11111111111111111111111111111 ______________ 111111111111111111111111111111 | __________ | 1111111111111111111111111111111 | | | | 11111111111111111111111111111111 | `----, /' | __ ___ _ __ __ ___ 111111111111 | /' /' | |_ | | > |__ |__ | 111111111111 | /' ----. | __| | | \ |__ |__ | 1111111111111 | |__________| | __ __ ___ __ _ 11111111111111 |_________ _| |_ | | _ |__| | |__ | > 11111111111111111 | | | | |__| | | | |__ | \ 11111111111111111111 _________| |_ ______________ ______________ 11111111111111 | __________ | | ________ | | ______ | 1111111111113 | | ______| | | | ___ `\ | | /' __ `\ | 111111131133 | | | _____ | | | | __> | | | | /' `\ | | 1131331333131 | | |<_____> |__| | || / |__| | | | | | 3333313313133 | | |______ | | \ `\ | \.__,/ | | 3333333333333 | |__________| ,--. |___| \___| ,--. \.______,/ | 33333333333333 |______________| |______________| |______________| 333333333333333 88 333333333333333 88888 33333333333333333 888888888888 3333333333333333333 8888888888888888 883333333333333333333 8888888888888888888888383833333333333333 88888888888888888888883383333333333333 88888888888888888888888383333333333 88888888888888888888383333333 888888888888888833383 888888888 STREET FIGHTER ZERO 3: PERFECT PACKAGE FAQ v0.7 for the Sony PlayStation (import) by K. Megura Unpublished work Copyright 1998-1999 Kao Megura This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged and respected that are not specificially mentioned in this FAQ. The Street Fighter game series and the Final Fight series are (c) Capcom of Japan and (c) Capcom of America. This FAQ can be found at: --------------------------------------------------------------------- Kao Megura's Home Page members.xoom.com/megura (or) i.am/kao GameFAQs www.gamefaqs.com ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - Basic Commands - Basic Abilities 2. CHARACTER MOVES LIST - Adon - Balrog - Birdie - Blanka - Cammy - Cody - Chun-Li - Dan Hibiki - Dhalsim - Edmond Honda - Gen - Gouki - Guy - Karin Kanzuki - Ken Masters - Nash - Rainbow Mika (Mika Nanakawa) - Rolento Schugerg - Rose - Ryu - Sagat - Sakura Kasugano - Sodom - Vega - Zangief 3. PSX CHARACTER MOVES LIST - Dee Jay - Fei Long - Guile - Juli - Juni - M. Bison - Satsui no Hadou ni Mezameta Ryu - Thunder Hawk - Extra M. Bison - Shin Gouki 4. SECRETS AND CODES - In-Game Codes - Game Shark Codes 5. MENU EXPLANATIONS - Loading and Saving Data - World Tour Mode - Entry Mode 6. MISCELLANEOUS - ISM Information - Mode Information - Ability Information - Charts A Plenty - Boss Battle Chart - Pre-Fight Animations - Translations 7. AUTHOR'S NOTE - Revision History - Special Thanks Please note that this FAQ is for the Japanese, PlayStation version of SFZ3. Some of it may not pertain to your version if you're playing the PSX English version of SFZ3, or the (as of yet unreleased) Japanese Saturn version of SFZ3. Also, I don't own a Pocket Station, so there's no point in asking me about it since I wouldn't know myself. However, if you do own the PSX English version (Street Fighter Alpha 3), and you are trying to read this FAQ, just remember the following stuff: - Z-ISM is now A-ISM, and anything with "Zero" in it is now "Alpha". All those "XZV" comments in the moves list would now be "XAV". - M. Bison is guy with the 'Psycho Crusher', Vega is the dude with the claw and mask, and Balrog is the Mike Tyson-like boxer. Nash is now 'Charlie', Guile's old buddy. There is a companion file to this FAQ, the SFA3 Arcade FAQ, which can also be found at the sites listed above. Since this FAQ is for an import game, the Japanese notation and names are used, unlike the arcade FAQ. However, this FAQ is more complete than that one as of v2.0 (owning the game does that to a guide you write ^_^;) Perhaps I'll get around to updating the arcade FAQ someday. ========================================================================= 1. HOW TO PLAY ========================================================================= +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ BASIC COMMANDS +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ This section outlines the basic controls for all characters: (controller directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Block Neutral Walk Forward / | \ db d df Crouch / Low Block Crouch Offensive Crouch (button layout and effect) LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick (FAQ abbreviations) qcf / qcb - Press (d,df,f) or (d,db,b) on the control pad. hcf / hcb - Press (b,db,d,df,f) or (f,df,d,db,b) on the control pad. Rotate 360 - Rotate the control pad in a complete circle. You can start and end the circle at any point (i.e. start at uf and end at uf, or b to b, etc.) The shorthand motion for this is f,df,d,db,b,ub or the reverse. Rotate 720 - Perform the 360 motion twice (two full rotations). PP / PPP - Press any two / all three Punch buttons. KK / KKK - Press any two / all three Kick buttons. (air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery). x~x - All possible ranges are allowed (for example, ub through uf, or MK through HP). xzv / XZV - You can cancel the move into a special in the listed ISM (lowercase), or into a Super Combo (uppercase). xzv1 - The attack is only interruptable on the first hit. xzvB - The attack is interruptable on both hits. ZC / AC - Zero Counter (in SFZ) / Alpha Counter (in SFA) OC / CC - Original Combo (in SFZ) / Custom Combo (in SFA) SC - Super Combo BTW, a side note on the PSX controller--it sucks ;) You can alleviate this somewhat by going under Key Config. and changing the command time to "Long" (Arcade gives you less time than normal, if you have a stick and want to mimic the arcade feel). Doing so gives you more time to input your commands. Also, for those of you who, like me, can't do the Somersault Justice-type moves for all the money in the world, try charging db,uf,b,ub + K, it seems to work a lot better for me, weird as it seems. Remember, though, that technically, you can charge in any similar direction for a charge move. For example: - You can do a Sonic Boom as (charge ub~db,uf~df + P). - You could do a Somersault Shell as (charge db~df,ub~uf + K). - And of course, you could do the Somersault Justice as (charge db,uf~df,ub~db,ub~uf + K). Of course, this is all theoretical (charging db,f,b,u for a Hazan Tenshou Kyaku would be pretty difficult) ^_^; I had deleted this in a previous version of the FAQ, but any move that can be done in air can be performed off the ground. For instance, qcb,ub + K makes Dan do backwards Dankuu Kyakus (they'll rise up if you wait a moment before pressing K). Charging b,uf + K for Chun-Li makes her do the Spinning Bird Kick up into the air. And so on. +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ BASIC ABILITIES +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ This section explains the basic moves of each character. Remember that the ISM (and mode, if one is used), affects which basic abilities a person will be able to use. ------------------------------------------------------------------------ BASIC ABILITIES LIST ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Hold b / db when attacked while in air GP Protection Block Block an attack just before it hits Zero Counter Block, f + same P + K (not in X-ISM) Air Recoveries ...(see below) ...Neutral Breakfall Press PP when knocked into the air ...Front Breakfall Press f + PP when knocked into the air ...Back Breakfall Press b + PP when knocked into the air Ground Recovery Press KK when knocked to the floor Roll Behind Recovery Hold f during Ground Recovery Original Combo Press same strength P + K in V-ISM Taunt Press (b / f) + Select Tech. Hit (Throw Escape) Perform a throw as you are thrown (air) Counter Hit Hit someone while they make an attack Guard Crush Make your foe block attacks repeatedly Dizzy Hit your opponent repeatedly Dizzy Recovery Tap P / K and wiggle pad when dizzy Hold Damage Increase As above, but use when you perform a hold Hold Damage Decrease As above, but use when you're in a hold Damage Reduction Press in any dir. + P / K when you are ...(cont'd) damaged (repeat during multi-hit moves) * The Ground Recovery and Roll Behind Recovery can also be used after an air block. And despite popular belief, you can still Tech. Hit in X-ISM. (For best results when using the Damage Reduction, Dizzy Recovery, Hold Damage Increase, or Hold Damage Decrease mash the buttons and wiggle the controller around as quickly as possible. The faster you do this, the more effective these become. However (for example), if your opponent was Mika and was doing her Headbutt hold while mashing the pad and buttons for more hits, you'd have a harder time getting out of that hold unless you were doing the same thing. You'll know if your efforts are paying off because your character will flash white (or in the case of Damage Reduction, flash red). ========================================================================= 2. CHARACTER MOVES LIST ========================================================================= Characters are listed in alphabetical order. Each move list is divided into three sections: ground and air throws, special moves and command attacks, and then Super Combos and Level 3 Super Combos. If I don't have the offical Capcom name for a move, the name is written in lowercase, in parenthesis. To the far left of the move list, you may see the letters X, Z, or V. These letters indicate that the move is available only when using X-ISM, Z-ISM, or V-ISM. Afterwards is information on each character's Zero Counters and a list of cancellable attacks (so you know what moves can be used in combos, etc.) ------------------------------------------------------------------------- ADON ------------------------------------------------------------------------- XZV Jaguar Carry b / f + PP XZV Jaguar Slam b / f + KK XZV Jaguar Stab Any direction but u / d + PP (air) XZV Jaguar Throw Any direction but u / d + KK (air) XZV Rising Jaguar f,d,df + K ZV Jaguar Kick b,d,db + K X Jaguar Kick In air, press K XZV Jaguar Tooth hcb + K XZV Jaguar Crunch f + MP Z Jaguar Revolver qcf,qcf + K XZ Jaguar Varied Assault qcf,d,df + P XZ Jaguar Thousand Tap P during Jaguar Varied Assault XZ Jaguar Assassin Tap K during Jaguar Varied Assault Zero Counter (Z-ISM): HK Rising Jaguar Zero Counter (V-ISM): Jaguar Assassin V-ISM Variable Attacks: b + HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv xzv - crouching xzv xzv xzv - In X-ISM, Adon's Jaguar Kicks are performed just like a normal jump kick. Not only does the button used determine the strength and angle of the Jaguar Kick, but whether you're jumping back, forward, or straight up also affects the range of this move. - The Jaguar Crunch is an overhead attack. - In Z-ISM, you can only use the Jaguar Thousand or Jaguar Assassin if you perform the Jaguar Varied Assault at Level 3. ------------------------------------------------------------------------- BALROG ------------------------------------------------------------------------- XZV Rainbow Suplex b / f + PP XZV Stardust Drop Any direction but u / d + PP (air) XZV Crescent Line Any direction but u / d + KK (air) XZV Rolling Crystal Flash Charge b,f + P V Scarlet Terror Charge db,f + K XZV Sky High Claw Charge d,ub~uf + P XZV Flying Barcelona Attack... Charge d,ub~uf + K, then... XZV ...(cont'd.) Move b / f, press P XZV Izuna Drop... Charge d,ub~uf + K, then... ...(cont'd.) Move b / f, any dir. + P when close XZV Kabe Hari Tsuki Charge d,ub~uf + KKK XZV Backslash Press PPP XZV Short Backslash Press KKK XZV Cosmic Smart f + HK XZV Sankaku Tobi Jump against a wall, press f XZ Rolling... Charge db,df,db,ub~uf + K, then... XZ ...Barcelona Attack Move b / f, press P when close XZ ...Izuna Drop Move b / f, any dir. + P when close XZ Hari Tsuki Rolling... Charge db,df,db,ub~uf + KKK, then... XZ ...Barcelona Attack Move b / f, press P when close XZ ...Izuna Drop Move b / f, any dir. + P when close Z Scarlet Mirage Charge b,f,b,f + K Z Red Impact Charge b,f,b,f + P at Level 3 Zero Counter (Z-ISM): Standing Claw Swipe Zero Counter (V-ISM): Crouching HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a* n/a n/a n/a n/a - standing (far) xzv xzv xzv - crouching xzv xzv xzv * In X-ISM, this is a close attack (it still isn't cancellable, though). - Either Backslash move can be used to avoid projectiles or physical attacks. - When playing on Balrog's stage (the one with the fence in the background), you can cling to the fence instead of the walls by performing the Kabe Hari Tsuki. After grabbing the fence, Balrog will automatically position himself before jumping, at which point you can use either the Flying Barcelona Attack or Izuna Drop. The same can be done using the Kabe Hari Tsuki Rolling SC, which you can follow with either of his 'Rolling...' SC attacks. - Balrog will lose his claw or his mask if he blocks or gets hit by too many attacks. You can re-equip either item by walking over it. You must have your claw in order to perform the Red Impact, otherwise nothing will happen when you input the command. Otherwise, losing either item does not affect your offense or defense. Interestingly enough, even if you have both the mask and claw equipped, Balrog's OC and SC shadows will still be unmasked and unarmed. - When you use any of Balrog's vertical charge moves, ending them with ub makes him go to the wall behind him, while uf makes him go to the wall in front of him. Just using charge d,u makes him go to whatever wall is closest. ------------------------------------------------------------------------- BIRDIE ------------------------------------------------------------------------- XZV Bull Spike b / f + PP XZV Bad Throw b / f + KK XZV Bad Scrap Any direction but u / d + PP (air) XZV Bull Head Charge b,f + P XZV Bull Horn Hold and release PP / KK XZV Murderer Chain Rotate 360 + P XZV Bandit Chain Rotate 360 + K XZV Body Slam Jump, d + HP XZV Bull Drop f + HK X Bad Hammer Get 2 hits w/ close stand HP, hold u XZ The Birdie Charge b,f,b,f + P Z Bull Revenger qcf,d,df + P / K Zero Counter (Z-ISM): LP Bullhead Zero Counter (V-ISM): Standing Heel Kick V-ISM Variable Attacks: b + HP Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv - crouching xzv xzv xzv* xzv * This move can be cancelled into specials on the first hit only (or either hit, for V-ISM). However, in X- or Z-ISM, the second hit can also be cancelled into a Super Combo. - The longer you charge the Bull Horn, the more damage it does, as shown below: Time that move is charged Result 0 - 2 seconds Level 1 3 seconds Level 2 4 - 6 seconds Level 3 7 - 12 seconds Level 4 13+ seconds Final The times are listed in real-life seconds, not game timer ticks. No matter what speed setting you use, you still have to hold down PP for the number of seconds listed. While charging this move results in more hits (1 at Level 1, up to 5 at Final). Obviously, this means more damage as well. - Yes, you can charge the Bull Horn before the round begins--you can charge it all the way up to Final if you do so during a mid-boss conversation. - When charging, you don't have to release both PP and KK; you can still hold down one while releasing the other. There's no real point to this normally, although you can then start another Bull Horn charge by pressing and holding another button of the same type (Punch or Kick). - However, there is a trick you can do with this. If you hold down five buttons (PP + KKK, or whatever you like), you can release them one at a time for three Bull Horn attacks (releasing the remaining two buttons has no effect). You can get four Bull Horns by holding down all six buttons, then releasing them one at a time (again, the last two buttons held have no effect if released). - You can even press the other buttons later on (such as holding PP, then later adding PKK for the triple Bull Horn charge), to add more variety to the Bullheads (as they grow in power over time). Just keep in mind that those two unused buttons have to be a Punch and a Kick button (i.e., if you were holding PPPKKK and released P, then P, then K, then P, you'd get a Bull Head on the first three releases, but not the last). - The Bull Drop is _not_ an overhead attack. - When you perform the Bull Revenger, using P makes Birdie hop a short distance, while using K makes him leap across the screen. ------------------------------------------------------------------------- BLANKA ------------------------------------------------------------------------- XZV Wild Fang b / f + PP XZV Jungle Slam Any direction but u / d + PP (air) XZV Wild Shoot Any direction but u / d + KK (air) XZV Electric Thunder Tap P rapidly XZV Rolling Attack Charge b,f + P XZV Backstep Rolling Charge b,f + K XZV Vertical Rolling Charge d,u + K XZV Surprise Forward KKK / f + KKK (u~f~d + KKK) XZV Surprise Back b + KKK (ub~db + KKK) XZ Rock Crush When close, b / f + MP V Rock Crush b + MP XZV Amazon River Run df + HP XZ Ground Shave Rolling Charge b,f,b,f + P Z Tropical Hazard Charge db,df,db,uf + K, tap P / K Zero Counter (Z-ISM): HK Vertical Rolling Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + LP / LK / MK Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv n/a n/a n/a - standing (far) xzv xzv - crouching xzv xzv xzv - rock crush (xzv) - If you keep holding down the button you used to perform the Ground Shave Rolling, Blanka will spin in place. Should you release the button, or after few seconds have passed, he'll perform the rest of the move. If someone touches him after the initial jump (while he's moving in place), he'll attack them with the rest of the move. - During the Tropical Hazard, an opponent can be hit: while fruit is falling, when Blanka dives at his opponent, or when any fruit is knocked around by an attack. If you tap P or K while Blanka is on the ceiling, more fruit will fall to the ground. Even after this move ends, any watermelons that drop will remain on the floor, and either character can hit a watermelon with an attack to send it flying forward. Anyone who is hit takes minor damage. And yes, you can attack a watermelon more than once, for precision aiming ;) ------------------------------------------------------------------------- CAMMY ------------------------------------------------------------------------- XZV Hooligan Suplex b / f + PP XZV Frankensteiner b / f + KK XZV Flying Neck Hunt Any direction but u / d + PP (air) XZV Air Frankensteiner Any direction but u / d + KK (air) XZV Spiral Arrow qcf + K XZV Cannon Spike f,d,df + K V Cannon Strike Jump forward, qcb + K V Cannon Revenge qcb + P XZ Axle Spin Knuckle hcb + P XZV Hooligan Combination hcf,uf + P (press K to cancel) XZV Razor Edge Slicer Do nothing after after H.C. XZV Fatal Leg Twister b / f + K when close after H.C. XZV Cross Scissor Pressure Do F.L.T. when low to the ground XZ Spin Drive Smasher qcf,d,df + K Z Reverse Shaft Breaker qcb,d,db + K, tap P / K rapidly Z Killer Bee Assault Charge db,df,db,uf + K at Level 3 Zero Counter (Z-ISM): Standing Far HP Zero Counter (V-ISM): HK Cannon Spike V-ISM Variable Attacks: b + P / K Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv xzv xzv xzv xzv - standing (far) xzv xzv xzv - crouching xzv xzv xzv xzv - After you begin the Hooligan Combination, doing nothing will result in the Razor Edge Slicer. If you press b / f + K when Cammy is higher than her opponent's midsection or if they are crouching, she'll perform the Fatal Leg Twister. If you press b / f + K when Cammy is lower than her opponent's midsection, or if her enemy is in the air, she'll use the Cross Scissor Pressure. Alternately, you can press K while in the air to cancel the Hooligan Combination and land on your feet. - The Cannon Revenge is a counterattack that is similar to Sodom's Shiraha Catch--it works against jump-in attacks and overheads. Cammy will use a Cannon Spike (if LK is used), a close HP, then a far HP (if MP is used), or a crouching HK, then a close HK (if HP is used). This move is not very easy to connect with (especially the HP version, which I've pulled off only twice!) so remember that it's not a very reliable defense. - When you perform the Killer Bee Assault, the direction you finish with (charge db,df,db,ub~uf + K), depends where Cammy leaps. If you finish with ub, Cammy leaps up and backwards. Finishing with u makes her go straigt up, and finishing with uf makes her jump up-forward before attacking. ------------------------------------------------------------------------- CHUN-LI ------------------------------------------------------------------------- XZV Koshuu Tou b / f + PP XZV Ryuusei Raku Any direction but u / d + PP (air) ZV Kikou Ken hcf + P ZV Sen'en Shuu hcb + K XZV Hyakuretsu Kyaku Tap K rapidly ZV Tenshou Kyaku Charge d,u + K X Tenshou Kyaku Charge d,u + K (reversal only) X Sou Hakkei Charge b,f + P X Spinning Bird Kick Charge b,f + K (air) XZV Kouhou Kaiten Kyaku df + MK XZV Kaku Kyaku Raku df + HK XZV Yousou Kyaku In air, d + MK XZV Sankaku Tobi Jump against a wall, press f Z Kikou Shou qcf,qcf + P XZ Senretsu Kyaku Charge b,f,b,f + K Z Hazan Tenshou Kyaku Charge db,df,db,uf + K Zero Counter (Z-ISM): HP Sou Hakkei Zero Counter (V-ISM): Crouching MK V-ISM Variable Attacks: b + MK / HK / HP Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a xzv n/a xzv - standing (far) xzv xzv xzv - crouching xzv xzv xzv - In X-ISM, Chun-Li appears in her SF2 outfit. - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. - You can use the Yousou Kyaku multiple times while airborne. ------------------------------------------------------------------------- CODY ------------------------------------------------------------------------- XZV Prisoner Throw b / f + PP XZV Bad Stamp b / f + KK XZV Guilty Stamp Any direction but u / d + KK (air) XZV Bad Stone qcf + P (hold P to delay) ZV Fake Throw qcf + Select (hold Select to delay) XZV Ruffian Kick qcf + K XZV Criminal Upper qcb + P XZV Bad Spray b,db,d + P (reversal only) XZV Tokushu Koudou: Knife Hiroi d + PP when near a knife XZV Tokushu Koudou: Knife Kougeki When armed, press P (air) XZV Tokushu Koudou: Knife Nage When armed, qcf + P XZV Stomach Blow f + MP XZV Crack Kick f + HK V Yoke Hold b / db when attacked XZ Final Destruction qcf,qcf + P Z Dead End Irony qcf,qcf + K Zero Counter (Z-ISM): Shoulder Throw Zero Counter (V-ISM): Crouching HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a - standing (far) xz xz xz xz - crouching xz xz xz xz - armed with knife xzv xzv* * When armed with the knife, all of Cody's punches cancel except for HP, whether he is standing or crouching. - An enemy hit by the Bad Stone is momentarily stunned. Up close, you can follow up with an LP or LK, but from a distance, Cody will finish the move while his opponent is being stunned, and you can then perform moves like the Ruffian Kick, Z-ISM Final Destruction, or Dead End Irony, and that move will combo. Note that you _can_ deflect this move with a well-timed punch or kick, but due to the trajectory of the flying stones, it's pretty difficult. - The Bad Spray doesn't do much damage, but an opponent hit by it will end up rolling all the way across the screen. - When you pick up a knife using the Knife Hiroi, there's a momentary delay. You can cancel the delay by pressing P though, which makes Cody attack with the knife (useful against opponents who try to hit you when you grab the knife). - When Cody is armed with a knife: * Any Punch attack does more damage and even does block damage. It also does more guard crush damage to a blocking opponent. * His Bad Stone attack is replaced by the Knife Nage, and the Fake Throw move is done using his knife (you can't delay this move when you have the knife). He's unable to use the Stomach Blow, either. * Just like the Bad Stone, you can deflect a thrown knife with a well placed attack (just like with Rolento's Stinger). On the plus side, the knife is thrown high enough to go over most projectiles, so you can hit someone with it even if a fireball is heading your way. Then again, you'll still have to do something about that fireball before it hits you ;) * Cody will lose his knife if he is hit, if he taunts, performs a throw, uses his Z-ISM Zero Counter, or uses the Final Destruction. - Cody's V-ISM move, the Yoke, is a sort of "auto-dodge" technique. Instead of blocking, Cody shifts to the side and the attack passes harmlessly through him. This sort of defense doesn't work against all attacks, including jump-ins, extremely high or low attacks, and certain special moves, and it can't be used in the air. - During the X-ISM Final Destruction, you can move around freely and tap P or K when close for an auto-combo. In the air, pressing any button results in a jump kick. Crouching, Cody performs a single punch attack. Just like in the original Final Fight, you can throw someone while auto-comboing them: in this game, just press d + P / K after Cody does the 3rd hit of the auto-combo (the Stomach Blow). This SC ends after a certain amount of time, or if you are hit. - The best way I've found so far to get the most hit out of the X-ISM Final Destruction is to get your opponent in a corner, start the SC, juggle them with a jumping attack, then keep tapping any button until Cody does the Stomach Blow. When he does, do a crouching punch, stand, and repeat. The only really tricky part is making sure you do a crouch punch after the Stomach Blow, since it'll come out after the 2nd hit sometimes, instead of coming out on the 3rd hit. - Another good thing about the X-ISM Final Destruction is his jumping Crack Kick--the range is great, and it's even possible to juggle your opponent with it three times across the screen, then juggle them in the corner with the punches. Ow! - Cody's taunt makes him invincible to everything but low attacks; this is really useful in V-ISM since you can't block during an Original Combo. On the other hand, it doesn't work in a Cody vs. Cody match. ------------------------------------------------------------------------- DAN HIBIKI ------------------------------------------------------------------------- XZV Seoi Nage b / f + PP XZV Otoko Nage Any direction but u / d + PP (air) XZV Gadou Ken qcf + P XZV Kouryuu Ken f,d,df + P XZV Dankuu Kyaku qcb + K ZV Kuuchuu Dankuu Kyaku In air, qcb + K XZV Zenten Chouhatsu qcf + Select XZV Kouten Chouhatsu qcb + Select V Saikyou-ryuu Bougyo Block b / db, then f + PPP (air) XZV Shagami Chouhatsu Press Select while crouching XZV Kuuchuu Chouhatsu Press Select while in air Z Shin Kuu Gadou Ken qcf,qcf + P XZ Hisshou Burai Ken qcb,qcb + K Z Kouryuu Rekka qcf,d,df + K Z Chouhatsu Densetsu qcf,qcf + Select Z Chouhatsu Shinwa qcb,qcb + Select at Level 3 Z Zenten / Kouten Chouhatsu db / df + P / K during C. Shinwa Zero Counter (Z-ISM): Chouhatsu (standing taunt) Zero Counter (V-ISM): Crouching HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv - crouching xzv xzv xzv xzv xzv - Every so often, when you use the Kouryuu Ken, Dan will flash and will be totally invincible while flashing. However, it's not a random occurance. At the start of each round, Dan's 23rd action, if it is a Koryuu Ken, will flash. Afterwards, every fifteenth action is a potential flashing Kouryuu Ken. "Actions" do not include using the air recovery, initiating Original Combos, using Dan's Saikyou-ryuu Bougyo, or using his Chouhatsu Shinwa (and any move or taunt you do during the Chouhatsu Shinwa). It doesn't include any type of movement (walking, jumping, getting hit), nor does it include blocking attacks or getting hit by attacks. Everything else is an "action", including punches or kicks that hit, miss, or are blocked, attacking during a V-ISM combo, using taunts or the Chouhatsu Densetsu, Zero Counters, Super Combos, and throws (missed or not). Two-in-ones done off a single button press (like d + HP, qcf + release HP, which does a crouching HP into a HP Gadou Ken), count as two actions. Note that multi-hit moves count as one action. So, for example, I could throw 22 standing LPs with Dan, and if I then did a Kouryuu Ken, it would flash. If my next 14 moves were a combination of taunts, attacks, special moves, and Super Combos, then did a Kouryuu Ken for my 15th action, it would flash. A big thanks to Paul Williams for this info. - Using the Saikyou-ryuu Bougyo will push an enemy across the screen. You can combine this move with a Guard Protected block if someone comes at you with an attack and you block it just as it reaches you. - Dan gains a small amount of energy from his standing, crouching, and rolling taunts. - In X-ISM, Dan's taunts gain the ability to hit an opponent for minor damage, depending on the situation: * His standing taunt hits someone in the air, and will hit if your opponent is attacking (it becomes a Counter Hit). It will also hit exceptionally tall characters, like T. Hawk. * His crouching taunt will hit someone who is standing or crouching. If they are jumping and are low to the ground, it will also hit. * Dan's jumping taunt seems to work best if Dan jumps up underneath his opponent (who must also be in the air). Size is also a factor (it's easy to hit T. Hawk, but much harder to hit Chun-Li consistently). * His rolling taunts will hit someone in the air, or a standing opponent if you cross them up (i.e., Dan rolls underneath them, stands up on the other side, and taunts). - During the Chouhatsu Shinwa, you can move around freely. Pressing any button makes Dan taunt, while pressing the Select button makes him do a special taunt. You can also perform the jumping, crouching or rolling taunts (using db / df + a button) during this move, but you must do them with P or K and you won't gain energy from Dan taunting. Furthermore, all of Dan's taunts can be cancelled into anything (i.e. you can jump during a roll taunt, cancel a standing taunt into a crouching one, etc.) This move ends after a certain period of time or when Dan is hit. ------------------------------------------------------------------------- DHALSIM ------------------------------------------------------------------------- XZV Yoga Smash b / f + PP XZV Yoga Throw b / f + KK XZV Yoga Trip Any direction but u / d + PP (air) XZV Yoga Fire qcf + P XZV Yoga Flame hcb + P (hcf + P in X-ISM) XZV Yoga Blast hcb + K (hcf + K in X-ISM) ZV Yoga Escape b,db,d + K (reversal only) X Yoga Teleport f,d,df / b,d,db + PPP / KKK ZV Yoga Teleport f,d,df / b,d,db + PPP / KKK (air) Z Yoga Shock b + LP, hold LP until you attack ZV Yoga Palm f + LP XZV Drill Zutsuki In air, d + HP XZV Drill Kick In air, d + K ZV Kuuchuu Chouhatsu In air, press Select X Yoga Tempest hcf,hcf + P Z Yoga Inferno qcf,d,df + P Z Yoga Strike qcf,d,df + K Z Yoga Stream qcb,qcb + P Zero Counter (Z-ISM): Close Standing MP Zero Counter (V-ISM): Far Crouching HK Cancellable Attacks: LP MP HP LK MK HK - standing close x x x1 x x x - standing far x - crouching close x x x x x - crouching far x Cancellable Attacks: LP MP HP LK MK HK - standing netural z z z1 - stand b + P / K z - crouching neutral z z - crouch db + P / K z Cancellable Attacks: LP MP HP LK MK HK - standing neutral v v v1 v v v - stand b + P / K v v v - crouching neutral v v v v v - crouch db + P / K v - Normally, Dhalsim's limbs stretch out quite far. However, you can make them shorter by holding b or db when pressing Punch or Kick. This even works while airborne. In X-ISM, you can't control his limbs, however, they'll automatically become shorter when you attack from up close. - The Yoga Shock is an overhead attack, but only if you wait until Dhalsim attacks. - The Yoga Stream hits low and must be crouch-blocked. - If you play a Dhalsim vs. Dhalsim match, both wives will appear in the background. Freaky! ------------------------------------------------------------------------- EDMOND HONDA ------------------------------------------------------------------------- XZV Tawara Nage b / f + PP XZV Saba Ori b / f + KK XZV Tsuriyane Nage Any direction but u / d + PP (air) XZV Hyakuretsu Harite Tap P rapidly XZV Super Zutsuki Charge b,f + P XZV Super Hyakkan Otoshi Charge d,u + K XZV Ooichou Nage Rotate 360 + P XZV Flying Sumo Press Jump, press MK (d + MK in X-ISM) XZV Hiza-geri f + MK (b / f + MK in X-ISM) XZV Harai-geri f + HK (b / f + HK in X-ISM) XZ Oni Musou Charge b,f,b,f + P Z Fuji Oroshi Charge b,f,b,f + K Z Orochi Kudaki Rotate 720 + P at Level 3 Zero Counter (Z-ISM): Standing HP Zero Counter (V-ISM): Crouching HK Cancellable Attacks: - Only his crouching LK is cancellable (in any ISM). - Honda won't continue the rest of the Fuji Oroshi if the initial headbutt-and-toss part is blocked. If it isn't, he finishes the move with a multi-hit Super Hyakkan Otoshi. ------------------------------------------------------------------------- GEN ------------------------------------------------------------------------- ZV Ansatsu Ken: Sou-ryuu Press PPP at any time (air) XZV Juraku b / f + PP XZV Houzen b / f + KK XZV Shuuga Any direction but u / d + KK (air) XZV Hyakurenkou Tap P rapidly XZV Gekirou f,d,df + K, tap K (see notes) XZ Zan'ei qcf,qcf + P Z Shitenshuu qcb,qcb + P ZV Ansatsu Ken: Ki-ryuu Press KKK at any time (air) XZV Juraku b / f + PP XZV Houzen b / f + KK XZV Shuuga Any direction but u / d + KK (air) XZV Jasen Charge b,f + P ZV Ouga Charge d,ub~uf + K XZV Kyoutetsu Press MP XZV Onkyou Press HP ZV Kirou d + HP ZV Satsu Jin d + LK XZV Saizu Jump over someone, press MK ZV Uken -> Shakudan In air, quickly press HK twice Z Kouga In air, qcb,qcb + K Z Jakouha qcf,d,df + K Zero Counter (Z-ISM): Sou-ryuu: HK Gekirou Zero Counter (Z-ISM): Sou-ryuu: Advancing Shakudan Zero Counter (V-ISM): Ki-ryuu: Palm Thrust Zero Counter (V-ISM): Ki-ryuu: Sou-ryuu Standing HP Cancellable Attacks: LP MP HP LK MK HK - close: X-ISM x x x1 X n/a - far: X-ISM x x - crouching: X-ISM x x x x* - standing Sou-ryuu zv zv zv1 zv zv - standing Ki-ryuu zv Zv Zv - crouching Sou-ryuu zv zv zv zv - crouching Ki-ryuu zv zv zv Zv * This move must hit if you want to cancel it into the Zan'ei. However, if you want to cancel it into a special move, you must do so _before_ it hits. - Gen has two different "styles" of play he can use by pressing PPP or KKK. Once you've changed into a certain style, you can only use the moves in that style (for example, in Sou-ryuu style, you could use the Shitenshuu but not the Ouga). Gen normally starts in his PPP style, but if you switch to his KKK style, he'll remain in it for the rest of the game. You can switch Gen's styles at any time, while jumping, blocking, attacking, when knocked down, while dizzy, and so on. - In X-ISM Gen cannot change styles. He instead uses a mishmash of moves taken from both style instead. He cannot chain combo and has his fast Ki-ryuu style jump. Also, his normal attacks change depending on whether he is close or far from his opponent, unlike in Z-ISM or V-ISM. - In his Sou-ryuu style, Gen can chain together his normal attacks. The sequence is pretty loose--the only real restriction is that you can't chain a stronger attack into a weaker one (like HP into LK). Otherwise, just about anything is possible. - During the Geki Rou, you need to tap the Kick button as your opponent goes higher and higher into the air if you want to get the full hits (you'll know if you did this correctly because he'll finish with a kick that knocks your foe away). - If hit by a Shitenshuu, a timer will appear over the head of Gen's opponent and count down. When it reaches zero, Gen's foe falls to the ground and is dizzied. You can increase the timer speed by hitting your foe with multiple Shitenshuus, but your opponent can stop the timer by hitting you with an attack. Note that your opponent is damaged during the intitial hits, each time the counter goes down by one, and when it hits zero and he / she is dizzied. The higher level you use, the more damage the Shitenshuu does during the intial hits and for each timer countdown. - During the Ouga, you can: * Direct your initial leap left or right by charging d,ub / uf instead of charging d,u (which always takes you to the wall behind you). * Do nothing when you touch a wall for a jump kick * Press b when you touch a wall to abort the move * Press f when you touch a wall for a long kick toward your foe * Press u when you touch a wall to move to the ceiling + Do nothing when you touch the ceiling to do a head stomp + Press ub~uf when on the ceiling to abort the move and drop in either direction + Press b / f when on the ceiling to use a dive kick in either direction - The Kyoutetsu is an overhead attack. - The Onkyou hits low and must be crouch-blocked. - The Kirou causes huge amounts of damage if it hits someone who is in the middle of an attack (3.5-4.0 times more damage). However, if you are hit out of it, you may take lots of damage yourself. The move also has a considerable delay. - The Satsu Jin will knock an opponent up into the air. You can follow it with a Jakouha or jump after them with the attack of your choice. If you use the Uken, they can't flip out afterwards. - Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up attack. - During the Kouga you can: * Press LK for a jump kick off the left wall, + Then, press MK or do nothing instead for a long kick towards your enemy. + Or, press HK instead for a higher, faster long kick. * Press MK for a head stomp off the ceiling, + Then press LK instead to dive left. + Or, press HK instead to dive right. * Press HK for a jump kick off the right wall, + Then, press MK or do nothing instead for a long kick towards your enemy. + Or, press LK for a higher, faster long kick. If you do nothing, Gen will just keep jumping off opposite walls and kicking. Gen can perform one extra attack per level. - It's easy to accidentally tap a button too much so that if you "do nothing" after using LK or HK to go to a wall, you'll end up doing the following LK or HK move instead. To prevent this, pressing MK has the same effect as "doing nothing". ------------------------------------------------------------------------- GOUKI ------------------------------------------------------------------------- XZV Seoi Nage b / f + PP XZV Tomoe Nage b / f + KK XZV Jigoku-guruma Any direction but u / d + KK (air) XZV Gou Hadou Ken qcf + P XZV Zankuu Hadou Ken In air, qcf + P XZV Shakunetsu Hadou Ken hcb + P XZV Gou Shouryuu Ken f,d,df + P XZV Tatsumaki Zankuu Kyaku qcb + K (air) ZV Zenpou Tenshin qcb + P XZV Ashura Senkuu f,d,df / b,d,db + PPP / KKK ZV Hyakki Shuu qcf,uf + P ZV Hyakki Gou Zan qcf,uf + P, then do nothing ZV Hyakki Gou Shou qcf,uf + P, then press P ZV Hyakki Gou Sen qcf,uf + P, press K ZV Hyakki Gou Sai any dir. but d / u + P when close ZV Hyakki Gou Tsui Perform Gou Sai with K w/ foe in air XZV Tenma Kuujin Kyaku Jump forward, d + MK at apex XZV Zugai Hasatsu f + MP XZV Senpuu Kyaku f + MK Z Messatsu Gou Hadou hcb,hcb + P Z Messatsu Gou Shouryuu qcf,d,df + P Z Tenma Gou Zankuu In air, qcf,d,df + P XZ Shun Goku Satsu LP,LP,f,LK,HP Zero Counter (Z-ISM): HP Gou Shouryuuken Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + MP / MK / HP / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv n/a xzv - standing (far) xzv xzv - crouching xzv xzv xzv xzv xzv - The Zugai Hasatsu is an overhead attack. - In Z-ISM, you can only use the Shun Goku Satsu at Level 3. ------------------------------------------------------------------------- GUY ------------------------------------------------------------------------- XZV Seoi Nage b / f + PP XZV Tsukami Nage b / f + KK XZV Izuna Otoshi Any direction but u / d + PP (air) XZV Bushin Izuna Otoshi qcf + P,P when close XZV Izuna no Hiji Otoshi qcf + P,P when far XZV Houzantou qcb + P XZV Bushin Senpuu Kyaku qcb + K XZV Hayagake qcf + K XZV Hayagake: Kyuuteishi qcf + LK,K XZV Hayagake: Kage Sukui qcf + MK,K XZV Hayagake: Kubikari qcf + HK,K XZV Hiji Otoshi In air, d + MP XZV Kubi Kudaki f + MP XZV Kamaitachi df + HK XZV Bushin Gokusa Ken When close, tap LP,MP,HP,HK X Bushin-ryuu Seoi Nage When close, tap LP,MP,HP, d + HK XZV Bushin-ryuu Seoi Nage f + MP / HP during Tsukami Nage XZV Sankaku Tobi Jump against a wall, press f Z Bushin Hassou Ken qcf,d,df + P Z Bushin Gourai Kyaku qcf,d,df + K XZ Bushin Musou Renge hcb,hcb + P Zero Counter (Z-ISM): Crouching HP Zero Counter (V-ISM): Crouching MK V-ISM Variable Attacks: b + MP / HK / MK / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv xzv xzv - standing (far) xzv xzv xzv - crouching xzv xzv xzv - The Kubi Kudaki and Hayagake: Kubikari are overhead attacks. - The Hayagake: Kage Sukui hits low and must be crouch-blocked. - In Z-ISM, you can only use the Bushin Musou Renge at Level 3. ------------------------------------------------------------------------- KARIN KANZUKI ------------------------------------------------------------------------- XZV Yashiro Kuzushi b / f + PP XZV Homura-geri b / f + KK XZV Abise Yashiro Kuzushi (front) Any direction but u / d + PP (air) XZV Abise Yashiro Kuzushi (back) Any direction but u / d + KK (air) XZV Guren Ken qcf + P,P XZV Hou Shou f,d,df + P XZV Mujin Kyaku f,d,df + K XZV Ressen Chou b,d,db + P XZV Ressen Chuu Press P during Ressen Chou XZV Ressen Ha qcf,uf + K XZV Yasha Gaeshi (Joudan) qcb + P XZV Yasha Gaeshi (Gedan) qcb + K XZV Arakuma Inashi Rotate 360 + K XZV Tsumuji-gari f + MK XZ Kanzuki-ryuu Shinpikaibyaku qcf,qcf + P Z Kanzuki-ryuu Kou'ou Ken qcf,qcf + K Zero Counter (Z-ISM): Standing HP Zero Counter (V-ISM): Crouching HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv xzv* - crouching xzv xzv xzv xzv * Either part of this attack can be cancelled from. - The Tsumuji-gari and Ressen Ha are overhead attacks. - You can interrupt or follow the Guren Ken with another attack, as shown below: Guren Hou Shou f + P after 1st punch Guren Hou Shou P after 2nd punch Guren Mujin Kyaku K after 1st or 2nd punch Guren Chouchuu df + P,P after 1st or 2nd punch Guren Yasha (Joudan) b + P after 1st or 2nd punch Guren Yasha (Gedan) b + K after 1st or 2nd punch Guren Ressen Ha u + K after 1st or 2nd punch Guren Kusabi d + K after 1st or 2nd punch - For example, to perform the Guren Hou Shou, you'd input (qcf + P,P,P) or (qcf + P, f + P). To use the Guren Kusabi, you'd input (qcf + P, d + K) or (qcf + P,P, d + K). Note that the Guren Kusabi hits low and must be crouch-blocked. - The Yasha Gaeshi moves are used to reverse attacks. The Joudan version works against high attacks and jumping attacks, while the Gedan version works against low attacks and sweeps. While there is some start-up lag to either version, you can attack someone while they are getting hit by the counter, with a little timing. ------------------------------------------------------------------------- KEN MASTERS ------------------------------------------------------------------------- XZV Jigoku-guruma b / f + PP XZV Tsukami Nage b / f + KK XZV Jigoku Fuusha Any direction but u / d + PP (air) XZV Hadou Ken qcf + P XZV Shouryuu Ken f,d,df + P XZV Tatsumaki Senpuu Kyaku qcb + K (air) ZV Zenpou Tenshin qcb + P ZV Zentou qcf + Select XZV Inazuma Kakato Wari f + MK XZV Ushiro Mawashi-geri f + HK XZ Shouryuu Reppa qcf,d,df + P Z Shinryuu Ken qcf,d,df + K, tap P / K rapidly Z Shippuujinrai Kyaku qcb,qcb + K at Level 3 Zero Counter (Z-ISM): HP Shouryuuken Zero Counter (V-ISM): Standing HK V-ISM Variable Attacks: b + MP / MK / HP / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xz xz xz xzv* xzv - standing (far) xz - crouching xz xz xz xz xz * In V-ISM, this move cancels on either hit. In X- or Z-ISM, you can only cancel into special moves on the first hit; however, you can cancel into a Super Combo on the first _or_ second hit. - The Inazuma Kakato Wari is an overhead attack. ------------------------------------------------------------------------- NASH ------------------------------------------------------------------------- XZV Dragon Suplex b / f + PP XZV Knee Gatling b / f + KK XZV Flying Buster Drop Any direction but u / d + PP (air) XZV Airjack Any direction but u / d + KK (air) XZV Sonic Boom Charge b,f + P XZV Somersault Shell Charge d,u + K ZV Dash Tap f,f (or tap uf~df,uf~df) ZV Knee Bazooka Press K during Dash X Knee Bazooka b / f + LK XZV Jump Sobat b / f + MK XZV Step Kick b / f + HK XZV Spin Back Knuckle Press HP XZ Somersault Justice Charge db,df,db,uf + K Z Sonic Break Charge b,f,b,f + P, tap P,(P),(P) Z Crossfire Blitz Charge b,f,b,f + K Zero Counter (Z-ISM): Spin Back Knuckle Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + MP / HP Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv n/a n/a n/a - standing (far) xzv xzv - crouching xzv xzv xzv - The Jump Sobat is no longer an overhead. - You can throw an extra Sonic Boom per level during the Sonic Break. So you can tap P once at Level 1, twice at Level 2, or thrice at Level 3 (for four Sonic Booms in all). You don't have to throw them all at once, but once a Sonic Boom leaves the screen, the move is over, so don't delay for too long. ------------------------------------------------------------------------- RAINBOW MIKA (Mika Nanakawa) ------------------------------------------------------------------------- XZV German Suplex b / f + PP XZV Brain Buster b / f + KK XZV Headbutt db / df + PP XZV Hip Buster Any direction but u / d + PP (air) XZV Neck Breaker Any direction but u / d + KK (air) XZV Flying Peach qcb + P XZV Shooting Peach qcb + K XZV Paradise Hold Rotate 360 + P XZV Daydream Headlock Rotate 360 + K, tap P / K rapidly XZV Wingless Airplane In air, hcb + K XZV Flying Body Press Jump b / f, d + HP XZV Knee Drop Jump b / f, d + LK XZV Rainbow Sobat f + MK (b / f + MK in X-ISM) XZV Sliding d + HK Z Heavenly Dyanamite Rotate 720 + P, tap P / K rapidly Z Rainbow Hip Rush qcf,d,df + P XZ Sardine's Beach Special qcf,d,df + K XZ Hashiru Move b / f after S.B.S. XZ Dageki: J. Ocean Drop Kick Press LP during Hashiru XZ Dageki: Mika Sliding Press MP during Hashiru XZ Dageki: Mika Lariat Press HP during Hashiru XZ Tobikoshi Press K during Hashiru XZ Tobikoshi Run into your enemy during Hashiru XZ Haigotori Tap P / K during Tobikoshi, then... XZ Moonsault Press Press P or do nothing after Dageki XZ Missile Kick Press K after Dageki XZ Paradise Hold Press b / f + P after Dageki XZ Paradise Hold Hold b / f after Dageki XZ Wingless Airplane Press b / f + K after Dageki XZ Enzui Lariat Press P after Haigotori XZ Enzui Drop Kick Press K after Haigotori XZ Rainbow Suplex Press b / f + P after Haigotori XZ Daydream Headlock Press b / f + K after Haigotori Zero Counter (Z-ISM): Crouching HP Zero Counter (V-ISM): Crouching MK Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv XZv xzv - standing (far) - crouching xzv xzv xzv - Mika's crouching HP knocks her opponent really high into the air. For that reason, you can follow it with just about anything, and in the corner, _everything_ (short of a 360 / 720 throw). Of course, this only works if your opponent doesn't flip out, though. - Regarding the "hit area" on the Paradise Hold, it will only connect when Mika's legs are up in the air (this occurs shortly after the move begins). Anything preceeding / following that won't connect. - The Flying Peach has lag at the beginning, while the Shooting Peach has lag at the end. You'll have to mix them up in order to use them successfully against a smart opponent. - If you're caught in the Heavenly Dynamite, you can mash the buttons and the d-pad to try and escape. However, if your opponent is rapping on his / her buttons to increase the hits, it'll also make it harder for you to break free. - Using the Sardine's Beach Special is a little confusing, but it gets easier with practice. Below is a step-by-step guide for using this Super Combo: 1. Perform the Super Combo by inputting qcf,d,df + K. 2. Move back or forth by hold b / f. 3. While moving, press P for an attack (Dageki), or K for a head spring jump (Tobikoshi). You can also perform the Tobikoshi automatically simply by running into your enemy. 4a. If you hit your opponent with a Dageki Attack, Mika will jump atop a wrestling ring post. From there, perform one of the available finishers: - Do nothing or press P while on the ring post. - Press K while on the ring post. - Press b / f (or b / f + P) while on the ring post. - Press b / f + K while on the ring post. 4b. If you managed to connect with the Tobikoshi, tap P or K when Mika starts to leap, otherwise she'll go too high up. 5. After she lands behind her opponent, perform one of the available finishers: - Press P while behind your opponent. - Press K while behind your opponent. - Press b / f + P while behind your opponent. - Press b / f + K while behind your opponent. - Regarding the Dageki finishers, note that if your opponent is in the corner, Mika will always do the Moonsault Press. Also, most of the Dageki moves will not combo unless you do them off the HP Dageki (the Mika Lariat). This means that in some cases, a finisher will not hit, or your opponent may even be able to recover in time to avoid the attack or hit you out of it! - Regarding the Tobikoshi; it's possible to flip back to your opponent's front (so you are still facing them), and do one of the four finishers anyway. ------------------------------------------------------------------------- ROLENTO SCHUGERG ------------------------------------------------------------------------- XZV Colonel Carrier b / f + PP XZV Deadly Package b / f + KK XZV Fatality Package Any direction but u / d + PP (air) XZV Patriot Circle qcf + P (perform 3 times) XZV Stinger f,d,df + K, then press P / K XZV Mekong Delta Air Raid qcb + P, then press P XZV Mekong Delta Escape qcb + K, then move b / f + P / K XZV Mekong Delta Attack Press PPP, then P when you land XZV Trick Landing Just before you land, (b / f) + KKK ZV High Jump Tap db~df,ub~uf XZV Spike Rod In air, d + MK (can repeat) XZV Fake Rod f + MK XZV Take No Prisoner qcf,qcf + P Z Steel Rain qcf,qcf + K Z Mine Sweeper qcb,qcb + P Zero Counter (Z-ISM): Patriot Circle (final input) Zero Counter (V-ISM): Forward Leap (does no damage) V-ISM Variable Attacks: b + MK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a xzv n/a xzv n/a - standing (far) xzv v xzv - crouching xzv xzv xzv - Rolento's Stinger knives can be destroyed if they are hit with an attack (any attack will work, whether it's a standing LK or a fireball, etc.) You have to time it right, though, or else you'll take the hit. - The Spike Rod can be used repeatedly to keep Rolento bouncing. It can be used during a jump or High Jump, but not during the Mekong Delta Escape. Much like the Trick Landing, you can control the direction in which you bounce by holding b~db or f~df right after you input the command for the move (or if you use db / df, during it). If you're doing this move repeatedly, then you can even hop back and forth ;) - In X-ISM, Rolento won't bounce after the Spike Rod, but he can use it during the Mekong Delta Escape as well as during jumps. Speaking of which, his normal b / f jumps become High Jumps. - Like Sodom's Yagura Reverse, the Fake Rod can be used very effectively as a reversal. Just do it as you're getting up and your would-be attacker is very likely to get Counter Hit. ------------------------------------------------------------------------- ROSE ------------------------------------------------------------------------- XZV Soul Drain b / f + PP XZV Soul Fade Any direction but u / d + PP (air) XZV Soul Spark hcf + P XZV Soul Throw f,d,df + P XZV Soul Reflect qcb + P XZV Soul Spiral qcf + K XZV Sliding df + MK ZV Soul-piette f + HK Z Aura Soul Spark qcb,qcb + P XZ Aura Soul Throw qcf,d,df + P Z Soul Illusion qcf,d,df + K Zero Counter (Z-ISM): Soul Collect (hop to other side) Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + MP / MK / HP / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv n/a - standing (far) xzv xzv xzv - crouching xzv xzv xzv xzv xzv - If you absorb a projectile using the Soul Reflect (see below), then the next Soul Spark you perform will do slightly higher damage if it hits. This only works for one Soul Spark, though. - In addition to causing damage, the Soul Reflect can also be used against projectiles. The LP version absorbs a projectile, giving Rose a small amount of SC power. The MP version reflects a projectile directly forward. And the HP version reflects a projectile at an up-forward angle. If Rolento's Stinger knives are reflected, they go straight even if HP is used. Rose cannot absorb or reflect Cody's Bad Stone and Bad Throw; instead, the rocks (or knife) simply hit the scarf and bounce off it and onto the floor. While Rose cannot use the Soul Reflect against an SC projectile, Dan's Shin Kuu Gadou Ken is an exception to this rule. - Rose can reflect any SC projectile during the Level 3 Aura Soul Spark. - During the Soul Illusion, Rose is trailed by illusions who add to the number of hits that any of her attacks inflict. This move only ends once a certain amount of time has passed; Rose can be hit without having this SC end. ------------------------------------------------------------------------- RYU ------------------------------------------------------------------------- XZV Seoi Nage b / f + PP XZV Tomoe Nage b / f + KK XZV Kuuchuu Seoi Nage Any direction but u / d + PP (air) XZV Hadou Ken qcf + P ZV Hadou no Kamae qcf + Select XZV Shakunetsu Hadou Ken hcf + P XZV Shouryuu Ken f,d,df + P XZV Tatsumaki Senpuu Kyaku qcb + K (air) X V Seichuu Nidan Tsuki f + HP XZV Sakotsu Wari f + MP ZV Senpuu Kyaku f + MK XZ Shinkuu Hadou Ken qcf,qcf + P Z Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K Z Metsu Shouryuu Ken qcf,d,df + K at Level 3 Z Shin Shouryuu Ken Perform the M.S. from a distance Zero Counter (Z-ISM): HP Shouryuuken Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + P / b + HK Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv xzv xzv n/a n/a xB - standing (far) xzv x - crouching xzv xzv xzv xzv xzv - The Sakotsu Wari is an overhead attack. - To change the Metsu Shouryuu Ken into the Shin Shouryuu Ken, you have to perform it from a bit ouside of Ryu's sweep range. If you got the right distance, Ryu will hit with the very tip of his elbow and do four hits total (and inflict a lot more damage, as well). Be warned, though, it's really hard to do! ------------------------------------------------------------------------- SAGAT ------------------------------------------------------------------------- XZV Tiger Carry b / f + PP XZV Tiger Rage b / f + KK XZV Kuuchuu Tiger Carry Any direction but u / d + PP (air) XZV Tiger Shot qcf + P XZV Ground Tiger Shot qcf + K X Tiger Uppercut f,d,df + P ZV Tiger Blow f,d,df + P ZV Tiger Crush f,d,df + K (qcf,uf + K in X-ISM) ZV Fake Kick Quickly press MK twice Z Tiger Cannon qcf,qcf + P Z Tiger Raid qcb,qcb + K XZ Tiger Genocide qcf,d,df + K Z Angry Charge qcf + Select Zero Counter (Z-ISM): Standing Heel Kick Zero Counter (V-ISM): HP Tiger Blow V-ISM Variable Attacks: b + MP / HP Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv n/a n/a n/a - standing (far) xzv xzv1 xzv1 - crouching xzv xzv xzv x v - After using the Angry Charge, the next Tiger Blow that you perform will do increased damage if it hits. This only lasts for one use of the Tiger Blow, though. ------------------------------------------------------------------------- SAKURA KASUGANO ------------------------------------------------------------------------- XZV Sakura-jime b / f + PP XZV Sailor Shoot b / f + KK XZV Sailor Fly Any direction but u / d + KK (air) XZV Hadou Ken qcf + P,P,P XZV Shou'ou Ken f,d,df + P ZV Sakura Otoshi f,d,df + K, tap P,P,P XZV Shunpuu Kyaku qcb + K (air) XZV Flower Kick f + MK Z Shinkuu Hadou Ken qcf,qcf + P Z Haru Ichiban qcb,qcb + K XZ Midare-zakura qcf,d,df + K Zero Counter (Z-ISM): MP Shou'ou Ken Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + MP / HP / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv n/a n/a - standing (far) xzv xzv xzv - crouching xzv xzv xzv xzv - During Sakura's Hadou Ken, tapping P makes her delay the throwing of the fireball and it shortens the overall range, but it does make the fireball larger. (qcf + P) gets you a small, long-range fireball; (qcf + P,P) makes Sakura throw a larger fireball that goes about half- screen, and (qcf + P,P,P) is for a large fireball that dissapates almost as soon as it is thrown. - The Flower Kick is an overhead attack. - After the initial hit of the Sakura Otoshi, you can add more hits by tapping any Punch button (this requires a bit of timing, though). Not only is the Sakura Otoshi invincible on the way up, but if you're about to land on a projectile and press P, it's possible to hit it and bounce off of it, even SC projectiles! You can still press P (or P,P, depending) afterwards to hit your opponent. - The Haru Ichiban hits low and must be crouch-blocked. ------------------------------------------------------------------------- SODOM ------------------------------------------------------------------------- XZV Shogun Throw (long toss) b / f + PP XZV Shogun Throw (short toss) b / f + KK XZV Daimyo Throw Any direction but u / d + PP (air) XZV Jigoku Scrape qcf + P XZV Butsumetsu Buster Rotate 360 + P XZV Daikyou Burning Rotate 360 + K XZV Shiraha Catch f,d,df + K XZV Yagura Reverse b,d,db + K XZV Kouten Okiagari f,df,d + P (reversal only) XZV Tengu Walking b,db,d + K (reversal only) XZV Tengu Walking While getting up, qcf + K XZV Sliding d + HK XZ Meido no Miyage qcf,qcf + P Z Ten Chuu Satsu Rotate 720 + P Zero Counter (Z-ISM): MP Jigoku Scrape Zero Counter (V-ISM): Sliding V-ISM Variable Attacks: b + MP / HP Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv n/a n/a n/a - standing (far) xzv v xzv xzv - crouching xzv xzv xzv XZ - In X-ISM, Sodom's jitte are replaced by katana, giving his attacks a slightly longer range. - When the Daikyou Burning is performed, Sodom rushes forward with his jitte out. If his opponent is on the ground, he'll grab them and ram them into the wall (if he's closer to the wall than the distance he could cover during this move, he'll turn and do it instead). However, if his opponent is airborne, and in other circumstances, Sodom's foe will simply bounce off the jitte and take less damage. - The Shiraha Catch is a counterattack move that can be used against overhead attacks or against jumping attacks. If Sodom connects, he'll perform a throw. However, this can be Tech. Hit out of. - The Yagura Reverse is a fake Tengu Walking. Used out of the blue, it doesn't have much use since it can't hit non-attacking characters (there are a few exceptions, such as Honda). However, it can be used as a reversal, and can hit characters who are attacking you, although this is risky since it doesn't have much priority (though it counts as a Counter Hit should it connect). It can also hit someone if Sodom blocked a move from up close (such as against a blocked Shou'ou Ken). It's cool and insulting to counter someone with it, just like hitting someone with Dan's taunts ;) - In V-ISM, you can follow the short Shogun Throw with an attack, like the Jigoku Scrape, Daikyou Burning, or Meido no Miyage. And no, this isn't done during a VC, it just happens to be V-ISM specific. Why, I'm not sure ^_^; ------------------------------------------------------------------------- VEGA ------------------------------------------------------------------------- XZV Deadly Throw b / f + PP XZV Psycho Fall Any direction but u / d + PP (air) X Psycho Crusher Attack Charge b,f + P ZV Psycho Shot Charge b,f + P XZV Double Knee Press Charge b,f + K XZV Head Press Charge d,u + K XZV Somersault Skull Diver b / f + P after Head Press XZV Somersault Skull Diver Charge d,u + P, b / f + P ZV Vega Warp f,d,df / b,d,db + PPP / KKK XZ Psycho Crusher Charge b,f,b,f + P Z Knee Press Nightmare Charge b,f,b,f + K Zero Counter (Z-ISM): Vega Warp (behind opponent) Zero Counter (V-ISM): Standing Palm Thrust V-ISM Variable Attacks: b + MP / HP / MK / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv n/a - standing (far) xzv XZ xzv xzv1 - crouching xzv xzv xzv xzv - When you use the Head Press or Somersault Skull Diver, ending them with with ub makes Vega fly backwards. Using uf makes him fly forward, and using u makes him simply fly over his opponent. ------------------------------------------------------------------------- ZANGIEF ------------------------------------------------------------------------- XZV Back Drop b / f + PP XZV Kamitsuki b / f + KK XZV Stomach Claw db / df + PP XZV Piledriver db / df + KK XZV Flying Piledriver Any direction but u / d + PP (air) XZV Double Lariat Press PPP, move b / f XZV Quick Double Lariat Press KKK, move b / f XZV Screw Piledriver Rotate 360 + P XZV Flying Powerbomb Rotate 360 + K XZV Atomic Suplex Rotate 360 + K when close XZV Banishing Flat f,d,df + P (f,df,d + P in X-ISM) XZV Body Press Jump b / f, d + HP XZV Double Knee Drop Jump b / f, d + LK / MK XZV Kuuchuu Headbutt Jump up, u + MP / HP XZV Headbutt f + HP (f + MP in V-ISM) XZV Dynamite Kick db + MK XZV Russian Kick db + HK XZ Final Atomic Buster Rotate 720 + P Z Aerial Russian Slam qcf,d,df + K Zero Counter (Z-ISM): Standing MK Zero Counter (V-ISM): Standing HP Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a n/a - standing (far) xz xz - crouching xz xz - dynamite kick (xzv) - Either Double Lariat move can be used to avoid projectiles. The KKK version has a shorter duration but also offers limited invincibility against low attacks. - The Banishing Flat can negate non-SC projectiles. You can actually combo this move from a Dynamite Kick, but it's hard to do. ========================================================================= 3. PSX CHARACTER MOVES LIST ========================================================================= Although Juni, Juli, and M. Bison are available in the arcade version, they're being listed here because there are some differences in the PSX version regarding these three characters. ------------------------------------------------------------------------- DEE JAY ------------------------------------------------------------------------- XZV (shoulder throw) b / f + PP XZV (double leg toss) b / f + KK XZV (aerial double leg toss) Any direction but u / d + KK (air) XZV Air Slasher Charge b,f + P XZV Double Rolling Sobat Charge b,f + K XZV Machine Gun Upper Charge d,u + P, tap P rapidly X V Jackknife Maximum Charge d,u + K XZV Knee Shot Jump b / f, d + LK XZ Sobat Carnival Charge b,f,b,f + K Z Climax Beat Charge db,df,db,uf + P Z Theme of Sunrise Charge db,df,db,uf + K Zero Counter (Z-ISM): HK Jackknife Maximum Zero Counter (V-ISM): Crouching MK V-ISM Variable Attacks: b + LP / HP / b + K Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv n/a xzv - standing (far) xzv xzv - crouching xzv xzv - If you tap P during the Machine Gun Upper, Deejay will make two additional attacks before the final hit. So instead of having the possibility to hit twice, it's possible to hit with the Machine Gun Upper 3 or 4 times. However, these hits don't combo (only the first and last hit, or third and last hit), so I don't know what the benefit is of tapping P. Furthermore, you have to tap P really fast. In my case, I can only do this on Normal speed, as you have to be super-human to do it on a Turbo speed setting. ------------------------------------------------------------------------- FEI LONG ------------------------------------------------------------------------- XZV (rapid punches) b / f + PP XZV (hop behind head throw) b / f + KK XZV (aerial head throw) Any direction but u / d + KK (air) XZV Rekka Ken qcf + P (perform 3 times) XZV Shien Kyaku b,d,db + K X V Rekkuu Kyaku hcf,uf + K XZV Chokka Raku Shuu b / f + MK (f + MK in V-ISM) XZV Engeki Shuu f + HK XZ Rekka Shin Ken qcf,d,df + P Z Shien Renkyaku qcb,qcb + K Z Ryuu Yassai qcb,qcb + P at Level 3 Z Ryuu Shin Yassai Perform R.Y. from a distance Zero Counter (Z-ISM): HK Shien Kyaku Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + P / b + K Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv xzv xzv xzv xzv - standing (far) xzv XZ XZ XZ - crouching xzv XZ XZ XZ - The Chokka Raku Shuu is an overhead attack. - Like Ryu's Metsu Shouryuu Ken, the Ryuu Yassai can be upgraded into a stronger version. To do it, position yourself so that the flame on Fei's hand touches your opponent, not his actual fist. If you do it right, the hits and damage done will increase. ------------------------------------------------------------------------- GUILE ------------------------------------------------------------------------- XZV (dragon suplex) b / f + PP XZV (shoulder throw) b / f + KK XZV (flying buster drop) Any direction but u / d + PP (air) XZV (aerial toss) Any direction but u / d + KK (air) XZV Sonic Boom Charge b,f + P XZV Somersault Kick Charge d,u + K XZV Knee Bazooka b / f + LK (b / f + MK in V-ISM) XZ Rolling Sobat b / f + MK XZ Reverse Spin Kick When close, b / f + HK XZV Spinning Back Knuckle f + HP Z Sonic Hurricane Charge b,f,b,f + P XZ Somersault Strike Charge db,df,db,uf + K Zero Counter (Z-ISM): Spinning Back Knuckle Zero Counter (V-ISM): Rolling Sobat V-ISM Variable Attacks: b + MP / HP / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv xzv n/a - standing (far) xzv xzv - crouching xzv xzv xzv - The Rolling Sobat is an overhead attack. ------------------------------------------------------------------------- JULI ------------------------------------------------------------------------- XZV Hooligan Suplex b / f + PP XZV Frankensteiner b / f + KK XZV Flying Neck Hunt Any direction but u / d + PP (air) XZV Air Frankensteiner Any direction but u / d + KK (air) XZV Sniping Arrow qcf + K XZV Cannon Spike f,d,df + K XZV Axle Spin Knuckle hcb + P XZV Falling Arc f + MK XZ Reverse Shaft Breaker qcb,d,db + K, tap P / K rapidly Z Spin Drive Smasher qcf,d,df + K The following moves only work in Dramatic Battle Mode: XZV Psycho Charge Beta Press KKK XZV Psycho Charge Gamma CPU Juli only Z Psycho Rolling qcf,qcf + P Z Death Cross Dancing LP,LP,f,LK,HP at Level 3 Zero Counter (Z-ISM): HK Mach Slide Zero Counter (V-ISM): HK Cannon Spike Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv xzv xzv - crouching xzv xzv xzv - The Falling Arc is an overhead attack. - The Psycho Charge Beta will restore lost life. - The Psycho Charge Gamma can only be used by CPU Juli. She'll summon Juni to help heal her if Juni isn't attacking. - Both characters are required in order to use the Psycho Rolling or Death Cross Dancing. ------------------------------------------------------------------------- JUNI ------------------------------------------------------------------------- XZV Hooligan Suplex b / f + PP XZV Frankensteiner b / f + KK XZV Flying Neck Hunt Any direction but u / d + PP (air) XZV Air Frankensteiner Any direction but u / d + KK (air) XZV Spiral Arrow Charge b,f + K (air) XZV Cannon Spike Charge d,u + K XZV Mach Slide qcf + K XZV Cannon Strike Jump forward, qcf + K X Psycho Shield Block b / db, then f + PPP ZV Psycho Shield Block b / db, then f + PPP (air) XZV Hooligan Combination hcf,uf + P (press K to cancel) XZV Razor Edge Slicer Do nothing after after H.C. XZV Fatal Leg Twister b / f + K when close after H.C. XZV Cross Scissor Pressure Do F.L.T. when low to the ground XZV Earth Direct Rotate 360 + P XZV Falling Arc f + MK XZ Psycho Streak Charge b,f,b,f + P Z Spin Drive Smasher Charge db,df,db,uf + K The following moves only work in Dramatic Battle Mode: XZV Psycho Charge Alpha Press PPP Z Psycho Rolling qcf,qcf + P Z Death Cross Dancing LP,LP,f,LK,HP at Level 3 Zero Counter (Z-ISM): HK Mach Slide Zero Counter (V-ISM): HK Cannon Spike Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv xzv xzv - crouching xzv xzv xzv - The Falling Arc is an overhead attack. - Using the Psycho Shield will push an enemy across the screen. You can combine this move with a Guard Protected block if someone comes at you with an attack and you block it just as it reaches you. - After you begin the Hooligan Combination, doing nothing will result in the Razor Edge Slicer. If you press b / f + K when Juli is higher than her opponent's midsection or if they are crouching, she'll perform the Fatal Leg Twister. If you press b / f + K when Juli is lower than her opponent's midsection, or if her enemy is in the air, she'll use the Cross Scissor Pressure. Alternately, you can press K while in the air to cancel the Hooligan Combination and land on your feet. - The Psycho Charge Alpha will restore lost SC / OC power. - Both characters are required in order to use the Psycho Rolling or Death Cross Dancing. ------------------------------------------------------------------------- MIKE BISON ------------------------------------------------------------------------- XZV Head Bomber b / f + PP XZV Kuuchuu Head Bomber Any direction but u / d + PP (air) XZV Dash Straight Charge b,f + P XZV Dash Upper Charge b,f + K ZV Dash Ground Straight Charge b,df + P ZV Dash Ground Upper Charge b,df + K V Buffalo Head Charge d,u + P Z Buffalo Head Charge d,u + P (reversal only) XZV Turn Punch Hold and release PPP / KKK X Crazy Buffalo Charge b,f,b,f + P / K Z Crazy Buffalo Charge b,f,b,f + P Z Gigaton Blow Charge b,f,b,f + K at Level 3 Zero Counter (Z-ISM): LP Buffalo Head Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + MP / HP / MK / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a xzv - standing (far) xzv xzv - crouching xzv xzv XZv xzv - The longer you charge the Turn Punch, the more damage it does, as shown below: Time that move is charged Result 0 - 2 seconds Level 1 3 seconds Level 2 4 - 6 seconds Level 3 7 - 12 seconds Level 4 13 - 18 seconds Level 5 19 - 24 seconds Level 6 25 - 30 seconds Level 7 31 - 36 seconds Level 8 37 - 42 seconds Level 9 43+ seconds Final The times are listed in real-life seconds, not game timer ticks. No matter what speed setting you use, you still have to hold down PPP for the number of seconds listed. Charging this move results in more damage (we're talking 60% at Final, here) and increased range on the Turn Punch (at Final, it goes full-screen). If the move is blocked, the amount of Guard Meter damage it does is also increased. - You can charge the Turn Punch before the round begins--you can charge it even more if you do so during a mid-boss conversation. - During the Crazy Buffalo, you can press and hold Kick to make Bison perform multiple Dash Uppers, or hold Punch to switch him back to Dash Straights. ------------------------------------------------------------------------- THUNDER HAWK ------------------------------------------------------------------------- XZV (choke hold) b / f + PP XZV (typhoon head slam) Any direction but u / d + PP (air) XZV Condor Dive Press PPP at apex of jump ZV Condor Spire b,d,db + P XZV Tomahawk Buster f,d,df + P XZV Mexican Typhoon Rotate 360 + P XZV Heavy Body Press Jump b / f, d + HP XZ Raging Typhoon Rotate 720 + P Z Canyon Splitter qcf,qcf + P Zero Counter (Z-ISM): Close Standing HK Zero Counter (V-ISM): Crouching HK (single sweep) V-ISM Variable Attacks: b + MP / HP / MK / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a xzv n/a XZ - standing (far) xzv xzv - crouching xzv xzv X - The Condor Spire is an overhead attack, as is the Canyon Splitter. It's cool to have an SC that is an overhead, but then again, the Canyon Splitter is arguably the weakest SC in the whole game. - T. Hawk only has two SCs--his "Double Typhoon" from SSF2T was renamed "Raging Typhoon" in this game. ------------------------------------------------------------------------- SATSUI NO HADOU NI MEZAMETA RYU Hadou of Murderous Intent Awakened in Ryu (aka "Evil Ryu") ------------------------------------------------------------------------- XZV Seoi Nage b / f + PP XZV Tomoe Nage b / f + KK XZV Kuuchuu Seoi Nage Any direction but u / d + PP (air) XZV Hadou Ken qcf + P XZV Shakunetsu Hadou Ken hcf + P XZV Shouryuu Ken f,d,df + P XZV Tatsumaki Senpuu Kyaku qcb + K (air) XZV Ashura Senkuu f,d,df / b,d,db + PPP / KKK X V Seichuu Nidan Tsuki f + HP XZV Sakotsu Wari f + MP XZV Senpuu Kyaku f + MK Z Shinkuu Hadou Ken qcf,qcf + P Z Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K Z Messatsu Gou Shouryuu qcf,d,df + K XZ Shun Goku Satsu LP,LP,f,LK,HP Zero Counter (Z-ISM): HP Shouryuuken Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + P / b + HK Cancellable Attacks: LP MP HP LK MK HK - close / variable xzv xzv xzv n/a n/a xB - standing (far) xzv x - crouching xzv xzv xzv xzv xzv - The Sakotsu Wari is an overhead attack. - In Z-ISM, you can only use the Shun Goku Satsu at Level 3. - If you're scratching your head in confusion over the translation of Evil Ryu's name, keep in mind that while Capcom calls Ryu's fighting style "Shotokan Karate", his special moves are considered part of the "Hadou" fighting style (and according to the storyline, Goutetsu removed the evil, murderous techniques of Hadou fighting when he taught it to Gouken [the mentor of Ryu, Ken, and Dan] and Gouki, though Gouki re-discovered them later). So Evil Ryu's title is really supposed to mean something like "Ryu, who has realized the evil, killing techniques of the Hadou fighting style". Sounds a little awkward, huh? ------------------------------------------------------------------------- EXTRA M. BISON ------------------------------------------------------------------------- XZV Head Bomber b / f + PP XZV Kuuchuu Head Bomber Any direction but u / d + PP (air) XZV Dash Straight Charge b,f + P XZV Dash Upper Charge b,f + K ZV Dash Ground Straight Charge b,df + P ZV Dash Ground Upper Charge b,df + K ZV Buffalo Head Charge d,u + P (reversal only) XZV Turn Punch Hold and release PPP / KKK XZ Crazy Buffalo Charge b,f,b,f + P / K Z Crazy Buffalo Charge b,f,b,f + P Z Gigaton Blow Charge b,f,b,f + K at Level 3 Zero Counter (Z-ISM): LP Buffalo Head Zero Counter (V-ISM): Crouching HK V-ISM Variable Attacks: b + MP / HP / MK / HK Cancellable Attacks: LP MP HP LK MK HK - close / variable n/a n/a n/a n/a n/a n/a - standing (far) xzv xzv xzv xzv - crouching xzv xzv v xzv xzv - This version of M. Bison plays similar to the the PSX version, although he uses the same frames for many of his Punch and Kick attacks, just like the arcade version of M. Bison. Because of this, he also has no variable attacks in V-ISM. Furthermore, his Buffalo Head move can only be used as a counterattack. If you've gotten the message in World Tour Mode saying that he's been enabled, then go highlight M. Bison, hold L2 and press any button to select him. - The longer you charge the Turn Punch, the more damage it does, as shown below: Time that move is charged Result 0 - 2 seconds Level 1 3 seconds Level 2 4 - 6 seconds Level 3 7 - 12 seconds Level 4 13 - 18 seconds Level 5 19 - 24 seconds Level 6 25 - 30 seconds Level 7 31 - 36 seconds Level 8 37 - 42 seconds Level 9 43+ seconds Final The times are listed in real-life seconds, not game timer ticks. No matter what speed setting you use, you still have to hold down PPP for the number of seconds listed. Charging this move results in more damage (we're talking 60% at Final, here) and increased range on the Turn Punch (at Final, it goes full-screen). If the move is blocked, the amount of Guard Meter damage it does is also increased. - You can charge the Turn Punch before the round begins--you can charge it even more if you do so during a mid-boss conversation. - During the Crazy Buffalo, you can press and hold Kick to make Bison perform multiple Dash Uppers, or hold Punch to switch him back to Dash Straights. ------------------------------------------------------------------------- SHIN GOUKI True Great Devil ------------------------------------------------------------------------- This version of Gouki plays just like the normal Gouki, but he throws two air fireballs instead of one and they have a much wider range. His Shun Goku Satsu is also much faster and goes full-screen. If you've gotten the message in World Tour Mode saying that he's been enabled, then go highlight Gouki, hold L2 and press any button to select him. ========================================================================= 4. SECRETS AND CODES ========================================================================= Some information for the following two tables were taken from Fred Davis' SFA3 Time Release Secrets FAQ v1.0 and from various FAX files found at . ----------------------------------------------------------------------- RELEASING THE SECRET STUFF THROUGH TIME RELEASE ----------------------------------------------------------------------- What's available: At what time it becomes usable: Classical Mode 3:00 Mazi Mode 4:00 Saikyou Mode 5:00 Extra M. Bison 8:00 Team Battle Mode 16:00 Survival Battle Mode 24:00 Final Battle Mode 32:00 Alternate Intro. Sequence 48:00 Dramatic Battle Mode 72:00 Guile 96:00 'Satsui no Hadou' Ryu 120:00 Shin Gouki 200:00+ I don't know the exact time for unlocking Shin Gouki as I used the "timer increase" GS code (found below), and it's not exactly a precise way to measure time ;) ----------------------------------------------------------------------- RELEASING THE SECRET STUFF MANUALLY ----------------------------------------------------------------------- What's available: How to release it: Classical Mode Beat Arcade Mode on difficulty #4. Mazi Mode Beat Arcade Mode on difficulty #4. Saikyou Mode Beat Arcade Mode on difficulty #4. When the secret modes are released, you can access them by pressing Select while at the Player Select Screen. Team Battle Mode Clear the first China course in World Tour Mode. Survival Battle Mode Clear Point 48106 in World Tour Mode. Final Battle Mode Beat Arcade Mode on difficulty #7. Dramatic Battle Mode* Beat Arcade Mode on difficulty #8. Dual Battle (A + A Prime) Beat Dramatic Battle Mode once with Dramatic Battle (A + B) Juni + Juli, and once with Ryu + Ken. When the secret battle modes are released, they will be accessable from the Main Menu (excluding the A + A Prime and A + B battles, which are found under the Dramatic Battle listing). Guile Clear the 'vs. Sakura' USA course in World Tour Mode. You must have cleared 19 courses previously, and your total level must be at 27 or higher to access this course. 'Satsui no Hadou' Ryu Clear the 'vs. Ryu' Japan course (on Gouki's island) in World Tour Mode. You must be at level 30 or higher to access this course. When Guile and 'Satsui no Hadou' are released, they will appear on the Player Select Screen. Extra M. Bison Clear the bonus USA course in World Tour Mode. (Although apparently some people got it after fighting Vega the second time, so....) Shin Gouki Clear the 'vs. Gouki' Japan course (on Gouki's island) in World Tour Mode. You must be at level 31 with at least 2 ISMs mastered to access this course. When Extra Bison and Shin Gouki are released, you can select them by highlighting Bison or Gouki, holding L2, and pressing any button. * Weirdly enough, in this mode, if you use Ryu and Ken, they have their old SF2-style fireballs back. And if you use Juni and Juli, they have a special dual-person win pose (they both do their taunts at the same time--with their backs facing each other, it sort of looks like the wings of the Shadowlaw insignia. Neat!) ----------------------------------------------------------------------- FIGHT SHIN GOUKI in FINAL BATTLE MODE ----------------------------------------------------------------------- Any character can fight Shin Gouki in this mode, not just Evil Ryu. In order to do this, select the character of your choice, then hold L1 + L2 while you choose your ISM (or hold it right after you select your character, if you're using Classical Mode). Keep holding L1 and L2 and Shin Gouki should be listed as your opponent on the VS screen. ----------------------------------------------------------------------- ALMOST-FULL ANIMATION ----------------------------------------------------------------------- Simply do a same character versus same character match (i.e. Cody vs. Cody), to get more animation than before. The ISM or secret mode you use doesn't matter. While you do get more animation (more win poses, taunts, walking animations, etc.), it isn't completely full. For example, in a Gen vs. Gen match, Gen is still missing the post-Zan'ei animation where he clutches his hand. ----------------------------------------------------------------------- TURN PUNCH TIME COUNTER FOR M. BISON ----------------------------------------------------------------------- Simply pick M. Bison or Extra M. Bison, then press and hold LK + HP prior to a round beginning. Now, if you charge the Turn Punch (press and hold PPP or KKK), a timer will appear in the corner of the screen beneath your name to inform you what level the Turn Punch has been charged to (1 is Level One, F is for Final Level). If you hold down PPP and KKK, then two counters appear for each Turn Punch. ----------------------------------------------------------------------- DHALSIM'S LOVING WIFE ----------------------------------------------------------------------- Even during the fiercest battles, Dhalsim always has someone rooting for him...his wife! You can make Sally / Sari appear in any stage, not just Dhalsim's, by holding down LP + HK prior to a round beginning, and she will appear in the background, clapping when Dhalsim hits his foe and looking away when her hubby takes a hit. While this works on any stage, it can't be done in Training mode or in the Dramatic Battle mode. ----------------------------------------------------------------------- BIO ERROR ----------------------------------------------------------------------- Pick X-ISM Sodom in Arcade Mode and you'll see that his biography and moves are actually Gen's. I'm not sure why this mistake was made, but considering that "Sword Sodom" (as he is listed in the CD) is a different character than normal Sodom, perhaps the game was programmed to load up the wrong bio. ----------------------------------------------------------------------- GAME SHARK CODES ----------------------------------------------------------------------- All of these were written by me, please don't repost them without crediting me, thanks. Although I usually write the variable number as 'xx', this seems to confuse people, so I'm leaving the original code intact (i.e., unchanged, the Character Select code gives you Cody, since he's character 1B in the game's memory). And please don't ask about a Final Vega code, because the only ones I know of require a higher version Game Shark than the one I have, so I can't test them. You can find those codes at the Game Shark Code Creator's Club, at , in the 'Import' section for the PlayStation. ----------------------------------------------------------------------- Player 1 Infinite Life 80194078 0090 ----------------------------------------------------------------------- The infinite life code doesn't work for your partner if you're in Dramatic Battle mode. Using 0090 instead of 0075 (how I had the code written originally), gives you 100% life so that you always get Perfects. Very useful for earning levels in World Tour Mode. ----------------------------------------------------------------------- Player 1 Infinite SC / OC Gauge 8019416A 0090 ----------------------------------------------------------------------- This code is kind of cool, because if you're using Classical Mode, you can still perform your X-ISM Super Combo at will ^_^; If you use it in V-ISM, it's not exactly infinite--your Original Combo ends when the timer runs out, but the gauge instantly refills so you can do another one right afterwards, if you wish. ----------------------------------------------------------------------- Player 1 Cody always has Knife 80194324 00FF ----------------------------------------------------------------------- Does just what it says. If you play with Balrog, his mask will keep falling off, which isn't quite as useful as always having the knife but certainly is pretty fun to watch ;) ----------------------------------------------------------------------- Player 1 Character Select 8019414E 001B ----------------------------------------------------------------------- Rather than list all the possibilities, I'll just list the fun ones. Change 001B for the character of your choice: 0004 Chun-Li (in her Zero series costume) 0006 Sodom (with his Zero series jitte) 0011 Gen (in permanent Sou-ryuu mode) 0012 Chun-Li (in her X-ISM cheongsam) 0013 Gen (in permanent Ki-ryuu mode) 0014 Sodom (with X-ISM katana) 0015 Extra M. Bison (the arcade-only version of M. Bison) 0017 Evil Ryu (aka 'Satsui no Hadou' Ryu) 0020 Guile 0024 Shin Gouki Trying to do certain X-ISM moves with Chun-Li in her Alpha costume will cause the game to crash. You'll get lots of glitches using the other characters in the 'wrong' ISM, too (like Sodom w/ katana in Z-ISM), though they're mostly just graphical glitches and nothing too serious. If you use this code to make Guile the first player, then use the second player controller to play Dramatic Battle (Ryu and Ken), you may hear a Guile quote that sounds like "Oh my, you're alive!" This doesn't seem to appear anywhere in the game, not even in the Guile vs. Charlie pre-fight sequence. I assume it's an unused voice sample or something, but in any case, it's in there. ----------------------------------------------------------------------- Player 1 can use Final Vega 801941A6 - 0F00 Player 2 can use Final Vega 801945EE - 0F00 ----------------------------------------------------------------------- I'd like to thank Clarence for telling me about this code. Simply pick Vega and choose Z-ISM, and you get Final Vega, complete with his new intro, new HP attacks, and the super Psycho Crusher. You have to put in both codes if you want to use Final Vega in Dramatic Battle mode, and no, you can't save him into memory if you use him in World Tour Mode (although it's a great way to build up a normal Vega in that mode). ----------------------------------------------------------------------- Player 1 Mode Select 801941AE 0000 ----------------------------------------------------------------------- You can replace '0000' with: 0000 Normal 0100 Com (the CPU plays for you) 0200 Mazi 0300 Saikyou 0400 Classical This code is really only useful for those people who haven't earned the hidden modes yet. It won't affect the first player if it's the CPU (i.e., you couldn't always fight Classical opponents in Arcade Mode), but if you set it to 'Com' you can have the CPU control the first player in any mode where you can set the mode normally (i.e. choose Mazi, Saikyou, or Classical). If you pick Arcade Mode, after the CPU controlled player wins for you, you're asked to continue, just as if you had lost. ----------------------------------------------------------------------- Training Mode Damage Select 8019475C 0000 ----------------------------------------------------------------------- You can change the last three digits in '000' to whatever you want although the damage doesn't go any higher than 255 points (00FF). I basically made this code so that I could reset the damage counter when testing out moves and combos instead of having to exit all the way out and re-select my characters. Just remember that if you leave the code on, it will keep displaying '00' for the damage until you flick the switch off. ----------------------------------------------------------------------- Battle Mode Select 80193F9A 0000 ----------------------------------------------------------------------- You can replace '0000' with: 0006 Team Battle 0007 Surivival Mode 0008 Dramatic Battle 0009 Final Battle Obviously setting the code to another number enables an already- usable mode (i.e. '0003' lets you use World Tour Mode). This code is just for those who haven't accessed the hidden battle modes yet and want to try them. However, when you're done playing, you must reset your game, as if you exit out (you can do this in Survival Mode) back to the main menu screen, the game will hang. ----------------------------------------------------------------------- All ISM Plus powers for 1P 80194304 FFFF ----------------------------------------------------------------------- I'd like to thank Kwan for this great code. You don't even need to make a World Tour character, you can just select any character in any mode and they'll have all 13 ISM Plus powers activated (i.e. chain combos, Custom Combos in X-ISM or V-ISM, a refilling SC / OC gauge, etc.) The only thing you don't get are the Power Balance units (for offense and defense). ----------------------------------------------------------------------- Infinite ISM Plus Units 801CC64E 0000 ----------------------------------------------------------------------- A really fun code, even if it doesn't work quite as well as I wanted it to. Anyway, here's how it works: - Go into Entry Mode or World Tour mode and choose Setup so that you can select the ISM Plus powers you want to use. - When in the ISM Plus menu, turn on the code. You'll notice that with the code activated, you can't select any ISMs aside from those on the uppermost row. However, that's just a side effect--what this code also does is that it empties the little 3 unit box even if you've selected an ISM Plus. - So, what you can do is turn the code on, then off, select the ISM Plus powers that you want, and if you want more than the maximum limit, just turn the code on again, then off, so that the unit meter empties once again. You can have all of the abilites turned on at once, too (for example, I have an X-ISM Dan with air blocking, no Guard Power Gauge, Zero Combos, Zero Cancels, Super Zero Cancels, Gauge Plus, and Original Combos all activated.) - If you do this in Entry Mode, either character can select your 'enhanced' character for some really fun fights. ----------------------------------------------------------------------- Game Timer Increase 8017DD0E 3B3B ----------------------------------------------------------------------- This code affects the timer that appears in the Options Menu. For every minute the code is left on, the timer increases by 60 hours. Leave it on long enough and everything that is normally hidden becomes available (excluding the A + A prime and A + B Dramatic Battles, which you have to get by beating Dramatic Battle with Ryu + Ken and Juni + Juli). Note that all of the hidden stuff appears as you play, so if you hang out in the Main Menu for a little while the hidden battle modes will appear, etc. This doesn't apply to 'Satsui no Hadou' Ryu or Guile, though--if you're waiting around in the Player Select Screen, they won't appear even if they're already been enabled; you have to exit out and go back in again. ----------------------------------------------------------------------- Give Dan Long Range Fireballs 801C3D08 0000 D01C3D08 FFFF ----------------------------------------------------------------------- Big props go to Senio Rotondi (akumas@tin.it) for this cool code. Now, Dan's Gadou Ken and Shin Kuu Gadou Ken will always go full-screen! The only tradeoff, though, is that since a fireball's damage decreases the further it travels, these moves do pitiful damage from afar (even an HP Gadou Ken does only 1 point of damage from one end of the screen)! A really fun code, nonetheless. ----------------------------------------------------------------------- Play as Air Jordan (Player 1) 80194074 D800 ----------------------------------------------------------------------- Well, try it and you'll see what I mean :) This was a botched attempt at a "any move in mid-air" code but it's pretty fun so I kept it. Basically, jumping or performing any move that takes you into the air takes you up really high. It also affects some other moves, such as rolling ones (like Rolento's Mekong Delta Attack or Balrog's Rolling Crystal Flash). Not exactly the greatest code, but it's worth a laugh or two and makes the game pretty challenging (or easy, depending on how you look at it). ========================================================================= 5. MENU EXPLANATIONS ========================================================================= ----------------------------------------------------------------------- LOADING AND SAVING DATA ----------------------------------------------------------------------- What's given here are not exact translations, but it's not like what I wrote is that different. ;) To get to these menus, go into the OPTION MENU and choose MEMORY CARD. From there, you have the following options: SLOT SELECT ----------------------------------------------------------------------- Which slot do you want to read? top: Slot 1 bottom: Slot 2 OPTION DATA ----------------------------------------------------------------------- Slot 1 (or Slot 2) top: Load bottom: Save If you choose Load, read DATA LOAD. If you choose Save, go to DATA SAVE. DATA LOAD ----------------------------------------------------------------------- Do you want to load the data? top: Yes bottom: No DATA SAVE ----------------------------------------------------------------------- Saving costs 1 block. Do you want to save? top: Yes bottom: No If you choose Yes, but have previous data: DATA SAVE ----------------------------------------------------------------------- Do you want to overwrite the existing data? top: Yes bottom: No Remember that you use the Circle button to accept an option and can press X at any time (unless it's checking the data and reads DATA CHECK), to cancel an option. The game will normally autoload your data, but only if you have the Memory Card in the first slot. If you have Auto Save on, it will automatically save when changes are made to the data without asking you (it's automatic, after all!) :) ----------------------------------------------------------------------- WORLD TOUR MODE ----------------------------------------------------------------------- In this mode, you get to pick a character and go around the world fighting different people. Your score is converted into experience points that you can use to augment your abilities. This section offers a brief explanation of how to use this mode: LOAD GAME ----------------------------------------------------------------------- If you already have a saved character file, you can pick this option to reload it. NEW GAME ----------------------------------------------------------------------- If you want to start World Tour with a new character, choose this option. If you pick this, you're given several options: top: Begin (pick this to start with a new character) middle: Pocket Zero (pick this to play Pocket Station SFZ3) bottom: Exit (returns you to the Option menu). The Pocket Station is currently only available in Japan; I have no idea if it will be released in the US. I don't own a Pocket Station so I can't comment on this mode, although there are quite a few pages devoted to it in the instruction manual (I doubt I could do a very good translation on it, though). Anyway, if you choose to begin a new game, you'll be taken to the Character Select screen. Pick your character and ISM (don't fret if you don't like the ISM you chose, you can change it at anytime). ----------------------------------------------------------------------- WORLD MAP AND SETUP MENU ----------------------------------------------------------------------- Okay! Here you are at the World Map. Displayed at the top of the screen are your character, his / her master level, and current ISM level. Listed at the bottom of the screen are your current location, who can fight here, and what type of battle it is. In the World Map, you can press Left or Right to choose a new area to fight at, if one is available. Pressing the Circle button will send you to that area, or pressing Start brings up the World Tour Menu, explained below: BATTLE ----------------------------------------------------------------------- Choosing this option is the same as pressing Circle while in the World Map; it sends you to the listed location to fight. SET UP ----------------------------------------------------------------------- This option takes you to the Setup Menu. You'll be in here a lot, so familiarize yourself with it. Shown on the right side are the various menus: - Listed at the top of the screen is the current fight you'll be partaking in if you go to this area. - Beneath that is the ISM SELECT. You can choose what ISM you want to use from here, just like choosing your ISM in any other mode. - After that is the SPEED SELECT. If you preset a speed from the Options menu, you can't change the speed, otherwise, you can set it to whatever you want. - Next up is the ISM PLUS menu. As you play World Tour mode, you will earn ISM PLUS abilities. See the "ISM Plus Information" section for more details. - At the bottom of the screen is the POWER BALANCE menu. As you play World Tour mode, you will earn balance points. You can press Left or Right to choose how you wish to distribute these points; give more to POW by pressing Left and your attack power goes up, but you'll take more damage. Likewise, press Right to increase your DEF; this makes you take less damage from attacks, but your own attacks will do less damage. Leave an equal amount of red POW and blue DEF points on either side to play with a balanced character. On the left side of the screen is your character's status: - MAX COMBO shows the highest-hitting combo that you've performed so far. As far as I can tell, this doesn't have any effect on the game. - EXP and NEXT apply to your master level. EXP shows how many experience points you've gathered so far, and NEXT shows how many more you need to raise a level. Your level maxes out at 32, at which point gaining extra EXP won't do anything. - Below that are the EXP and NEXT scores for each of your ISMs. Each ISM maxes out at Level 6. SAVE ----------------------------------------------------------------------- If you want to save your data, choose this option. This works just like the DATA SAVE procedure in the 'Loading and Saving Data' section listed previously. However, after picking the slot you want to save in, you have to pick the character file you want to save in. You can have seven saved character files at any given time, and if you're saving over an already taken file, you'll be told that there's old data and be asked if you want to overwrite it. EXIT ----------------------------------------------------------------------- This returns you to the World Map screen. MODE MENU ----------------------------------------------------------------------- This exits you all the way back out into the main menu. ----------------------------------------------------------------------- WORLD TOUR BATTLES ----------------------------------------------------------------------- Obviously, most of your time in World Tour is spent fighting. Your goal is to clear each location while earning as much EXP as possible; the best way to do this is to finish rounds quickly and with a Perfect, if at all possible, because you get 30000 points from a Perfect victory! Finishing with Super Combos or Custom Combos is also a good way to rack up extra points. Combo Attack: Only hurt by combos over 3 hits; block damage does not apply. Time Attack: Only have 30 seconds to win the match, but you can still win by having more life at time out. Super Combo: Only hurt by Super Combo damage. Original Combo: Only hurt when you're in an Original Combo. Guard Crush Mission: Only hurt if attacked while in Guard Crush animation. Infinite SC gauge: Your opponent always has a Level 3 SC gauge no matter how many times they use an SC. Team Battle: Your life is restored in the next battle, but your SC / OC gauge is not. (I'm listing the ISM of your opponent because sometimes it seems as if a particular character always uses a certain ISM. But I guess it's actually random, excluding those who use Shadowlaw-ISM). LOCATION OPPONENT ROUNDS LIFE TIME NOTES --------------------------------------------------------------------- Japan X Dan 1 100% 80 U.S.A. S M. Bison 1 60% 80 V Ken 2 80% 80 * China and second USA courses are now available. China X Dan 2 80% 80 X Gen 1 70% 90 Z Chun-Li 1 70% 90 U.S.A. Z Sodom 2 65% 80 X Nash 1 20% 99 Combo Attack * Hong Kong, Thailand, and USSR courses are now available. Hong Kong X Chun-Li 1 50% Inf. vs. 2 Chun-Lis. X Gen 1 100% 30 Time Attack Z Fei Long 2 100% 90 Thailand Z Adon 1 65% Inf vs. 2 Adons X Sagat 2 90% 80 U.S.S.R X R. Mika 2 50% 99 X Zangief 1 50% 99 Super Combo Attack * Point 48106 is now available. Pt 48106 X Juli/Juni 1 100% 80 V Cammy 1 45% Inf. vs. 4 Cammys S Vega 2 100% 99 * India, Greece, and Italy courses are now available. Greece Z Balrog 2 90% 80 V Rose 1 50% Inf. vs. 2 Roses Italy V Cammy 2 65% 90 Z Birdie 1 50% 99 Original Combo Attack India X Adon 2 90% 30 Time Attack X/Z Dhalsim 2 100% 80 * Brazil and Mexico courses are now available. Brazil X Blanka 2 100% 30 Time Attack Z Blanka 1 50% Inf. vs. 4 Blankas Mexico S M. Bison 2 90% 80 V T. Hawk 1 40% 99 Combo Attack * Jamaica and third USA courses are now avialable. Jamaica Z E. Honda 1 100% Inf. vs. 2 Hondas Z Dee Jay 1 55% 99 Original Combo Attack U.S.A. V Guy 1 50% Inf. vs. 3 Guys V Cody 1 40% 99 Super Combo Attack X Sodom 1 90% 80 Z Rolento 1 80% 80 * The second and third Japan courses, as well as the fourth USA course, are now available. Japan V Dan 1 40% Inf. vs. 5 Dans Z/V Sakura 1 100% 99 Z Karin 1 100% 99 Japan Z Honda 2 100% 80 Z Ryu 2 100% 99 Infinite SC gauge U.S.A. X Sakura 1 100% 80 X Cody 1 90% 99 X Guy 1 90% 99 Z Ken 1 90% 99 * The second Thailand course is now available. Thailand X Sagat 1 90% Inf. vs. 2 Sagats Z Balrog 1 100% 80 X Cammy 1 100% 80 S Vega 2 90% 99 Infinite SC gauge * The fifth USA course is now available. USA X Rolento 1 45% Inf. vs. 4 Rolentos V Nash 1 45% 99 Guard Crush Mission Z Guile 2 80% 99 Super Combo Attack * The fourth Japan course is now available. JAPAN X Ryu 2 100% 99 Z Ryu 1 50% Inf. vs. 3 Ryus Z Evil Ryu 1 100% 99 * The fifth Japan course is now available. JAPAN Z Gouki 1 70% Inf. vs. 4 Goukis Z Shin Gouki 2 100% 99 Stuff you can earn: ZERO CANCEL (costs 2 squares) - You can cancel any normal move into a special move. SUPER ZERO CANCEL (costs 2 squares) - You can cancel special moves into Super Combos (just like in SF3). SUPER GUARD (costs 2 squares) - You don't take block damage from special moves. INFINITE GUARD (costs 1 square) - Your Guard Power Gauge never decreases. AUTO GUARD (costs 1 square) - When not attacking, you'll automatically block an incoming attack. AIR GUARD (costs 1 square) - You can block in air. Only useful in X-ISM. GUARD POWER PLUS (costs 1 square) - You lose less guard power when blocking. ZERO COUNTER PLUS (costs 1 square) - You do lots of damage when you Zero Counter an attack. GAUGE PLUS (costs 1 square) - Your SC / OC gauge slowly regenerates. Very useful in all modes, particularly X-ISM. DAMAGE PLUS (costs 2 squares) - If your enemy blocks your special move, they take added block damage. HARD BODY (costs 1 square) - You cannot be dizzied (but can still be Guard Crushed). ORIGINAL COMBO (costs 2 squares) - You can use Original Combos along with any ISM. This has no effect in V-ISM; in Z-ISM, think of it like the dual SC / CC meter of SFA2 (you could use the power for an Original Combo or a Super Combo). The same goes for X-ISM. ZERO COMBO (costs 2 squares) - You can cancel any normal move into any other normal move. Not quite like chain combos since you can cancel a move into itself and do other interesting stuff, since there's no rule to how you must combo together attacks. At several points during World Tour, the game appraises your score and then ends the game at a certain point (after the Final Vega battle at Point 48106 is one of them). This means that you didn't raise enough overall levels. The better you do, the more fights you can get through, and of course, the more countries you clear and levels you raise, the more characters that are unlocked. If you manage to get the best score (Level 32 with all ISMs mastered), you can earn all the characters, a few modes, and fight Shin Gouki (the last boss) in one fell swoop. ----------------------------------------------------------------------- ENTRY MODE ----------------------------------------------------------------------- Entry Mode allows you to load up a World Tour character, complete with all his / her special abilities, and use them in any other mode. The available options are: LOAD ----------------------------------------------------------------------- You have to choose this first, to specify what Memory Card you want to load from. Pick the appropriate slot and press the Circle button, and the World Tour data will be loaded up. After this, you'll want to go to ENTRY to stick the appropriate character in the Entry roster. SAVE ----------------------------------------------------------------------- This works just like the DATA SAVE procedure in the 'Loading and Saving Data' section listed previously. What this does is save your data if you've changed your character's abilities (like changing a V-ISM Cody into X-ISM or removing / adding some of his ISM Plus abilities). SETUP ----------------------------------------------------------------------- After selecting this, choose the character you want to mess around with. You'll be taken into the World Tour setup menu, just set it up however you want, then exit. ENTRY ----------------------------------------------------------------------- If you want to delete or add a character to the Entry roster (you can have six characters usable at a time), choose this option. Then choose the character you to add, and pick an empty slot and press the Circle button. If you want to delete that character, or any others, just highlight the one you want to remove and press the X button. ========================================================================= 6. MISCELLANEOUS ========================================================================= +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ ISM INFORMATION +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ One of SFZ3's new features is the ISM select. After you pick your character, you pick a particular ISM to use. Each ISM has different properties and changes the way your character plays, from giving them new moves and abilities to disabling Zero Counters and air-blocking. Each ISM has its' own strengths and weakness; it's up to you to discover which one works best with your favorite characters. An explanation of each ISM is listed below: ------------------------------------------------------------------------ X-ISM (Simple Mode) ------------------------------------------------------------------------ The name "X-ISM" comes from SSFIIX, the Japanese name of our SSF2T game. MODE BENEFITS Like in other modes, your Guard Power Gauge length depends on the character. However, all GPGs are longer in X-ISM than in other modes, making it harder for an X-ISM character to get Guard Crushed. Also, your attacks (punches, kicks, special moves, etc.) do more damage in this mode, excluding SCs, which do the same damage as in Z-ISM (why, I have absolutely no idea). MODE LOSSES You cannot air block, use the ground recovery roll, or Zero Counter. You cannot taunt either (excluding Dan, as usual). X-ISM characters have only one, predetermined Super Combo. They also take slightly more damage from attacks (blocked or not) than in other ISMs. ------------------------------------------------------------------------ Z-ISM (Standard Mode) ------------------------------------------------------------------------ The name "Z-ISM" comes from the title of the SFZ series (the SFA series in the States). MODE BENEFITS Z-ISM characters have just about everything available to them that other modes lack: air blocking, both ground and air recoveries, Zero Counters (these cost 1 level of SC power and 1 notch of your Guard Power Gauge), and taunting (once per round only, excluding Dan). Plus, their SC gauge charges up at a decent pace, compared to X-ISM's slow-filling Super Combo gauge. They also have access to all of their Super Combos (excluding Dhalsim). MODE LOSSES Characters in this mode do an average amount of damage per hit, but this is less than in X-ISM. Each character's Guard Power Gauge varies depending on who you're using, which means that it's easy for certain characters to get Guard Crushed. ------------------------------------------------------------------------ V-ISM (Variation Mode) ------------------------------------------------------------------------ The name "V-ISM" comes from the Original / Variable combos used in this ISM. MODE BENEFITS Like Z-ISM characters, they have full access to special abilities such as air blocking, ground and air recoveries, Zero Counters (these cost 50% of a full OC gauge and drain 1 notch from your Guard Power Gauge), and taunting (again, once per round only, excluding Dan). Also, you can determine which range of attacks you'll use (far or close), by leaving the controller neutral or holding it back when you press a Punch or Kick button (this doesn't apply to all characters). The OC gauge also charges very quickly in this mode, giving you more frequent access to Original Combos. Most obvious is that you can use Original Combos, although this works in place of Super Combos. MODE LOSSES All characters in this mode do less damage per hit than in any other mode, making this the worst mode damage-wise. Plus, it costs half an OC gauge to use an Zero Counter, which is still worse than Z-ISM's requirements, even though the OC gauge fills quickly. +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ MODE INFORMATION +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ There are three hidden modes in this game that can be used along with ISMs to change the way your character plays. To unlock the modes, refer to the "Secrets and Codes" section. Information on the modes is found below: ------------------------------------------------------------------------ SAIKYOU MODE ------------------------------------------------------------------------ This mode is named after Dan Hibiki's style of fighting, 'Saikyou' (in English, "the strongest"). This is an in-joke, of course, since Dan is a pathetic character and Saikyou Mode actually makes a character significantly weaker than he or she would normally be. In this mode, you have a very short Guard Power Gauge, making it easy for you to get Guard Crushed. What's worse, you cannot interrupt normal moves with special moves or Super Combos (hence, no two-in-ones). It's also twice as easy to get dizzed in this mode, and the damage you inflict is slightly less than it would be if you just picked an ISM and no special mode. Unlike the arcade version, the PSX version of Saikyou Mode has been fixed and there are no glitches, such as throws that do 99% damage, etc. And just for the record, I think Dan rocks ;) ------------------------------------------------------------------------ MAZI MODE ------------------------------------------------------------------------ Using Mazi Mode (in English, "serious") requires you to play carefully, as one wrong move could cost you the battle. In this mode, the damage you inflict is greater than in Saikyou Mode. However, you take around 2 times as much damage from your opponent. I think you take the most damage if you get hit while your lifebar is decreasing. Furthermore, you only need to lose one round and you will lose the entire match, although you must win two rounds to progress (as you normally would). ------------------------------------------------------------------------ CLASSICAL MODE ------------------------------------------------------------------------ The name of this mode refers back to the original SF2 games, or in other words, SF2-style gameplay without all the additions and features added in over the years. Note that you're forced into using X-ISM if you use Classical Mode. In this mode, there is: - No air blocking. - No SC or OC gauge! - No air recovery. - No Zero Counters. - No ground recovery. - No Guard Power Gauge. - No taunts (except for Dan). In terms of character moves, it's just like X-ISM (Sodom has his katana, Vega has the Psycho Crusher as a normal move, etc.) One important change is that your character cannot be juggled much (he or she falls to the floor), and no Guard Power Gauge means that you don't have to worry about getting Guard Crushed, which is also quite an asset. Since this mode is essentially X-ISM, the damage you inflict is the same as in X-ISM as well. +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ ABILITY INFORMATION +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ This section explains abilities and features available to each character. Some of them may not be available to a character depending on who he / she is and what ISMs they're using. More information on the ISMs can be found in the next section. --------------------------------------------------------------------- BLOCK (air blocking is not available in X-ISM) --------------------------------------------------------------------- COMMAND: Hold b to block most standing attacks, jumping attacks, and overheads. Hold db to block most standing and low attacks. Note that you won't block unless the attack your opponent is using is relatively close to you. You can also block in air by performing the block command while jumping or after an air recovery. NOTES: When you block, you take no damage from normal moves, and reduced damage from special moves and Super Combos. --------------------------------------------------------------------- GROUND RECOVERY (this is not available in X-ISM) --------------------------------------------------------------------- COMMAND: When you're knocked down, or if you've just air-blocked an attack, press any two Kick buttons as you're falling. To do the roll behind Ground Recovery, do f + KK instead. Then keep holding f and you'll roll all the way behind your opponent, even if they're in the corner. NOTES: By using the ground recovery, you can pass through your opponent or simply move closer towards them. It's useful for escaping from corners and so that your foe can't attack you as you get up. --------------------------------------------------------------------- AIR RECOVERY --------------------------------------------------------------------- COMMAND: When you're knocked up into the air, press any two Punch buttons to flip upright and land a short distance away. After some experimentation, I've noticed that b + PP makes you move further back upon flipping, while f + PP makes you stay in your same tragectory when you flip. I've noticed that the PP flip cannot be done normally (?) unless you get hit while in the air. I'm really not sure about this, but that's what my efforts resulted in, so perhaps someone can clear me up, here. NOTES: Normally, you can be juggled by another of your enemy's attacks when you're knocked into the air. However, once you've flipped, you can air block (in certain modes), or perform an attack to prevent this from happening. It's also a useful way to land on your feet rather than your back. --------------------------------------------------------------------- TAUNT (this is not available in X-ISM) --------------------------------------------------------------------- COMMAND: Press Select while standing or crouching. Birdie, Cody*, Gouki, Shin Gouki, Ken, Nash, Ryu, and Satsui no Hadou Ryu all have a second taunt which is done by pressing f + Select. Birdie has a third taunt which is done by pressing b + Select. NOTES: Realistically, taunts have no practical use since they leave you open to attack and can't be cancelled. Rose has a random, alternate saying for her taunt, and the following characters have damaging taunts: Birdie, Chun-Li, Dan (only in X-ISM), Gouki, Shin Gouki, Rolento, Sakura, and Sodom. These cause minor damage, but they can kill someone. Dan and Dhalsim have an air taunt which can be done by pressing Select while in the air. Dan can also taunt when he's crouching. You can taunt once per round (Dan can taunt infinitely in each round). You can also cancel a normal move into your taunt animation, if that move is normally cancelable. Dan earns small amounts of SC energy from his crouching and standing taunts, as well. * Only if you're playing Cody vs. Cody. --------------------------------------------------------------------- THROW --------------------------------------------------------------------- COMMAND: Press b / f + any two Punch buttons (some characters can also use any two Kick buttons). This can be done in air. Some characters have 'holding' ground throws, in which you can rap on the buttons to increase the number of times your enemy is squeezed / choked / bitten / etc. You'll know if tapping the buttons is paying off as your character will shine white when an extra hit has been added. NOTES: If you're not close enough to your opponent, you'll go into a "missed throw" animation that leaves you vulnerable to attacks. Your opponent can reduce the damage he or she takes from a throw by doing a Tech. Hit (f + PP / KK when thrown), which also makes them land on their feet. If you miss a throw, you'll still earn SC power, or if you're using V-ISM, you'll earn quite a bit of OC power (since your gauge charges the fastest in V-ISM). --------------------------------------------------------------------- REVERSAL-ONLY MOVES --------------------------------------------------------------------- Several characters have reversal-only moves. However, these moves can be used in many different situations, not just when you're getting up after being knocked down: Bison, Extra Bison, and Chun-Li can use their reversal-only moves (the Buffalo Head and X-ISM Tenshou Kyaku) in the following situations: - When knocked down. - When coming out of hitstun (after being damaged). - When coming out of blockstun (after blocking an attack). Cody and Dhalsim can use their reversal-only moves (the Bad Spray and Yoga Escape) under the following conditions: - When knocked back into the air (i.e. getting hit by Sakura's HK Shunpuu Kyaku would work, but getting sweeped by her d + HK kick would not). The general rule with this is that if you can air recover (PP flip) out of a move, you can probably use the Bad Spray or Yoga Escape, instead. - After an air block (it doesn't matter how close or far you are from the floor, you'll only do it once you hit the ground). Sodom (the King of Reversals), can use his b,db,d + K Tengu Walking and Kouten Okiagari under these conditions: - When knocked down. - When coming out of hitstun (after being damaged). - When coming out of blockstun (after blocking an attack). - When knocked back into the air (i.e. getting hit by Sakura's HK Shunpuu Kyaku). Again, if you can air recover (PP flip) out of a move, you can probably use the Tengu Walking instead. - After an air block (it doesn't matter how close or far you are from the floor, you'll only do it once you hit the ground). He can use his qcf + K Tengu Walking while getting up off the floor (like a normal reversal). --------------------------------------------------------------------- ZERO COUNTER (this is not available in X-ISM) --------------------------------------------------------------------- COMMAND: While you're blocking an attack on the ground, press f + the same Punch and Kick buttons. You need to have at least 1 level of your SC gauge filled (in Z-ISM), or 50% or higher of your OC gauge filled (in V-ISM), in order to do this. You also need at least one spare notch in your Guard Power Gauge. When you use a ZC, the animation will pause briefly and you'll stop blocking and perform a preset attack. The attack you use changes depending on what "-ISM" you're using. NOTES: ZCs are handy if your opponent is aggressive or is trying to kill you via block damage and you want to get away from them. ZCs do little damage but can kill someone. However, because they shorten the length of your GPG, they're best saved for do-or-die situations, as a small Guard Power gauge is not a good thing to have. --------------------------------------------------------------------- SUPER COMBO (this is not available in V-ISM) --------------------------------------------------------------------- COMMAND: The command for a SC changes depending on the character. Usually it's a double motion (like qcf,qcf), plus a Punch or Kick button. The button used has no purpose in X-ISM; in Z-ISM, it affects the level of power used (LP / LK for Level 1, MP / MK for Level 2, HP / HK for Level 3). Some Z-ISM characters have SCs that can only be used at Level 3--in that case, the button used is unimportant. If you have one level of power and use a Medium or Hard attack, you'll still do a Level 1 SC; the same applies to using HP or HK if you have only 2 levels. NOTES: Super Combos share many traits: they are generally faster and have more priority than normal moves; they can juggle an opponent, and they hit multiple times and usually do lots of damage. In Z-ISM, these traits improve depending on the level of SC energy expended (so a Level 3 SC costs more but does more damage, etc. than a Level 1 SC). X-ISM SCs can be considered as "Level 4" SCs; they are generally better than even a Level 3 SC but take a longer amount of time to charge up. --------------------------------------------------------------------- ORIGINAL COMBO (this is only available in V-ISM) --------------------------------------------------------------------- COMMAND: Press the same strength Punch + Kick buttons together. You need to have at least 50% of your OC energy built up in order to use this. When you activate an OC, you are trailed by shadows that mimic your every action, but only the last one (it's colored differently) can actually hit an opponent. What strength P + K you use determines the amount of space between each shadow; use LP + LK for them to be close together, MP + MK to space them further apart, and HP + HK for a wide gap between each shadow. Basically, the closer your last shadow is to you, the sooner it attacks after you perform an attack. NOTES: OCs are very different from the way they were in SFA2. You can't block during an OC, and you can taunt infinitely and use charge moves without charging (i.e. simply tap b,f + P for Birdie's Bullhead). You can still juggle an opponent easily with your attacks, and can cancel normal attacks (not special moves, although there's still no delay time after performing one so you can go into another move faster than you could normally). Unlike a SFA2 CC, you can walk wherever you want to or jump without always moving forward. Also, you can throw / air throw during a OC as well. If you're hit while your OC is activated, it ends, and you lose all remaining OC power above 50% (more if you were closer to reaching 50%). If you started with 50%, then you lose it all if you're hit. --------------------------------------------------------------------- GUARD POWER GAUGE --------------------------------------------------------------------- NOTES: When you block or air block an attack, this gauge decreases slightly. If you keep blocking attacks, it will keep decreasing until it empties. If this happens, your character gets Guard Crushed and will become dizzy (and open to an attack) for a moment before it recharges. However, when it recharges, it's overall length is reduced by a notch, making it easier for you to be Guard Crushed. When not blocking, the GPG refills slowly, but only to the current length of the GPG and not any further if you've lost a notch or more. Another way to lose GPG notches is to use a Zero Counter. If your opponent can block in the air, you can Guard Crush them in the air, although they'll fall to the ground after getting GC'd. --------------------------------------------------------------------- COUNTER HIT --------------------------------------------------------------------- COMMAND: Hit your opponent with an attack while they're in the midst of performing their own attack. NOTES: When you perform a Counter Hit, the hit sound is much louder and the action pauses for a brief moment. A move that becomes a Counter Hit does more damage than it normally would. --------------------------------------------------------------------- DAMAGE REDUCTION --------------------------------------------------------------------- COMMAND: When getting hit by an attack, press in any direction plus any button. Sometimes it's possible to do this with just a controller press, I don't know why. NOTES: Doing this slightly reduces the amount of damage you take from an attack. You'll know if it worked because you'll flash red while in your 'damaged' pose. This can be done repeatedly against multi-hit attacks in order to conserve more life. Furthermore, if you're in the midst of an attack and are hit, you can perform the Damage Reduction and your character will continue the attack, instead of going into hitstun. Think of it like the Super Armor found in the VS. games. Thanks to gdawson@angelfire for this bit of info. LBDanGC@aol.com also suggests that doing the Damage Reduction command can result in your attacker taking added damage (sort of like a Counter Hit). I haven't been able to confirm this, but it's entirely possible. --------------------------------------------------------------------- GUARD CRUSH PROTECTION --------------------------------------------------------------------- COMMAND: Try to block an attack as it comes out instead of blocking it in advance (like parrying in reverse). This works against high and low attacks, and can be done in the air as well, if your character can air block. NOTES: Doing this reduces the amount of Guard Power you lose from your Guard Power Gauge. Your character will flash blue if you've done this properly. +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ CHARTS A PLENTY +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ This section contains a bunch of short charts showing the abilities of different characters. To see which of the abilities mentioned in the 'Basic Abilities List' is available in each ISM, refer to the chart below. Detailed information on the basic abilites can be found in the 'Miscellaneous' section. ------------------------------------------------------------------------ ABILITIES X-ISM Z-ISM V-ISM ------------------------------------------------------------------------ Air Blocking No Yes Yes Air Recovery Yes Yes Yes Ground Recovery No Yes Yes Taunts Only Dan Yes Yes Guard Power Rating High Varies Varies SC/OC Gauge Speed Slow Normal Fast Levels Available 1 3 2 (50% / 100%) Zero Counter Cost n/a 1 SC + 1 GP 50% OC + 1 GP Damage Rating x1.2* x1.0 x0.8 Defense Rating x0.8 x1.0 x1.0 * This is excluding Super Combos. An X-ISM Super Combo does the same damage as a Level 3 Z-ISM Super Combo (if they are the same SC; so obviously Dhalsim and Cody are excluded). However, using a hidden Mode (see below) will affect all damage inflicted, including SC damage). Why SCs would not get a damage increase makes no sense to me, but that's Capcom for ya. Here's a chart showing the hidden Mode differences: ------------------------------------------------------------------------ MODE NAME EXPLANATIONS ------------------------------------------------------------------------ SAIKYOU* - The damage your attacks inflict is slightly lessened (Strongest regardless of the ISM used. Mode) - Your Guard Power Gauge is drastically shortened. - You cannot cancel a ground attack into a special move. - You can get dizzied easier (your resistance is halved). MAZI - The damage your attacks inflict is considerably (Serious increased, regardless of the ISM used. Mode) - You take double damage from any attack. - Your opponent only needs to win one round to defeat you. CLASSICAL - The damage rating is the same as in X-ISM (x1.2), and (Classical the gameplay is also the same (i.e. Chun-Li is in her Mode) SF2 outfit and has moves like the Sou Hakkei, etc.) - In addition to all of X-ISM's restrictions, you lose the ability to air recover, reduce block damage, or reduce damage taken. - Furthermore, you have no Super Combo gauge and no Guard Power Gauge (although the latter, if you think about it, is beneficial). * Dan doesn't gain any special abilities in this mode, I kinda wish he did, but oh well.... Oh yeah, for those of you unfamiliar with Dan lore, don't take the translation seriously, "strongest" is just a joke. This chart illustrates who takes the most damage from attacks: ------------------------------------------------------------------------ DAMAGE RANKING WHO FALLS UNDER WHICH RANKING ------------------------------------------------------------------------ Least Damage : Zangief Less Damage : Birdie, Dan, E. Honda, Gen, Ken, R. Mika, Ryu, Sodom, and T. Hawk Average Damage : Everyone else, mainly: Adon, Blanka, Cammy, Cody, Chun-Li, Dhalsim, Gouki, Guy, Karin, Nash, Rolento, Rose, Sagat, Sakura, Vega, Dee Jay, Fei Long, Guile, M. Bison, 'Satsui no Hadou' Ryu, Extra M. Bison More Damage : Balrog, Juli, and Juni Most Damage : Shin Gouki This one shows how large each character's Guard Crush gauge is (all the information is according to Jack Lin): ------------------------------------------------------------------------ PERSON GAUGE SIZE (IN POINTS) ------------------------------------------------------------------------ Birdie, Zangief : 80 (8 points is approx. Karin, Sakura, Vega : 76 half a Guard Meter Adon, Cody, Honda, Gen, Mika, Sodom, Vega : 72 section, so 16 is Balrog, Cammy, Chun-Li, Nash, Juni, Juli : 64 one full "block" of Everyone else : 68 guard power). What's written is for the Guard Meters in Z-ISM. If you're playing with an X-ISM character, add 8 points to the numbers shown. If you're using V-ISM, subtract 8. The lone exception is V-ISM Cody, his V-ISM ranking is 48 points (this is because he has the dodge and so it's harder to get him to block). So, Zangief and Birdie have the largest guard meter, and V-ISM Cody has the smallest. Personally, it seems to me that people in V-ISM have the same size Guard Crush meter, but I think this info. was for the Arcade version, which might explain why. The last of the charts shows who gets dizzied the easiest: ------------------------------------------------------------------------ PERSON NEEDED TO DIZZY (IN POINTS) ------------------------------------------------------------------------ Gouki : 34 Note that I don't have the scores for Blanka : 43 any of the PSX characters (Shin Gouki, E. Honda : 44 Dee Jay, etc.) I'm not sure if the Sodom : 46 points are damage points or what, but Birdie : 48 what is basically means is that Gouki is Zangief : 50 easy to dizzy, and Zangief is not. Everyone else : 40 Thanks to Jack Lin for this info (guard size and dizzy info.), and to Dan GC for reposting it for me. ------------------------------------------------------------------------ Doujioshi SP (Simultaneous Press Special) ------------------------------------------------------------------------ This is an ability limited to certain characters (though I'm sure there are more undiscovered combinations). What it basically allows you to do is link two attacks together, by pressing LP / LK, then pressing that button plus HP / HK as the light attack ends. This only works for X-ISM characters. If a character has a long range / close range attack, you can use either one (for example, Deejay can use his close or far LK, and Bison can use his close or far HP attack). If the finishing HP or HK is comboable, you can cancel it into a special move or Super Combo. Below is a listing of the various types of Doujioshi SP attacks and who can use them: d + LK, LK + HP: Ryu, Ken, Gouki, Shin Gouki, Evil Ryu, Gen, Karin, Sakura, Cammy, Juni, Juli, Deejay, Guile d + LK, d + LK + HP: Ryu, Ken, Gouki, Shin Gouki, Evil Ryu, Gen, Karin, Sakura, Cammy, Juni, Juli, Deejay, Guile LK, LK + HP: Guy, Cammy, Juni, Juli, Deejay LK, d + LK + HP: Guy, Cammy, Juni, Juli, Deejay LP, LP + HP: Bison, Extra Bison LP, d + LP + HP: Bison, Extra Bison LP, LK + HP: Adon, Chun-Li, Fei Long d + LP, d + LK + HP Fei Long LP, d + LK / HP: T. Hawk There are more than just these--I was in the process of writing them all down and I lost the paper I had put my notes on :) It sucked too, since that paper had a list of KoF '98 cancellable attacks I had been compiling on the other side ;( Now I gotta do it all over again, argh. So, look for a more complete listing in the next update, eheheh. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- BOSS BATTLE CHART -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- SFZ3's game progression has been changed significantly from SFA2. It works like this: - After picking a character, you'll get to see a little intro explaining who they are and what they're up to. - Your 5th battle is against your mid-boss. There are no special requirements to fight him / her, it's automatic. The only thing notable about a mid-boss battle is that you will exchange some words with your opponent before the fight begins and sometimes, after it ends. - Your 9th battle is against your second mid-boss. Nothing too special about this, either. - Your 10th battle is usually against Final Vega, a really powerful version of Vega. Some characters will fight someone else for their 10th battle, in which case they will then proceed to an extra 11th match against Final Vega. - If you beat your 10th/11th match, you beat the game and get to see your character's ending. Lose to any character and the game ends, but lose to Final Vega and you get to watch a bad ending while the credits scroll ;) Below is a listing of each character's mid-bosses and final boss: Name 5th Battle 9th Battle 10th Battle 11th Battle ----------------------------------------------------------------------- Adon Ken Rose Vega Balrog Zangief Cammy Vega Birdie E. Honda Blanka M. Bison Vega Blanka Dan Zangief M. Bison Vega Cammy Dhalsim Balrog Juli & Juni Vega Chun-Li Birdie Cammy Juli & Juni Vega Cody Birdie Guy Vega Dan Chun-Li Sagat M. Bison Vega Dhalsim Rose Birdie Juni & Juli Vega E. Honda Ryu Sodom Vega Gen Ryu Gouki Vega Gouki Adon Guy Vega Guy Karin Gen Vega Karin Blanka Sakura Juni & Juli Vega Ken Karin Sakura Vega Nash Cammy Rolento Vega R. Mika Karin Zangief M. Bison Vega Rolento Sodom Cody M. Bison Vega Rose Guy Balrog Juni & Juli Vega Ryu Rose Ken Vega Sagat Dan Ryu Vega Sakura E. Honda Ryu Vega Sodom Rolento Chun-Li Vega Vega Gouki Sagat Ryu Zangief Rolento Chun-Li Vega (PSX characters) ------------------------------------------------------ Dee Jay Adon Sagat Vega Fei Long M. Bison Balrog Vega Guile Chun-Li Nash Vega Juli T. Hawk Cammy Vega Juni E. Honda Ryu Vega M. Bison Gen Birdie Vega T. Hawk Nash Juli Vega 'Satsui' Ryu Sagat Vega Shin Gouki Extra Bison Gen Birdie Vega Shin Gouki Adon Guy Vega -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- WIN POSE LIST -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- Below is a listing of each character's win pose. Some win poses can be gotten by using more than one button, but because it can be random in some cases (like using MK with Ryu), use with caution. For some characters, you can only get all poses if you're in a same player vs. same player match. Thanks to NRX for correcting the Japanese listed here and providing me with quotes and their meanings. ----------------------------------------------------------------------- ADON ----------------------------------------------------------------------- LP Adon laughs and gives his opponent a thumbs down. MP Adon flips back, takes off his tong, and says "Yeah!" HP Adon crosses his arms and laughs. LK Adon turns away, holds out his arms, and looks over his shoulder, his teeth gleaming. MK Adon rocks back and forth, then prostrates himself on one knee. HK Like in MK, but he keeps rocking back and forth. ----------------------------------------------------------------------- BALROG ----------------------------------------------------------------------- LP, MK, HK Balrog stands up, giggles, and sweeps outward with either hand. MP, HP Balrog stands up and removes his mask. LK Balrog jumps up, then crouches and giggles. MP (no mask) Balrog stands up and puts a rose in his mouth and says "Adios." (Goodbye.) HP (no mask) Balrog stands up and hangs his braided tail over his chest and says "Adios." ----------------------------------------------------------------------- BIRDIE ----------------------------------------------------------------------- LP Birdie takes out his knife and flips it open. MP, HK Birdie gives a thumbs up, then sticks out his tongue and gives a thumbs down as his mohawk gets messed up. HP Birdie licks his chain and says "I'm number one." LK Birdie holds up two fingers and says "...to heaven." MK Birdie holds up three fingers and says "I'm number one." ----------------------------------------------------------------------- BLANKA ----------------------------------------------------------------------- LP While grinning, Blanka jumps and rolls in place. MP Blanka howls while thrusting his arms into the air. HP Blanka uses his electric powers to start up a blender, then drinks the fruit juice inside. LK, MK Blanka does the MP pose repeatedly, without howling. HK Blanka eats a piece of fruit then throws the rind/skin/core (depending) onto his opponent's body. He keeps doing this so that soon there's a little pile of stuff lying atop his foe ;) ----------------------------------------------------------------------- CAMMY ----------------------------------------------------------------------- LP, HK Cammy poses and then looks towards the screen. MP Cammy salutes Vega, who appears in the air, and says "Yes, sir!" HP As with MP, but she simply stands at attention and says nothing. LK Cammy turns her back to the screen, gives a thumbs up, and looks behind her. MK As with LK, but she turns around and smiles while giving a thumbs up at the end. ----------------------------------------------------------------------- CHUN-LI ----------------------------------------------------------------------- LP, LK Chun-Li crosses her arms and bows her head. MP, MK While laughing, Chun-Li jumps up and down. She stops, shakes her head, and flashes a peace sign while saying "Yatta!" (I did it!) HP, HK Chun-Li performs several swift kicks, then draws her leg back while shouting. * Chun-Li does her taunt and says "Gomen ne!" (Sorry!" * You'll always get this pose if you get a Perfect Victory. ----------------------------------------------------------------------- CODY ----------------------------------------------------------------------- Any Cody holds his arms out in an "I dunno" gesture and says "Whew!" * Cody looks behind him and runs off screen. Edi. E runs onscreen, shouts, and fires his gun before chasing after Cody. Cody then runs back, Crack Kicks Edi. E offscreen, and does his LP pose. * Same as above, but Edi. E just chases Cody offscreen, and that's it. * Usually, you can get this by holding any button (except LP) after winning the final round. But which pose you get is random, and you may just get his "Whew!" gesture anyway. ----------------------------------------------------------------------- DAN HIBIKI ----------------------------------------------------------------------- LP, HK Dan flexes an arm and shakes it while saying "Yoshaa!" (Alright!) MP Dan frees his arm from his gi, taunts, and says "Rakushou!" (Easy win!) HP Dan stands with his legs close together and with one hand by his side. He gives a thumbs up with his other shaking hand and says "Yoyuussu!" (Piece of cake!) - I guess? LK Same as the LP pose, but Dan is crying and says "Yattaze, oyaji!" (I did it, father!) MK Same as the LP pose, but Dan says "Hyaah!" ----------------------------------------------------------------------- DEE JAY ----------------------------------------------------------------------- LP, HK He sticks his hands in his pants and whistles, saying "Thank you everyone!" MP He waves two castanets in the air and says "Feel my beat!" HP As in MP, but he poses and says "Oh yeah!" between waves. LK As in LP, but he says "I did okay!" MK As in MP, but he says "Loser!"* * Doesn't the voice acting for Dee Jay just completely suck? ----------------------------------------------------------------------- DHALSIM ----------------------------------------------------------------------- LP Dhalsim floats in air while mumbling. MP Dhalsim bows his head and clasps his hands while saying "Yoga!" HP Dhalsim floats in his taunt pose while mumbling quickly. LK Same as LP, but Dhalsim says "Samadhi...." (It's a state of enlightment) MK, HK Same as MP, but Dhalsim has the same quote as in LK. ----------------------------------------------------------------------- E. HONDA ----------------------------------------------------------------------- LP, MK, HK Honda stands up, lifts his arms up, and laughs. MP Honda sticks out an arm and rotates his neck, and says "Dosukoi!" (No real meaning, it's a traditional sumo kiai.) According to Wanderer, a 'kiai' is something said while you attack in martial arts. The principle is that you exert more force when you do something while shouting. HP Honda stands up and holds his arms in a thinking pose, with one hand on his chin. He says, "Sekai wa hiroi nou!" (The world is large! - referring to the great number of worth opponents) LK Honda gives a thumbs up and says "Donna mon jai!" (Anything! - referring to his believe that he can outdo anything thrown at him.) ----------------------------------------------------------------------- FEI LONG ----------------------------------------------------------------------- P Fei does several kicks, then yells and does a pose. K Fei yells and his whole body trembles. ----------------------------------------------------------------------- GEN ----------------------------------------------------------------------- LP, MK, HP Gen folds his arms and says, "You are a big fool." MP, LK, HK Gen folds his arms and laughs. ----------------------------------------------------------------------- GOUKI / SHIN GOUKI ----------------------------------------------------------------------- LP, MK Gouki gets into the horse stance and begins shaking. MP, HK Gouki gets into the horse stance and the screen shakes. HP, LK Gouki turns away and the kanji 'Ten' (heaven) appears on his back. He says "Shoushi!" (Pathetic!) ----------------------------------------------------------------------- GUILE ----------------------------------------------------------------------- LP, MP, HK Guile runs a comb through his hair and says "I'm impressed!" HP Guile's dog tag shines and he says "Amateur!" LK Guile lifts up an arm and flexes it, smiling and saying "Hmph!" MK Guile sticks out two fingers and says "Too easy!" ala Nash. ----------------------------------------------------------------------- GUY ----------------------------------------------------------------------- LP, LK Guy crosses his arms. MP, MK Guy turns away, holds an arm up, then lets it fall. He says "Waruku omou na." (Don't think badly of me) HP, HK Guy holds his other arm by the wrist, with his fingers pointed up. He says "Korezo, Bushin-ryuu!" (This is Bushin style!) ----------------------------------------------------------------------- JUNI / JULI ----------------------------------------------------------------------- LP, MK Either one does a salute and Vega appears in mid-air. MP, HK Either one stands at attention and Vega appears in mid-air. HP, LK Either one stands in a slightly-turned pose to reveal her back. ----------------------------------------------------------------------- KARIN KANZUKI ----------------------------------------------------------------------- LP Karin covers her mouth while laughing. MP Karin rests her cheek on her hand with her eyes closed. She says, "Kono Karin ni kateru to omotte?" (Did you think you could beat me?) HP Karin poses, and her servant runs up and kneels, offering her a drink. LK Karin poses, and her servant runs up with a first aid kit and begins looking worriedly over Karin's opponent. MK Karin poses and her servant runs by with a dish, a poodle following him. HK Karin poses as in her HP win pose. ----------------------------------------------------------------------- KEN ----------------------------------------------------------------------- LP, LK Ken lifts an arm into the air. MP, MK Ken runs a hand through his hair, gives a peace sign, and says "Yattaze!" (I did it!) HP, HK Ken holds out his arm and gives a peace sign while saying "Yattaze!" ----------------------------------------------------------------------- M. BISON / EXTRA M. BISON ----------------------------------------------------------------------- P, LK, MK While chuckling, Bison turns towards the screen and flexes his arms. HK As with LK, but Bison rips off his shirt and keeps flexing. (If you use Extra M. Bison, he only flexes once while his shirt comes off). ----------------------------------------------------------------------- NASH ----------------------------------------------------------------------- P Nash puts on his glasses and says "Hmph!" LK, MK Nash turns away, runs a hand through his hair, and says "Too easy!" HK Nash adjusts his jacket, squints, and says "Hmph!" ----------------------------------------------------------------------- RAINBOW MIKA ----------------------------------------------------------------------- LP Mika jumps up and down with her arms out while saying "Katta!" (I win!) MP, MK, HK Same as LP, but Mika stops afterwards while her trainer drives by in a little cart, holding a wooden sword. HP Same as LP, but her trainer drives up and nods. LK Same as LP, but her trainer leaves behind a tire which Mika ties to herself before running off-screen. ----------------------------------------------------------------------- ROLENTO ----------------------------------------------------------------------- LP Rolento turns around, snaps his fingers, and says "Mission complete!" While this is happening, a row of El Gatos descend and stab their knives downwards. MP Rolento tosses a grenade at his foe and laughs when they're hit. HP As in the LP win, but one of the El Gatos stabs out of sync. LK As in the HP win, but the same El Gato instead drops down with the Take No Prisoner hook, then pops offscreen. MK As in the LP win, but the El Gatos come down repeatedly in a wave formation. HK Rolento turns around, snaps his fingers, and says "Mission complete!" ----------------------------------------------------------------------- ROSE ----------------------------------------------------------------------- LP Rose waves a finger while wind ruffles her scarf and says "Mada mada ne." (You're too slow.) MP Rose lets her scarf drape to the ground and an orb of Soul Energy runs along it. She then says, "Yaru janai." (Not bad.) HP Rose creates a double and both perform her LP pose with a different quote, "Soreja, dame." (That won't do.) LK Rose creates a double and they lean against each other. Rose opens her eyes while the double's remain closed. Rose then says, "Daijobu?" (Are you all right?) MK Rose erects a large tarot card in front of her. It flips around and vanishes, momentarily obscuring her. When it's gone, she's wearing a ballgown and is holding several tarot cards. She then says "Ciao!" (Goodbye!) HK While the wind blows her hair and scarf, Rose takes out a tarot card, examines it, and lets it fall from her hand. Rose remarks, "Nattenaiwa...." (I'm not sure....) ----------------------------------------------------------------------- RYU ----------------------------------------------------------------------- LP, LK Ryu raises one arm into the air. MP, MK Ryu crosses his arms and wind ruffles his hair. HP, HK Same as MP, but he notices a leaf blowing by his feet. * Ryu turns his back to the screen. * Only happens if you kill someone with the Metsu Shouryuu Ken or Shin Shouryuu Ken (I thought you got a different pose for each?) ----------------------------------------------------------------------- SAGAT ----------------------------------------------------------------------- LP, LK Sagat gets into a thinking pose, grins, and laughs. MP, MP Sagat looks towards the screen, crosses his arms and laughs. HP, HK Sagat crosses his arms, then looks away and laughs. ----------------------------------------------------------------------- SAKURA ----------------------------------------------------------------------- LP Sakura lifts an arm up while laughing, the wind blowing her clothes. MP Sakura sways back and forth, doing a little dance. HP Sakura throws several kicks while yelling, and her shoe flies off and hits her in the head. LK Same as her HP pose, but her shoe stays on. MK Sakura rubs her nose and then waves her hand while saying "Konna toko da ne!" (That's how it's done!) HK Sakura crosses her arms and looks away ala Ryu, the wind blowing her skirt up. ----------------------------------------------------------------------- SATSUI NO HADOU NI MEZAMETA RYU ----------------------------------------------------------------------- LP, HP Ryu turns his back to the screen. LK, MP, MK, HK Ryu crosses his arms and wind ruffles his hair. ----------------------------------------------------------------------- SODOM ----------------------------------------------------------------------- LP, HK Sodom bows to his opponent. MP Sodom takes out a fan and waves it, making a font of water emerge. He says "Appare!" (Bravo!) HP Sodom takes out a fan and waves it, making some butterflies appear. He says "Bureiko!" (According to Nick Des Barres, he has no idea why Sodom says this. The term means "dispensing with formalities," and is used to describe the attitude at special company parties, etc. in Japan, when bosses and underlings can party together, forgetting about rank entirely for one day). LK * Sodom crouches and spins his weapons around. MK * Same as in LK, but the weapons come out of his hands and he looks around. * X-ISM Sodom has his LK and MK poses replaced with his MP and HP poses, respectively. ----------------------------------------------------------------------- THUNDERHAWK ----------------------------------------------------------------------- LP, LK He whistles and says "Ey!", and an eagle lands on his hand, making him smile. MP, MK He stands up and smiles and says "Huh!" HP, HK Same as in MP, but an eagle lands on his shoulder. ----------------------------------------------------------------------- VEGA ----------------------------------------------------------------------- LP, LK Vega looks towards the screen and drags a thumb across his throat. MP, MK Vega crosses his arms and says "Hmph, nurui wa!" (You suck!) HP, HK Vega teleports into the air and floats there while laughing. ----------------------------------------------------------------------- ZANGIEF ----------------------------------------------------------------------- LP Zangief throws his arms up and grunts. MP As with LP, but he has a quote. HP Zangief flexes his chest muscles, then poses and grins while saying "Bolishoi paveida!" (Big victory!) - I think! ;) LK As with HP, but he laughs instead. MK Zangief takes a flask of vodka from his belt, drinks it, and breathes out a blast of fire. While he's breathing, Blanka drops down and holds out a fish so that Zangief ends up cooking it. Blanka goes off-screen with a grin, and Zangief looks back at the screen, grinning, his face covered in ash. HK As with MK, but Blanka stays hanging from the ceiling along with the fish, both of them charred. -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- PRE-FIGHT ANIMATIONS -+----+----+----+----+----+----+----+----+----+----+----+----+----+----+- Rather than attempt to list every situation under which you can see these pre-fight animations, I'm just going to list what works. Furthermore, it doesn't matter who is first or second player (i.e. Gen vs. Shin Gouki or Shin Gouki vs. Gen will both work, if the conditions are right). Since the easiest way to test the animations is in Versus Mode, that's where you should go if you want to see them (with the exception of any animation involving Final Vega). Some characters have different pre-fight animations when you use the same character vs. the same character. Such characters include: Blanka, Cody, Karin, Rainbow Mika, and T. Hawk. Some characters have more than one intro, though, so even if you pick same chararcter vs. same character, you may not get the intro anyway. ---------------------------------------------------------------------- ANYBODY vs. MIKE BISON ---------------------------------------------------------------------- Conditions: M. Bison must be in Shadowlaw-ISM (for instance, if you fight him in Survival Mode's Boss lineup). Description: There is a punching bag hanging from the ceiling; Bison comes running in with a Dash Straight and destroys it. He then punches his hands together ala his taunt, and throws a quick series of punches at his opponent. ---------------------------------------------------------------------- "SATSUI NO HADOU" RYU vs. GOUKI / SHIN GOUKI ---------------------------------------------------------------------- Conditions: None. Description: Both characters warp towards each other and attempt a Shun Goku Satsu at the same time. They both get knocked back from the result, just as if they had been Guard Crushed. ---------------------------------------------------------------------- RYU vs. "SATSUI NO HADOU" RYU ---------------------------------------------------------------------- Conditions: None. Description: Ryu attempts a Metsu Shouryuu Ken on Evil Ryu, who turns around in time to Zero Counter it, although he throws a 3-hit Shakunetsu Hadou Ken (like Gouki) instead of a sweep or Shouryuu Ken. Ryu, however, blocks the fireball in the nick of time. ---------------------------------------------------------------------- GEN vs. GOUKI / SHIN GOUKI ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: Gouki tries to surprise Gen with a Shun Goku Satsu, but Gen counters it and then tries his Zan'ei, which Akuma similarily blocks. Although the characters start off on the wrong sides of the screen, they end up in their proper positions once they've finished attacking each other. ---------------------------------------------------------------------- RYU vs. KEN ---------------------------------------------------------------------- Conditions: Won't work during Ryu's boss fight with Ken (it will if you lose and continue, though). Description: Ken is giving Ryu a noogie; Ryu responds by throwing Ken aside, who lands on his feet on the other side of the screen. While nooging Ryu, Ken says, "Tataki tsubushite yaruze!" which means "I'll beat you senseless!" ---------------------------------------------------------------------- RYU vs. KEN (sort of a special post-fight animation) ;-) ---------------------------------------------------------------------- Conditions: You must pick Z-ISM Ryu in Survival Mode (Arcade or Original style). Beat Ken with a Level 3 Shinkuu Hadou Ken or Shinkuu Tatsumaki Senpuu Kyaku. Description: After Ken hits the floor, Ryu walks up to him and extends a hand, smiling. Ken props himself up and takes Ryu's hand (sort of like the reverse of Ken's ending in SFA2). ---------------------------------------------------------------------- KEN vs. RYU (thanks to Fred Davis for explaining how this works) ---------------------------------------------------------------------- Conditions: You must pick Team Mode and make 2-man teams. The second character for one player must be Ryu, and the other must be Ken. Defeat your opponents so that you are on the final round with Ryu and Ken, then have Ken beat Ryu with a Level 3 version of the Shouryuu Reppa, Shinryuu Ken, or use the Shippuujinrai Kyaku. Description: After Ryu hits the floor, Ken walks up to him and extends a hand, smiling. Ryu props himself up and takes Ken's hand (just like in Ken's SFA2 ending). Extra: This trick can be done in reverse (Ryu defeats Ken with a Level 3 Shinkuu Hadou Ken or Shinkuu Tatsumaki Senpuu Kyaku) to see the Ryu vs. Ken pose. I've done the Ken vs. Ryu pose before in Survival Mode, but this method seems to be the only one that works every time. ---------------------------------------------------------------------- GUY vs. CODY ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: On Cody's side of the screen, there are a pyramid of oil drums. He walks on screen, destroying the drums as he goes with his Final Destruction combo (including the F.D. throw). While this is going on, Guy is standing on the other side of the screen in his MP win pose. A bunch of oil drums fall down on top of him, draining some of his life. He then performs a Bushin Senpuu Kyaku (Final Fight-style) to destroy them all. Left behind on the ground is a piece of food (gum, beef, etc.), which Guy then walks over, thereby restoring his missing life back to full. Just like in Final Fight, a picture of the food item taken and it's name will appear beneath Guy's life gauge. Extra: In Survival Mode, Guy will gain back all his life from eating the food, even if he has very little left! ---------------------------------------------------------------------- ADON vs. SAGAT ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: Adon and Sagat are close to each other, throwing kicks which they both counter. Their final attacks cancel out as if they had been Zero Countered. Sagat does his LP pose, while Adon stands triumphantly and yells, his teeth gleaming while he gives a thumbs up. ---------------------------------------------------------------------- RYU vs. SAGAT (SATSUI NO HADOU RYU vs. SAGAT) ---------------------------------------------------------------------- Conditions: Sagat must be computer controlled. The version of Ryu used and ISM of Sagat affects this animation. Description: (Ryu vs. X-ISM Sagat) Sagat is standing nearby holding Dan in his PP throw. There is a flash of light and the screen turns black as Sagat performs a LP Tiger Uppercut on his opponent. He then leaps back, rubs his scar (which glows), and laughs. (Ryu vs. Z-ISM Sagat / Satsui no Hadou Ryu vs. Sagat) Sagat is standing nearby. He leaps back, rubs his scar, (which glows), and laughs. (Ryu vs. V-ISM Sagat) Sagat is standing nearby, and Dan is lying on the ground, his head held by Sagat. Sagat tosses Dan aside and his geta fall off and bounce against the floor. Sagat then leaps back, rubs his scar (which glows), and laughs. ---------------------------------------------------------------------- DAN vs. SAGAT ---------------------------------------------------------------------- Conditions: None. Description: While Sagat is doing his LP win pose, Dan rolls up and performs his MK win pose. ---------------------------------------------------------------------- DAN vs. BLANKA ---------------------------------------------------------------------- Conditions: (Still unknown, may have been cut out) Description: The truck that Blanka comes out of is onscreen, but instead Dan bursts out of it, rolls to a stop, and taunts. Blanka then hops out of the back of the truck and bounces atop Dan's head dizzying him, before landing on the other side of the screen. ---------------------------------------------------------------------- DAN vs. SAKURA ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: Dan does his normal introduction, but Sakura stands there and scratches her forehead, looking uneasy. ---------------------------------------------------------------------- SODOM vs. HONDA ---------------------------------------------------------------------- Conditions: (Still unknown, may not even exist) Description: I haven't ever seen this one. Supposedly Honda and Sodom do traditional Sumo poses prior to the round beginning (remember that in Sodom's SFA2 ending, he appeared to fight Honda [aka Fujinoyama]). ---------------------------------------------------------------------- SAKURA vs. KARIN ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: Karin does her normal introduction, but Sakura stands there and scratches her forehead, looking uneasy. Extra: Supposedly there is another version of this intro in which Karin hops out of a helicopter. I've never seen it, though, and it was probably cut out of the PSX version. ---------------------------------------------------------------------- GUY vs. KARIN ---------------------------------------------------------------------- Conditions: (Still unknown, may have been cut out) Description: See the 'Extra' description under Sakura vs. Karin. ---------------------------------------------------------------------- MIKA vs. ZANGIEF ---------------------------------------------------------------------- Conditions: (Still unknown) Description: Mika and Zangief do their normal intros, but there is a spotlight shining down on both of them. ---------------------------------------------------------------------- NASH vs. GUILE ---------------------------------------------------------------------- Conditions: None (only in Versus Mode?) Description: Nash and Guile salute each other (two fingers by the side of the head). ---------------------------------------------------------------------- ROSE vs. VEGA / FINAL VEGA ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: While Vega is descending from the air, Rose gets pushed back by his Psycho Power. She repsonds by throwing a tarot card at him, which he deflects. ---------------------------------------------------------------------- CAMMY vs. VEGA / FINAL VEGA ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: Vega is standing on the ground with his cape surrounding him. He gestures at Cammy with a glowing hand, then gets into his normal stance. ---------------------------------------------------------------------- NASH vs. VEGA / FINAL VEGA ---------------------------------------------------------------------- Conditions: One character must be computer controlled. Description: Nash's Harrier jet flies overhead and he drops down from it, tugs on his jacket, then turns to face Vega. ---------------------------------------------------------------------- CHUN-LI vs. FINAL VEGA ---------------------------------------------------------------------- Conditions: Only works if you get to Final Vega in Arcade Mode. Description: Chun-Li threatens Vega with a pistol, then tosses it aside. Nicholas Cheung adds: "Some of the special intros will not happen the first time you face the CPU form of the character if it is one of your mid-bosses. If you lose to that character, then if you continue, you will get to see the special intro when you face that character again. (Example is Ryu vs. CPU Ken on Stage 9)" +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ TRANSLATIONS +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ These were done mostly by me and so may not be correct. Some move names are omitted if they've appeared previously in the list or if I don't have the kanji and so can't make a proper translation. BALROG Kabe Hari Tsuki Attach and Cling to Wall Sankaku Tobi Triangle Hop Hari Tsuki Rolling... Attach and Cling Rolling CHUN-LI Koshuu Tou Attacking Tiger Overthrow Ryuusei Raku Shooting Star Drop Kikou Ken Chi Fist Sen'en Shuu Spinning Circle Kick Hyakuretsu Kyaku Hundred Rending Kicks Tenshou Kyaku Heavenly Ascention Kick Sou Hakkei Dual Internal Energy Release Kouhou Kaiten Kyaku Backward Spinning Leg Kaku Kyaku Raku Crane Leg Drop Yousou Kyaku Eagle Talon Kick Kikou Shou Chi Palm Senretsu Kyaku Thousand Rending Kicks Hazan Tenshou Kyaku Supreme Mountain Heavenly Ascention Kick - 'Chi' is a person's internal energy. CODY Tokushu Koudou: Knife Hiroi Special Ability: Knife Pick-Up Tokushu Koudou: Knife Kougeki Special Ability: Knife Attack Tokushu Koudou: Knife Nage Special Ability: Knife Throw Yoke Evading DAN HIBIKI Seoi Nage Shoulder Throw Otoko Nage Masculine Throw Gadou Ken Self-Taught Fist Kouryuu Ken Shiny Dragon Fist Dankuu Kyaku Sky Cutting Kick Kuuchuu Dankuu Kyaku Mid-Air Sky Cutting Kick Zenten Chouhatsu Forward Rolling Taunt Kouten Chouhatsu Backward Rolling Taunt Saikyou-ryuu Bougyo Strongest Style Defense Shagami Chouhatsu Crouching Taunt Kuuchuu Chouhatsu Mid-Air Taunt Shin Kuu Gadou Ken Quaking Sky Self-Taught Fist Hisshou Burai Ken Certain Victory Trustless Fist Kouryuu Rekka Shiny Dragon Conflageration Chouhatsu Densetsu Legendary Taunt Chouhatsu Shinwa Mythical Taunt - 'Saikyou-ryuu' is also the name of Dan's self-made fighting style. DHALSIM Drill Zutsuki Drill Headbutt EDMOND HONDA Tawara Nage Straw Bag Throw Saba Ori Mackerel Snapping Tsuriyane Nage Hanging Roof Throw Hyakuretsu Harite One Hundred Rending Stretched Hands Super Zutsuki Super Headbutt Super Hyakkan Otoshi Super Hundredweight Drop Ooichou Nage Gingko Tree Throw Flying Sumo Press Flying (Japanese wrestling) Press Hiza-geri Knee Kick Harai-geri Sweep Kick Oni Musou Unrivaled Demon Fuji Oroshi Wind from Mt. Fuji Orochi Kudaki Great Serpent Smasher FEI LONG Rekka Ken Conflageration Fist Shien Kyaku Kindling Fire Blazing Leg Rekkuu Kyaku Violent Air Kick Chokka Raku Shuu Falling Underneath Leg Engeki Shuu Distant Attacking Kick Rekka Shin Ken Pure Conflageration Fist Shien Renkyaku Kindling Fire Rapid Blaze Leg Ryuu Yassai Eight Dragon Crush Ryuu Shin Yassai True Eight Dragon Crush GEN Ansatsu Ken: Sou-ryuu Assassin Fist: Mourning Style Juraku Arresting Graze Houzen Sealing Front Shuuga Neck Bender Hyakurenkou Hundred Rapid Capture Gekirou Reverse Cascade Zan'ei Cruel Phantom Shitenshuu Death Point Curse Ansatsu Ken: Ki-ryuu Assassin Fist: Mourning Style Jasen Serpent Drill Ouga Wandering Fang Kyoutetsu Cursed Chew Onkyou Dark Shout Kirou Dangerous Play Satsu Jin Quick Kill Saizu Head Smash Uken -> Shakudan Evil Blade -> Stature Cutter Kouga Wandering Fang Jakouha Snake Bite Opening GOUKI Tomoe Nage Comma Throw Jigoku-guruma Hell Wheel Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Air Slashing Surge Fist Shakunetsu Hadou Ken Scorching Heat Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Air Slashing Tornado Kick Zenpou Tenshin Forward Roll Ashura Senkuu (evil demonic spirit) Air Flash Hyakki Shuu Hundred Demon Raid Hyakki Gou Zan Hundred Demon Great Slash Hyakki Gou Shou Hundred Demon Great Raid Hyakki Gou Sen Hundred Demon Great Edge Hyakki Gou Sai Hundred Demon Great Smash Hyakki Gou Tsui Hundred Demon Great Crash Tenma Kuujin Kyaku Demon Air Blade Leg Zugai Hasatsu Skull Destroyer Senpuu Kyaku Whirlwind Kick Messatsu Gou Hadou Great Surge Deadly Attack Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Tenma Gou Zankuu Great Demon Sky Killing Shun Goku Satsu Imprisoning Death Flash GUY Tsukami Nage Holding Throw Izuna Otoshi Izuna Drop Bushin Izuna Otoshi Bushin Izuna Drop Houzantou Mountain Demolishing Dipper Bushin Senpuu Kyaku Bushin Whirlwind Kick Hayagake Rapid Running Hayagake: Kyuuteishi Rapid Running: Quick Stop Hayagake: Kage Sukui Rapid Running: Shadow Scoop Hayagake: Kubikari Rapid Running: Neck Cutter Hiji Otoshi Elbow Drop Kubi Kudaki Neck Breaker Kamaitachi (a type of weapon) Bushin Gokusa Ken Bushin Imprisoning Fist Chain Bushin-ryuu Seoi Nage Bushin-style Shoulder Throw Bushin Hassou Ken Bushin Eight Paired Fist Bushin Gourai Kyaku Bushin Strong Lightning Kick Bushin Musou Renge Bushin Unparallelled Rapid Reap - 'Bushin' translates as 'God of the Military Arts'. - In the SFZ3:PP manual, Guy's Level 3 SC is spelled 'Musou Renka'. In the SF Collection manual, it's 'Musou Renge'. Since I've seen 'Musou Renge' elsewhere, I'll keep the spelling as it is, unless someone can correct me. After all, the SFZ3:PP manual also lists Balrog's Scarlet Terror move as "Charge db,f"! ;-) KARIN KANZUKI Yashiro Kuzushi Shrine Demolisher Homura-geri Fire Kick Abise Yashiro Kuzushi Deluged Shrine Demolisher Guren Ken Crimson Lotus Fist Hou Shou Demolishing Palm Mujin Kyaku Infinity Kick Ressen Chou Violent Sharp Receival Ressen Chouchuu Violent Sharp Summit Receival Ressen Ha Violent Massacre Destroyer Yasha Gaeshi (Joudan) Demoness Return (Upper Level) Yasha Gaeshi (Gedan) Demoness Return (Lower Level) Arakuma Inashi Wild Bear (inashi?) Tsumuji-gari Reaping Whirlwind Kanzuki-ryuu Kou'ou Ken Moon God Style Emperor Fist Kanzuki-ryuu Shinpikaibyaku Moon God Style Creation of God's Door Guren Chouchuu Red Lotus Summit Receival Guren Kusabi Red Lotus Wedge - 'Kanzuki-ryuu' is also the name of Karin's fighting style. KEN MASTERS Jigoku Fuusha Hell Windmill Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Zentou Front Collapse Inazuma Kakato Wari Lighting Flash Heel Split Ushiro Mawashi-geri Backward Spinning Kick Shouryuu Reppa Rising Dragon Render Shinryuu Ken Divine Dragon Fist Shippuujinrai Kyaku Swift as Lightning Kick MIKE BISON Kuuchuu Head Bomber Mid-Air Head Bomber RAINBOW MIKA Hashiru Running Dageki Strike J. Ocean Drop Kick Japanese Ocean Drop Kick Tobikoshi Hop Over Haigotori Grab From Behind Enzui Lariat Afterbrain Lariat ROLENTO SCHUGERG - The 'Mekong Delta' is a real place in Vietnam. RYU Kuuchuu Seoi Nage Mid-Air Shoulder Throw Hadou no Kamae Pretend Surge Seichuu Nidan Tsuki Mid-Level Two-Part Thrust Sakotsu Wari Collarbone Splitter Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick Metsu Shouryuu Ken Rising Dragon Fist of Destruction Shin Shouryuuken True Rising Dragon Fist SAGAT Kuuchuu Tiger Carry Mid-Air Tiger Carry SAKURA KASUGANO Sakura-jime Sakura's Strangle Shou'ou Ken Cherry Blossom Fist Sakura Otoshi Sakura's Drop Shunpuu Kyaku Spring Breeze Kick Midare-zakura Cherry Trees Blossoming in Profusion Haru Ichiban First Storm of Spring - 'Sakura' means 'cherry tree' or 'cherry blossom'. SODOM Shogun Throw (emperor's follower) Throw Daimyo Throw (feudal lord) Throw Jigoku Scrape Hell Scrape Butsumetsu Buster Unlucky Day Buster Daikyou Burning Worst Luck Burning Shiraha Catch White Blade Catch Yagura Reverse Oar Reverse Kouten Okiagari Roll Backwards and Get Up Tengu Walking (type of demon) Walking Meido no Miyage Present from Hades Ten Chuu Satsu Death in the Midst of Heaven? - I always assumed 'Ten Chuu Satsu' meant 'Destruction of the Pillars of Heaven'. However, in Sodom's stage, the kanji is shown, and the 'chuu' kanji represents 'middle' instead of 'pillar'. Then again, this could be an intentional misspelling, just like the kanji on Sodom's outfit (which is probably supposed to be the kanji for 'death', but was apparently mispelled by Sodom). ZANGIEF Kamitsuki Biting Kuuchuu Headbutt Mid-Air Headbutt ========================================================================= 7. AUTHOR'S NOTE ========================================================================= +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ REVISION HISTORY +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ VERSION 0.7 (June 10, 1999) A few more minor updates and whatnot. The Turn Punch timer trick and Dan Kouryuu Ken tricks have been added, and the code to use Final Vega has been included and tested. VERSION 0.6 (May 5, 1999) This is a rather minor update, but an important one--the disclaimer has been revised. Although I'd like to think otherwise, the US version of SFA3 will be coming out any time now, and I'd be a dunce to believe that there's not some unscrupulous bastard out there waiting to make some quick cash off of this. Oh yes, there have been a few FAQ-related updates as well ^_^; VERSION 0.5 (April 7, 1999) I'd like to give a big thanks to Chris of Dash Taisen, an excellent site that you can find at (www.dashtaisen.com). If you're a translation nut like me, you'll be glad to know that he even has the Japanese and English translations for normal attacks! Anyway, I'd like to thank Chris for letting me use some information and move name info. from the Dash Taisen site. VERSION 0.4 (March 3, 1999) Another update, lots of corrections and additions. As you may notice, I haven't quite gotten everything in yet, though. I was getting my copy of SFZ3 replaced since the original disc was faulty, hence the delay. Also, I _am_ busy as heck with college, so if you mail me, please don't mail again asking why I haven't responded yet. A bunch of people have been doing this and I just don't have the time to sit down and answer everyone's mail. I will address any important issues in the FAQ, though. VERSION 0.3 (January 13, 1999) A real quick update, none of the stuff I promised in the last update has been stuck in yet, but there's been some other cool stuff added. (I just realized that I never mentioned how to get Extra M. Bison and Shin Gouki, although it does say how to in the game itself). Next one should be good as I have a week's worth-plus of back mail to dig through and pick out the juicy SFZ3 stuff :) So look for that next Friday or earlier. Oh yeah, anyone with World Tour questions should check out www.gamefaqs.com, there's a World Tour Guide up there that's really detailed. Kudos to the author for such a good job. My World Tour section is gonna look pitiful by comparison, I'm sure. ^_^; Also, now that I'm back hitting the books (end of Christmas vacation), I'm not gonna have a lot of free time. So there will be the infamous KM-style hella long delay for answering mail. If you don't get a reply, sorry, but that's life (hey, I have a guitar class now, it's time to jam!) VERSION 0.2 (January 6, 1999) More updates and additions, as usual. The 'pre-fight animations' stuff should all be completed by the next update, not to mention a bunch of other stuff (including World Tour instructions and menu info., which a couple of people have been asking for). VERSION 0.1 (December 30, 1998) Whew! I think I've just played this game for two days straight. Gotta stop for a while! There's a lot more to add and quite a bit of stuff to put back in from my arcade SFA3 FAQ, but this will have to do for the first revision. This FAQ was originally based on my 'Street Fighter Alpha 3' Arcade FAQ, from Version 0.1 (July 1, 1998), to Version 2.0 (December 19, 1998). +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ SPECIAL THANKS +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+ I'd like to thank everyone who contributed to the SFA3 FAQ for all their help and information. I'd also like to thank: Paul Williams Andre Hopson Travis Fahling Ignacio De Lucas Paul Cordeiro Michael M. Wang Jonathan Lee Greg Lee Dawson Chris Kwan LB Dan GC sCruB M. Huynh Charles MacDonald (www.emucamp.com/cgfm2) RockMan X Kuri Marcos Hara Wanderer Andrew Remy Muzikar Jeff Hill Bill Wood Justin Pierce Clarence De Ramos Ryan Mulder Nick Des Barres Fred Davis Francis Ibanez <3691EC94.771A@i-manila.com.ph> Ultima Ura no Ura (www2.airnet.ne.jp/~tac) Unpublished work Copyright 1998-1999 Kao Megura