Street Fighter EX 3: Garuda guide

System playable on: Playstation 2

Revisions
9/6/03: Started FAQ. Included moves and combos for Garuda.
9/7/03: Submitting FAQ today.

My Profile:
Name: Sammy/TwistedRyu
Email Address: crazytwisted@email.com

Table of Contents
1. Introduction
2. Garuda's Move List
3. Combos
4. End

1. Introduction
Welcome to my FAQ. Hopefully I thought I make a change in this FAQ from
my Sagat FAQ to at least provide some more information to my Garuda
guide, but itstill is short. Sorry for that, but that is all I can
provide for you now. This guide will provide you general information
for the moves of Garuda, and combos for him, just like my Sagat guide.
I'll do my best to update the guides I write to make up for some lack
of excitement in my guides. Anyway, on with reading the guide and
enjoy.

2. Garuda's Move List

Throws:

Satsuga (LP+LK)
Garuda grabs the opponent, impales them with a spike potruding out of
his head,and then several more spikes pop out from his head which will
toss the opponent away. A solid Throw for doing damage and knocking an
opponent away.

Shouki (B+LP+LK)
Garuda grabs the opponent, flies with him/her and then dives into the
ground,crashing the opponent onto the ground and then jumping off of
them. Cool, though not as impressive as his first Throw.

Shuuki (D+MP/HP in air)
The same thing applies for this Throw, with the difference that it is
an air Throw, and that is is done in the air.

Other Moves:

Saiga (MP+MK)
Garuda crouches with a spike protruding out of his head, hitting anyone
near him. The bad thing about is that it will leave you VERY wide open
for a counterattack if blocked. It can stun a crouching opponent or
knock down a opponent jumping, if you have good timing, but that's not
reccomended. IMO, this is probably the worst Surprise Blow in the game,
as it is slow. I'd say about 95% of the time, I always avoid using
this.

Zanki (F+HP)
Garuda does a two handed punch. The first is a plain punch while the
second knocks the opponent away. A good move to counter a opponent who
is jumping. It also deals a nice amount of damage, but is somewhat
slow.

Ryoja (F+HK)
Garuda leaps up and does three kicks in a row. The last one knocks the
opponent away. A lot better than the Zanki, due to the fact that
you can leap during the move, and avoid some blows while dealing a few
of your own instead of just attacking your opponent directly on the
ground.

Bu (F, DF, F+PP)
Garuda's evasion move. He will be "cloaked" and then move across to the
side of the opponent, which will allow you to avoid some attacks. Good
to avoid a lethal move unleashed by your opponent. The downfall to this
move is that it will automatically leave Garuda wide open after he
lands to a attack, so beware and be sure that your opponent does not
attack back, as they can easily anticipate it and beat you down before
you recover.

Special Moves:

Kizan (F, DF, F+P)
A combined version of Shoryuken and Tatsumaki Senpuu Kyaku. Garuda does
a series of backflips with several spikes protuding out of his body,
which will hit the opponent several times. The height of feet Garuda
leaps depend on the Punch button you hit, as well as the amount of hits
it will deliver, which are:

LP= 4 Hits
MP= 8 Hits
HP= 10 Hits

This is very good to deal decent damage and also counter a opponent who
jumps, since there is almost nothing they can do about it while you
pummel them with the spikes.

Shuuga (D, DF, F+P)
This consists of Garuda having a spike protrude from his body, and
anyone who touches the spike will immediately get impaled several times
before they get tossed away. The Punch button you press will determine
the amount of hits it will unleash upon the unsuspecting victim, which
are:

LP= 2 Hits
MP= 4 Hits
HP= 8 Hits

It also has a fair range, and is very good to substitute it as an
"obstacle" to ensure that your opponent does not land a normal or
jumping attack with the spike out, and this will threaten them, forcing
them to use another move. The recovery time is somewhat long however,
so be very careful if it does not hit, because then it will possibly
leave you wide open for a counterattack.

Raiga (F, D, DF+K)
A simple knockdown move. Two VERY long spikes protrude from Garuda's
shoulders, and anyone who touches it (just like the Shuuga) will
recieve damage and get knocked down (just as I mentioned before). This
also prevents them from jumping, making it useful to act very
aggressive and also annoy your opponent, as long as they don't block
it. The amount of hits determine the Kick button you press, which are:

LK= 5 Hits
MK= 7 Hits
HK= 8 Hits

Goga (B, DB, D, DF, F+P)
Garuda dives at the opponent with a spike protruding out of his head,
nailing them several times before they get knock down. The downside to
this move is that if it is blocked, Garuda will be very, very wide open
and will get counterattacked. As with Sagat's Ground Tiger Shot, it can
be substituted as a aerial knockdown move to prevent any further
attacks by your opponent. This move also has hits that determine on the
Punch button you press, which are:

LP= 2 Hits
MP= 4 Hits
HP= 8 Hits

Ranzan (B, D, DB+K)
Great move for aerial defenses. Garuda will crouch with spikes
protruding from his back, and anyone who touches them will seriously
get injured from the result of going into the spikes with no reason.
It is also very good to surprise a opponent who is jumping, so if they
are, do the move and the opponent will land directly on the spikes with
almost no attack that will be possible to land right on you. You can
easily anticipate them and pay back for their act of stupidity with
this move. Upon that, it almost looks like it can rival with Blanka's
Electricity move.

Janzan (B, D, DB+P)
Garuda leaps up, and dives forward a certain amount of feet (depending
on the Punch button you pressed) before diving down onto the ground
with a spike protruding from his head. Any who dares to enter Garuda's
wrath will get impaled by the spike and fall down. Use the time they
recover to set up another attack before they get up from the fall. This
is best substituted as a counterattack, since it can avoid almost any
move while striking back. Just be warned though, Garuda is easily
vunerable in the air and a smarter opponent will back off and then
attack you just as soon as you land, which makes this a very bad
situation. Additionally, he will not attack until it dives down
directly, and there won't be spikes to protect him, as opposed to the
Kizan which haves a lot of spikes surrounding him and ensuring that
Garuda is safe.

Super Combos:

Kienbu (D, DB, B, D, DB, B+K) (also usable in air)
Equivalent to Ryu's Shinku Tatsumaki Senpuu Kyaku. This move allows you
to nail an opponent repeatedly by spinning with a series of spikes
protruding from Garuda's arms very fast, like a tornado. This is also
a very powerful air counterattack, and is enough to even knock Ryu out
of his Shinku Tatsumaki Senpuu Kyaku. The only problem is that Garuda
has a slow recovery time, so usually you will get nailed after you are
done with the move. It deals a good amount of damage, and is good to
nail multiple opponents in a Dramatic Battle.

Kienshou (D, DF, F, D, DF, F+P)
Garuda launches upward and rotates in a similar fashion to Ken's
Shinryuuken. His spikes protrude from his arms, and they lift and nail
the opponent if Garuda is successful. The Kienshou serves the same
purposes of use as stated above for Kienbu, but this one is a little
bit more useful and damaging, even though it is not usable in the air.

Soukondan (D, DB, B, D, DB, B+K hold K to charge)
Garuda gathers energy and creates flames, which rotate around him. Then
he will release it at the opponent. The rotating flames are Garuda's
equivalent form of a shield. It can block anything (except Meteor
Combos) until it is released. The flames are quite slow though so very
often it is easily blocked. Unlike most of the other "charge up" moves,
this provides protection to Garuda, and therefore will be able to
charge up the flames without any interruption. A useful thing to do
with the Soukondan that I found out is to activate it and charge it
while you are near your opponent, which will cause the opponent to
start taking damage and hits. Just keep charging it up. After a few
strikes the opponent will be tossed away. Then Garuda will then toss
the Soukondan at the opponent, who will then get "juggled". This will
provide you a chance to throw in another move before the opponent gets
knocked away. IMO, this is defitnitely one of the best moves in the
game. I reccomend you to use it very often, as it will (depending on
your taste) possibly become your favorite move that you will use a lot.

Meteor Combo:

Kyoujin Sanshuu (D, DB, B, D, DB, B+KKK)
This is a multi-hit Meteor Combo, and it requires follow-ups, so I'll
give you the phases Garuda goes through during the move.

Phase 1: At the start, Garuda will take out a sword, concentrates all
his strength on it and then slashes away at the opponent fiercely.

Follow-Up 1: D, DF, F, D, DF, F+K (before the last slash)
Phase 2: Garuda will jump upward and rotate upward with his sword
slashing the opponent several times while lifting them up in the air,
like Ken'sShinryuuken.

Final Follow-Up: D, DB, B, D, DB, B+K (while in the air)
Final Phase: Garuda will rotate diagonally left while still repeating
his series of aerial spinning sword slashes. Though that may be the
same, he hits the opponent several times more than his aerial slashes.

Depending on how well you do the follow-ups and get the right timing,
you can do big damage and more hits. I went up to 31 hits, but I'm not
totally positive on the maximum number of hits Garuda will do. This
move is very cool and is one of my favorite Meteor Combos.

3. Combos
Disappointed, aren't you? Yet again, I didn't do so well in getting
combos with Garuda, as with Sagat. These are the best I can provide you
with for now, so don't start to get mad for finding this section a
complete waste. I know how you would feel, but yet again, you'll have
to take my excuses as a SFEX3 player and author of this FAQ. I've
changed it a bit, and decided to help you perform the combo, and the
sequence Garuda does in the combo. Anyway, here we go.

--> Jumping Heavy Kick
--> Crouching Heavy Punch
--> Kizan (HP)
--> Raiga (HK after Kizan)

Performing: Start with the basic jump-in Heavy Kick, and then do the
Crouching Heavy Punch as you hit the ground. Once the HP is executed,
immediately perform the Kizan motion to cancel the HP into it, then hit
HK as it strikes to cancel it into the Raiga.

Sequence: Garuda jumps and kicks the opponent, crouches and hit them
with a uppercut as he reaches the ground, lifts and strikes them with
the Kizan and immediately activates his Raiga, which impales the
opponent before knocking them down.

--> Jumping Heavy Kick
--> Standing Heavy Kick/Heavy Punch (choice)
--> Kienshou
--> Kienbu (while in the air)

Performing: Start with the basic jump-in Heavy Kick, then do the SHK/HP
as soon as you hit the ground, cancel it into the Kienshou, and
activatethe Kienbu before Garuda finishes the Kienshou.

Sequence: Garuda jumps and kicks the opponent, kicks/punches the
opponent after he lands, lifts and strikes them with the Kienshou, and
then finishes by nailing the opponent into his Kienbu, which catches
the opponent and strikes them repeatedly before they fall down.

--> Jumping Heavy Kick
--> Crouching Heavy Punch
--> Shuuga (HP)
--> Soukandon
--> Kienshou
--> Kienbu (while in the air)

Performing: Start with the basic jump-in Heavy Kick, do the CHP as soon
as you hit the ground, immediately perform the Shuuga motion to cancel
the CHP into it, quickly do the Soukandon to nail your opponent, use
their moment of "juggling" to immediately go into the Kienshou, and
then finish with the Kienbu before the Kienshou finishes.

Sequence: Garuda jumps and kicks the opponent, crouches and does an
uppercut as soon as he hits the ground, impales the opponent with his
Shuuga, catches them into his Soukandon, lifts and strikes them
repeatedly with his Kienshou, and then ends by nailing them into his
Kienbu, striking them a few more times before knocking them down.

4. Ending

Credits:
- My dad for buying the game
- Capcom and Arika for making such a great fighting game
- Myself for writing the guide
- GameFAQs for posting my guide

Other Credits:
- ShinGotenk's Kairi FAQ on performing combos (which I added to my
Garuda guide)
- Orca782 for credits given to GameFAQs for posting his FAQ (I
forgotten to give credits to GameFAQs for generously posting my FAQ)


That's all. I hoped that my guide at least helped you somewhat, while
playing SFEX3 as Garuda. I've done all sorts of things to help you, and
hopefully I thought that my guide had done so. Well anyway, thanks for
reading the guide and I greatly appreciate your generous act to do so.