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  #####   #####   |_  | | _  |__|  |  |__ | _>          """"""""""""""
 #####     #####  |   | |__| |  |  |  |__ |  \        """""""""""""""""
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 #####     ##### |########| |#       | |##    ##| |##    ##|     """"""""""
 #####     #####  --------   --------   --------   --------     """"""""""
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                                      ''''''''''''''''''

For the Arcade, Dreamcast, Gameboy Advance, and Playstation gaming systems

North American                        - Version of the Game
www.dingojellybean.com                - My website
Dingo Jellybean                       - My super cool, gotta have it alias
Last                                  - Version of the guide.
100%                                  - Projected progress of guide
5/15/99                               - Date I FIRST started the guide.
dingo_jellybean - @ - hellokitty.com  - Email address

*****************************************************************************

Version 6.0 - I've completely re-designed the FAQ, making it look a bit more
              mature and deleting all my comments. I basically wrote this
              guide when I was 15, I'm almost 18 now. :P The format should
              really make it easier for people to find things now. I'll
              format the other 4 characters when I get back(Bison, Karin,
              Ken, R.Mika) from Sydney.

Version Last - I think I've covered everything in the game, if there is
               something missing(besides the button sequences for the
               color uniforms, there's other guides for that), let me know.
               I've added the Street Fighter Alpha 3 Upper movelists as
               well as refurbished some of the older lists.

============================== [ Copyright ] ================================

  This FAQ was solely intended for the public use on the www. It cannot be
  reproduced, retransmitted, or re-written in any other form except by the
  notice  of the author.  Any violation of this code will result in strict
  penalty---and high fines susceptible  by law.  If this legal document is
  portrayed  in any  commercial use,  you are therefor  stricten under the
  code of law----and will be---punished.  In full contrast,  this document
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  used by the public itself and cannot be sold.  Revisions of this FAQ are
  only to be done with notice of the author before hand and may be done so
  as long as the name of the author of the document appears in due credit.
  You may juxatpose this---document with other---documents as well without
  notice of the  author but it must not be used for sales and broadcasting
  or commercial  use.  This FAQ may not be---included in a promotional CD,
  magazine, or any other use of monetary product. This FAQ may not be used
  in a password protected area nor---in a high security area.  This FAQ is
  solely used and ONLY used for public---use only and may not be used in a
  promotional ad that sponsors any type of monetary use. This FAQ is to be
  used  "just like a book" meaning that it can be read over and over again
  by anybody who wishes to do so.  Just like a book it can be moved around
  from one person to another, but unlike a book the document can be viewed
  by more than one person at---once.  This FAQ is in no way possible to be
  plagerized,  doing so not only damages the person you had  intentionally
  forged,  but it also damages yourself in terms of self guilt or in terms
  of law,  whether the punishment be civil or  criminal law.  To put it at
  best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT
  MY PERMISSION!

This document is copyright; Dingo Jellybean, 2000-2001.

=========================== [ End of Copyright ] ============================

- Introduction
- Gameboy Advance, Street Fighter Alpha 3 Upper Changes
- Legend
- Characters

    - Adon            - Dan          - Juni          - Sakura
    - Akuma/Gouki     - Dee Jay      - Karin         - Shin Akuma
    - Balrog/M.Bison  - Dhalsim      - Ken           - Sodom
    - Birdie          - E.Honda      - M.Bison/Vega  - T.Hawk
    - Blanka          - Evil Ryu     - R.Mika        - Vega/Balrog
    - Cammy           - Fei Long     - Rolento       - Zangief
    - Charlie/Nash    - Gen          - Rose
    - Chun-Li         - Guile        - Ryu
    - Cody            - Guy          - Sagat
                      - Juli

- Character Combos
- ISMs
- Game Engine
- Extra Modes and Characters
- World Tour ISM Pluses
- Character Bios
- Character Taunts
- FAQ
- Miscellaneous
- Credits

=============================================================================
----------------------------- [ Introduction ] ------------------------------
=============================================================================

 I've completely re-designed the guide including re-editing(a lot of
 corrections to the game as well as move descriptions) to the guide as well.
 I was very unhappy with the guide for about a year after realizing how
 sloppy the guide had looked and how immature the guide had sounded as well.
 So basically less immaturity can be found in the guide with a much better
 looking and easier to read format. I've also decided to add in my
 Miscellaneous SFA3 guide to this guide as well, instead of having people
 click on multiple guides to find information.

 Deleted from the Misc. guide were the information about character
 appearences as well character 'ratings' since I really thought it was just
 useless stuff and I based my facts on opinions(which is a no-no).

 There will probably be one last update to this guide however, and that's
 the inclusion of the Gameboy Advance characters and extras...potentially.
 Once I get my copy of SFA3 Advance, I'll be sure to update the guide ASAP.

- [ Using this guide ] -

 This guide was specifically designed for all levels of experience. The
 character's movelist is located at the top, while the 2nd portion of the
 movelists is that character's set of supers.

 Below it are move descriptions encased in boxes to help out those new to
 the game. Kao Megura also wrote a stunning guide on SFA3, you should check 
 it out at www.gamefaqs.com

 Also, I won't answer any emails with help in Street Fighter Alpha 3, sorry
 but I've done all I can in this guide, if you can't find the information
 you are looking for in this guide or at GameFAQs, then I don't know what to
 say.

=============================================================================
--------------------- [ Street Fighter Alpha 3 Upper ] ----------------------
=============================================================================

 There have been a few chances to the Street Fighter Alpha 3 version on the
 GBA. For one, there are only 9 or so stages in the game, with the critical
 ones(like Vega's Spain stage or Bison's boss stage) intact. Not all poses
 are in the game, nor are all the pre-battle introductions either. Mid boss
 introductions and post battle reactions are gone.

 All characters have the same ending except Evil Ryu. The announcer is
 absent. Some of the music has been taken out, while the rest are digitized
 to midi quality. Some characters share the same voices. World Tour Mode is
 no longer available.

 Now, aside from the long list of minuses, there are a few list of pluses.

 Three new characters are included: Eagle, Maki, and Yun. You can convert
 the game's controls to Simple Mode to perform supers easier. Final Bison
 is available, which is good news for those who only owned the Playstation
 version.

 The game, despite it's short comings, is still a very good game to play.
 Though the difficulty is almost unmatched, you will find this especially
 true in Boss Survival Mode or 50 Battle Survivor Mode. The game itself
 in terms of controls, graphics, and gameplay is almost completely true to
 it's console counterparts that it is almost remarkable. The extras itself
 should warrant some fans to pick up a copy though.

=============================================================================
-------------------------------- [ Legend ] ---------------------------------
=============================================================================

 These are the notation I will use for the guide. Most of it will appear as
 common sense to you, but for some notation that seems awkward, they'll be
 defined here.

D     - Down
F     - Forward
U     - Up
B     - Back
DB    - Down-back(diagonal position)
DF    - Down-forward(diagonal position)
UF    - Up-forward(diagonal position)
UB    - Up-back(diagonal position)
JP    - Jab Punch
SP    - Strong Punch
FP    - Fierce Punch button
SK    - Short Kick button
FK    - Forward Kick button
RK    - Roundhouse Kick button
+     - Hit both buttons at the same time
?     - This means to press any strength of kicks or punches, the super you
       use will vary in strength depending on which button you use, except
       for level 3 supers and taunt supers(Dan).
C.    - Crouching
S.    - Standing
J.    - Jumping
->    - Special or super attack cancellation from regular attack
A-ISM - Available only in A-ISM mode
X-ISM - Available only in X-ISM mode
V-ISM - Available only in V-ISM mode
(air) - This move can only be done in the air
(lvl3)- Three levels of super are required.
idle  - Do nothing

- [ Gameboy Advance Notation ] -

/     - This is usually after the move direction, this is only for GBA
        owners, this seperates the Classic and Simple Motions
a     - A button
b     - B button

* NOTE: Do not confuse the uppercase and lower case "B" and "b". b is
        strictly for the b button on the GBA while B is stricky for "back."

=============================================================================
--------------------------------- [ Adon ] ----------------------------------
=============================================================================


- [ Adon ] - Warrior in Sagat's Shadow

Jaguar Teeth       - B,D,DB+K(A-ISM and V-ISM)
Jaguar Teeth       - B,D,DF+K(air)(X-ISM)
Jaguar Tooth       - F,DF,D,DB,B+K
Jaguar Knee        - F,D,DF+K

Jaguar Crunch      - F+SP

Jaguar Varied Assault    - D,DF,F,D,DF+(?)P(A-ISM and X-ISM)/D,DF,F+a+b
Jaguar Varied Assault(P) - D,DF,F,D,DF+3P then P(A-ISM and X-ISM)(Level 3)
Jaguar Varied Assault(K) - D,DF,F,D,DF+3P then K(A-ISM and X-ISM)(level 3)
Jaguar Revolver          - D,DF,F [x2] +(?)K(A-ISM)/D,DB,B+a+b

- [ Jaguar Teeth ] -

 Basically good surprise move against fireballers. The short version will
 have Adon going in an arc form but has little horizontal range, the Foward
 version goes at a lower arc but has more horizontal range, while the
 Roundhouse version has a lower 180 degree arc but has alot of horizontal
 range, try to figure out when to use each version to psych out the opponent.

- [ Jaguar Teeth ] -

 This move is pretty much the same except that it can only be done in the
 air.

- [ Jaguar Tooth ] -

 This attack will have Adon leave off the wall behind him and come down with
 a rather quick surprise attack against the opponent at an angle. You can
 counter this if you time your jumping attack to go over Adon just as he
 reaches you.

- [ Jaguar Knee ] -

 His anti-air attack has good priority and can hit twice if up close to the
 opponent.

- [ Jaguar Crunch ] -

 Ducking opponents cannot block this, watch for the start up, it starts out 
 slow and leaves Adon vulnerable to attacks.

-- [ Jaguar Varied Assault ] --

 This is a quick attack against the opposition, but range is extremely
 limited. It'll combo well and go through projectiles initially through
 the first frames of animation.

-- [ Jaguar Varied Assault ] --

 After a series of quick ground attack, Adon will hit the opponent in a
 Hundred Hand Slap like motion. To do this, press punch during the super at
 level 3.

-- [ Jaguar Varied Assault ] --

 Pressing k when doing the level 3 version of this super will result in a 3
 hit Jaguar Knee after the ground attacks.

-- [ Jaguar Revolver ] --

 A series of Jaguar Teeth attacks, won't hit a close crouching opponent
 however.

=============================================================================
--------------------------------- [ Akuma ] ---------------------------------
=============================================================================

- [ Akuma ] - Dark Warrior who seeks Ryu

Gou Hadouken           - D,DF,F+P
Gou Shoryuken          - F,D,DF+P
Zankuu Hadouken        - D,DF,F+P(air)
Tatsumaki Zankuu Kyaku - D,DB,B+K
Tenma Kuujin Kyaku     - UF, D+FK
Zugai Hasatsu          - F+SP
Senpuu Kyaku           - F+FK
Ashura Senkuu          - F,D,DF+3P or 3K
Zenpou Tenshin         - F,DF,D,DB,B+P
Hyakki Gou Shou        - D,DF,F,UF+P, then P(A-ISM and V-ISM)
Hyakki Gou Sai         - D,DF,F,UF+P, then P(A-ISM and V-ISM)(up close)
Hyakki Gou Sen         - D,DF,F,UF+P, then K(A-ISM and V-ISM)
Hyakki Gou Tsui        - D,DF,F,UF+P, then K(A-ISM and V-ISM)(up close)
Zenpo Tenshin          - D,DB,B+P(A-ISM and V-ISM)

Messatsu Gou Shoryuu   - D,DF,F [x2] +(?)P(A-ISM)/D,DF,F+A+B
Messatsu Gou Hado      - F,DF,D,DB,B [x2] +(?)P(A-ISM)/D,DB,B+a+b
Tenma Gou Zankuu       - D,DF,F [x2] +(?)P(A-ISM)(air)/D,DF,F+a+b
Shun Goku Satsu        - JP,JP,F,SK,FP[level 3 only](A-ISM and X-ISM)
                         /F,B+a+b

- [ Gou Hadouken ] -

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

- [ Gou Shoryuken ] -

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

- [ Zankuu Hadouken ] -

 Just the air version of his fireball except it comes down a forty-five
 degree angle and Akuma should use it often even when he comes in for an
 attack because this can stop alot of anti-air attacks.

- [ Tatsumaki Zankuu Kyaku ] -

 Much like a hurricane kick except it hits multiple times. It's also
 comboable and juggle friendly.

- [ Zenpou Tenshin ] -

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

- [ Tenma Kuujin Kyaku ] -

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

- [ Zugai Hasatsu ] -

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

- [ Senpuu Kyaku ] -

 This is another one of this overhead counters. It comes out a bit slow so
 it's usually easy to read. He'll hop over most low attacks when he does
 this, making it a great, but tricky, counter to use against sweeping
 opponents.

- [ Ashura Senkuu ] -

 Basically his teleport, he can move through anything with this as he is
 totally invincible but he does have a recovery delay from this and will get
 countered if you are not careful when using this.

- [ Hyakki Gou Shou ] -

 Well this move is rather useless because you have to be close to your
 opponent to actually connect. After Akuma flips into the air press P right
 before you hit your opponent and he will sorta grunt while he hits the
 opponent with his fist. I wouldn't use this much at all.

- [ Hyakki Gou Sai ] -

 This is an excellent anti-air attack because it comes out quick and does
 some serious damage. What Akuma will do is jump up into the air and if the
 opponent is in the air with him he will grab his opponent and then slam him
 down. This has good priority and comes out quite quick, but the recovery
 time is horrible so don't pull this out of nowhere.

- [ Hyakki Gou Sen ] -

 Well what Akuma will do is flip into the air and perform a full collision
 body drop right on top of his opponent's head dealing good damage. However
 this will not hit in the air, but as it comes down it has good priority as
 well. But if Akuma misses he will be left open for an attack.

- [ Hyakki Gou Tsui ] -

 Basically the same as Akuma's Hyakki Gou Sai, it will grab the opponent out
 of the air and slam the opponent down doing good damage and having good
 priority. But if Akuma misses he will be left open to attack.

- [ (Ground Roll) ] -

 Well not much for this move though. You can roll through opponents with this
 move which is good for crossing up opponents but the roll is rather slow and
 doesn't really have much distance. This has no offensive purpose whatsoever
 and Akuma can be knocked down from it.

-- [ Messatsu Gou Shoryuu ] --

 Just like Ken's its invincible during start-up and will beat out anything.
 After the first Dragon Punch he is vulnerable to certain attacks, but this
 is easily comboed.

-- [ Messatsu Gou Hado ] --

 While the motion is a little hard to pull off, the damage result isn't too
 disappointing. While it is comboable, there is significant start up delay
 to give most human opponents a clue on when to jump or when to block.

-- [ Tenma Gou Zankuu ] --

 This isn't really too effective since it's easily avoided. It does well
 as block damage, but my best advice as to when to use it is when your
 opponent is in the air, so you'll have to time your jump and execute the
 attack quickly as this attack cannot be blocked in the air.

-- [ Shun Goku Satsu ] --

 This is only useful when you've gotten your opponent dizzy or when your
 opponent is about to get up from being grounded. Using this move is a bit
 gutsy due to the fact that it travels slow and cannot be comboed. It moves
 about half a screen's distance and while it is unblockable, your opponent
 can easily knock you out of it. I would really try to avoid using it unless
 you're into it for flash since it'll use up your entire meter.

=============================================================================
--------------------------------- [ Balrog ] --------------------------------
=============================================================================


- [ Balrog ] - Savage boxer who knows no rules.

Dashing Straight        - B(charge 2 sec.)F+P
Dashing Uppercut        - B(charge 2 sec.)F+K
Dashing Ground Straight - B(charge 2 sec.)DF+P(A-ISM and V-ISM)
Dashing Ground Uppercut - B(charge 2 sec.)DF+K(A-ISM and V-ISM)
Turn Punch              - 3P or 3K(charge 2 sec.)
Final Punch             - 3P or 3K(charge 3+ sec.)
Buffalo Head            - D(charge 2 sec.)U+K(Counter Hit only)

Crazy Buffalo           - B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)/
                          D,DF,F+a+b
Gigaton Blow            - B(charge 2 sec.)F,B,F+3K(A-ISM)(Level 3)/
                          D,DB,B+a+b

- [ Dashing Straight ] -

 This is a quick horizontal attack with high priority against most attacks.
 You can also combo in this move, but watch for recovery delay.

- [ Dashing Uppercut ] -

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

- [ Dashing Ground Straight ] -

 An excellent attack because this is only blockable low. Its comes out just
 as quick and deals alot of damage and is an excellent counter for missed
 supers and Dragon Punches alike. Also the range on this move is shorter than
 his regular Dashing Punch. But if he misses he can be countered by low
 attacks or supers.

- [ Dashing Ground Uppercut ] -

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

- [ Turn Punch ] -

 What this move does is have Balrog charge a bit and then release a powerful
 punch to the opponent. However, it cannot be comboed and is often easily
 blocked. It will go through projectiles however and does quite a bit of
 damage to the guard meter. Depending on which set of attacks you hold, you
 can attack regularly using the attacks that are not charging.

- [ Final Punch ] -

 Much like the Turn Punch except you can charge for up to 60 seconds and
 knock off as much as half of your opponent's life bar away. However, this
 will not go through projectiles...and to charge for this move, you must
 charge at least 3 seconds...anything under that will result in a Turn
 Punch instead.

- [ Buffalo Head ] -

 This is a pretty good anti-air attack that's easily comboable and comes
 out very fast. The recovery time is minimal and will go through some
 projectiles.

-- [ Crazy Buffalo ] --

 What Balrog will do is do a Dashing Punch into a Dashing Uppercut that does
 alot of damage and depending on the level used in A-ISM mode Balrog will do
 multiple Dashing Punches and Dashing Uppercuts, but if Balrog misses he will
 be left open to attack.


-- [ Gigaton Blow ] --

 A very strong attack that deals a good amount of damage. This is an
 excellent counter for missed supers and Dragon Punches alike and has pretty
 good priority. This move chips a ton and can seriously damage that Guard
 Meter due to the fact that he rushes at you with his fist that hits multiple
 times, but if Balrog misses he is left open to attack.

=============================================================================
--------------------------------- [ Birdie ] --------------------------------
=============================================================================

- [ Birdie ] - Tough guy with hidden intelligence

Bull Head      - B(charge 2 sec.) F+P
Choke Chain    - 360 Degree Motion+P(up close)
Bandit Chain   - 360 Degre Motion+K(up close)
Bull Horn      - 2P or 2K(then hold and release)
Bull Drop      - F+RK
Body Crash     - D+FP(air)

The Birdie     - B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)/D,DF,F+a+b or
                 D,DB,B+a+b
Bull Revenger  - D,DF,F [x2] +(?)P or K(A-ISM)/B,F+a+b

- [ Bull Head ] -

 A good surpise move that has alot of range and good priority. This also
 comboes nicely but if Birdie misses he will be attacked. This is also a good
 counter against missed supers or Draon Punches alike.

- [ Choke Chain ] -

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

- [ Bandit Chain ] -

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

- [ Bull Horn ] -

 This is similar to Balrog's Final Punch because he can charge infinitely and
 the more he charges the more damage he does and charging it for about 60
 seconds results in 70% of your opponent's lifebar gone. The only problem is
 is that its hard to connect when you want it to connect because it has a
 start up delay but this will do alot of block damage for a single hit and
 can easily knock away that Guard Meter. Also Ed has some very valuable info
 on this move as well:

 "Also, with Birdie's Bull Horn, you only have to charge 2P or 2K. Because of
 this, you can charge more than one at once as long as you always hold down
 at least one punch or kick. For example, if you hold all three punches you
 can release JP to do one Bull Horn, then while still holding SP, you can
 release FP to do a second. This can allow you to do two high level Bull
 Horns in a row. Besides all this, you can still attack with punches if
 you're charging kick or vice versa."

- [ Body Crash ] -

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

- [ Bull Drop ] -

 This is Birdie's overhead counter, it comes out a bit quicker than most
 normal overhead counters, but it can't be comboed.

-- [ The Birdie ] --

 A good super that has tremendous range and it comes out quite fast as well.
 This is a good chipper and can counter missed supers and Dragon Punches
 alike. This will also juggle the opponent while they are in the air so all
 the hits will connect even if they are in the air, also if Birdie misses he
 will be left open for an attack. NOTE: On a level 3 after 3 hits Birdie will
 dizzy the opponent, you cannot escape the dizzy, then he will follow up with
 another two Bullhorn after he taunts.

-- [ Bull Revenger ] --

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

=============================================================================
--------------------------------- [ Blanka ] --------------------------------
=============================================================================


- [ Blanka ] - Creature of the Amazon, imbued with the power of electricity

Rolling Attack    - B(charge 2 sec.)F+P
Vertical Rolling  - D(charge 2 sec.)U+K
Backstep Leap     - B(charge 2 sec.)F+K
Electric Thunder  - P(rapidly)
Amazon River Run  - DF+FP
Surprise For./Bac - F+3K or B+3K/RK+JP or B+RK+JP

Ground Shave Rolling - B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)/D,DF,F+a+b
Tropical Hazard      - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b

- [ Rolling Attack ] -

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

- [ Vertical Rolling ] -

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


- [ Backstep Leap ] -

 This move will have Blanka flip back and arch at the opponent with a
 Rolling attack. However, this move comes out too slow to ever be fully
 effective and leaves him very vulnerable to counter attacks if he misses.
 It was meant to sail through projectiles but it travels too slow to even
 catch the opponent before the block in time and the timing of this move
 is extremely tricky, having rare occurances of you even going over the
 projectile.

- [ Electric Thunder ] -

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


- [ Amazon River Run ] -

 What Blanka will do is glide with his fist and actually duck under most
 fireballs. Try to use this move within sweeping distance of the opponent,
 most likely you'll knock the opponent down before they even have a chance
 to recover, however only Dee Jay will be able to defend in time.

- [ Surprise Forward/Backward ] -

 What Blanka will do is dash back or forward travelling only about 1/3
 screen's distance. Blanka cannot attack while he dashes though but it can be
 used to psych out the opponent sometimes I guess. This will go through
 opponents, making it a good set up for combos.

-- [ Ground Shave Rolling ] --

 A good move that does good damage and it can also be used as an anti-air
 attack. Depending on how many buttons you use Blanka will either let out
 multiple hitting Beast and Vertical Rolls. If Blanka misses, he'll be left
 vulnerable to attack due to a rather lengthy recovery.

-- [ Tropical Hazard ] --

 This move comes out very slow but can chip a good deal of damage. What
 Blanka will do is hop to a corner and drop a ton of fruit ot the floor and
 ramming the buttons makes him drop more fruit and afterwards you are
 wlecomed to knock around the fruit that is left. This super does good damage
 but really can't connect often because of its slow speed.


=============================================================================
--------------------------------- [ Cammy ] ---------------------------------
=============================================================================

- [ Cammy ] - Super enhanced soldier of shadowloo

Spiral Arrow         - D,DF,F+K
Cannon Spike         - F,D,DF+K
Spin Kunckle         - F,DF,D,DB,B+P(X-ISM and A-ISM)
Cannon Strike        - D,DB,B+K(Air)(V-ISM)
Cannon Revenge       - F,DF,D,DB,B+P(V-ISM)
Hooligan Combination - BD,D,DF,F,UF+P(X-ISM and A-ISM)

Spin Drive Smasher    - D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)/D,DF,F+a+b
Reverse Shaft Breaker - D,DB,B,D,DB,B+(?)K(A-ISM)/D,DB,B+a+b
Killer Bee Assault    - DB(charge 2 sec.)F,B,UF+3K(A-ISM)(level 3)/B,F+a+b

- [ Spiral Arrow ] -

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

- [ Cannon Spike ] -

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

- [ Spin Kunckle ] -

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

- [ Cannon Strike ] -

 Well you remember this move from XSF right? Well its an excellent jump-in
 attack because it comes out so darn quick and its extremely hard to knock
 her out of it because it just has alot of priority. But if blocked she will
 be opened to attack so try not to be so predictable.

- [ Cannon Revenge ] -

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

- [ Hooligan Combination ] -

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

-- [ Spin Drive Smasher ] --

 One of the more effective supers in the game, this super represents the
 Shoryuu Reppa somewhat. This is as easily comboed as Ken's Shinryuken or
 Shoyuu Reppa, it chains off practically all of her noraml attacks and is
 also a good counter against missed supers or Dragon Punches. Basically its a
 Cannon Drill into the Cannon Spike so if she misses she will fall unable to
 block.

-- [ Reverse Shaft Breaker ] --

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

-- [ Killer Bee Assault ] --

 Boy I cannot believe they have a crossover super in here! This super comes
 out almost three times faster than it did in the crossover series and but it
 hits only five times but it still ends in her patented Frankensteiner. Your
 opponent will have a hard time predicting when this super will come out
 because it comes out so fast almost like Shin Bison's X-ISM Psycho Crusher
 that counters anything.


=============================================================================
-------------------------------- [ Charlie ] --------------------------------
=============================================================================


- [ Charlie ] - Soldier armed for justice

Sonic Boom       - B(charge 2 sec.)F+P
Somersault Kick  - D(charge 2 sec.)U+K
(Thrust Kick)    - B+RK or F+RK
(Leap Kick)      - F+FK
Knee Bazooka     - B+SK or F+SK(X-ISM and V-ISM)
Knee Bazooka     - F,F+K(A-ISM)
Forward Dash     - F,F(A-ISM and V-ISM)
Backfist         - F+FP(A-ISM and V-ISM)

Sonic Break        - B(charge 2 sec.)F,B,F+(?)P then P(A-ISM)/D,DF,F+a+b
Somersault Justice - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b
Crossfire Blitz    - B(charge 2 sec.)F,B,F+(?)K(A-ISM)/B,F+a+b

- [ Sonic Boom ] -

 This move should be used often, because this projectile comes out fast and
 has almost no recovery delay! Charlie can immediately block after throwing
 this so there is no need to worry.

- [ Somersault Kick ] -

 This move is one of Charlie's prime weapons but leaves him open to
 a Roundhouse trip or a super. This is also one of the best anti-air attacks
 in the game since it does alot of damage. If you catch the opponent in the
 air, it'll juggle them and depending on how low you catch them in the air
 will determine if they take the entire super or part of it.

- [ (Thrust Kick) ] -

 Well this is the best thing to use after you have thrown your Sonic Boom
 cause this comes out very quickly with a small lack of start-up delay. This
 also has good priority so it can beat out alot of moves. But the problem
 with this move is that the range has been drastically shorten since Alpha 2.
 Also note that while it may look like the normal standing roundhouse, it
 isn't. It moves a bit as you hold the direction and Charlie doesn't make
 the grunt, in the GBA version at least.

- [ (Leap Kick) ] -

 Charlie's anti-crouch counter. It comes out quicker than most anti-crouch
 counters and has little recovery delay.

- [ Knee Bazooka ] -

 This knee bazooka is a somewhat of a weak attack, but if canceled quickly
 enough after his Sonic Boom, it will connect for a combo. The range is
 pretty good and while Charlie does hop to do the knee, he can be tripped
 in sequence of the duration of the move.

- [ (Dash) ] -

 Well this move is new to Charlie in the Alpha series. It pretty much a basic
 dash and Charlie can follow up with a quick attack during his dash by
 pressing any of the attack buttons. Use the dash to give all your regular
 attacks a dashing attribute.

- [ Backfist ] -

 The backfist is quick attack that can be followed after a Sonic Boom, though
 comboing it in is rather tricky since the Sonic Boom's small delay still
 puts Charlie in a position to use the Knee Bazooka instead, though the
 Backfist does more damage and requires you to be a little farther away from
 the opponent than the Knee Bazooka if you wish to combo it in.

-- [ Sonic Break: B(charge 2 sec.)F,B,F+(?)P then P(A-ISM)

 Well I wouldn't use this too much because it because tend to block it too
 often. It comes out fast but alot of people sometimes forget to hit the
 extra punch button to throw out another Sonic Boom. But Charlie can follow
 up with some other attacks though, like a forward roundhouse or a backfist.

-- [ Somersault Justice ] --

 This hits multiple times doing good damage but is also an excellent chipper
 but should be used sparingly unless you are positive it will connect.
 Although it comes out quite fast I myself sometimes have trouble doing this
 motion. Charlie does have recovery time from this as he can be tripped on
 the way down.

-- [ Crossfire Blitz ] --

 An excellent surprise move and also good for missed supers as well. Charlie
 has basically no recovery time coming from this so feel free to use this
 because its an excellent chipper as well and is invincible during start-up.

=============================================================================
-------------------------------- [ Chun-Li ] --------------------------------
=============================================================================

- [ Chun-Li ] - Beautiful female warrior, seeks to avenge father's death

Kikouken           - B,DB,D,DF,F+P(A-ISM and V-ISM)
So Hakkei          - B(charge 2 sec.)F+P(X-ISM)
Spinning Bird Kick - B(charge 2 sec.)F+K(X-ISM)
Tenshokyaku        - D(charge 2 sec.)U+K
Senenshu           - F,DF,D,DB,B+K(A-ISM and V-ISM)
Hyakuretsukyaku    - K(rapidly)
Yosou Kyaku        - D+FK(air)
Kaku Kyaku Raku    - DF+RK
Kohou Haiten Kyaku - DF+FK
Triangle Jump      - Jump towards wall, F

Kikoushou           - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
Senretsu Kyaku      - B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)/B,F+a+b
Hazan Tenshou Kyaku - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b

- [ Kikouken ] -

 Well her projectile is pretty good but far from being the best. Her fireball
 has a bit of a start-up delay and is barely comboable. It does good damage
 in its own rights. But like all other fireballs she has a recovery time from
 this and opponents can easily jump over this.

- [ So Hakkei ] -

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

- [ Spinning Bird Kick ] -

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

- [ Tenshokyaku ] -

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

- [ Senenshu ] -

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

- [ Hyakuretsukyaku ] -

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

- [ Yosou Kyaku ] -

 This is basically the stomp kick from the older games. It hits only once
 (I had it hit twice on Sagat before) and doesn't knock down an opponent.
 It does have decent priority and will beat out most regular anti-air
 attacks. I had up to three hits in the air against Sagat with this move.
 It generally hits twice while you and the opponent are in the air. If
 she misses once and the opponent blocks she'll just bounce off them,
 prompting you to land or to do another Yosou Kyaku.

- [ Kaku Kyaku Raku ] -

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

- [ Kohou Haiten Kyaku ] -

 This is is basically a flip kick that does two hits up close. It looks like
 a suitable anti-air attack but it has relatively low priority, though it
 can be comboed if timed right.

-- [ Kikoushou ] --

 This move will have Chun-Li encase a idle fireball around her palms. It
 does good damage and is almost guaranteed to catch a jumping opponent.
 However, the range is lacking and the move is barely comboable, I would
 mainly use this to catch up close opponents who try to throw projectiles
 since the Kikoushou will absorb projectiles.

-- [ Senretsu Kyaku ] --

 This move is strictly horizontal, so any air opponents will be able to
 easily knock her out of the super. However, it does come out very fast
 and is comboable off anything that she has. It does good damage and good
 block damage with decent range. The initial frames of animation will go
 through projectiles...even most projectile supers.

-- [ Hazan Tenshou Kyaku ] --

 While the Kikoushou is a good counter measure against airborne attacks,
 it isn't her best. The Hazan Tenshou Kyaku has complete priority over
 ANY airborne attacks...including the Killer Bee Assualt. The initial
 frames of animation will go through projectiles, not to mention the fact
 that the move can be comboed in. However, the horizontal range is
 extremely limited to just a short distance in front of her and if he
 misses, she'll be vulnerable to counter attacks.

=============================================================================
--------------------------------- [ Cody ] ----------------------------------
=============================================================================

- [ Cody ] - Former street fighter turned criminal

Criminal Upper - D,DB,B+P
Bad Stone      - D,DF,F+P
Ruffian Kick   - D,DF,F+K
Bad Spray      - B,DB,D+P(after you have been knocked down only)
Knife Pickup   - D+3P(over knife)/D+2P
Crack Kick     - F+RK
Sakeru         - B or DB(while being attacked, just block)(V-ISM)

Dead End Irony    - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
Final Destruction - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DB,B+a+b

- [ Criminal Upper ] -

 What Cody will do is do an uppercut that sends a miniture tornado spinning
 just in front of him. This tornado is as big as he is but is a very poor
 anti-air attack. But this is easily comboed and the recovery time is next to
 zero. Really try to avoid using this to counter air attacks, it's priority
 isn't too high and Cody takes a while to recover from it.

- [ Bad Stone ] -

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


- [ Ruffian Kick ] -

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

- [ Bad Spray ] -

 Well like Sodom's Tengu Walking, this is a counter when Cody has been swept
 by a knockdown attack. Although the damage is very little this will knock
 the opponent away from you, however, you cannot use this immediately after
 you have gotten up like the Tengu Walking.

- [ Knife Pickup ] -

 Well this is far from being a true projectile because what Cody will do is
 pick up the knife after looking at it for a while and then hold it in his
 hand. All of Cody's punches will change giving him a bit more range and more
 attack power, but he drops the knife after taunting or after the Final
 Destruction. You can throw the knife by performing the Hadouken motion
 (D,DF,F+P) once you've picked it up, though it starts up pretty slow and is
 easy to avoid and does half-decent damage.

- [ Crack Kick ] -

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

- [ Sakeru ] -

 Well with this Cody can dodge alot of attacks, and most supers thus allowing
 him to escape chip damage and Guard Meter damage, a highly useful move and
 its so easy to do except he can't dodge low ground attacks like crouching
 kicks or punches.

-- [ Dead End Irony ] --

 You should probably treat this super like the Crossfire Blitz. The move
 is strictly horizontal but has good range and is very comboable. The
 priority is decent and the roundhouse version will have Cody go up in the
 air after a few kicks. At the end of the super you can juggle the opponent
 with his (hop kick).

-- [ Final Destruction ] --

 Although the first couple hits of the super are melodramatic, the super
 itself does plenty of damage to satisfy the player. It's a semi-quick
 super that has Cody rush towards the opponent and when he connects, he
 begins an auto combo that can hit as much as 18 times. The range is pretty
 much like the Shun Goku Satsu but moves a little quicker than it, but
 unless you're trying to combo in the super...stick with the Dead End Irony.

=============================================================================
---------------------------------- [ Dan ] ----------------------------------
=============================================================================

- [ Dan ] - Carefree spirit with amazing fighting potential

Gadouken           - D,DF,F+P
Kouryuken          - F,D,DF+P
Dankuu Kyaku       - D,DB,B+K
Kuuchuu Dankukyaku - D,DB,B+K(air)(V-ISM and A-ISM)
Saikyoryuu Bougyu  - F+3P(immediately during blocked 1st attack)(VISM)/
                     F+JP+RK
Chouhatsu          - Select
Zenten Chouhatsu   - D,DF,F+Select
Kouten Chohatsu    - D,DB,B+Select
Shagami Chouhatsu  - D+Select
Tobi Chouhatsu     - Select(air)

Shinkuu Gadouken   - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
Kouryuu Rekka      - D,DF,F,D,DF,F+(?)K(A-ISM)/F,B+a+b
Hisshou Biraiken   - D,DB,B,D,DB,B+(?)K(X-ISM and A-ISM)/D,DB,B+a+b
Chouhatsu Densetsu - D,DF,F,D,DF,F+Select(A-ISM)
Chouhatsu Shinwa   - D,DB,B,D,DB,B+Select then any button(A-ISM)(level 3)

- [ Gadouken ] -

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

- [ Kouryuken ] -

 The Kouryuken is a very powerful anti-air attack, but it lacks a lot of
 horizontal range unlike his Shadtoken counterparts. It'll combo easily up
 close and has a lot of priority. If Dan flashes during the duration of
 this sequence, he is completely invincible from any attack.

- [ Dankuu Kyaku ] -

 Short-A short Knee Hop
 Foward-A short Knee Hop with an extra kick
 Roundhouse-A short Knee Hop with two extra kicks

 Basically the same Gale Kick he had since his last Alpha encounter. An
 excellent move to counter miss supers and Dragon Punches. This is also a
 powerful 3 hit combo(Roundhouse version) that can drain your opponent's
 lifebar very fast. This is also an excellent chipper but sometimes Dan will
 land on the other side of the opponent, so try to keep note of that to
 prevent yourself from being crossed-over.

- [ Kuuchuu Dankukyaku ] -

 Basically the same as his Dankukyaku except he can finally do a special
 attack in the air. This move can also be used as an excellent air escape
 tactic because Dan floats so high while doing this move and he also has some
 significant hang time while doint this move as well, but as he comes down he
 can be attacked. This is an all around good attack to jump in with if you
 use the Short version since Dan comes down very quickly and has decent
 priority.

- [ Saikyo Defense or Saikyoryuu Bougyu ] -

 Well this isn't exactly Push Blocking like in the crossover series, but it
 does push the opponent back. You should use this immediately once your being
 attacked, unless you want to fight up close.

- [ Chouhatsu ] - 

 A taunt...basically. It'll hit if you are in X-ISM, but you must be a
 jab's distance away for it to hit.

- [ Zenten Chouhatsu ] -

 A rolling taunt. Timing on this is tricky, in X-ISM you can use this to
 hit if you land a jab's distance away.

- [ Kouten Chohatsu ] - 

 A backwards rolling taunt. This will hit in X-ISM, but the timing is tricky.
 You must land about a jab's distance away for this to connect, doing this
 close will warrant just a taunt.

- [ Shagami Chouhatsu ] -

 You can attack with this in X-ISM. It's basically a crouching taunt.

- [ Tobi Chouhatsu ] -

 An air taunt.

-- [ Shinkuu Gadouken ] --

 Well even though his Gadouken has no range whatsoever, on a level 3 this
 super can go up to 3/4 screens distance. Depending on which level you use
 will determine the range of this super(as well as strength). It does do alot
 of damage though, even more than other projectile supers. This can be a good
 ample chipper as well, so use it just before your opponent gets up.

-- [ Kouryuu Rekka ] --

 If you want to use this super, use it when your at level 3. Level 1 has
 basically no range just like in MSHSF. Level 3 is just a brilliant super as
 it will easily chain off his C.Short. Level 3 can deal a ton of damage and
 it has pretty good range, but as usual...if he misses, he'll be a target
 for counter attacks.

-- [ Hisshou Biraiken ] --

 This is an automated super that does not require Dan to make contact with
 the opponent. However, it does do a lot of damage and block damage and is
 very comboable. The major problem with this super is that if Dan doesn't
 connect, he will continue the animation for the super until the end, giving
 the opponent as much as 4 seconds to attack. The range is really limited,
 both vertical and horizontal.

-- [ Chouhatsu Densetsu ] --

 I would definitely advise against using this super. It has Dan taunting for
 seconds and leaves him open to attack. At times opponents can build their
 own meter as Dan does his taunts. Only for show.

-- [ Chouhatsu Shinwa ] --

 His taunt is much longer than his other one and this will cost you all of
 your super meter. Each button you press will have Dan perform a different
 vocal taunt. I would really try to avoid using this, it's strictly for
 embarrassment or stupidity.

=============================================================================
-------------------------------- [ Dee Jay ] --------------------------------
=============================================================================


- [ Dee Jay ] - Jamaican boxer who believes combining rythmn with fighting

Knee Shot            - D+SK(air)
Air Slasher          - B(charge 2 sec.)F+P
Double Rolling Sobat - B(charge 2 sec.)F+K
Machine Gun Uppercut - D(charge 2 sec.)U+P then P(rapidly)
Maximum Jackknife    - D(charge 2 sec.)U+K(X-ISM and V-ISM)

Sobat Carnival       - B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)/
                       B,F+a+b
Climax Beat          - DB(charge 2 sec.)F,B,UF+(?)P then P(rapidly)(A-ISM)/
                       D,DF,F+a+b
Sunrise Theme        - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b

- [ Knee Shot ] -

 This is a decent basically. It has decent priority and does moderate
 damage. You can combo off it if you can land right on the opponent's
 midsection with this move.

- [ Air Slasher ] -

 An excellent projectile that has less recovery time than any other
 projectile that I have seen in this game. Even Charlie and Guile has
 recovery time from their projecetiles, but Dee Jay's just rocks. He can
 either immediately block or follow up with a combo and can even go into his
 Carnival Hook Kick. This is an excellent projectile to use all around
 because it does good damage and travels quite fast.

- [ Double Rolling Sobat ] -

 This move will have Dee Jay perform one or two kicks, however, often at
 times the 2nd hit has trouble connecting after the first hit is scored.
 I would mainly use this in combos since the start up delay and priority
 is very minute.

- [ Machine Gun Uppercut ] -

 This can be used as an air counter but it hits the opponent for really weak
 damage making it a not so impressive anti-air attack. What Dee Jay will do
 is do rapid upercuts real fast back and forth. If you have a Turbo Button
 Controller you can get up to 4 hits dealing decent damage, but you must
 be up close for the opponent to feel the effect. However this has alot of
 priority up close and will cancel out other moves, in the sequence of the
 initial frames of animation Dee Jay is invincible.

- [ Maximum Jackknife ] -

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

-- [ Sobat Carnival ] --

 This is an all around excellent super because of its ability to combo and
 short the recovery time that it has. Also it is excellent for missed supers
 and Dragon Punches alike and it can also be used to chip away alot of life
 and take down a little bit of the Guard Meter. Basically what Dee Jay will
 do is multiple Double Dread Kicks in a row causing good damage and having
 good priority.

-- [ Climax Beat ] --

 Well this is the super version of his Hyper Fist and it is also his
 strongest super because it produces alot of hits depending if you have a
 Turbo Button Controller. This will also chip alot of life and can easily
 take down that Guard Meter. The recovery time on this super is practically
 non-existant making it a safe move to use when up close otherwise don't use
 it from a far distance, and also it combos practically all of Dee Jay's
 standing and crouching attacks.

-- [ Sunrise Theme ] --

 This is an excellent move to use in combos, juggles, and as an anti-air
 attack for those opponents who tend to jump in way too often. This will hit
 multiple times doing good damage and I do believe it is unblockable in the
 air as well. But like most anti-air attacks if he misses he will be left
 open for an attack or be eating a super.

=============================================================================
-------------------------------- [ Dhalsim ] --------------------------------
=============================================================================

- [ Dhalsim ] - His fight, fueled by the pain and suffering of his people

Yoga Fire     - D,DF,F+P
Yoga Flame    - F,DF,D,DB,B+P(A-ISM and V-ISM)
Yoga Flame    - B,DB,D,DF,F+P(X-ISM)
Yoga Blast    - F,DF,D,DB,B+K(A-ISM and V-ISM)
Yoga Blast    - B,DB,D,DF,F+K(X-ISM)
Drill Kick    - D+RK(air)
Yoga Teleport - F,D,DF+3P/3K or B,D,DB+3P/3K(use 2K or 2P for GBA version)
(Yoga Warp)   - B,DB,D+K(after you have been knocked down)(A-ISM)(V-ISM)
Drill Zutsuki - D+FP(air)(X-ISM)

Yoga Inferno - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b or F,B+a+b
Yoga Stream  - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB,B+a+b
Yoga Tempest - B,DB,D,DF,F,B,DB,D,DF,F+P(X-ISM)/B,F+a+b

- [ Yoga Fire ] -

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

- [ Yoga Flame ] -

 I'm not really sure why this was in the game, but it does do more damage
 than his Yoga Fire and is a bigger than his Yoga Fire but has very poor
 horizontal range making it useless for keep away. Try to avoid this move.

- [ Yoga Flame ] -

 Basically the same move except its a different motion to do in X-ISM mode
 and it also does more damage and chipping damage as well.

- [ Yoga Blast ] -

 This is his anti-air attack that deals quite a bit of damage. But if blocked
 opponents can tend to come in for an attack. Do not use this when your near
 your opponent because it'll most likely miss him or her. This also lacks
 alot of horizontal range as well.

- [ Yoga Blast ] -

 Again basically the same move except this is the motion in X-ISM mode and it
 does more damage and chipping damage as well.

- [ Yoga Spear ] -

 Short-twenty degree angle, has alot of horizontal range
 Forward-forty degree angle, has moderate horizontal range
 Roundhouse-eighty degree angle, extremely poor horizontal range, but good
            surprise attack

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

- [ Drill Zutsuki ] -

 The same as his Short Yoga Spear except that it has more horizontal range
 and it moves quicker.


- [ Yoga Teleport ] -

 He can also use this in the air as it will leave him safe to block because
 this has almost no recovery delay. Depending on which motion and which set
 of buttons you press, you will land either far away and behind your
 opponent, close and behind your opponent, far away in front of your
 opponent, or close and in front of your opponent. You should teleport right
 behind your opponent after you have thrown your Yoga Fire and immediately
 throw him or her as they are still in their block stance.

- [ (Yoga Warp) ] -

 Just like Sodom's Jitte Counter. After you have been knocked down you can
 safely avoid being pressured by an opponent by teleporting out of the way.

- [ Drill Kick ] -

 Well Dhalsim only has one Yoga Spear in this version but it has a fourty-
 five degree arc this time. Good for a jump-in attack.

-- [ Yoga Inferno ] --

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

-- [ Yoga Strike ] --

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

-- [ Yoga Stream ] --

 This attack is only blockable low. Dhalsim will breathe fire on his
 opponent's feet. This is an excellent surprise move and you should use it
 just when the opponent gets up because they will most likely block low.

-- [ Yoga Tempest ] --

 Well like it was from the original Super Street Fighter 2 Turbo, its almost
 identical to his Yoga Inferno but this does a ton of damage and can chip
 pretty nicely but it looks more like a super version of his Yoga Flame
 attack.

=============================================================================
--------------------------------- [ Eagle ] ---------------------------------
=============================================================================

- [ Eagle ] - The English street brawler with a flair to his style

Manchester Black     - D,DB,B+P
Canterbury Blue Low  - D,DF,F+FP(hold P to delay)
Canterbury Blue Mid  - D,DF,F+SP(hold P to delay)
Canterbury Blue High - D,DF,F+JP(hold P to delay)
Oxford Red           - B,DB,D,DF,F+K
Liverpool White      - D,DB,B+K
St. Andrews Green    - F,D,DF+P

Manchester Gold      - D,DB,Bx2+(?)P/D,DF,F+a+b(A-ISM, X-ISM)
Union Jack Platinum  - D,DF,Fx2+(?)P/D,DB,B+a+b(A-ISM)

- [ Manchester Black ] -

 Similar to Zangief's spinning lariat, this has Eagle spinning around,
 making it a great horizontal counter and is a great combo finisher. It'll
 juggle the opponent into the air, but the recovery time doesn't allow Eagle
 to combo afterwards.

- [ Canterbury Blue Low ] -

 This move allows Eagle to counter attack the opponent, it's actually quite
 effective. You can also delay the move if you hold down the punch button
 afterwards. This is good for those sweeping attacks. What's nice about
 this is that it blocks supers and projectiles, making it the ideal move
 to use, but it only blocks until he cannot delay any longer(usually the
 delay lasts from 1-2 secs).

- [ Canterbury Blue Mid ] -

 Much like CBLow, this counters mid section targetted attacks. This will
 block supers like the CBLow.

- [ Canterbury Blue High ] - 

 Similar to the other two CBs, this is an ideal anti-air attack.

- [ Oxford Red ] -

 This flashy move does quite a few hits and it's also very comboable. It does
 great block damage but its only setback is that it comes out slow and is 
 also slow to recover, usually the FK and RK versions anyways.

- [ Liverpool White ] -

 This is a pretty useful move to have. It'll have Eagle jump over opponent's
 projectiles and then just attack from above. It's not a great move to use
 against those without projectiles since he is vulnerable to attacks
 momentarily after landing. The stronger the kick used the farther it goes.

- [ St. Andrews Green ] -

 It's actually a better anti-air attack than it looks. Even when you connect
 with this on the ground the opponent will fly into the air, but the
 recovery time doesn't allow any time to follow up with another attack.

-- [ Manchester Gold ] --

 Similar to the Shinkuu Tatsumaki Senpuu Kyaku, it'll have Eagle create a
 bit of a whirlwind and have him spin his sticks around multiple times. It
 does great block damage and is an excellent air defender, but it hits only
 a few times against airborne opponents. This will combo and it will even
 hit crouching opponents. However you can't add any extra attacks to it at
 the end, despite the opponent being thrown into the air, due to the
 recovery time.

-- [ Union Jack Platinum ] --

 This is another dashing super, but a bit flashier than most others. It
 does a ton of block damage and a ton of hits, it's a great combo finisher
 and has little recovery delay. This should definitely be his primary
 super as it has tremendous horizontal range, and when timed right it can
 knock airborne opponents out of the air.

=============================================================================
-------------------------------- [ E.Honda ] --------------------------------
=============================================================================

- [ E.Honda ] -  His big body is dwarfed by a bigger spirit

Hiza Geri         - F+FK
Harai Geri        - F+RK
Sumo Press        - D+FK(air)(X-ISM)
Hundred Hand Slap - Push P rapidly
Sumo Smash        - D(charge 2 sec.)U+K
Sumo Headbutt     - B(charge 2 sec.)F+P
Oicho Throw       - 360 Degree Motion+P

Oni Musou    - B(charge 2 sec.)F,B,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
Fuji Drop    - B(charge 2 sec.)F,B,F+(?)K(A-ISM)/D,DB,B+a+b
Orochi Crush - 720 Degree Motion+P(A-ISM)(level 3)/B,F+a+b

- [ Hundred Hand Slap ] -

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

- [ Sumo Smash ] -

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

- [ Sumo Headbutt ] -

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

- [ Oicho Throw ] -

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

-- [ Oni Musou ] --

 A super version of his Sumo Headbutt, it does a good deal of damage and is
 also good for countering missed supers as well. This is a nice chipper as he
 does two headbutts that hits multiple times. E.Honda is still vulnerable to
 projectiles and high hits and Dragon Punches but E.Honda should be quick
 enough to counter before the opponent has time to react.

-- [ Fuji Drop ] --

 Basically the super version of his Sumo Smash. It does pretty good damage
 but like the Sumo Smash the range is limited so use it on fireball happy
 triggers and smash him/her. Also E.Honda is still vulnerable to getting
 tripped or supered on the way down if he so happens to miss completely.

-- [ Orochi Crush ] --

 This super is basically a grab super, much like the Final Atomic Buster.
 Once caught, E.Honda will slam the opponent on the ground and basically
 squash the opponent multiple times. It's a powerful super, but not as
 powerful or effective as the Final Atomic Buster.

=============================================================================
-------------------------------- [ Evil Ryu ] -------------------------------
=============================================================================


- [ Evil Ryu ] - Fated Warrior consumed by the dark side of Shatoken.

- All of Evil Ryu's moves are the same as Ryu's moves except carrying a
  'Gou' name next to them.

- He also carries the same supers except for the Shin Shoryuken. He does
  however, carry the Messatsu Gou Shoryuu and Shun Goku Satsu, both moves
  require the same motion that Akuma does.

=============================================================================
-------------------------------- [ Fei Long ] -------------------------------
=============================================================================

- [ Fei Long ] - A disciple of Kung Fu, he wishes to pass on his skills

Rekka Ken             - D,DF,F+P(repeat x2 if neccessary)
Shien Kyaku           - B,D,DB+K
Rekkukyaku            - B,DB,D,DF,F,UF+K(X-ISM and V-ISM)
Chokka Rakushu        - B or F+FK
Engekishu             - F+RK

Rekka ShinKen          - D,DF,Fx2+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
Shien Hiryuu Kyaku     - D,DB,Bx2+(?)K(A-ISM)/D,DB+B+a+b
Ryuu Yassai            - D,DB,Bx2+(?)P(A-ISM)(close)/F,B+a+b
Ryuu Shin Yassai       - D,DB,Bx2+(?)P(A-ISM)(fierce punch distance away)/
                         F,B+a+b

- [ Rekka Ken ] -

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

- [ Shien Kyaku ] -

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

- [ Rekkukyaku ] -

 This attack is like his roundhouse animation except that it hits mulitple
 times and does good block meter damage and guard meter damage. This combos
 pretty well, but with the awkward motion involved it rarely does. the start
 up delay is pretty minimal while the recovery time isn't really all that bad
 making this a safe move to use.

- [ Engekishu ] -

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


- [ Chokka Rakushu ] -

 Well this is Fei Long's anti crouch counter as hit barely has start up delay
 and often connects. Its an awkward kick but yet its also advantageous as
 well because this will hop over practically all low attacks and basically
 has no recovery time from it.

-- [ Rekka ShinKen ] -

 A very fast starting super that will beat out alot of moves because it has
 high priority and can also be comboed after Fei Long's S.CLSE.Fierce. A nice
 chipper to go along with as well. But if Fei Long misses he will definately
 be eating a super if the opponent has a super to spare.

-- [ Shien Hiryuu Kyaku ] --

 An all around excellent anti-air attack. This easily chains off Fei Long's
 C.Short and is also his strongest super. You should use this whenever you
 use Fei Long's C.Foward because it just chains so perfectly, but if he
 misses he will fall unable to block so watch out.

-- [ Ryuu (Shin) Yassai ] --

 This is Fei Long's auto super that does excellent damage as Fei Long sticks
 out a fist and if it connects he will continue to pummel the opponent with
 his fist on fire and end with a flaming kick. If you can connect at the peak
 distance of this move(meaning you are as far back away as possible while
 being able to connect), Fei Long will perform an auto 8 hit combo that does
 significantly more damage than his default version. The range isn't too
 good but the super can be comboed.

=============================================================================
---------------------------------- [ Gen ] ----------------------------------
=============================================================================


- [ Gen ] - Aged warrior, seeker of Akuma

* NOTE: You cannot switch styles in X-ISM, his attacks will be mixed

- So Style: 3P/JP+RK(GBA)(A-ISM and V-ISM) -

Hyakurenkou        - Press P rapidly
Gekirou            - F,D,DF+K then K

Zan'ei             - D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
Shitenshuu:        - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB,B+a+b

- Ki Style: 3K/SK+FP(GBA)(A-ISM and V-ISM)

Jyasen             - B(charge 2 sec.)F+P
Ouga               - DB(charge 2 sec.)UB or UF+K(A-ISM and V-ISM)
Kyoretsu           - SP(up close)
Low Strike         - FP(close)
Saizu              - Jump over opponent, FK
Counterpunch       - D+FP
Satsu Jin          - D+SK
Ukon               - RK, RK(air)(A-ISM and V-ISM)

Jyakouha           - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
Kouga              - D,DB,B,D,DB,B+(?)K(A-ISM)(Air)/D,DB+B+a+b

- [ So Style ] -

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

- [ Hyakurenkou ] -

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

- [ Gekirou ] -

 This move juggles the opponent and does up to 7 hits. Once Gen connects he
 will kick the opponent and after a few hits he will do sorta a Lui Kang
 Bicycle kick diagonally in the air. This does alot of damage and will also
 catch ground opponents and also serves as an excellent anti-air attack
 because Gen practically has no recovery time from this. This is also a good
 chipper and can really knock down the Guard Meter.

-- [ Zan'ei ] --

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

-- [ Shitenshuu ] --

 What Gen will do is glide across the floor and if he connects a series of
 internal explosions will explode inside the character causing massive
 damage. But if Gen misses he will can easily recover and also despite the
 opponent is blocking or not Gen will land on the other side of the opponent.
 However, the super does no guard damage towards the opponent.

- [ Ki Style ] -

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

- [ Jyasen ] -

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

- [ Ouga ] -

 Sorta like the Cajun Strike and Jaguar Tooth combined. Gen will hop onto to
 a wall and you can do a ton of things while he is on the wall:

  -Don't do anything and Gen will do a jump kick towards the opponent
  -Press B to comepletely stop the move
  -Press F to have Gen do a longer jump kick towards the opponent
  -Press U to have Gen move towards the top of the screen
  -Gen does a head stomp when you do nothing when in ceiling
  -Press UB or UF and Gen will completely stop the move
  -Press F or B and Gen will do a dive kick

 Well this is sorta confusing but with a little practice and memory you can
 master this and confuse opponents in no time flat.

- [ Kyoretsu ] -

 Basically this is Gen's anti-crouch counter. You'll have to be close to the
 opponent to pull it off, but like most crouch counters, it's a little slow
 and has a short recovery delay.

- [ Satsu Jin ] -

 This is primarily used as a set up for his super Jyakouha. You must cancel
 quickly though. It can also be used to set up other attacks, especially
 in the corner where you can follow up with the Gekirou.

- [ Low Strike ] -

 Not much to this move, it can be used as an overhead counter though, but
 the slow start may ward you off from it. In X-ISM this is a low strike,
 while in other ISMs it's just a regular attack.

- [ Saizu ] -

 This kick is a bit odd. It's actually a regular attack that really requires
 no special motion. To perform this move jump over the opponent and his
 back leg will kick the opponent.

- [ Counterpunch ] -

 Not much to this move, other than the fact that it comes out a bit slow and
 is primarily used against close opponents who have just used their
 projectiles.

- [ Ukon ] -

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

* NOTE: It is much harder to pull this off on the GBA version. Your best
        chance of success is against Sagat, and even then you would have
        to aim high for the two hits to come out.

-- [ Jyakouha ] --

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

-- [ Kouga ] --

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

=============================================================================
--------------------------------- [ Guile ] ---------------------------------
=============================================================================


- [ Guile ] - Justice binds his will to fight

Sonic Boom         - B(charge 2 sec.)F+P
Somersault Kick    - D(charge 2 sec.)U+K
Knee Bazooka       - F+SK
Spinning Backfist  - F+FP
Rolling Sobat      - F+FK
Reverse Spin Kick  - F+RK(close)

Sonic Hurricane    - B(charge 2 sec.)F,B,F+(?)P(A-ISM)/D,DB,B+a+b
Somersault Strike  - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DF,F+a+b

- [ Sonic Boom ] -

 The sonic boom is much like Charlie's, but Guile has picked up some
 recovery time from his last appearence. It's very comboable and does good
 damage but it's one of the slower projectiles in the game.

- [ Somersault Kick ] -

 Looks just like Charlie's and does good damage and can be easily comboed.
 This is a very good anti-air attack because the flash part of the kick gives
 Guile so much range. But if Guile misses he will be left open to attack.

- [ Knee Bazooka ] -

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

- [ Spinning Backfist ] -

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

- [ Rolling Sobat ] -

 Well just like charlie's it has no recovery time and is good for using it as
 a crouch counter. Guile will just hop up a little and do a jump kick that
 goes over low attacks, which is good for overhead counters.

- [ Reverse Spin Kick ] -

 This will have Guile turn upside down and kick, while it usually goes over
 most crouching opponents, it usually does go over many low attacks.

-- [ Sonic Hurricane ] --

 The Sonic Hurricane is much like Chn-Li's Kikoushou from the Vs. series.
 A giant sonic wave will encircle Guile, it'll fill up 1/3 of the screen
 and is very comboable. It does good damage and can catch air opponents,
 but it has poor range and is easily avoidable.

-- [ Somersault Strike ] --

 Pretty much a Guile version of the Shouryuu Reppa(or vice versa). This
 move comes out very quick, is very comboable, and does very good damage.
 The only problem is with the recovery delay.

=============================================================================
---------------------------------- [ Guy ] ----------------------------------
=============================================================================

- [ Guy ] - A modern day ninja seeking truth

Hayagake             - D,DF,F+K
Hayagake: Kage Sukui - D,DF,F+K, then FK
Hayagake: Kubikari   - D,DF,F+K, then RK
Bushin Senpuu Kyaku  - D,DB,B+K
Izuna no Hiji Otoshi - D,DF,F+P, then P
Bushin Izuna Drop    - D,DF,F+P, then F+2P(up close)
Hozanto              - D,DB,B+P
Kubi Kudaki          - F+SP
Kamaitachi           - DF+RK
Hihi-Otoshi          - D+SP(air)
Sankaku Tobi         - Jump towards wall, F

Bushin Hassou Ken    - D,DF,F,D,DF,F+(?)P(A-ISM)
Bushin Gou Rai Kyaku - D,DF,F,D,DF,F+(?)K(A-ISM)
Bushin Musourenka    - F,DF,D,DB,B,F,DF,D,DB,B+P(A-ISM and X-ISM)

- [ Hayagake ] -

 Well this is Guy's run and you can't pull off any normal attacks while in
 this stance and you cannot stop in the middle of it either, but hitting any
 other kick button will result in a different special move attack. You can
 canel this run if you press short kick.

- [ Hayagake: Kage Sukui ] -

 A good surprise move that can easily tag opponents from screen distance and
 does a good amount of damage as well, the recovery time is excellent and you
 can also chip away at some life too, not to mention chipping away at the
 Guard Meter as well.

- [ Hayagake: Kubikari ] -

 This is Guy's crouch counter that pops out of nowhere when the opponent
 least expects it. This does alot of damage but opponents see it coming way
 too often and the ability to combo it is non existant. The recovery time is
 pretty good though and the priority of this move is pretty high.

- [ Bushin Senpuu Kyaku ] -

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

- [ Izuna no Hiji Otoshi ] -

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

- [ Bushin Izuna Drop ] -

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

- [ Hozanto ] -

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

- [ Kubi Kudaki ] -

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

- [ Kamaitachi ] -

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

- [ Hiji Otoshi ] -

 This is an air elbow that is similar to the Izuna no Hiji Otoshi except that
 it comes straight down. It's a great set up move for combos, but it's hard
 to connect on an active opponent.

-- [ Bushin Hassou Ken ] --

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

-- [ Bushin Gou Rai Kyaku ] --

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


-- [ Bushin Musourenka ] --

 This is one of the more flashier supers in the game. Once connected, Guy
 performs a 10 hit combo in pitch black as streaks of lighting forms from
 his strikes. While the damage is respectable, the range is not. This move
 is a throw move and is not blockable...you must be very close to the
 opponent to connect and this move has virtually no priority, so you'll
 really have to time your attack or get lucky.

=============================================================================
--------------------------------- [ Juli ] ----------------------------------
=============================================================================

- [ Juli ] - Lost, super enhanced Shadowloo soldier

Sniping Arrow      - D,DF,F+K
Cannon Spike       - F,D,DF+K
Axle Spin Knuckle  - F,DF,D,DB,B+P
Falling Arc        - F+MK
Psycho Charge Beta - 3K(Dramatic Mode only)/JP+RK(GBA)

Spin Dive Smasher     - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
Reverse Shaft Breaker - D,DB,B,D,DB,B+(?)K, then K(A-ISM and X-ISM)(rapidly)/
                        D,DB,B+a+b
Psycho Rolling        - D,DF,F,D,DF,F+P(Dramatic Battle Mode)/F,B+a+b
Death Cross Dancing   - JP,JP,F,SK,FP(Level 3)(Dramatic Battle mode)/B,F+a+b

- [ Sniping Arrow ] -

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

- [ Cannon Spike ] -

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

- [ Axle Spin Knuckle ] -

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

- [ Falling Arc ] -

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

- [ Psycho Charge Beta ] -

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

-- [ Spin Dive Smasher ] --

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

-- [ Reverse Shaft Breaker ] --

 This is also an excellent super and is mainly used as an anti air attack. If
 you ram the buttons you can get more hits, significantly more hits! The
 trick to doing this is that you must hesistate for just a second after the
 move starts then ram the buttons to get more hits out of it. This also
 comboes easily as well and is un airblockable. But if she misses she will
 fall unable to block.

- [ Psycho Rolling ] -

 Well I'm not sure this is a good idea to ever use this super because it does
 very little damage and you must be near Juni to perform this move. This can
 also be used as an anti-air attack as both Juni and Juli form a ball
 together and hit the opponent multiple times. The recovery time is not bad
 but its not good either so you might want to save your super meters for
 the...

- [ Death Cross Dancing ] -

 If this connects both Juni and Juli will start to pummel their opponent at
 the same time and end with each of them doing a Sniping Arrow kick. A truely
 impressive 16 hitter, but there are many downsides to this move. First off
 it is blockable, it can be Tech Hit out of, and it does pitiful damage for a
 level 3 super, probably a third of the damage of Akuma's Shun Goku Satsu.
 The good part about this super is that either Juni and Juli can do this move
 and they do not have to be near each other. The recovery time is not bad and
 the start up delay is pretty good making it a good counter for missed supers
 and Dragon Punches alike, and this super is extremely comboable.

=============================================================================
--------------------------------- [ Juni ] ----------------------------------
=============================================================================

Spiral Arrow         - B(charge for 2 sec.)F+K
Cannon Spike         - D(charge for 2 sec.)U+K
Cannon Thrust        - UF,D,DF,F+K(air)
Psycho Shield        - Block, F+3P(2P on GBA)
Psycho Shield        - Air block F+3P(2P on GBA)(V-ISM)
Falling Arc          - F+MK
Mach Slide           - D,DF,F+K
Psycho Charge Alpha  - 3K(Dramatic Mode only)/FP+SK(GBA)
Hooligan Combination - DB,D,DF,F,UF+P, then P or K(afar or close)
Earth Direct         - 360 Degree Motion+P

Spin Dive Smasher     - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF+F+a+b
Reverse Shaft Breaker - D,DB,B,D,DB,B+(?)K, then K(A-ISM and X-ISM)(rapidly)/
                        D,DB,B+a+b
Psycho Rolling        - D,DF,F,D,DF,F+P(Dramatic Battle Mode)/F,B+a+b
Death Cross Dancing   - JP,JP,F,SK,FP(Level 3)(Dramatic Battle mode)/B,F+a+b


- [ Cannon Drill ] -

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

- [ Cannon Spike ] -

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

- [ Cannon Thrust ] -

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

- [ Hooligan Combination ] -

 This move is basically very similar to Cammy's Hooligan Combination. She
 will sorta flip into the air towards her opponent, if you don't do anything
 during the duration of this move she will go into her Razor Edge Slicer, if 
 you press the punch or kick button away from the opponent she will cancel 
 the move altogether and when up close if you press either a punch or kick 
 she will go into her Cross Scissor Pressure(low) or Fatal Leg Twister(high). 
 Basically a surprise attack and should be used sparingly.

- [ Earth Direct ] -

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

- [ Psycho Shield ] -

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

- [ Mach Slide ] -

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

- [ Falling Arc ] -

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

- [ Psycho Charge Alpha ] -

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

- [ Psycho Streak ] -

 What Juni will do is give a salut and M.Bison will perform either level of
 his Psycho Crusher depending on which punch button strength you have used.
 This has a start up delay and its also a dead giveaway when she saluts, but
 it cannot be blocked while the opponent is in the air making it a good air
 counter. Also it doesn't really do much damage and also if you are too close
 to your opponent M.Bison will appear on the other side of the opponent not
 even attacking your opponent leaving Juni open to attack, but it can take
 down the Guard Meter very quickly and does good chipping damage and the
 recovery time is not half bad, but its not half good either.

- [ Spin Dive Smasher ] -

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


- [ Psycho Rolling ] -

 Well I'm not sure this is a good idea to ever use this super because it does
 very little damage and you must be near Juni to perform this move. This can
 also be used as an anti-air attack as both Juni and Juli form a ball
 together and hit the opponent multiple times. The recovery time is not bad
 but its not good either so you might want to save your super meters for
 the...

- [ Death Cross Dancing ] -

 If this connects both Juni and Juli will start to pummel their opponent at
 the same time and end with each of them doing a Sniping Arrow kick. A truely
 impressive 16 hitter, but there are many downsides to this move. First off
 it is blockable, it can be Tech Hit out of, and it does pitiful damage for a
 level 3 super, probably a third of the damage of Akuma's Shun Goku Satsu.
 The good part about this super is that either Juni and Juli can do this move
 and they do not have to be near each other. The recovery time is not bad and
 the start up delay is pretty good making it a good counter for missed supers
 and Dragon Punches alike, and this super is extremely comboable.


=============================================================================
--------------------------------- [ Karin ] ---------------------------------
=============================================================================

- [ Karin ] - Rival of Sakura seeks her own destiny

GurenKen           - D,DF,F+P, then P or K(rapidly)
  GurkenKen           - After first GurenKen, P
  Daiso Kubarai       - After 1st or 2nd GurenKen, D+K
Houshou            - F,D,DF+P [ after GurenKen F+P or after 2nd GurenKen, P ]
Mujin Kyaku        - F,D,DF+K [ after 1st or 2nd GurenKen, K ]
Ressen Ha          - D,DF,F,UF+K [ after 1st or 2nd GurenKen, U+K ]
Arakuma Inashi     - 360 Degree motion+K
Yasha Gaeshi(high) - D,DB,B+P [ After 1st or 2nd GurenKen, B+P ]
Yasha Gaeshi(low)  - D,DB,B+P [ After 1st or 2nd GurenKen, B+K ]
Ressen Chou        - B,D,DB+P,P [ After 1st or 2nd GurenKen, DF+P,P ]
Elegant Kick       - F+FK

Kanzuki-ryuu Kou'ou Ken     - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DB,B+a+b
Kanzuki-ryuu Shinpikaibyaku - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b

- [ Guren Ken ] - 

 Well this is like Fei Long's Rekka Ken except for the fact that it comes out
 just a bit slower and the combination of attacks she can add are huge. The
 above moves that have the motions in brackets are the moves she can perform
 after the the initial GurenKen.

- [ Houshou ] -

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

- [ Mujin Kyaku: ] -

 Well what this move will do is do a two hit combo that jacks the opponent up 
 a bit. The range is fair while the damage is pretty decent. You can set up 
 juggle combos with this move but I doubt that you can get alot of hits 
 afterwards or if any.

- [ Ressen Ha ] -

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

- [ Arakuma Inashi ] -

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

- [ Yasha Gaeshi(high) ] -

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

- [ Yasha Gaeshi(low) ] -

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

- [ Ressen Chou ] -

 What Karin will do is attack her opponent with her elbows into a two hit 
 combo. The range isn't really all that great and must be used in close 
 ranged combat and also the recovery time is a bit noticeable amking it 
 counterable. A good attack to put in combos though.

- [ Elegant Kick ] -

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

-- [ Kanzuki-ryuu Kou'ou Ken ] --

 This is her rushing super and you should use this to counter missed supers 
 and Dragon Punches alike also it can do good Guard Meter damage and can chip 
 pretty decently as well. This super has practically no start up delay and 
 recovery time and can be comboed. The recovery time can be countered by 
 something quick as well though.

-- [ Kanzuki-ryuu Shinpikaibyaku ] --

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

=============================================================================
----------------------------------- [ Ken ] ---------------------------------
=============================================================================

- [ Ken ] - Ryu's fiercest rival, his burning vigor keeps him motivated

Hadouken                - D,DF,F+P
Shoryuken               - F,D,DF+P
Tatsumaki Senpuu Kyaku  - D,DB,B+K
Inazuma Kakato Wari     - F+FK
Ushiro Mawashigeri      - F+RK(A-ISM and V-ISM)
Forward Roll            - D,DB,B+P(A-ISM and V-ISM)
Forward Collapse        - D,DF,F+Select

Shoryuu Reppa           - D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
Shinryuken              - D,DF,F,D,DF,F+(?)K then K(rapidly)(A-
                          ISM)/D,DB,B+a+B
Shippu Jinrai Kyaku     - D,DB,B,D,DB,B+K(A-ISM)(Level 3)/B,F+a+b

- [ Hadouken ] -

 Just like Ryu's fireball but not as fast. Use this whenever your far away 
 from the opponent and use it just when they get up so you can chip that 
 extra bit of life. Just watch out when opponents jump over this projectile 
 and come in for an attack which makes Ken vulnerable. Try to use this often 
 in an effective two-in-one like those old Street Fighter 2 days.

- [ Shoryuken ] -

 Virtually the best anti-air counter in the game. This Dragon punch is very 
 powerful as it hits multiple times doing good damage as well as block 
 damage. He has less recovery time than that of anyone else's anti-air 
 attack. The stronger the button used the more hits will come out.

- [ Tatsumaki Senpuu Kyaku ] -

 This version of the hurricane kick is mainly for combos rather than for
 priority over other attacks. The hits are relatively week, but it can hit
 up to five times and is very combo friendly. It does good block damage and
 has minimal recovery delay.

- [ Inazuma Kakato Wari ] -

 Ken's crouch counter that has a start up delay and can be seen miles away. 
 Just use it on people who constantly block low and when opponents just get 
 up from a knockdown. It becomes predictable after a while, so try to use it 
 as a surprise move.

- [ Ushiro Mawashigeri ] -

 Well basically what this is a kick going forward having a lot of horizontal
 range. But I'm not really sure what this is here for. It has a huge start up
 delay even longer than the Axe Kick and you will barely connect with this.
 If you want to use this for missed supers time it real early otherwise you 
 will miss.

- [ Forward Roll ] -

 Well not much for this move though. You can roll through opponents with this
 move which is good for crossing up opponents but the roll is rather slow and
 doesn't really have much distance. This has no offensive purpose whatsoever 
 and Ken can be knocked down from it.

- [ Forward Collapse ] -

 This is much like Ryu's fake fireball, it doesn't really do much good other
 than play mind games with your opponent(obviously human opponents). The
 recovery time is slow and leaves Ken open to attack for just over a second.


- [ Shoryuu Reppa ] -

 One of the best supers in the game. This will beat anything out during 
 start-up. He is practically invincible during start-up as he rushes towards 
 the opponent with multiple Dragon Punches. After the first dragon punch he 
 is vulnerable to some attacks. Try using this in combos because it is very
 combo friendly and it does pretty good block damage as well.

- [ Shinryuken ] -

 Same as the Shoryuu Reppa, its invincible during start-up and is a great
 anti-air attack because it cannot be air blocked and like all of his supers,
 they are easy to combo and follow up on. Also, to get extra hits out(you
 can have as much as 30 in some special cases) wait until just a split second
 after it starts and then ram the buttons, if you're fast enough and if you
 time it just right, you can end up pulling away almost 70% of your 
 opponent's life guage.

- [ Shippu Jinrai Kyaku ] -

 It's a bit similar to the Shoryuu Reppa in terms of motion and range, but
 it's a bit more difficult to combo and does less block damage. If Ken 
 actually connects on the first hit without the opponent blocking, he'll
 proceed to do the entire super, regardless of whether the opponent blocks
 or not which is bad for Ken, but against blocking opponents, Ken will stop
 just before he does his hurricane kick.

=============================================================================
--------------------------------- [ M.Bison ] -------------------------------
=============================================================================

- [ M.Bison ]- Evil dictator set out for world conquest

Psycho Crusher        - B(charge 2 sec.)F+P(X-ISM)
Psycho Shot           - B(charge 2 sec.)F+P(A-ISM and V-ISM)
Double Knee Press     - B(charge 2 sec.)F+K
Head Press            - D(charge 2 sec.)U+K
Psycho Fist           - Head Press, F+P
Bison Warp            - F,D,DF or B,D,DB+3K or 3P(A-ISM and V-ISM)

Knee Press Nightmare  - B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-
                        ISM)/D,DF,F+a+b
Psycho Crusher        - B(charge 2 sec.)F,B,F+(?)P(A-ISM)/D,DB,B+a+b

- [ Psycho Crusher ] -

 You can only use this as a regular move in X-ISM. The Psycho Crusher can't
 combo too well, but it comes out rather quick and can be used as a surprise 
 attack. It hits up to three times and does good block damage. However, you
 can be knocked out of the move by a projectile.

-[ Psycho Shot ] -

 This is basically Bison's projectile but its one of the worst projectiles in
 the game despite the fact that it goes screen distance. This fireball moves
 slow and has a bit of a start-up delay and a long recovery delay. Unless 
 you're trying to chip your opponent to death I suggest you try to stay away 
 from this move.

- [ Double Knee Press ] -

 This is basically Bison's offensive move. It has good range and does good
 damage and comes out quite quick and quick enough to be comboed as well. 
 This hits twice and will knock the opponent down and can easily hack away at 
 the guard meter. But if Bison misses he will be left open to attack.

- [ Head Press ] -

 This is a good surprise move because its Bison's anti-crouch counter except 
 it really isn't all that effective because it takes him quite a bit of time 
 to connect since he launches himself in the air. But it comes out quick and 
 does alot of damage.

- [ Psycho Fist ] -

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

- [ Somersault Skull Diver ] -

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

- [ Bison Warp ] -

 This is Bison's teleport move and it can be useful because it takes him out 
 of sticky situations. F,D,DF+2/3K will have you move behind and far from 
 your opponent. F,D,DF+2/3P will have you move behind and close to your
 opponent. B,D,DB+2/3K will have you move in front of your opponent while
 B,D,DB+2/3P will have you move close in front of your opponent.


-- [ Psycho Crusher ] --

 The super has a lot of range, but it still cannot absorb projectiles.
 It has great combo ability and does a lot of damage. The Final Bison version
 has the same combo attributes, but he is virtually invincible during
 the move and it comes out extremely quick, even if you do not connect with
 the Final Bison version, it still connects with block damage since you
 cannot escape from it unless an opponent teleports or pulls off a quick
 super (like the Shoryuu Reppa) to avoid block damage and such.

-- [ Knee Press Nightmare ] --

 This is a heavy chipper and it also comes out fast doing solid damage and 
 hacks away at the guard meter real nicely. This also has alot of range and 
 can tag missed supers or Dragon Punches alike, the only problem with this is 
 is that Bison has considerally a ton of recovery time so an opponent can 
 easily counter.

=============================================================================
---------------------------------- [ Maki ] ---------------------------------
=============================================================================

- [ Maki ] - Young Bushin Ninja out to prove she is a legitimate successor

Short Stick              - D+SP(air)
Genko                    - D,DF,F+P
Hayagake                 - D,DF,F+K
  - Kyuteishi                      - SK
  - Chuu De Wazaga Hassei Sliding  - FK
  - Kyou De Wazaga Hassei Stamping - RK
Saka Hayagake            - D,DB+B+K
  - Kyuteishi                      - SK
  - Front Jump                     - FK
  - Back Jump                      - RK
Hassou Kyaku             - D,DB,B+P(air, near wall)
Hassou Kyaku Modified    - D,DB,B+K(air, near wall)
Reppuu Kyaku             - FP+SK

Bushin Gouraiha          - D,DF,Fx2+(?)P/D,DF,F+a+b(A-ISM, X-ISM)
Tesshin Hou              - D,DF,Fx2+(?)K,K/D,DB,B+a+b, then K(A-ISM)
Ajara Tengu              - F,DF,D,DB,B,F,DF,D,DB,B,UB,U,UF+P(air)/
                           B,F+a+b(A-ISM)

- [ Short Stick ] -

 Not much of a move. This will have Maki come down with her stick. It
 comes out pretty fast but has virtually 100% vertical range.

- [ Genko ] -

 This move will have Maki lunge forward as she knocks her opponent down with
 her right arm. It does pretty good damage and can be used as a combo
 finisher, however her recovery delay makes her vulnerable to attacks if
 she misses.

- [ Hayagake ] -

 This is basically running, what you hit afterwards will determine what she
 does. This is the offensive part of her running.

  Kyuteishi - Stops run
  Chuu De Wazaga Hassei Sliding - It's a bit of a trick move, this will
                                  have her slide and tackle the opponent
  Kyou De Wazaga Hassei Stamping - Like above, but must be blocked high

- [ Saka Hayagake ] -

 This is a backwards run. This has more defensive tactics than her forward
 run.

  Kyuteishi - Stops run.
  Front Jump - She jumps a half screen forward.
  Back Jump - She jumps backwards.

- [ Hassou Kyaku ] -

 This will have her jump forward off a wall, you can even do this against
 your opponent's wall.

- [ Hassou Kyaku Modified ] -

 This has Maki just drop straight down, like her Hassou Kyaku above, she
 can't attack while she does this.

- [ Reppuu Kyaku ] -

 Much like Zangief's Spinning Lariat, except she loses some health while
 doing this move. She can't kill herself using it though. This is a great
 anti-air attack since it has so much priority and it has good combo
 ability. It's a pretty strong attack that can hit up to three times.

-- [ Bushin Gouraiha ] --

 A rush super that does a lot of damage. It deals good block damage and
 has great combo ability. The only drawback of this super is that it
 leaves Maki vulnerable to counter attacks if she misses. This super has
 great priority and will travel through projectiles through the first
 few frames.

-- [ Tesshin Hou ] --

 This super is a bit tricky to use at first. I know some people make it
 a habit to just use the super and not press anything afterwards, but if
 you fail to press the kick button you'll have wasted the super. This super
 has a ton of range and is a great combo finisher. Try connecting this
 up close for more hits. It's similar to Sagat's Tiger Genocide. Recovery
 time is minimal.

-- [ Ajara Tengu ] --

 This is a really tough move to pull off, and on top of that, it has short
 range and can only be done in the air. Kudos to those who can successfully
 connect this against a moving opponent in Classic Mode configuration. What
 this move does is have Maki grab her opponent and slam them across the room
 until she finally gives them a giant drop to the middle of the floor. It's
 quite a crowd pleaser, but like I said, it is very difficult to connect.

=============================================================================
--------------------------------- [ R.Mika ] --------------------------------
=============================================================================

- [ R.Mika ] - A female wrestler wishes to find her way to the top

Flying Peach          - D,DB,B+P
Shooting Peach        - D,DB,B+K
Wingless Airplane     - F,DF,D,DB,B+K(air)
Daydream Headlock     - 360 Degree motion+K, then K(rapidly)
Paradise Hold         - 360 Degree motion+P
Rainbow Body Drop     - D+FP(air)
Diving Knee           - D+SK(air)
Jumping Rainbow Slash - F+FK(A-ISM and V-ISM)

Rainbow Hip Rush      - D,DF,F,D,DF,F+(?)P(A-ISM)
Heavenly Dynamite     - 720 Degree motion+P, then P(A-ISM)
Beach Special         - D,DF,F,D,DF,F+(?)K(A-ISM, X-ISM)
  - Drop Kick            - JP
  - Moonsault Press      - Lariat or Sliding, Idle/P
  - Sliding              - SP
  - Lariat               - FP
  - Missile Kick         - Run behind opponent, K
  - Wingless Airplane    - Drop Kick, F+P(when opponent gets up)
  - Rainbow Suplex       - Get close to opponent, F+P
  - Daydream Headlock    - Get behind opponent, F+K

- [ Flying Peach ] -

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

- [ Shooting Peach ] -

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

- [ Wingless Airplane ] -

 This move is incredibly strong but the only problem