regular fireball as well leaving him open to attacks more longer. You should 
time this so that when the opponent gets up they will take the chipping damage 
on this fireball. Despite that this fireball hits three times, a single 
projectile can nullify it and it will not juggle the opponent while they are in 
the air like most fireball supers.

Hyakki Shuu: D,DF,F,UF+P(A-ISM and V-ISM)
What Shin Akuma will do is flip into the air and perform a foot slide as Shin 
Akuma lands tripping the opponent doing alot of damage. There is alot of 
recovery time from this move so watch out an avoid being swept.

Hyakki Gou Shou: D,DF,F,UF+P, then P(A-ISM and V-ISM)
Well this move is rather useless because you have to be close to your opponent 
to actually connect. After Shin Akuma flips into the air press P right before 
you hit your opponent and he will sorta grunt while he hits the opponent with 
his fist. I wouldn't use this much at all.

Hyakki Gou Sai: D,DF,F,UF+P, then P(A-ISM and V-ISM)(up close)
This is an excellent anti-air attack because it comes out quick and does some 
serious damage. What Shin Akuma will do is jump up into the air and if the 
opponent is in the air with him he will grab his opponent and then slam him 
down. This has good priority and comes out quite quick, but the recovery time is 
horrible so don't pull this out of nowhere.

Hyakki Gou Sen: D,DF,F,UF+P, then K(A-ISM and V-ISM)
Well what Shin Akuma will do is flip into the air and perform a full collision 
body drop right on top of his opponent's head dealing good damage. However this 
will not hit in the air, but as it comes down it has good priority as well. But 
if Evil Ryu misses he will be left open for an attack.

Hyakki Gou Tsui: D,DF,F,UF+P, then K(A-ISM and V-ISM)(up close)
Basically the same as Shin Akuma's Hyakki Gou Sai, it will grab the opponent out 
of the air and slam the opponent down doing good damage and having good 
priority. But if Evil Ryu misses he will be left open to attack.

Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K
Well what Shin Akuma will do is teleport through the floor while gliding in his 
Shun Goku Satsu stance like motion while mirror images trail behind him. 
Depending on what motion you use he will either travel back or forward. The 
kicks go half screen while the punches go full screen distance. However he is 
vulnerable to attack after the end of this move though.

Collarbone Slice Chop: F+SP
This is Shin Akuma's anti-crouch counter. It deals alot damage and is only 
blockable high. This has a bit of a start-up delay making it risky to use often 
and making it practically uncomboable.

Hop Kick: F+FK
This is an all around excellent move because it goes over low and crouching 
attacks and it can attack quickly and swiftly. I haven't found a way to chain in 
another attack after this, but it deals good damage and it has no recovery time 
afterwards making it a safe move to use. 

                            Supers
Messatsu Gou Shoryuu: D,DF,F,D,DF,F+(?)P(A-ISM)
Wow! This move does too much damage and its also invincible during start up. 
This is good for countering missed supers and Dragon Punches alike. This also 
does good chipping damage and the recovery time is less than other Shoryu Reppa 
like supers. This has very high priority during start up and will beat out 
anything, but after the first wave Shin Akuma is open to attack.

Messatsu Gou Hado: F,DF,D,DB,B,F,DF,D,DB,B+(?)P(A-ISM)
Ouch! You will not see a stronger fireball super. This deals out alot of damage 
and even more than Evil Ryu's or Akuma's Messatsu Gou Hado. This will chip the 
same as Akuma's or Evil Ryu's and it will also counter missed supers and Dragon 
Punches alike as long as you can time it early because it has a bit of a start-
up delay and is only comboable off his S.Roundhouse. However opponents will tend 
to jump over this often and attack you but Shin Akuma recovers quicker than Evil 
Ryu and Akuma so he should be quick enough to counter.

Tenma Gou Zankuu: D,DF,F,D,DF,F+(?)P(A-ISM)
Well this is his super version of his Zankuu Hadouken and boy does it hurt! It 
does alot of damage, but the problem with this super is that Shin Akuma takes 
along time gathering energy for his fireball and opponents will tend to block it 
often. However Shin Akuma recovers fast enough to block and the chipping damage 
done is pretty good and it often connects against blocking opponents.

Shin Shun Akuma Satsu: JP, JP, F, SK, FP(A-ISM and X-ISM)
Ouch! This does more damage than Akuma's Shun Goku Satsu and it will travel 
twice as far going twice as fast and only using one level of super! By far this 
is his best super and you should use this whenever you can because its the best 
counter against missed supers and Dragon Punches alike in the whole game! Also 
this is highly comboable and I got 18 hits with this once because I comboed it 
in and also I found it very hard to escape out of after you have knocked an 
opponent down because frankly its impossible because its so fast!However Shin 
Akuma can still be knocked out of it and also be thrown out of it, but there is 
a plus side and that it will travel through projectiles at start up and catch 
opponents even though the opponent started their super before Shin Akuma and 
yes, its that fast!


<----------------------------------------------------------------------->


Sodom(In old testament, the city Palestine destroyed because of wickedness)

During his child he was fascinated at Japaneese culture and their fighting 
styles while living the life of an American boy. As a child he would often go 
and see people train in dojos seeing if he can pick up the moves without 
actually paying for lessons, not because he was poor(his family was your average 
family) but because he was just like that. But he has progressed and studied and 
learned the Japaneese culture of fighting. After serveral years of hard work he 
has trained and become a fierce competitor. Later he wanted fame but not 
fortune, the only way he felt that he could make a name for himself was by 
joining a gang. Coincidentally he bumped into the Mad Gear Gang held by the 
leader Belger. Sodom knew he had to fight his way to the top of the ranks, not 
surprisingly he had easily dismantled his twelve opponents and quickly was one 
of the leaders in the crime organization. The thing that was odd was that no one 
had ever saw his face before in the crime organization as he had always kept a 
mask on. With his high knowledge of the japaneese weapons Jitte(Sai) and the 
Katana Blade he was now the King of the Ring and was never defeated. But the 
former Street Fighter Mike Haggar, now the mayor of Metro City has plans to stop 
this infamous crime ring along with his friends Cody and Guy. When Guy met Sodom 
in the ring he defeated him and with that the crime ring fell and Cody had 
rescued his girlfriend. But Sodom was angry that he loss and he seeks revenge. 
Later after the deterioration of the crime ring Sodom had trained hard to 
perfect his Japaneese arts and also wanted Rolento to help in start his new 
crime ring but Rolento refused unless he can prove that he can defeat Guy. But 
Sodom knew he had to be better than he was now and he was also in the need of 
new members so he traveled to Japan seeking the mightiest fighters he known, 
Sumo Wrestlers. He had tested his skills against E.Honda, who is an all-time 
Sumo Wrestling champion. Sodom here suffered only his second defeat, but he was 
not angry at E.Honda he was angry for not concentrating, but now he thinks he 
knows what it has to take to defeat Guy.


Jitte Strike: D,DF,F+P
A nice surpriese attack that can easily counter missed supers or Dragon Punches 
alike. each punch version you use will result in a different slash. Tehy all 
have the same qualities though except the Jab version can be used as an anti-air 
attack, but these are all comboable after his C.Fierce. The Fierce version will 
hit twiced if blocked, but it will leave Sodom open to attack.

Butsumetsu Buster: 360 Degree Motion+P
The damage that this thing does is pretty fair, it will do as much damage as his 
Jitte Strike, but its good because for a throw it has alot of range and will 
beat out alot of normal attacks. What Sodom will do is grab you and then slam 
you down in an emphatic way. Use this on people who tend to turtle often but if 
he misses he will go into his miss pose just like Zangief so watch out.

Daikyou Shien: 360 Degree Motion+K
Boy this move is too funny! What Sodom will do is grab you while running with 
his Sai or Katana and then pick you up and burn your face on the floor as he is 
runnung around the stage. The damage that this does in equal to that of his 
Butsumetsu Buster, but this thing will chip since he runs at you with his Sai 
and its also comboable as well, but if he misses the opponent as a ton of time 
to take advantage and either trip him or make him eat a super.

Shiraha Catch: F,D,DF+K
Well you should never use this move out in the open because it leaves Sodom open 
to attack and it basically does no damage. The only way you will get this to 
connect is if you do the motion as the opponent is just above you even if they 
come in for an attack Sodom will grab him/her and throw em. You should just 
stick with his C.Fierce as a anti-air attack because Sodom really doesn't have 
any real anti-air attack to begin with. The timing on this part is extremely 
tricky and I do not think it will catch opponents doing a special move like 
Cammy's Cannon Thrust or T.Hawk's Condor Dive.

Tengu Walking: B,DB,D+K(after you have been knocked down)
Well according to Joseph Parise(Sodom FAQ) he said you can use this as you are 
coming down an supposedly he is right! Also you should use this as you get 
knocked down for a quick surprise move that deals pretty good damage! What Sodom 
will do is walk on his Sai's and come towards the opponent striking them, I 
think it only hits up to three times, but I have never gotten over three hits 
before. This can also be used to knock down the Guard Meter and knock away some 
life even if it is blocked!

Short Tengu Walking: B,D,DB+K(after you have been knocked down)
Well this is a shorter version of the Tengu Walking judging by the name of it 
and will probably hit once if the opponent is close. But Sodom cannot use this 
or his regular Tengu Walking after he has Tech Hit.

Tengu Get Up: D,DF,F+K(immediately after you have gotten up from a knockdown)
Well this is the same as his Tengu Walking but if you didn't do the motion fast 
enough you will get another chance to do it as you get up. This has the same 
properties as his regular Tengu Walking though.

                           Supers
Meido no Miyage: D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)
Well this is the super version of his Jitte Strike as he will do all thre 
versions of his Jitte Strike into one combo, on level 2 each strike hits twice 
while on level three he knocks the opponent up into the air and Slam m down with 
his Sai. This is also excellent if you want to balance your opponent up in the 
air. This is a good chipper but will leave you open to attack if you do not 
connect.

Ten Chuu Satsu: 720 Degree Motion+(?)P(A-ISM)
Well this is two Betsumatsu Busters combined into one while on level three he 
will do a Jab Betsumatsu Buster followed by a Fierce Betsumatsu Buster and then 
a Roundhouse Daikyou Shien. This has twice as much range than Zangief's Final 
Atomic Buster and can deal almost the same amount of damage! But he will waste 
levels of super if he misses.



<----------------------------------------------------------------------->
T.Hawk
What is happening to T.Hawk's homeland in Mexico? The water is polluted and the 
earth is rotten. The people are scared of this new ruler so they have decided to 
ask Thunder Hawk, a monstrous 7'7" native american whose size dwarfs even 
Zangief's. Despite his huge size he is a very peaceful man with an unbound 
spirit and an unparrallel respect for nature. The powerful native american now 
seeks who is beind this disastrous mess.

Condor Dive: 3P(air)
A very powerful jump in attack that has alot of priority and comes out extremely 
fast. The only thing that will counter this are anti-air attack specials and 
some normal anti-air attacks. If T.Hawk misses he has a little bit of recovery 
delay as he will bounce off the opponent. Use this often to peck away at some 
life.

Thunder Strike: F,D,DF+P
An excellent anti-air attack that has alot of range I mean it has more range 
than Ken's Shoryuken! This attack is quite powerful and will double hit with the 
Fierce version when up close. This is also a fairly good chipper but if he 
misses he will fall down unable to block.

Mexican Typhoon: 360 Degree Motion+P(up close)
Unlike Zangief if T.Hawk does this move from a distance he will not go into his 
missed pose. When up close T.Hawk will grab the opponent and then choke the 
opponent by the neck and spin them extremely fast and then pummels his opponent 
onto the pavement face first. A real crowd pleaser as the damage is equal to 
that of Zangief's Spinning Pile Driver! This is unblockable so use this at will 
on turtlers.

Condor Spire: B,D,DB+P(A-ISM and V-ISM)
Well this is a move that tends be to overlooked because it does alot of damage 
as T.Hawk will sorta jump up in the air and give a little hack at the opponent's 
head. This is T.Hawk's anti crouch counter as it can also be used as a surprise 
attack, but you simply cannot combo it due to the fact that it has a start up 
delay.

Thunder Drop: D+FP(air)
T.Hawk will dive down in the air, its similar to Zangief's Siberian Splash but 
this is not as effective. Use this as a jump in attack if you like but its 
counterable. 

Knee Drop: D+FK(air)
A good jump in attack because its hard to counter because it comes down pretty 
fast. A good alternative to the Thunder Drop because it has more priority than 
his Thunder Drop but its less damaging.

                           Supers

Raging Typhoon: 720 Degre Motion+(?)P(X-ISM and A-ISM)
Ouch! I remember this move from way back since Super Street Fighter 2 Turbo! 
This move was devastating and its finally here in Alpha 3! Multiple Storm 
Hammers gotta hurt and that's exactly what this super does, this is equal to 
Zangief's Final Atomic Buster in terms of Damage! Just make sure your up close 
because T.Hawk will not connect when he is far away.

Canyon Splitter: D,DF,F,D,DF,F+(?)P(A-ISM)
This is an all around excellent super to use because it deals good damage and 
its unblockable low. What T.Hawk will do is jump up a little into the air and 
come down chopping the opponent with his hands and end with a Thunder Strike. 
Thanks to Capcom for making this super because T.Hawk is one of my favorite 
characters now! This is the perfect counter against turtlers and does quite a 
bit of chipping and Guard Meter damage as well!

<----------------------------------------------------------------------->

Vega
The once proud bull fighter was admired by his country Spain, but until he 
joined with Shadowloo the country sees him as an outlaw now. During his bull 
fighting career he has studied the art of ninjitsu because he was fascinated by 
its unique style. He believes he is the most handsome fighter in the world and 
that is why he wears a mask to prevent his face from being scarred in battle and 
he wears a claw to keep opponents away from his so called "handsome face." Now 
he has a job as Bison's loyal servant and he is to find and bring back Cammy.


Special Game notes: Vega
When Vega blocks too many attacks his Claw and mask get knocked away. Before I 
thought it was just for the effect of the game, but thanks to Kao Megura I have 
gotten info that Vega's attacks lose range and power when his claw is gone and 
also Vega's defense drops when his mask is gone. But Vega is welcomed to pick up 
the mask and claw back by simply walking over it.

Roling Crystal Assult: B(charge 2 sec.)F+P
This is one of Vega's prime weapons and is a very heavy chipper and is a good 
counter for missed supers or Dragon Punches alike. This move has alot of range 
and does alot of damage. But Vega can be swept while doing this and he is 
vulnerable to projectiles, but it comes out so quick that opponents wouldn't 
have much time to do the motion for the projectile. What Vega will do is roll 
into a ball and while he rolls he attacks the opponents multiple times while 
ending with a very powerful claw to the opponents stomach, but Vega does have 
recovery time afterwards and it can also bring down the Guard Meter very 
quickly.

Claw Thrust: D(charge 2 sec.)U+P
This is either a confusion move or a surprise attack because when Vega leaps 
back to the wall sometimes opponents think he is just Wall jumping so they wait 
until he gets close to knock him with their anti-air attack, but then Vega 
bounces off the wall and comes at the opponent real fast and attacking the 
opponent horizontally doing alot of damage. If Vega misses he is relatively left 
safe to block, but he can be knocked out of it if your close to him and if you 
are quick enough.

Wall Leap: D(charge 2 sec.)UF or UB or U+K
Well what vega will do is jump towards either wall depending which direction you 
used and leap off of it giving you the option to do two different types of 
attacks as you may choose, but this move alone has no attack abilities 
whatsoever.

Fence Climb: D(charge 2 sec.)U+3K(Spain Stage Only)
Well what Vega will do is climb the fence in his home stage and move around and 
jump off, but also you can do two different moves as well. Its hard to control 
Vega while he is on the fence unlike when he was in SF2T where controlling him 
was a snap. Vega is also vulnerable to attacks while in this mode though so 
don't just pull it out of nowhere.

Flying Barcelona Attack: Wall Leap or Fence Climb, then P
After the wall leap Vega will perform a diving slash in sorta of an arc form 
that does fair damage. This move is uncomboable obviously but it is a good 
surprise attack and will leave Vega safe to block after he lands from this 
attack.

Flying Barcelona Backdrop: Wall Leap or Fence climb, then F or B+2P(up close)
An excellent move to use because its very quick and does a ton of damage. After 
the wall leap wait until Vega gets close to his opponent and the do the throw 
motion, this tactic works just like Guy's Bushin Leap. But while not attacking 
until Vega is close to the opponent leaves Vega open to alot of attacks. Also 
Vega can do this when the opponent is in the air as well, but then again the 
opponent can jump towards Vega with an attack and knock Vega out of it.

Backflip: 3K
An excellent escape move because Vega is invincible while doing this move, but 
the downside is that he can be hit at the very end of the flip, but the opponent 
has to be real quick about it, but sometimes an opponent can predict this move 
by throwing a Jab version projectile ahead of time. Also Vega cannot move 
forward with this move making it very difficult to escape corner traps, so doing 
this while your trapped in the corner just puts you at an even worster position!

Double Backflip: 3P
This puts Vega a good distance away from the opponent but then again opponents 
can time a projectile ahead of time. Vega is still invincible while doing this 
move, but a crucial downside is the fact that Vega cannot go forward with this 
move giving him a huge disadvantage for those players who can't seem to get out 
of corner traps.

Foward Roundhouse: F+RK
This move was not meant for a guy with such high speed. All his attacks have 
alot of speed except this one. I think Capcom put it here so it can be used as a 
confusion tactic since people are so used to Vega's quick attacks.

Scarlet Terror: B(charge 2 sec.)F+K(V-ISM)
Well Vega's new move is truely amazing! Not only will it do good damage, and can 
combo, but it also serves as Vega's first true anti-air attack. Use this 
whenever you can if the opponent tries to jump in.

                                Supers
Barcelona Leap: DB(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)
Well this is only a set up move as Vega will jump towards the wall and jump off. 
This move alone does no damage whatsoever but like his regular Wall Leap it sets 
up two options you can decide what to do. Also Vega is invincible during the 
start-up move because he flashes.

Barcelona Fence Climb: DB(charge 2 sec.)F,B,F+3K(A-ISM and X-ISM)(Level 3)
Basically his fence climb except he is invincible while during the start-up of 
this move as he flashes. This move however will do no damage on its own though 
but just like his Fence Climb he has two different options to decide which move 
he will use or not.

Flying Barcelona Suplex: Barcelona Leap or Barcelona Fence Climb, then F+2P(up 
close)
What Vega will do is slam the opponent multiple times doing a ton of damage and 
this move is unblockable, but Vega is easily knock out of this move though. But 
don't rely on this move to often to pull you victories because the priority on 
this move is very low.

Flying Barcelona Assult: Barcelona Leap or Barcelona Fence Blimb, then P
The super version of his Barcelona attack that does good damage while hitting 
the opponent multiple times. A better option to the Barcelona Suplex because 
this has more priority and will connect more often then his Barcelona Suplex.

Scarlet Mirage: B(charge 2 sec.)F,B,F+(?)K(A-ISM)
Well I don't understand this but why is the regular version of this move not in 
A-ISM mode? Well never mind, but this can be used as an excellent anti-air 
attack and can also juggle the opponent. What Vega will do is do multiple 
backflips and knock the opponent with his feet doing good damage and having good 
priority.

Barcelona Terror: B(charge 2 sec.)F,B,F+3P(A-ISM)(Level 3)
Well a rather odd super, but what Vega will do a give a good swipe at his 
opponent with his claw and if it connects the opponent will then be tossed into 
the air and the opponent falls back onto Vega's lifted claw. Does good damage 
but since its blockable and does pitiful block damage I wouldn't waste a level 
three for it unless you are well in the lead.
<----------------------------------------------------------------------->


Zangief
With a good heart and a kind sense of humor he laughs at almost any joke. He 
wrestles bears for fun and is always looking for someone to put in his spinning 
pile driver. Zangief is a proud man of his country and if your making fun of his 
country then I suggest you run. Before Zangief had a pile driver that would 
easily pin down a wrestling opponent but it does not meet up to Zangief's 
standards. He wants to make it more powerful but does not know a way to do it. 
One day a montrous cyclone picks up Zangief and hurls him around in a circle and 
Zangief falls back to the earth with a great big thud. Zangief has found the one 
key component that lives up to his standard, now opponents will have to think 
not once, twice, but three times before messing with Zangief.

Special Game notes: Zangief
Well there is one bad thing about Zangief, his throw range has been drastically 
shortened, so unlike in Street Fighter Alpha 2 where you can grab your opponent 
from Roundhouse kick distance you must be directly next to your opponent to 
connect and I mean really close! Also Zangief's Flying Power Bomb has been given 
a bit more speed and range making it more comboable. Also Zangief's Final Atomic 
Buster counts as a combo now, although its not significant I thought I would 
just like to add that in ^_^

Spinning Clotheline: 3P
An excellent anti-air attack as Zangief spins his arms wildly hitting his 
opponent smack dab in the face. However despite this is a very strong attack it 
will not hit opponents that are low to the ground. Zangief can move while doing 
this but only back and forth and he is vulnerable to low attacks.

Spinning Lariat: 3K
Well this is exactly the same as his Spinning Clotheline except this last twice 
as fast and the chances of any opponent knocking him down are very minimal. This 
isn't as good a anti-air attack move as his Spinning Clotheline but he can 
recover quicker from this though.

Siberian Bear Crusher: 360 Degree Motion+K(far away)
This is an extremely powerful move that can easily match the damage of most 
level 1 supers. Zangief will run and grab his opponent and drop him/her in a 
powerful flying motion. Zangief can reach 1/3 screen distance with this but its 
a little slow, but when up close its practically uncounterable. This is 
unblockable and the only way an opponent can escape is either by jumping or 
hitting Zangief quickly while he dashes at you.

Siberian Suplex: 360 Degree Motion+K(close up)
Zangief delivers a major headache with this one. He will slam the opponent two 
times, this is about 30% stronger than his Siberian Bear Crusher and can be 
easily comboed after his J.DWN.Foward.

Spinning Pile Driver: 360 Degree Motion+P(close up)
This is obviously the strongest special move in the game. You can easily 
decimate your opponent with this, but it must be used up close otherwise Zangief 
will go into his "missed" pose leaving him open for attack. I haven't found a 
way to combo this in yet, but its strong enough on his own as it can easily 
match the damage of some level 2 supers!

Banishing Flat: F,D,DF+P(V-ISM and A-ISM)
A pretty good move if used up close because Zangief has almost no recovery time 
from using this and it can eat fireballs and still hit the opponent in fireball 
stun motion at the same time. Do not use this much because it has very limited 
distance.

Banishing Flat: F,DF,D+P(X-ISM)
Basically the same as the one above except this is the motion for the classical 
mode.

Knee Dive:D+FK or RK(air)
A good jump in attack that can set up Zangief's Siberian Bear Crusher combos. 
However it is not dominating so try not to use it too often.

Siberian Splash: D+FP(air)
An excellent jump in attack because it has more priority than his Knee Dive and 
is also very powerful, but it will push the opponent too far back for any of his 
special grabs to connect.

Stomach Crunch: U+SP or FP
Well remember in SF2T when this would dizzy the opponent in one hit? Well it 
doesn't happen hear but it can dizzy the opponent with consecutive hits, but it 
sould take about 2-4 to dizzy an opponent which is not bad.

Stomach Crunch: F+FP(X-ISM)
Well this is his stomach crunch that can be used on the ground. A rather good 
alternative than the air version.

                                Supers
Aerial Russian Slam: D,DF,F,D,DF,F+(?)K(A-ISM)
Well this is almost as equally as damaging as his Final Atomic Buster. Level 1 
has him doing a grab similar to Rose's Aura Throw, Level 2 has him doing a 
piledriver which equally as damaging as most level 3 supers, and level 3 his 
extremely powerful as he will doing his Siberian Bear Crusher in the air. This 
should only be used while the opponent is above you and while they are in the 
air because it will not pick opponents off the ground. Zangief is left with a 
hefty amount of recovery time so watch out.

Final Atomic Buster: 720 Degree Motion+(?)P(A-ISM and X-ISM)
Ouch! Even on level 1 this thing hurts a ton. This is one of the most visually 
impressive supers in the game if its done on a level 3. On level three Zangief 
will do his Siberian Suplex followed by a Strong Pile Driver and then finishes 
off the opponent with a Fierce Pile Driver! Absolutely the most powerful super 
in the game. You should save your meter for a level 3 if you want to really kill 
your opponent and see cracked pavement at the same time.

-------------------------------------------------------------------------
-------------------------------------------------------------------------
                             ____
                            |ISMs|
                            
A-ISM: This mode refers to the original Alpha style mode, you know the basics in 
Alpha 2, Alpha Counters, Tech hits, 3 levels of supers, characters having at 
least 2 different supers, taunt, and ground recovery. The damage guage on this 
mode is average, and there is also a Guard Meter which will be discussed later 
on. In this mode there is a Guard Meter underneath the life bar and that meter's 
length varies upon characters.

X-ISM: This mode is refered to classical mode. Thus meaning all characters play 
exactly like they did in Super Street Fighter 2 Turbo. This also goes the same 
for characters who were not in Super Street Fighter 2 Turbo. You cannot ground 
recover in this game, have Alpha cancels, and players are limited to only one 
level of super. Also you cannot Taunt in this mode with the exception of Dan and 
you can also air recover and tech hit as well. I don't know why they have a 
Guard Meter in this mode since Super Street Fighter 2 Turbo never had a Guard 
Meter, but the Guard Meter in this mode for everyone is very high and thus 
making it harder to Guard Crush anyone and also the damage done in this mode is 
significantly higher than in other modes. Also the Supers in this mode look 
exactly like a level 3 A-ISM super like for example Ken's Shoryu Reppa is three 
waves instead of two waves like it was in the original Super Street Fighter 2 
Turbo.

V-ISM: This mode stands for Variation refering to Street Fighter Alpha 2's 
Custom Combo mode. Some players either have a special move or have loss a 
special move in this mode. For instance Dan can do his Dankykayku in this mode 
and only this mode, but he cannot perform any of his regular Alpha supers. 
However he can go into his Custom Combo mode by pressing any two punch or kick 
of the same strength at the same time, e.g. SK+JP, FK+SP, FP+RK. In this mode 
the character's speed is practically doubled and the player can rush forward 
towards their opponent and perform any regular or special move that he or she 
desires, each normal attack and special move can be immediately canceled after 
the completion of the move. Meaning you can chain in up to 15 consecutive Fierce 
Punches for some characters and Chun Li, E.Honda, and Gen can muster up to 40+ 
hits simply my initiating, the Lighting Kick, Hundred Hand Slap, or Rapid Mantis 
Fury Fist(you'll find out exactly what I mean by going to the three character's 
variation list). Also Charlie can throw consecutive Sonic Booms(I got up to 17 
hits once) and all the player has to do is press back and forth to throw them. 
In this mode you can juggle the opponent infinitely even if Ryu throws and 
connects with a Dragon Punch the opponent is still vulnerable to attack and Ryu 
can throw another Dragon Punch until the Custom Combo guage runs out. In this 
mode you can easily Guard Crush someone, but if you are hit by an opponent's 
attack you will be knocked out of your Custom Combo mode and whatever amount of 
Custom Combo guage you have left will remain there. Also the opponent takes a 
long time to fall in this mode if you managed to connect with a hit, but you 
cannot block in this mode and also the damage done in this mode is very weak. 
Sure you may connect with 10+ Roundhouses in a row, but doesn't mean you will do 
ten roundhouses damage. All attacks in this mode are equally damaging meaning 
all jabs are as strong as Fierces and projectiles.

                            ___________
                           |Bonus Modes|

Well these are modes that can be combined with any other ISM modes. There really 
isn't anything special about these modes except for Classical which will be 
discussed below. These modes can either hamper or improve your performance.

Normal Mode: Nothing special here. This has no effect whatsoever on the game 
itself and the only variation you'll get is which ISM you choose. So if you 
don't want the other modes you can just stick with this one.

Mazi Mode: Your attack power will sky rocket and you should finish off your 
opponent in no time. Well this mode is actually a triple edged sword because you 
can cause more damage than you would normally would in X-ISM but your defense 
drops down to the gutters! Not only that but you will also take about five times 
the chipping damage than you would in A-ISM!! No joke! But if you combine this 
with V-ISM your Custom Combos can deal montrous damage! 

Saikyou Mode: This mode is a little odd. This will decrease your Guard Meter 
defense power making it easier for opponents to Guard Crush you. So if you were 
to block attacks it'll probably take a few seconds for the opponent to Guard 
Crush you! Also this is a weaker version of Mazi mode but is stronger than X-ISM 
mode alone. Also I found it extremely hard to cancel in this mode and I'm not 
sure if you can even cancel, so it is questionable whether I was having a bad 
controller day or something. Also this mode is a bit stronger than X-ISM mode 
alone meaning that your damage is little lower than than Mazi mode and your 
defense is higher than X-ISM mode alone, but in X-ISM mode alone your attack 
power is weaker but your defense is higher, see what I mean? Well to clarify 
things up here goes the nifty chart I made:

Rank(Power)      
1.Mazi+X-ISM
2.Saikyou+X-ISM
3.Normal+X-ISM

Rank(Defense)
1.Normal+X-ISM
2.Saikyou+X-ISM
3.Maz-+X-ISM

NOTE: 1 means its the strongest defense or attack power and 3 means its at the 
bottom. I'm only using this to refer to X-ISM mode though.


Classical Mode: This was the special mode I was referring to. This mode is more 
like the Super Street Fighter 2 type of play that was on the SNES and GENESIS if 
you all remember those good old memories. Sometimes your characters attacks may 
differ from Alpha mode because it refers back to before the Alpha series ever 
came out. Also here is a reminder: YOU HAVE NO SUPER METER!!! Nothing, you must 
solely rely on your skills and talents to defeat your opponent instead of 
cheesing your opponent to death with supers. Also once you pick this mode you 
are forced to pick X-ISM mode no matter what and you have no Guard Meter making 
it impossible for the opponent to Guard Crush you.

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

                                ______
                               |Legend|

F: This means moving the directional pad forward/also used to move forward
B: This means moving the directional pad backwards/also used to block attacks
D: This means moving the directional pad downwards/also used to crouch
U: This means moving the directional pad upwards/also used to jump
DF:This means moving the directional pad Downforward/also a offensive crouch
DB:This means moving the directional pad Downbackward/also a defensive crouch
UF:This means moving the directional pad Upforward/also used to jump forward
UB:This means moving the directional pad Upbackward/also used to jump back
P: This means hitting either a Jab, Strong, or Fierce
K: This means hitting either a Short, Forward, or Roundhouse
2P:This means hitting any two punch buttons at the same time(JP+SP or SP+FP)
2K:This means hitting any two kick buttons at the same time(SK+FK or FK+RK)
3P:This means hitting all punch buttons at the same time
3K:This means hitting all kick buttons at the same time
JP:Jab Punch button
SP:Strong Punch Button
FP:Fierce Punch button
SK:Short Kick button
FK:Forward Kick button
RK:Roundhouse Kick button
?: This means you can decide which strength of attack button you wish to use
C.:Stands for crouching
S.:Stands for standing
J.:Stands for jumping
->:Special Move cancelation after regular attack
A-ISM:Available only in A-ISM mode
X-ISM:Available only in X-ISM mode
V-ISM:Available only in V-ISM mode
(air):This move can only be done in the air
(nothing on line of move list):This is available in all modes

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

                   _________________________________
                  |Moves Available to all characters|
<--------------------------------------------------------------------------->
Blocking: B(while being attacked)                 Mode: All modes
<--------------------------------------------------------------------------->

    This is your basic defense strategy. You probably won't win much battles 
without blocking so just block! Although you are blocking you can still recieve 
minimal damage from special move attacks and Super combos, and no damage from 
regular attacks. Just be warned throws are unblockable as well as other certain 
moves. You cannot block overhead hits or jumping attacks by blocking low but you 
can block these certain attacks by blocking high. Also you cannot block 
knockdowns or other low attacks, but you can block these attacks by blocking 
low. Also you will always be in proximity blocking mode which means you can 
actually move before the projectile hits you, instead of standing in your block 
stance long before an attack or projectile hits you like in previous SF 
games(Street Fighter 2, etc.).

<--------------------------------------------------------------------------->
Air Blocking: B(while being attacked in the air)  Mode: V-ISM and A-ISM
<--------------------------------------------------------------------------->

    When you jump in you might not always want to attack because of the high 
priority of your opponent's anti-air attacks. Thus you can jump in while 
blocking. However you sometimes cannot block anti-air supers for some reasons, I 
don't know. 

<--------------------------------------------------------------------------->
Alpha Counter: F+P+K(same strength)               Mode: V-ISM and A-ISM
<--------------------------------------------------------------------------->

    When you are blocking an attack you can counter attack while either 
consuming one level of your Super Meter or 50% of your Custom Combo guage. This 
is an extremely quick attack and most likely your opponent will not be able to 
block it. They should have made it B,DB,D+P or K like in Street Fighter Alpha 2, 
but I guess they thought that the Alpha counter was done by accident too often. 
Each character has a certain Alpha counter in each of the two modes, and its up 
to you to find out when to use each counter.

<--------------------------------------------------------------------------->
Taunt: Select                           Mode: A-ISM, V-ISM, X-ISM(Dan only)
<--------------------------------------------------------------------------->

    This move has no offensive or defensive purpose whatsoever. However you can 
seriously embarrass your opponent if you are well in the lead and can take a 
level 3 super by performing this move. Some characters have different taunts 
when you push the directional pad back or forth plus the select button at the 
same time. However you cannot jump while taunting or taunt while jumping, that 
goes the same for rolling. These moves cannot be canceled out of, but some of 
the taunts actually do damage, but the damage is always minute(pronounced 
min'noot). You can only taunt once per round, but Dan can roll taunt, taunt 
while he is jumping and also taunt infinitely, and he is the only one who can do 
so.

<--------------------------------------------------------------------------->
Guard Meter: (under life bar)                     Mode: All modes
<--------------------------------------------------------------------------->

    This is new to the Alpha series, and you will see a small guage under your 
character's life bar. This is known as the Guard Meter(I actually hate this 
idea) and it will slowly decrease as you take a hit while blocking, and the max 
amount will decease by one bar if you happen to use an Alpha counter. If your 
Guard Meter goes down to 0 your character is then "Guard Crushed" meaning that 
the opponent is dizzy until his or her Guard Meter guage refills. Also if you 
take serveral hits and then avoid contact with the opponent your Guard Meter 
guage will slowly regenerate itself. Also try to stay away from opponents if 
they are on V-ISM mode because it is known to hack away at that Guard Meter real 
quickly.

<--------------------------------------------------------------------------->
Throw: B or F+2P or 2K                            Mode: All modes
<--------------------------------------------------------------------------->

    Well I like the way they did the throws this time because sometimes when you 
would go in for a combo you would sometimes throw the opponent by accident, and 
that opponent would sometimes end a screen distance away from you after they 
tech hit the throw. Throws are always unblockable and do alot of damage. But 
they can be tech hit out of therefore reducing the damage. Try not to do this 
from a distance because this feature was added to the game, and if you so happen 
to be out of throw range the character will go into his miss pose, you cannot 
combo in throws either. Say you jump in with a Fierce with Ryu then go into a 
S.Jab, to a throw, the character will be in his throw miss pose even though Ryu 
is next to his opponent. 

<--------------------------------------------------------------------------->
Tech Hit: B or F+2P or 2K(after thrown)            Mode: All modes
<--------------------------------------------------------------------------->

     If an opponent throws you you can cut the damage in half by performing the 
same motion as a throw to cut damage in half and the character will flip into an 
upright position and be able to air block or ground block. Grabs like Ken's knee 
bash the damage can be reduced completely if you anticipate it before it 
happens. This goes the same for all throws and grabs, you must perform the 
motion the instant you are thrown or a split second after you are thrown 
otherwise you will take the full effect of the throw.

<--------------------------------------------------------------------------->
Reversal: Special move after knockdown/blocked attack   Mode: All modes
<--------------------------------------------------------------------------->

     This move can be done by anybody with any move as long as the move is a 
special attack like a Dragon Punch or a projectile or even a super. For example, 
when Charlie is knocked down he can still charge for his Somersault Kick, as 
Charlie gets up he can immediately press U+K and the opponent cannot counter 
unless the opponent is blocking. Even Ryu can perform his Dragon Punch motion in 
advance while he is knocked down. Also after you have blocked any one of an 
opponent's attack you must perform a special attack immediately, this is what I 
call the "2nd Alpha Counter." Only special moves are quick enough to counter 
before an opponent even recovers from a Jab. This is a much better use than the 
normal Alpha Counter because you do not need to consume one level of Super or 
50% of your Custom Combo guage.

<--------------------------------------------------------------------------->
Ground Reverse: 2K(after knockdown or before it)     Mode: A-ISM and V-ISM 
<--------------------------------------------------------------------------->

     You can use this whenever you are knocked down or when you can anticipate 
it. Your character will roll to safety and avoid being attacked when you get up. 
You can sometimes cross the opponent with this move sometimes and have the 
upperhand in some battles also you can use this after a throw knocks you down, 
like Chun-Li's ground throw.

<--------------------------------------------------------------------------->
Damage Escape: Ram buttons and shake control pad     Mode: All modes
<--------------------------------------------------------------------------->

     When you are being attacked constantly by multi hitting attacks like 
Cammy's Reverse Shaft Breaker you can ram the buttons and shake the control pad 
to avoid added damage. I don't know why they put this in the game because I 
personally hate it. You should feel the full effect of the move, sure I can 
understand Tech Hits because people throw so often but come on! I detest this 
because its totally unfair! If you performed the move successfully the character 
will flash red.

<--------------------------------------------------------------------------->
Counter Hit: Attack before/after opponent attacks    Mode: All Modes
<--------------------------------------------------------------------------->

     Well basically if you hit an opponent before they begin their attack you 
will recieve a message "counter hit." If you counter hit an opponent you will 
cause twice the damage that move normally would. Also Counter hits happen very 
often in a game even if you don't intend to do so. Also if you counter hit each 
other or if you or the opponent performs the counter hit to late you will both 
suffer twice the damage that move would normally would.


<--------------------------------------------------------------------------->
Air Escape: F or B+2P or 2K after being launched     Mode: All modes
<--------------------------------------------------------------------------->

     I still don't know why they have this here either. Once your knocked into 
the air you should stay their until the opponent attacks you or if the opponent 
just lets you go. This is sorta like a Tech Hit, but it is only done in the air, 
after you have been launched by certain attacks do the throw motion and your 
character will flip out of his or her stun animation and be ready to perform a 
counter attack or just block before the opponent can continue to juggle the 
opponent. 

<--------------------------------------------------------------------------->
Variation: P+K(of same strength)                     Mode: V-ISM
<--------------------------------------------------------------------------->

     You can also start Custom Combos in the air as well. Once you start the 
Custom Combo your character sorta goes in berserk mode like Wolverine in MSHSF 
and MvC. In this mode your character cannot block, but your character speed is 
doubled(probably faster) and you can cancel practically any attack you wish. In 
SFA2 you can perform supers in this mode as long as you had enough in your Super 
Meter and if you were quick enough, apparently this does not happen in SFA3. 
Also you can go juggle crazy as your opponent falls down 3 times as slow giving 
you more oppurtunities to attack your opponent. You will have only about 7-9 
seconds of Custom Combo mode if you start it at 100% while only having about 4-5 
seconds of Custom Combo mode if you start at 50%. You can seriously break down a 
Guard Meter while your in this mode because you can chain in rapid attacks like 
chaining in consecutive Fierces or Roundhouses. However while you are in this 
mode all your attacks are as strong as Jabs meaning no matter how many Fierce 
punches you throw you will not drain your opponents bar as much as 10 regular 
Fierces as opposed to 10 Custom Combo mode Fierces. Also if you are hit during 
this mode you will lose your Custom Combo guage up until where the guage last 
stopped. Also you can taunt an infinite mumber of times in this mode, unless 
your character's taunts do damage I suggest not wasting your Custom Combo guage.

<--------------------------------------------------------------------------->
Super Combos: Special Motion+P or K                 Mode: X-ISM and A-ISM
<--------------------------------------------------------------------------->

      Each character has there own unique super by performing various motions 
plus a punch or kick button. After you have completed each specific motion you 
can press either Jab or Short for a level one super. For a level 2 super you 
must complete the specific motion than press either Strong or Forward. For a 
level 3 super you must complete the specified motion and then press either 
Fierce or Roundhouse. This is an easier way to perform higher levels of super 
than the previous Street Fighter Alpha 2 instead of pressing all three punch 
buttons at the same time for a level 3 super(this wasn't a problem for PSX 
owners since you already had the L2 and R2 button designated for 3P or 3K, but 
this fustrated most Saturn owners). Even if you have one level of super and you 
complete the specified motion and using Strong or Forward you would still come 
out with a level one super. In X-ISM all characters only have one level of super 
meaning that no matter which punch or kick button you press you will always do 
your entire level of super. Even though there is only one level super permitted 
in X-ISM the supers do quite a bit of damage and even more damage than those of 
level 3 supers in A-ISM. Also 3 single level 1 supers do more damage than an 
entire level 3 super in A-ISM, you shouldn't waste all your levels of super 
unless the opponent is near death or if you want to see the flashinest of the 
super than go ahead otherwise conserve your levels for when they really count.

<--------------------------------------------------------------------------->
Juggles: Continous attack                          Mode: All modes
<--------------------------------------------------------------------------->

      Every character in the game has the ability to juggle their opponent. 
Juggle basically means a toned down version of the Air Combos in the Crossover 
series(well in my opinion anyways). Characters in V-ISM have the best chance to 
juggle the opponent because they are in constant Custom Combo mode, meaning Ryu 
can continously balance his opponent with Jab Dragon Punches. Juggles ae also 
possible in other modes as well, but you just have to find them. For example 
Akuma can do his:

Tatsumakizankuukyaku --> Goushoryuken(Juggle)

Juggles are attacks that balance the opponent and allowing you to continue to 
juggle or combo the opponent further. Also juggles can also lead to infinite 
combos like those in the crossover series, you can try to expierment to see what 
moves to perform for each character and juggling the opponent endlessly to pull 
out a "touch of death combo." However people can prevent this from happening by 
performing an air escape, which is probably the reason why they put the Air 
Escape in this game, so the opponent doesn't get cheesed to death. And yes 
infinite combos are cheesy and cheap and if you see someone bigger than you like 
your friend, then I suggest you stay away from infinites (^_^).

<--------------------------------------------------------------------------->
Touch of Death Combo: Continous unblockable attack     Mode: All modes
<--------------------------------------------------------------------------->

     Well this was a little thing I picked up while playing against the CPU in 
Dramatic Mode. This works with practically anybody and I must warn you if you 
have a stomach ache then I suggest you wait until another time or day. You must 
have a friend controlling your second opponent because the CPU will not react to 
your commands obviously. First have either you or your friend get on the other 
side of your opponent and surround your opponent on both sides. After that just 
keep hitting the jab button and that's it! Its so funny I've had stomach aches 
for days! Your opponent will not be able to retaliate and will be come dizzy 
after 20+ hits. So getting 99 hits is a snap! You should be able to do this to 
the CPU because there the ones who have unlimited supers and Shin Bison has that 
70% damage X-ISM Psycho Crusher. So enjoy defeating your opponent in great and 
dishonorable cheapness!

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->
                         ______________________
                        |Codes and Hidden modes|
Aquiring Guile
    I hate Capcom for doing this(well, not hate, but dislike Capcom very little 
for doing this)! It is just too darn hard to gain 27 levels in World Tour Mode. 
First enter world tour mode and get all the perfects you can muster out because 
every single one of them counts. After you have defeated Shin Bison for the 
second time the credits will roll and now you will be able to use Guile in every 
single mode, but you must defeat Guile in a bonus match to aquire him after 
defeating Guard Crush Charlie. But for some reason you can't gain any more EXP 
in any other stage you have already beaten. So if you did not reach level 27 by 
then you must start the whole World Tour mode over until you do making it so 
d*mn fustrating, why ya do it Capcom?! Or if you want let your Options Menu 
clock run over 80 hours, which is also fustrating and also energy wasting. 

Aquiring Evil Ryu
   Again with the World Tour nonsense. After you have defeated Guile your World 
Tour level should now be at level 30. The fourth stage of Japan is now available 
and defeat Evil Ryu to aquire Evil Ryu. Now you can use him in all the other 
modes. Again you can let the clock run over 120 hours in the Options Menu.

Aquiring Shin Skuma
   Once again with the World Tour nonsense. After you have defeated Evil Ryu a 
fifth Japan stage will open up in World Tour Mode, this is where the game puts 
your skills to the limits. After defeating four Akuma's you must defeat an 
incredibly tough Shin Akuma. Defeat him and you can use him in any other mode. 
Also you can aquire him by letting your Options Menu clock run over a whopping 
180 hours!!!! Just stupid! You should already have aquired Shin Akuma by then.

Aquiring Dramatic Mode
   Beat the game with any character on level 8 difficulty or you can let the 
clock run past 60 hours.

Aquiring Dramatic Battle Mode
   Beat Dramatic Battle Mode with Juni and Juli and also with Ken and Ryu or you 
can let the clock run past 30 hours on the Options Menu screen.

Aquiring Dual Battle Mode
   Beat Dramatic Mode with Juni and Juli and Ryu and Ken in Dramatic Mode or you 
can let the clock run past 30 hours on the Options Menu screen.

Aquiring Classic Balrog 
   Beat World Tour Mode or let the Options Menu clock run over 8 hours.
Note: There is only one difference with this guy, he cannot use Custom Combos in 
V-ISM. Also you must go over to Balrog in the character selection screen and 
press and hold L2 over Balrog and press any other button besides X.

Aquiring Classical Mode
   Beat the game with any character on level 4 difficulty or let the clock in 
the Options menu run past 2 hours.
Note: To open these options up hit select at the character selection screen.

Aquiring Mazi Mode
   Beat the game with any character on level 4 difficulty or let the clock in 
the Options Menu run past 3 hours.
Note: To open these options up hit select at the character selection screen.

Aquiring Saikyou Mode
   Beat the game with any character on level 4 difficulty or let the clock in 
the Options Menu run past 5 hours.
Note: To open these options up hit select at the character selection screen.

Aquiring Team Battle Mode
   Beat double X-ISM Chun-Li's in China stage in World Tour Mode or let the 
clock in the Options Menu run past 15 hours.

Aquiring Survival Mode
   Beat Point 48106 in World Tour Mode or let the clock in the Options Menu run 
past 20 hours.

Aquiring New Introduction
   Beat the game with all 34 characters in the entire game save it and reload 
the PSX. The intro should now have all the other characters in the Intro like 
Evil Ryu and Guile.

Aquiring a fight against Shin Akuma
   You cannot aquire Shin Akuma but you can fight him. Hold L1 and L2 before you 
select your character in Final Battle Mode up until the fight starts to fight 
Shin Akuma.
NOTE: You can do this before you select your character and M.Bison will 
automatically be switched to Shin Akuma.

NOTE: When you first start the game sometimes the mode isn't there, you know the 
modes and secret characters you have earned in World Tour Mode. I'm not sure why 
Capcom did this but the Auto Loading only loads up saved Game Options Data and 
the last time you have saved your game on the Clock. To unlock the other modes 
and secret characters again simply go to World Tour Mode select the character 
you have earned the hidden characters and secret modes with and just initiate 
World Tour Mode. After the World Tour map has loaded select any location and 
exit out of World Tour Mode. Now you should have all your hidden modes and 
hidden characters back again. Also I just like to point out that I'm amazed at 
how much one memory slot can hold, not only does it hold all your saved game 
data, but you can also save as much as 7 different World Tour characters in the 
same slot! That's probably why it wouldn't load everything up.

<------------------------------------------------------------------------->
                            ______________
                           |Misscellaneous|

- Getting Shin Bison is not included in this version so unless you have a 
Gameshark Pro you cannot access him. 

- Also you'll also notice that there is also a Shin Sagat who has a Tiger Cannon 
in X-ISM mode and stronger attacks that you would normally fight him in Dramatic 
Mode. I'm still a little puzzled as to how to obtain him. 

- And also some people have just recently emailed me about obtaining Evil Sakura 
with a Gameshark Pro, but for some odd reason they forgot the password and I 
refused to believe that she is in this game anyways.

- I'm not sure if Capcom intended to do this but Shin Akuma has the exact same 
mid-boss, pre-boss, Final boss, and ending as regular Akuma. Even though 
Videogames.com says that Shin Akuma's ending is different than Akuma's.

<------------------------------------------------------------------------->

Credits

First off to Capcom for making the best fighting game in HISTORY!!! Secondly to 
GAMEFAQS.COM for posting up my FAQ and lastly me, for typing up this FAQ.

Dingo Jellybean (C) 1999