---------+---------+---------+---------+---------+---------+---------+----- ----+ STREET FIGHTER ZERO 3 CHARACTER PATTERNS AND BEGINNERíS STRATEGY GUIDE Version 1.2 02/09/1999 by: DARTH (email@example.com) INRTODUCTION ------------------------------- Iím not a very good player, I admit it. Iím the type of guy who just wants to get his tokenís worth of gameplay, which translates to not losing in the first fight, BY ANY MEANS! Sure, you want to beat up your friends (or enemies), but playing against human opponents is unpredictable because the "human factor" can offset the way a character is played, even characters that suck can be deadly to experts. The computer opponent is a different story. The computer in Street Fighter Zero 3 (Street Fighter Alpha 3) uses AI or artificial intelligence to try and beat you up. The thing is, it uses certain "patterns" with each character. When you know the patterns that the computer does, you can plan your attack, no matter how cheap it may be, and still come out the winner. This guide is for people who want to know the patterns the computer tries to use on human players. I will also try to mention the strengths and weaknesses for the different characters, which can be taken either when youíre the one using them or youíre the one being used against. I guess this is more help to beginners, it may not help veterans or experts very much, but hey... you donít have to be too shy when playing cheaply against the computer, right? It doesnít care. Even though this is more of for beginners, it does not include move lists. Thatís your job, donít be too lazy. Besides, youíll learn more when you get info from others (the pro stuff). Iím no genius, so there are a lot of patterns I must admit I donít know. If you have any corrections, comments, tips, and additional data, please feel free to email me (given above). Iíd really appreciate the help. Also, please excuse this piece of work, itís the first time I tried making one of these. Help is appreciated. DISCLAIMER ------------------------------- This guide copyright 1999 by Darth (Vidar, Raymund M.). All characters and the game itself belong to their respective copyrights (thatís Capcom ©). This is not an official guide. This is only for personal use and not for any form of publicity or money making. It cannot be reprinted and reposted anywhere unless given permission by the author (who happens to be me). REVISION HISTORY ------------------------------- 1.2 - Added info on PlayStation characters, namely Dee Jay, Fei Long, and T. Hawk. 1.1 - This FAQ was created. ARCADE CONTROLS ------------------------------- ub u uf \ | / jab (LP) strong (MP) fierce (HP) |punches b -0- f / | \ short (LK) forward (MK) roundhouse (HK) |kicks db d df *NOTE - This is with respect to Player 1. For Player 2, just switch b and f. LEGEND ------------------------------- Although there are no move lists here, many things will be described with the motion sequences. This legend is more or less generic to any fighting game FAQ, specially Street Fighter ones. It is often included in move lists, but since I discuss some motions in here too, Iím putting this in. LP/jab -weakest punch MP/strong -medium strength punch HP/fierce -strongest punch LK/short -weakest kick MK/forward -medium strength kick HK/roundhouse -strongest kick P -any punch button PP -any 2 punch buttons PPP -all punch buttons K -any kick button KK -any 2 kick buttons KKK -all kick buttons QCF -d, df, f QCB -d, db, b HCF -b, db, d, df, f HCB -f, df, d, db, b Z -f, d, df rZ -b, d, db [X] -hold the button in question for about 1.5 seconds or counts. [BF] -[b], f [DU] -[d], u 360 -full circle (ex. uf, f, df, d, db, b, ub, u, uf) 720 -two full circles COMBO SHORTHAND ------------------------------- j.fierce -> s.jab -> c.short (c.short) -> Hadoken The line above is an example of a combo sequence shorthand. It is used to describe the execution of a combo. I donít know who made this convention up but Iíll use it. Itís actually quite easy to understand. The symbols before the dot are what your character is doing (supposedly) at the moment (j is jumping or plain in the air, s is standing, and c is crouching). The symbol after the dot is what button youíre supposed to press when your character is in that given state. The arrow says that youíll have to do the next one after doing the current one. The instruction in parenthesis means you can do this after the given instruction if youíre fast enough. The last symbol is a move name, which means you do the move. This setup usually means you have to be fast enough to press the right buttons in the sequence. Using the example, hereís what happens... 1. You press uf to jump, then press fierce then you are within range and still in the air. 2. Press jab while landing, it will be executed while youíre standing. 3. Press down and short to do a crouching short. Follow up with another if you can. 4. Do the Hadoken move. In this example, you have already pressed down so you only have to continue the ďdf, f + PĒ to finish the move (Hadoken is QCF + P). If you see a move listing (ex. Hadoken QCF + P), the first part is the move name and the second is the motion to do it. QCF is the abbreviated directions you have to do and the + P means you have to press punch at approximately the same time as the last direction pressed (d, df, f + P). *NOTE - Move names mentioned mostly start with caps. Some of the names I use in this guide are probably not the official names in the game. I used them anyway because to me they are easier to understand. Even though I used the Japanese title of the game (Street Fighter Zero 3 instead of Street Fighter Alpha 3), the names of the characters use the English names (or the Alpha names). If you donít know who some people are or are confused by the names, here are the equivalents: JAPANESE - ENGLISH Balrog - Vega Gouki - Akuma M. Bison - Balrog Nash - Charlie Vega - M. Bison COMMENTS ------------------------------- To me, Zero 3 is a good improvement to the Zero series. There really wasnít much difference in Zero 1 and Zero 2, aside from the custom combo and the character tweaks. When I heard they were making Zero 3, I was afraid theyíd remove some characters to give way to the additional ones. Fortunately I was wrong. Aside from keeping everybody in Zero 2 (which basically kept everybody in Zero 1), they added a ton of new ones. And aside from the character tweaks, they put in the modes (will be explained later) which vary the gameplay a lot, specially with the move changes in certain characters. Itís really too bad that Capcom didnít put in Fei Long, Dee Jay, and T. Hawk in the arcade version. That wouldíve made it a full comeback of all the old SSF2T characters. PlayStation owners will delight to find that, not only are Juli, Juni, and Balrog easily selectable, but also that Fei Long, Dee Jay, and T. Hawk are back! The "get your tokenís worth" saying doesnít apply to the PlayStation though because itís like having infinite tokens. MODES (isms) ------------------------------- X Mode - This is like Super Street Fighter II X (Super Street Fighter II Turbo). What does this mean? Well... it means you have only one super, one big super meter, and you canít air-block. The up thing is youíre stronger (your attacks do slightly more damage) and you may get a different move. As an example of the different move, Chun-Li loses her Kikkoken and Rising Bird Kick but gains the old Helicopter Kick. Personally, I donít notice that being stronger thing, but characters like Bison with the Psycho Crusher instead of the Psycho Shot end up being better, IMHO. Z Mode - This is the default mode. It plays very much like the rest of the Zero (Alpha) series where you have quite a few supers, up to three levels of the super meter, zero counters (alpha counters), and can air block. You have most if not all the moves of your character available, but youíre weaker (supposedly) than X mode and you canít do variable combos (custom combos). V Mode - This is the variable combo mode. This is very similar to Z mode except that instead of the super meter, you have one big combo meter. You lose your supers, but gain the ability to do variable combos. It is very similar to the old custom combos in Zero 2, with the variation that one of the shadows that follow you also attacks and does damage. You can only activate the custom combo when youíre at least halfway full in the meter. Secret Modes - There are three hidden modes I have heard of, only one I can say Iíve seen. You can use these hidden modes by holding P + K of same strength before inserting the token and pressing start before letting go. You then pick the character you want as usual. For the PlayStation, Itís part of the options when you choose the Vs mode. The one Iíve seen is done by holding fierce + roundhouse and is similar to Super Street Fighter II: The New Challengers (to me at least). This is called the classical mode. It is the same as X Mode except that your Guard Meter is disabled, which means that you can block indefinitely, and youíre supposedly slightly stronger than X Mode. The catch is you donít have any super at all. The other two modes are Saiko and Maji, but I still have to verify their differences, I canít see them yet. GAMEPLAY FEATURES ------------------------------- MODES - Well, I mentioned this above. GUARD METER - It can also be called a block meter. As much as I remember, all modes have depleting guard meters (unless otherwise specified). What is this? Well, every time you block, a little of the meter gets used up. When you use up all the blocks you can, you get stunned and your meter goes down a notch. You canít lose the whole meter, youíre sure to have at least one notch left, with what little good thatíll do you. You also lose a notch whenever you do zero counters, which will be mentioned below. They finally put this thing in, Iíve been waiting for this since Zero 1. It may be a disadvantage to beginners, but it prevents you from being too cheap that you just block all day. Keeps the action going! ? ZERO COUNTER - You do this by pressing f + same strength PK right after blocking a hit. It uses up some of your meter, depending on what meter it is (you donít have zero counters in X mode). Doing this lowers your guard meter a notch. Itís supposed to be your defense against those super aggressive types to teach them a lesson in being too offensive, but it does too little damage and you lose a notch in the guard meter. Too bad, to me the old Zero counters were in the right track. JUGGLES - Some moves will throw the opponent to the air, giving you the opportunity to hit them again. You can try to juggle them again and hit them again, but it seems you can only do the juggle twice, so no infinite things (it seems). Thereís a trick though... if your opponent keeps recovering in the air, you can keep juggling, the limit only seems to apply if you donít recover. Also, instead of doing an immediate juggle, let the enemy touch the ground for a split second then juggle again, it will count as a ground hit and the limit gets reset. RECOVERY - When you get hit and/or get tossed, like when you get juggled, you can recover and get upright by pressing PP. You can attack or block or whatever, youíre recovered. Sometimes this makes you open to attack so itís up to you if you want to recover or not. TAUNT - This is the fun part. Press start and your character does a pose leaving you vulnerable. What does it do? Nothing! Itís the ultimate insult! Unfortunately, you can only taunt once per battle, except for Dan who can taunt as much as he likes. I think he still has his Super Taunt, which is not only super useless, it makes you vulnerable longer and even uses up the super meter, not to mention that itís the most insulting thing you can do to your opponent. *NOTE - If youíre a beginner, never do this to an expert, the person will beat the crap out of you! BEGINNER TIPS ------------------------------- - Chose a character that is easy to learn and has a good mix of priority and moves that will help you know the game better. Examples of these characters are Charlie and Ryu (Oh no! Not another Ryu player! But thatís one of the best characters to learn with). Charlie will introduce you to charge characters while Ryu will introduce you to... um... non-charge characters. Ryu is also the prime example of a Shoto character, everyone who has moves similar to him (like Akuma and Ken) is considered a Shoto. There are too many Shoto players around already so you can ask just about anybody about Ryu and get good answers. - Get to know what you can do and use them, the moves are there for a purpose. Characters, such as Karin, who donít have anti-air special moves (she does have an anti-air super) do have the crouching fierce which is also an anti-air and is quite effective. All characters have some form of anti air attack. - See what the computer does and duplicate them when you can, assuming what the computer does works. Donít duplicate stupidity (like getting hit). - Tip on charge characters like Charlie, if you hold db, you charge both b and d, so you have the option of doing a Somersault ([DU] + K) or a Sonic Boom ([BF] + P). - When you execute a Shoryuken type move (Shoryuken, Somersault, Tiger Blow, etc.), try to time it in such a way that you make the hit when the enemy is within close proximity. Executing a Shoryuken and while the enemy is still high up is easily blockable. GENERAL TIPS ------------------------------- - Recovery after a teleport is long, attack right after a character teleports. - Some characters fall for trips right after getting up, so long as youíre not crouching while theyíre still down (ex. Birdie). - Some characters are susceptible to attack after getting up, provided the move is not started during the getup itself (like the trips tip). - The fireball walk. Fire a projectile then walk towards enemy. The enemy forgets the fireball because it focuses on your last action (the walking). - Some characters are aggressive when near, use this to your advantage by executing a high priority move when the enemy is sure to attack. - If your character has a projectile, throw it while the enemy is getting up if youíre not planning to do anything else. It may not make a solid hit, but at least it does block damage and it pushes them farther a bit. With the addition of the guard meter, it does two things, block damage and decrease in the enemyís guard meter, not to mention putting a little juice in your super meter. - When you jump, specially at the enemy, block! Youíll be surprised how many people forget they can air block and just take the hits. If youíre using X mode or its variants, forget it, you canít air block anyway. ADON ------------------------------- Playing against - His first move most of the time is the Jaguar Kick. He blocks while he gets up so be careful when youíre planing a long recovery attack. Heís aggressive when heís near and throws all sorts of attacks, the problem is he has a long reach so short distance priority attacks miss. The trick that works best for me is to fire projectiles when heís far and block high when heís half screen distance, block low when heís within sweeping range, and block high then low if he jumps you. Once you start blocking low, wait until he does something with slow recovery then trip him, this strategy sucks, but itís the best I could do. I hate this guy. AKUMA ------------------------------- Playing with - Use your air fireball, specially when you want to keep the enemy away and heís/sheís a bit near. You also have a teleport, use that too. The Shoryuken has good priority. Your red fireball hits three times and is a nice getup chipper. The Raging Demon (jab, jab, f, short, fierce at maximum level) is your best super, unfortunately youíre very vulnerable when you execute it so time it right. Playing against - Jumping him as the first move doesnít work that well for me, I end up taking a Shoryuken. Use air Hurricanes on him, he doesnít use it (while in the air at least), and it beats his air kicks. His Shoryuken has insane priority so block when heís near then counter attack (he might throw though). Heís very aggressive when near so I try high priority moves once in a while but he always seems to come out on top. Trip when able and get away to try the air Hurricane again. If you donít have a Hurricane, tough luck. Hit and run will be the best way to survive, heís too dangerous close up. On the ground, he sometimes does this Hurricane, which will land behind you, then Shoryuken... I hate that. At least he doesnít do the air fireball often. Since heís very aggressive, time your jumps to his fireballs, so you wonít be countered too easily. Block when you jump, he will try to hit you out of it. If you have a projectile, keep throwing it to keep him away, but stop when he starts jumping over them. I hate fighting this guy. BALROG ------------------------------- Donít know. BIRDIE ------------------------------- Playing against - If you manage to trip him, stand near him but outside his grab range, he will try to grab you, then trip him. Do this over and over again. Keep him away if you donít plan on using the trip technique. He can, at times, pass through medium to fast projectiles so just trip him when he does. On slow projectiles, he tries to pass through but just takes it. If he jumps vertically, chances are heíll do the charging thing afterwards, which out can easily trip him out of. Donít get too close, his grabs and throws does a ton of damage and he can reach you in quite a distance. BLANKA ------------------------------- Playing with - Iíve seen people use his rolling forward attack as an anti-air and it works, but only if the enemy is close to the ground does it seem unblockable. Playing against - Use the fireball walk, he jumps over it at times though. He does the electricity thing when you jump on him blindly so be careful. He combos to the rolling thing often so make sure to block up to that point. If he keeps rolling back and reaches the corner, or keeps rolling back in the corner, heís going to do the rolling thing after a few dashes. You can anticipate this. If youíre near him, you can trip him out of it. Heís a sucker for a Shouoken right after getting up, I got him with five straight Shouokens using Sakura. If you use a Ryu type character, do a Hurricane then follow up with a Shoryuken right after, he always falls for the Shoryuken. His trip reaches far and he has this slide that goes under projectiles and trips. If he keeps jumping side to side of you, trip him out of it. Donít take too long though Ďcoz heíll bite, and he bites bad. CAMMY ------------------------------- Playing with - The Cannon Spike is your best ally, it comes out really fast. The problem is when you miss, youíre really open. Her sweep is pretty good, it saves me from a lot of things. If you get the enemy in a corner, the Cannon Spike can do wonders if you execute it after they get up. If you can pull it off, the "Maximum Spider" ([db], df, db, uf + K at max level) can save you, the computer seems to just take things, it only blocked this once for me. Playing against - Trip her. Sheíll do the Cannon Spike if you try to jump on her, specially while sheís getting up so itís not a very good idea to jump her while getting up. When you see her roll into a ball either get out of the way or hit her out of it, she will throw and itís unblockable. CHARLIE ------------------------------- Playing with - Your best asset is the Somersault so learn to pull that off at will. Use it when the enemy is about to hit you, not when theyíre still high in the air, they can block it at that height. If the enemy still blocks a short Somersault, try using his c.fierce. His Super Somersault is tough to pull but itís his best super and you have to learn this if you want to maximize his use. Playing against - Continuous crouching shorts will force him to jump. Yep, he always falls for it, he may hit you some, but heíll fall for it again. When he jumps (whether you forced him to or not), he either does a j.punch -> c.kick - > Somersault (if you did the low kick trick) or a j.punch -> c.kick -> Sonic Boom. Block the combo or jump back before the jump hit lands then counter attack after the Somersault. If you jumped back, youíll need to get near to do damage unless you have a long range move, if you blocked, you can just trip. You can also anti-air when he jumps, forced or not. Watch your guard meter, blocking his set depletes it quite a bit. He blocks when getting up so high risk attacks while heís getting up is not a good idea. CHUN-LI ------------------------------- Playing with - Having the Kikkoken as an HCT + P while having the Rising Bird Kick as [DU] + K could be a little strange and hard to manage for beginners. The good thing is her speed and high priority on her heavy hits. Her c.forward is very fast and is a good poke. Her j.fierce has good priority, specially her c.roundhouse which seems to beat any other c.roundhouse. The c.roundhouse can even be used as an anti air! She also has a lot of overheads, but the computer is pretty sharp with those. You can pretty much mix up her fierces and roundhouses and win just using those. Little trick, when you corner the computer, be really close and charge db. When they get up, do a c.short -> Rising Bird Kick, land, repeat. Some computers are smart enough to block, but others arenít. Playing against - Trip her when you can, specially right after she lands from jumping. She uses overheads often so be careful with your blocks. Jumping her should be done with care, she uses her Rising Bird Kick and Lightning Kick as anti- airs and they work (against you). This girlís tough and fast. She likes to low poke you and her trip has a high priority. CODY ------------------------------- Playing against - Keep him away. He can dodge projectiles and throws often. Heís a sucker for Shoryukens after getting up. Heíll throw a rock at you often so you can anticipate that and jump him. Donít let him get too close or heíll throw you, he often does. The tornado thingy normally comes out in combos, either you got hit all the way or you blocked them all. If he does the variable combo, heíll get near and barrage you, just block for a while then stick out some crouching shorts. DAN ------------------------------- Playing with - Not a good idea for beginners. Experts know enough to make some use of him. Playing against - You donít need tips to fight this character. If you canít beat him, either play another time or find a new game. No really, maybe this game is not for you. Actually, he can out TRIP you at times. *NOTE - If you really are a beginner, then let me tell you about Danís reputation... HE SUCKS!!! He sucks when you fight him. He sucks when you use him. Everything about this character is a joke (CAPCOM designed him that way)! Okay, I think thatís descriptive enough. DHALSIM ------------------------------- Playing against - Do anti-airs when heís in the air, he jumps high and slow giving you enough time to figure it out. Attack when recovering from teleport. He can slide to trip you and it passes through projectiles but he doesnít use it often, just be careful. Donít let him corner you or heíll drill you with drills, else you can do a high priority move to stop him since he just keeps drilling you anyway. Look out for the noogie! DEE JAY (PS) ------------------------------- Playing with - He may only be in the PlayStation version, but at least heís back For all you Dee Jay fans out there like me, it could be somewhat disappointing. He lost his Blade Kick ([DU] + K), which is a shame because it was a good improvement for him in his short transition from SSF2 to SSF2T. He does gain a Blade Kick super, though having the normal Blade Kick wouldíve made things more complete. His c.roundhouse still kinda works like an anti air, but Iíd really rather have the Blade Kick back. I hope things can still change for the better in the English PS version (yeah right, they lost the Revolution Disk for the English version of Rival Schools). E. HONDA ------------------------------- Playing against - Heís a sucker for fireballs. I just kept throwing Ďem at him using Sakura and he just kept taking Ďem. Tripping him once in a while works. He likes to throw jumping opponents in the air and his Hundred Hands work like anti- airs so take care when you jump him. When he does that quick vertical jump, block high because itís an overhead. FEI LONG (PS) ------------------------------- Playing with - Bruce Lee is back! The original Karin prototype is here with a vengeance! He gets a new super too, the Super Rising Dragon Kick. It works like Kenís Shinryuuken, which is good because that means it can hit ground opponents (unlike Karinís kick super which is sort of strictly anti air). And no, his Rekka Ken move is not like Karinís, you have to do the motion three times to get the full thing, no variations (like Rolentoís Patriot Circle). Iíll have to make a double check on his hop kickís and other pokes, but heís pretty much the same in other aspects. Iím glad heís back. GEN ------------------------------- Playing against - Without projectiles to force him to jump, heís pretty tough to beat. If he does jump, anti air him. Jumping him is another issue though, his rising kick thing and his hundred hands thing works well against you. He even pops his hundred hands thing out of nowhere, and you end up in the receiving end. He has a lot of overheads and a long trip range, heíll be using all sorts of stuff to poke you so be careful in blocking. Some of those moves move him forward and so have a long delay, you can get him then. He pops his supers out of the blue, like his hundred hands thingy, so just take care. GUY ------------------------------- Playing against - He will always run to you and will either slide or do a flying kick after the run. Keep him away with fireballs. Heís vulnerable while running, thatís why the projectiles work. Heís very aggressive when near. Has a lot of overheads. Heís a sucker for Shoryukens after... hell you know what I mean by now. If you have a projectile, just stay away and watch him take Ďem. If he gets close, trip or do a high priority move then get away. If you donít have a projectile, just block his moves then trip or something. JUNI & JULI ------------------------------- They will fight you at the same time, and they donít share one life bar, they have their own so you technically have to beat them both. It gets confusing when theyíre both alive. After some time, one or both are going to do some charge thing, you can get them then, but donít wait for that before you attack, they donít do it all the time. The good thing about fighting these two is that they donít seem to block, so just keep hitting them with anything you have and donít let them surround you, you might have trouble blocking, not to mention get a taste of their cool super. KARIN ------------------------------- Playing against - She has no anti-air move (aside from that super), but she does a simple uppercut thatís pretty effective so donít jump her blindly or as she gets up... she uses that uppercut often. She always attacks anyway and her attacks are in sets (mostly because her main moves work in sets) and/or have long delays. Tripping her after blocking the sets is the easy way to go, she hardly throws you. Attack her after her getup. Sheís aggressive when near, and open to a lot of mistakes. Sheís known to have her anti air super in X mode as well as her punch super, I donít know how come, but she does. KEN ------------------------------- Playing with - If you love Shoryukens, this is the guy to use. Beginners may find it difficult at first, but if you can pull off the Shoryuken at will, this is the guy to use. It comes out fast, has high priority. itís simply his best move. Use it often, but donít be predictable when fighting human opponents. Playing against - Keep him away. He will always want to get near and he packs a whollop when he gets there. He does three Shoryukens in a row at times, so when he does two in a row, heíll probably do a third. Counter attack after blocking when near. His Shoryuken has a very high priority and heíll use it as often as he can. M. BISON ------------------------------- Playing against - I suggest you play extremely defensively and safely when he has a full super. Donít jump too much until he uses the super up. Nothing can counter his super and it has the best priority, you canít air block it either. After he does it, then itís safe to be offensive again. Attack him after teleports (or the super), throw him if it hurts more than some of your normal moves. Watch out for his slide, for some reason he recovers from the slide fast enough that he gets to block your trips. If he just crouches in one place for a while, heís going to throw a projectile. Anticipate this, itís probably one of your best and safest hitting opportunities. No easy way to beat him, the guy has insane priority in almost all moves. R. MIKA ------------------------------- Playing against - Trip her just outside her grab range as she gets up, just like Birdie. Sheís aggressive when sheís near and tries to slide you often, good thing her slides donít trip. Yep, she likes low attacks. She has this head butt thing thatís a good anti-air and she uses that often. Sheís pretty easy to out hit. ROLENTO ------------------------------- Playing against - He will jump attack at you all the time, just wait for it then anti-air or trip him, just donít block low when he jumps... those air batons are overheads. He does the Patriot Circle three times in a row, so block them all first before counter attacking. ROSE ------------------------------- Playing against - Trip when able, specially right after she lands from jumping. She can do her anti-air throw so time your jumps. Attacks right after she gets up are often blocked. She slides quite a bit, but it doesnít trip so you trip her afterwards. She normally hits more than once so donít be too eager to trip her after getting hit, wait for a good delay. Even if she blocks after getting up, it seems sheís not to bright with near f + fierce. I used Sakura and just did that f + fierce over and over whenever she got up, and it hit her pretty consistently. RYU ------------------------------- Playing with - If Ken is Mr. Shoryuken, Ryu is Mr. Hadoken. Almost everybody knows how to play Ryu, making him a kind of generic character. Personally, Iím starting to get tired of seeing Ryu vs. Ryu fights. Beginners will have to learn to use him though, heís still one of the best overall characters. As a side note, many people think Ryu and Ken play the same... I beg to differ. Kenís Hurricane does multiple hits while Ryuís only does one. Ken does the two to three hits with his Shoryuken more consistently, aside from a slightly larger hit range (he should, heís Mr. Shoryuken). A very slight speed advantage on Kenís part and power advantage on Ryuís part. I dunno, I canít play Ryu as well as I do Ken. It makes a big difference to me. Playing against - Treat him like Akuma, really aggressive and knows when to use that darn Shoryuken with insane priority. He will do fireballs often so you can anticipate that, but not as often as Sagat does. SAKURA ------------------------------- Playing with - If you havenít noticed it yet, most of my examples deal with using Sakura (aside from Ken/Akuma/Ryu). Using her needs a little getting used to since her moves may be "similar" to the Shotos but the priority and usage is very different. Her best move, and weakness, is her Shouoken. Itís priority is different from the normal Shoryuken in that you are very vulnerable at its start. It moves forward, which is good for catching up with far enemies, but it also produces lag time. The good thing about it is it does good damage and, if you use the jab or strong version, the enemy gets juggled you can hit them with it again. I normally hit them with the strong version, then I hit them twice more with it because they get juggled. This method does more damage than using the fierce version which can only be done once. Playing against - Her set is typically a j.fierce -> c.strong -> Senkiyaku. Sometimes she just goes for the Senkiyaku, no combo. If she does a c.forward sheíll always follow up with a Shouoken (c.forward -> Shouoken). If she does a c.strong, she follows up with a Senkiyaku (c.strong -> Senkiyaku, like her normal set). If she keeps firing Hadokens at you just block them, she will do her set again eventually. The best time to get her is after a Senkiyaku or after a Shouoken, she has a long recovery time after these (the recovery after a Senkiyaku is slightly faster though). You can anti-air her j.fierce or the Senkiyaku (which needs a higher priority anti air) if you feel like it, but sticking to blocking until a Shouoken or a Senkiyaku before attacking is the easier way to go. She will stick to her set, donít worry. SAGAT ------------------------------- Playing against - When he is cornered and getting up, be about one to one and a half character distance and do a Jab Hadoken -> (Jab or Strong) Shoryuken. Trip if the Shoryuken misses until he takes it and repeat. His first move every round is High Tiger Shot so duck. Trip when able. Anticipate the Tiger Shots, thatís what he does all of the time anyway, then jump attack. He will Tiger Blow jumpers so block when you jump then trip him as he lands. He normally blocks after getup moves then retaliates, thatís why the Hadoken (which is blocked) -> Shoryuken (whose high priority ideally counters his attack) works. SHENG LONG ------------------------------- He still doesnít exist. SODOM ------------------------------- Playing against - His set is jump -> throw or jump -> Jitte Slice. Anti-air him when he jumps or wait after he attempts to throw then attack (you have to be a bit away or else you will be thrown, otherwise you should have attacked him while he was trying the throw). Trip, specially right after he lands (he will try to do the throw, so trip him before he does). If he kicks you, heíll follow it up with something (ex. s.kick -> Jitte Slice)so block or get out of the way. T. HAWK (PS) ------------------------------- Playing with - He gets a new super, something to do with his thunderbird attack. Iíll have to see it again to make sure what it looks like. I donít play him much (or at all) but Iíll try to figure out some more stuff on him. VEGA ------------------------------- Playing against - Trip after he slides, wait for him to slide because you probably wonít be able to beat his poking. If you block his rolling attack thingy, youíll probably be outside trip range, it pushes you away quite a bit. Since he keeps jumping try to anti-air, but if your anti-air has low priority donít try it when he springs from the wall. Heís the fastest character in the game and he likes to poke you, you canít out hit him with slow moves, you probably wonít reach him either, so either do high priority stuff when heís near or block and wait for the slide, heíll do it after a few pokes. Awfully aggressive and because of his long reach, youíre the one out of range all the time. Try to trip him when he jumps from side to side of you, but itís tough to time Ďcoz heís too fast. ZANGIEF ------------------------------- Playing against - Wait for him to come within his jump attack distance then do a c.kick. Heíll do a jump hit where you can anti air him. I usually do the simple anti airs, like a standing fierce. Sometimes you can use the trick on Birdie on him, but usually I come up with only four sweeps before he figures it out, still, it makes a lot of difference. His Spinning Clothesline has a very high priority, and it also works as an anti-air move. He can get close even with your projectiles trying to get him because of that glowing hand thingy and the Spinning Clothesline (which passes through projectiles) He blocks after getting up and you canít stay near because he will throw (or grab) you. Heís a real toughie if you donít use the pattern against him. CHARACTERS WHICH I FIND DIFFICULT TO BEAT ------------------------------- Adon - I really donít understand this character, his patters are all screwed up. He does that rising knee thing which is a good anti-air, and he has good reach, which you canít counter unless you time it well. I wonder if heís really dumb enough to do those high attacks that miss when the player is crouching at point blank range... Akuma - Fighting this guy sucks. His Shoryuken has an insane priority and he will throw you whenever he can. Heís ultra aggressive and knows when to do the hits. M. Bison - Itís a given, heís a boss. Sometimes you think youíre getting the upper hand then he does that insane super Psycho Crusher and turns the tides instantly. He doesnít have that super when you use him, even if you choose his X mode, I think itís because the boss version is called Shin M. Bison (True M. Bison). Ryu - He fights like Akuma, what more is there to know. The only redeeming factor that makes fighting this guy "slightly" easier is that he doesnít have that Raging Demon and that he just loves throwing those fireballs, which is to your advantage. Zangief - He has his ways of getting near, the Spinning Clothesline has high priority, and he does a ton of damage. Heís pretty smart in blocking too. If you donít use the technique I mentioned above, heís pretty tough. Even if you do, if you mess up heíll throw you and the tides change. THANKS ------------------------------- John Lange (firstname.lastname@example.org) for the info on Karinís second X super and her set. Jaime Uy for letting me play with his PlayStation, not to mention teaching me how to play the game long ago (ahhh... the good old SSF2T days). He still beats me up until now. Thank you for reading!
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