Legal Stuff: This faq must not be used under any circumstances. If anyone wishes to use these faq, they must first get my permission. Basically, don't take credit for other's work, but please print it! Anyways. Faq created by: Richard "RYU" Pajooh RYU5@prodigy.net RIVAL SCHOOLS UNITED BY FATE Hideo: Basic Moves: F = Forward DF = Down Forward D = Down DB = Down Back B = Back UF = Up Forward UB = Up Back U = Up LP = Light Punch LK = Light Kick HP = Hard Punch HK = Hard Kick * = Indicates move can be done in air. . x 2 = Means motion must be done twice. Special Moves: Angle Seihaken: D, DB, B + P Seihaken*: D, DF, F + P (can be done three times in air.) Jicchokuken: F, D, DF + P Shinenkyaku: D, DB, B + K Dart Kick: D, DF, F + K (must be done in air, motion can be repeated three times.) Burning Vigor Attacks: Shimazu Seihaken: D, DB, B x 2 + P Shin Shoryuken: D, DF, F x 2 + P Team Up Attack: Shin Seihaken: LP + LK or HP + HK Combos: 1. WP, WP, HP, F + HP. 2. WP, WP, HK, HP Seihaken. 3. WP, WP, HK, HK Shinenkyaku. 4. WP, WP, HP, F + HP, HP Seihaken. 5. WP, WP, HP, F + HP, HK Shinenkyaku. 6. WP, WP, HP, DF + HP, U + WK, WP, HP, F + HP. 7. WP, WP, HP, DF + HP, U + WP, HP, SP Seihaken. 8. WP, WP, HP, DF + HP, U + WP, WK, HK Shinenkyaku. 9. WP, WP, HP, Shin Shoryuken. 10. WP, WP, HP, F + HP, Shin Shoryuken. 11. WP, WP, HK, Shin Shoryuken. 12. WP, WP, HP, F + HP, Shimazu Seihaken. 13. WP, WP, HK, Shimazu Seihaken. 14. WP, WP, HP, F + HP, WP Jicchoken, (if opponent does not safe fall), Shimazu Seihaken. 15. Team Up Attack, (if opponent does not safe fall, Shimazu Seihaken. 16. WP, WP, HP, F + HP, Shin Shoryuken, (if opponent does not safe fall), Shimazu Seihaken. 17. WP, WP, HP, F + HP, Shin Shoryuken, (if opponent does not safe fall), Team Up Attack (has to have long reach), when opponent lands, Shimazu Seihaken. Madness!!!!! Advanced Strategies: Seihaken: 8/10 Hideo charges back and launches a blue fireball. Hideo has the best fireball in the game. Not only is it fast, but it's powerful and goes across the entire screen. You can get you opponent frustrated by throwing Seihakens all day. Just don't do this up close; make sure you have some distance from your opponent. Air Seihaken: 8/10 Hideo jumps in the air, waving his hands, which launch a barrage of fireballs. The great thing about this version of Hideo's fireball is that you can do three in a row. Also, it is easy to combo one of these in. If the first fireball connects on a standing opponent, the next two should as well. Angle Seihaken: 5/10 Hideo throws a blue fireball, but at an angle. This can keep jumping opponents at bay, but not many people will jump in to start a combo. If they do, then they have something far nastier than Hideo's fireball. You can combo the Angle Seihaken, but just for looks. Jicchokuken: 8/10 Hideo does a classic "Ryu" Dragon Punch. It hits only once, which is good, because it gives your enemy less time to counter. Also, you can combo a Shimazu Seihaken after it. You can start a fireball war with an opponent, and when they jump in, do a Jicchokuken. Be careful if you miss though, because it will leave Hideo wide open. Shinenkyaku: 8/10 Hideo spins in the air, legs extended, doing (as usual), a classic Street Fighter move. It racks up about 3 or 4 hits, and is his best ground combo finisher. It does decent damage, and you can combo a Shimazu Seihaken after it. Probably his best special to use after a Tardy Counter. Hideo remains fairly safe when doing one of these, but try to avoid it against expert players, unless in a combo. Dart Kick: 6/10 Hideo jumps in the air, creating a blue flame around his leg and does a bunch of well, dart kicks. This move is safe to do, and has incredible speed and reach. Most likely, however, only one hit will connect. A decent air combo finisher at best. You can start a ground combo with this, by doing one Dart Kick. Shimazu Seihaken: 8/10 Hideo does a super version of his Seihaken. It gets 5 hits, and has great speed and priority. Unlike Batsu's super fireball, this one can be comboed in easily. This one is great after a Tardy Counter too. Use this Burning Vigor Attack often. Shin Shoryuken: 9/10 Hideo takes another one of Ryu's moves. Hideo does a three hit "Dragon Punch", launching his opponent in the air. This move does insane amounts of damage, especially when it is comboed in. It can start a massive combo, such as Shin Shoryuken, Team Up Attack, Shimazu Seihaken. It will eat through most attacks. Make sure you're up close when doing this, because sometimes it will only hit once or twice, leaving your opponent a chance to counter. It will also hit most opponents who decide to lie on the ground. Shin Seihaken: 8/10 Hideo's partner does a three hit hurricane kick, then leading do a dragon punch, into a double super fireball.nuts!!!!! It does a little more damage then most Team Up Attacks. It has a decent start up, which is a jump kick. Sometimes, it will not connect with opponents who are ducking. Hideo is one of the best, or the best, period. All of his moves do huge amounts of damage and have priority over most attacks. He probably has the two best supers in the game, the Shimazu Seihaken and the Shin Shoryuken, which can be comboed in easily. For a middle aged man, Hideo sure is fast. He can keep up with anybody. Hideo has amazing ground and air combos. He can finish someone off in one friggin combo! Hideo is great against experts and beginners. Especially, beginners, because if they haven't learned to Safe Fall yet, they can kiss their butt goodbye. Hideo can play a close up game or a far distant fireball game. His weakness is that some of his moves, such as the Jicchokuken, leave him open. Just remember to time your attacks. If must learn only one combo, make sure it's the WP, WP, HK, Shin Shoryuken combo. Not only is it easier then most of his others, but does about 50% damage.
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