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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 with this move is
 that your opponent must be in the air along with you and near you to
 successfully connect with this move. Treat this like you would an air
 throw(because that's basically what it is), catch your opponent right before
 they come down. If she misses she will fall unable to block so watch out.

- [ Daydream Headlock ] -

 Well this move deals out a ton of damage as R.Mika repeatedly jerks at the
 opponents neck and then slams down her opponent. This move is unblockable as
 you expected but despite the fact that it is a throw/grab move it has decent
 range and can sometimes pull the opponent from some amazing distances. Do 
 not use this move far from your opponent because she will go into her missed 
 pose leaving you open to attack.

- [ Paradise Hold ] -

 This move can act like Zangief's Running Bear Grab because it has tremendous
 range for a throw and surprisingly the priority of this move is exceptional.
 What R.Mika will do is flip torwards her opponent and then if she connects 
 she will clamp her opponent and slam him/her down causing servere damage. 
 Excellent against missed supers and Dragon Punches alike. Also I'm not 
 really sure if she is invincible to projectiles as well.

- [ Rainbow Body Drop ] -

 This move is an excellent move for jump in's because it has good priority 
 and can set her up for some of her throws. Also try not to get too 
 predictable with this move because smart opponents can and will use their 
 anti air attacks or anti air supers.

- [ Knee Drop ] -

 This is a more quicker way to get the jump and surprise on your opponent, 
 while it doesn't really cause much damage it can set up for her throws more 
 easily than her Rainbow Body Drop. Again try not to be too predictable and I 
 can't stress that enough because I find myself doing that all the time and 
 my brother constantly counters.

- [ Jumping Rainbow Slash ] -

 Well I'm not sure what this move is for because it looks exactly like her
 regular S.Forward but she moves forward a little while yelling. This can be
 useful for jumping and attacking your opponent over low attacks though and
 that's about it. Not really much use with this move.

-- [ Rainbow Hip Rush ] --

 This is her rushing super but it really doesn't have that much range like 
 other rushing supers but it can still counter missed supers and Dragon 
 Punches alike. This is also quite comboable and can deal good damage and 
 Guard Meter damage at the same time. She really doesn't have any recovery 
 time after this move but its still something to watch out for.

-- [ Heavenly Dynamite ] --

 Well this is her grab super and it deals out a ton of damage and is 
 obviously her strongest super. This is also unblockable as she will grab the 
 opponent and start hammering away and after the last hit she will drop the 
 opponent in either way depending on which level you use. On level 3 a ring 
 comes out of nowhere as she climbs on top and takes her opponent down on the 
 pavement. Level 3 is visually impressive and can deal out major damage. 
 However if she misses she will go into her miss pose and also have wasted a 
 level(s) of super leaving her open to attack.

-- [ Beach Special ] --

 Once you activate this move she will go into R.Mika fury as I would
 like to put it and then you control and after you have ran after your 
 opponent she will automatically grab your opponent then you can press either 
 K or P to grab or attack your opponent. You can do numerous moves while in 
 this mode and also she can jump off her ring and Elbow Drop her opponent, 
 but try this in training mode and see what happens and also this super is 
 rather weak even for a level 3 because you probably hit your opponent twice 
 before your R.Mika fury ends.

=============================================================================
-------------------------------- [ Rolento ] --------------------------------
=============================================================================

- [ Rolento ] - Patriot with thoughts of world domination

Spike Rod             - D+FK(air)
Fake Rod              - F+FK
Trick Landing         - JP+RK(air)
Patriot Circle        - D,DF,F+P(then repeat x3)
Stinger               - F,D,DF+K then K
Mekong Delta Air Raid - D,DB,B+P then P
Mekong Delta Escape   - D,DB,B+K
Mekong Delta Attack   - 3P then P/FP+SK,P or JP+RK,P(GBA version)
High Jump             - D/DB/DF,UB/UF/U

Minesweeper       - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB,B+a+b
Take No Prisoners - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DF,F+a+b
Steel Rain        - D,DF,F,D,DF,F+(?)K(A-ISM)/B,F+a+b

- [ Spike Rod ] -

 This move isn't really useful for attacking, but it is useful for moving
 around. Once you're in the air you can keep doing this move as Rolento
 will bounce off the ground and all over the place.

- [ Fake Rod ] -

 Despite it's name, this move will hit up close. It's similar to his Spike
 Rod, but he can't hop around in it.

- [ Trick Landing ] -

 This move is similar to the Mekong Delta Attack, except you can do it in
 the air. But you can't attack afterwards. Just before Rolento lands press
 the button motion and he will leap backwards just after he touches the
 ground.

- [ Patriot Circle ] -

 A good attack that should only be used up close. This move will do alot of
 chipping damage as Rolento spins his staff around. You can repeat this move
 up to three times in a row for a total of 11 hits. This move does alot of
 damage if it connects as it will knock the opponent down if the move is
 repeated three times in a row. If its block it totally uncounterable since
 the fact that it pushes the opponent back, but if he does not connect with
 this the opponent has loads of time to attack. This is also god for taking
 down that Guard Meter because it will bring down that Guard Meter very fast.

- [ Stinger ] -

 Well this is Rolento's projectile but he can not win fireball fights with
 this move because it has a huge start up delay and also that the fact that
 his knife can be knocked away with a simple punch or kick. What Rolento will
 do is jump up into the air and hold out his knife, but you must hit kick
 button again to throw the knife. The one key advantage is that he can aim it
 at practically any angle he wants because he can throw the knife anytime he
 wants as long as he is in the air. Each kick button used at the start of
 this move will make Rolento throw it at a different angle. However if it
 does connect it will do alot of damage and can sometimes be considered as
 the strongest projectile in the game. He can be knocked out of it on the way
 up and also if he comes down and misses with the knife, he is left open for
 an attack.

- [ Mekong Delta Air Raid ] -

 This is both a surprise attack and an escape tactic. What Rolento will do is
 jump backwards and put himself a good distance away from the opponent. If
 Rolento performs this move and he presses the punch button again he will
 automatically flip towards his opponent with a quick staff attack that does
 good damage and practically no recovery time afterwards making it a safe
 attack.

- [ Mekong Delta Escape ] -

 This is an extremely excellent escape tactic because Rolento can put himself
 a great distance between him and the opponent, if you move either back or
 forth you can control where Rolento lands. Also Rolento has basically no
 recovery time from using this move but he cannot attack either and can be
 attacked while he is in the air.

- [ Mekong Delta Attack ] -

 This is also another one of Rolento's escape and attack tactics. What
 Rolento will do is flip backwards sorta like Vega putting a good distance
 between the opponent and him, but however he is not invincible while doing
 this move. Then press any punch button, but after he has finished the flip
 and Rolento will roll towards his opponent with a quick attack and then
 bounce off hs opponent. This has almost no recovery time and the opponent
 must be close to you to counter effectively.

- [ High Jump ] -

 Well he can't fly off the screen like in the crossover series but this is
 higher than your average jump. What Rolento will do is do a high somersault
 into the air either over his opponents head or to the wall behind him. This
 can be very useful for getting you of corner trap situations.

-- [ Minesweeper ] --

 This super causes tremendous damage if it connects but it cannot be comboed
 and has huge start up delay due to the fact that Rolento rolls before he
 lets out the grenades. This will drag the opponent towards Rolento if it
 connects but he cannot attack the opponent while they are in the air, this
 also sets Rolento a good distance away from his opponent, but this does only
 a pixel of block damage and can't even push down the Guard Meter much.

-- [ Take No Prisoners ] --

 Well this isn't the best of supers and its also one of the corniest looking
 supers in the game. This move cannot be comboed and but travels extremely
 quick and often connects because it catches opponents by surprise. However
 you can only block this move low and this is one of the strongest supers in
 the game as a little blade of some sort glides across the floor very slowly
 and if it connects the opponent is lifted into the air as he is hung by one
 of Rolento's men and then dropped. Not very much range either.

-- [ Steel Rain ] --

 Well this super is a little odd and it also has a start up delay. What
 Rolento will do is drop a bunch of knives from the ceiling or sky I guess,
 and if they connect they will do major damage and excellent Guard Meter
 damage. Its also very hard to escape from this super because it sorta follow
 you, and probably only teleports will escape this move, also if Rolento is
 hit during the duration of this move the knives will still fall.

=============================================================================
--------------------------------- [ Rose ] ----------------------------------
=============================================================================

- [ Rose ] - She seeks the nature behind action and reaction

Soul-Piette  - F+RK
Soul Spark   - B,DB,D,DF,F+P
Soul Reflect - D,DB,B+P
Soul Spiral  - D,DF,F+K
Soul Throw   - F,D,DF+P

Aura Soul Spark - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB+B+a+b
Aura Soul Throw - D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
Soul Illusion   - D,DF,F,D,DF,F+(?)K(A-ISM)/B,F+a+b

- [ Soul-Piette ] -

 This move will have Rose lunge forward with her leg in a semi circle. It's
 a quick attack and covers great range for a normal attack.

- [ Soul Spark ] -

 Basically the same as all other projectiles. Use this when your far away and
 use it when opponents are just getting up. Don't use this up close cause
 otherwise opponents will jump over this and attack you from above. The
 recovery time is horrible like all fireballs.

- [ Soul Reflect ] -

 Jab-Absorbs fireball and quickly refills SC meter.
 Strong-Reflects opponent's projectile
 Fierce-Reflects opponent's projectile upwards

 This is overall one of the best moves in the game. When your close to an
 opponent the opponent will have an extremely slim chance at blocking if they
 throw a projectile and Rose uses her Soul Reflect. But when she reflects her
 opponents' projectiles they hit the opponent but at half the damage that the
 projectile would normally do. Her Jab Soul Reflect is an excellent way to
 quickly gain your Super meter, her Fierce version can also be used as an
 anti-air attack because sometimes opponents tend to throw a fireball from a
 distance then come in and jump in at you, incase you suspect it use the
 fierce version because its practically uncounterable! I don't think you can
 reflect super fireballs though.

- [ Soul Spiral ] -

 An excellent move to use when your opponent is low on energy. This hits
 multiple times and does good damage and is also an excellent chipper.
 Although this has a start up delay it can still be comboed in an effective
 two-in-one. The recovery time is horrible so don't use it too often.

- [ Soul Throw ] -

 The Soul Throw is exactly what it says. It's a throw, meaning any attack
 can out-prioritize the throw. However, the attack is actually extremely
 fast and will usually catch an airborne opponent. However, any opponent
 on the ground will completely avoid the attack.

-- [ Aura Soul Spark ] --

 Her fireball super goes extremely fast as it will eat other projectiles that
 are weaker than it. But each projectile it eats it gets weaker. Try to use
 this up close and it is comboable in an effective two-in-one combo.

-- [ Aura Soul Throw ] --

 Her level 1 super is her Aura Throw which is just a bit stronger than her
 Soul Throw. While Level 2 and Level 3 are purely for ground combos. On these
 levels she will move an attack in awkward fashion as she does a flipkick and
 a bunch of other attacks and ends the combo with a Soul Spark on level 2 and
 on level 3 she ends the combo with a Aura Throw. This super is good for
 punishing mistakes.

-- [ Soul Illusion ] --

 This super will have Rose create multiple images of herself, resulting in
 multiple attacks with one press of a button. She has virtually no recovery
 and start up delay on this move, allowing her to create some uber-cool
 combos.

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


- [ Ryu ] - The man seeking to become a true warrior

Hadouken              - D,DF,F+P
Shoryuken             - F,D,DF+P
Tatsumaki Senku Kyaku - D,DB,B+K
Senpuu Kyaku          - F+FK(A-ISM and V-ISM)
Sakotsu Wari          - F+SP
Seichu Nidan Tskui    - F+FP(X-ISM and V-ISM)
Shakunetsu Hadouken   - B,DB,D,DF,F+P
Hadouken Fake         - D,DF,F+Select(A-ISM and V-ISM)

Shinkuu Hadouken              - D,DF,F,D,DF,F+(?)P(X-ISM and A-
                                ISM)/D,DF,F+a+b
Shinkuu Tatsumaki Senpu Kyaku - D,DB,B,D,DB,B+(?)K(A-ISM)/D,DB,B+a+b
Metsu Shoryuken               - D,DF,F,D,DF,F+K(level 3)(up close)(A-ISM)/
                                B,F+a+b
Shin Shoryuken                - D,DF,F,D,DF,F+K(level 3)(far away)(A-ISM)/
                                B,F+a+b

- [ Hadouken ] -

 The basic projectile...combos well and comes out fast. The recovery time
 is decent...but the projectile is easily avoidable.

- [ Shoryuken ] -

 The basic anti-air attack that is a great defender against air-borne
 opponents. This is a strong attack that can be used in combos but if he
 misses he will be left open to attack on the way down.

- [ Tatsumaki Senku Kyaku ] -

 Ryu veers off as he lifts off the ground while spinning one leg in a
 helicopter motion and any opponent who gets hit will suffer moderate damage.
 This move only hits once but that one hit can equal the damage done by Ken's
 5 hit or Akuma's 3 hit hurricane. This is basically a safe move to use but
 don't use the roundhouse version from a distance or opponents will throw
 projectiles to counter and also don't use it against opponents who are
 ducking because Ryu can be hit by a regular anti-air attack like Ken's
 C.Fierce.


- [ Senpuu Kyaku ] -

 Basically a short kick that is overlooked. This kick comes out quite fast
 and also goes over low attacks and has practically no recovery delay
 afterwards.

- [ Sakotsu Wari ] -

 Don't use this too often because it has a long start up delay. Use this when
 opponents have nothing to do but crouch block all day. I would use this just
 as the opponent is coming up so they can't counter it(only by Alpha counters
 of course) if they block low and it is only blockable high.

- [ Seichu Nidan Tskui ] -

 This move is much like the Overhead counter except it comes out faster and
 doesn't hit a low blocking opponent. It can be used as a small dash, but
 there really isn't much to using this move much.

- [ Shakunetsu Hadouken ] -

 I don't really see any effect to this projectile other than the fire and
 the close knockdown. It's basically a more complicated way to do the
 Hadouken.

- [ Hadouken Fake ] -

 This move will have Ryu fake a Hadouken, it's more to psyche the opponent
 out more than anything else. It would be more useful as a tactic if it
 didn't carry recovery time.

-- [ Shinkuu Hadouken ] --

 A 3-5 hit Hadouken is basically what this is. It comes out fast and is very
 comboable. It'll do a good deal of damage and absorb projectiles but at the
 cost of the overall strength. However, you must be really close to make this
 move more effective since it's easy to jump over.

-- [ Shinkuu Tatsumaki Senpu Kyaku ] --

 The hyper version of his hurricane kick goes as he pummels the opponent back
 and forth. This has absolutely no horizontal range whatsoever unless you are
 near the opponent. This move can possibly knock down an entire Guard Meter
 Guage and its also Ryu's strongest super because it does a ton of damage.
 You can easily chip alot of life out of the opponent when your near them
 though but if the opponent is far away they can throw a projectile at you.
 Don't worry this has practically no recovery time.

-- [ Metsu Shoryuken ] --

 Not that super that you would prefer to use because for a level 3 super it
 has to do more damage than what this does. This thing does about as much
 damage as a level 2 Shinkuu Hadouken. Settle for the Shin Shoryuken instead.
 Well this super's damage can get higher as you are farther away, when your
 up close to your opponent this move does pitiful damage not even worthy of a
 level 2, but if your too far away you'll either miss your opponent or go
 into the Shin Shoryuken(which is the better alternative).

-- [ Shin Shoryuken ] --

 Try to perform this about 1/3 screen distance away from your opponent. This
 has huge damage potiential but its only his second strongest super. If you
 perform this super from 1/3 distance away Ryu will rush forward against his
 opponent with his elbow and if it connects he will continue on with a four
 hit powerful Dragon Punch and also try not to waste this because its a level
 3. You must do this move so if it connects the tip of Ryu's elbow will
 barely connect, this causes Ryu to go into a four hit combo as Ryu finishes
 it off with a frontwards Dragon Punch(just like the one on the introduction)
 instead of a backwards Dragon Punch like his Metsu Shoryuken. Remember the
 timing is the key because I find this very difficult to connect with
 sometimes.


=============================================================================
--------------------------------- [ Sagat ] ---------------------------------
=============================================================================


- [ Sagat ] - Scarred from a Shoryuken, the Muai Thai master seeks revenge

Tiger Shot      - D,DF,F+P
Low Tiger Shot  - D,DF,F+K
Tiger Flow      - F,D,DF+P(A-ISM and V-ISM)
Tiger Uppercut  - F,D,DF+P(X-ISM)
Tiger Knee      - F,D,DF+K(V-ISM and A-ISM)
Tiger Knee      - D,DF,F,UF+K(X-ISM)

Tiger Cannon   - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
Tiger Genocide - D,DF,F,D,DF,F+(?)K(X-ISM and A-ISM)/D,DB,B+a+b
Tiger Raid     - D,DB,B,D,DB,B+(?)K(A-ISM)/B,F+a+b
Tiger Charge   - D,DF,F+Select(A-ISM)

- [ Tiger Shot ] -

 One of the most feared projectiles in the game. This projectile is extremely
 fast and can easily counter missed supers. But sometimes opponents will duck
 under this because all opponents can duck under this and can avoid chip
 damage, but its very hard to jump over but if you like to use it on turtlers
 you can try the...

- [ Low Tiger Shot ] -

 Same as above except this one goes low and opponents can easily jump over
 this. Just watch out when opponents jump over this because Sagat has alot of
 recovery time from this just like the Tiger Shot above.

- [ Tiger Flow ] -

 This is one of the more unqiue anti-air attacks that does a lot of damage.
 Once connected Sagat can hit the opponent up to seven times and the move is
 very comboable. It'll do quite a bit of block damage for a special attack
 but it's recovery delay is unavoidable.

- [ Tiger Uppercut ] -

 Sagat's old move hits once or twice but still deals out the same amount of
 damage(or more) to the opposition. That's pretty much the only difference
 to this move other than the name with the Tiger Flow.

- [ Tiger Knee ] -

 A great anti-air move that does good damage and leaves him extremely safe to
 block. One of the more better anti-air attacks in the game, but this one has
 alot more horizontal range than his Tiger Flow though. In X-ISM, the move
 double hits if you use the roundhouse version and if you are up close to
 the opponent.

-- [ Tiger Cannon ] --

 A souped up version of his Tiger Shot, but it has one major flaw, he uses
 the high version, so opponents can easily duck under this one and easily
 escape block damage. It's seldom that this super is effective when your
 opponent is on the ground, save it so you can time it to attack the
 opponent as they just about reach Sagat's head.

-- [ Tiger Genocide ] --

 This move is like the Shouryuu Reppa but with shorter range. It does a lot
 of damage and can deal out a lot of hits as well as do solid block damage,
 but it's priority after the initial Tiger Knee becomes another issue. Sagat
 can be easily tripped out of the super after the first Tiger Flow is timed
 correctly and the recovery delay is rather lengthy.

-- [ Tiger Raid ] --

 Sagat veers up as he unleashes a lighting fast jump kick and flys towards
 the opponent dealing a good amount of hits. It's a very horizontal attack
 that is comboable and very quick, recovery time isn't too much of an issue
 since the opponent will have enough trouble countering the attack if they
 decide not to use an Alpha counter. However, the problem with this is that
 this super has no anti-air protection, so jumping opponents can easily
 knock Sagat out of the move before they touch ground.

-- [ (Tiger Rage) ] --

 This super will have Sagat power up his Tiger Flow, but it can only be used
 once. I personally would try to avoid using this since the damage on the
 Tiger Flow isn't increased significantly and Sagat is left completely
 vulnerable to attack in the sequence of the duration.

=============================================================================
--------------------------------- [ Sakura ] --------------------------------
=============================================================================

- [ Sakura ] - Obnoxious school girl, Ryu's potential female rival

Hadouken      - D,DF,F+P (opt.)then P rapidly
Shououken     - F,D,DF+P
Shunpuu Kyaku - D,DB,B+K
Sakura Otoshi - B,D,DB+K then P(A-ISM and V-ISM)
Flower Kick   - F+FK

Shinkuu Hadouken - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
Haru Ichiban     - D,DB,B,D,DB,B+(?)K(A-ISM)/D,DB+B+a+b
Midare Zakura    - D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)/B,F+a+b

- [ Hadouken ] -

 Well her projectile is pretty good but make sure you don't keep pressing the
 button afterwards because she will charge for her bigger fireball and it
 will take alot more time to bring out and it will have considerably less
 range but it will do more damage but its not too much more because the extra
 damage is barely noticable. Like all fireballers she has some recovery time
 after she has thrown it so watch out.

- [ Shououken ] -

 Well this isn't exactly the best anti-air attack because she will glide
 across the floor before she actually goes into the Dragon Punch motion, but
 her Jab version is excellent for anti-air attacks. This can hit up to six
 times by itself and is highly comboable and does a good amount of chip
 damage as well as normal damage but if she misses she will fall back down
 unable to block.

- [ Shunpuu Kyaku ] -

 Well unlike the Tatsumaki Senpuu Kyaku this goes in sorta of an awkward arc
 but the short version barely goes the distance while the Roundhouse version
 goes full screen in a 180 degree arc. This is barely comboable despite the
 fact that it has practically no start up delay so I guess the fact is that
 Sakura doesn't really have any attacks that will stun the opponent long
 enough for this move to connect. But if she misses she will be free to
 safely block because this move practically has no recovery time afterwards.
 While in X-ISM mode Sakura can do this in the air.

- [ Sakura Otoshi ] -

 Well her only new move is quite awkward because its uncomboable and it
 leaves her in the air doing nothing if you do nothing. After you have done
 this motion and while Sakura is in the air hit the punch button rapidly and
 she will do a three hit combo. Basically its probably a confusion tactic
 rather than a surprise attack.

- [ Flower Kick ] -

 Basically this is her anti-crouch counter but it has a bit of a start up
 delay making it uncomboable. But it can be used often just as the opponent
 just gets up from a knockdown so they have no chance of countering it unless
 they decide to waste a super and use an Alpha Counter.

-- [ Shinkuu Hadouken ] --

 Just like Ryu's Shinkuu Hadouken, it comes out pretty fast, is highly
 comboable, and does a good amount of damage. She can not continously hit the
 punch button for a bigger fireball to come out though and this also has
 recovery time just like all other fireball supers.

-- [ Haru Ichiban ] --

 A wicked funky ground based Tatsumaki Senpuu Kyaku kick that has Sakura
 spinning on the ground and coming fast towards her opponent hitting multiple
 times and causing good damage and a ton of chipping damage. This is an
 excellent super against missed supers or Dragon Punches alike even if the
 opponent is a half-screen distance away. USe this whenever you can because
 it is extremely comboable and has basically no recovery time.

-- [ Midare Zakura ] --

 This is pretty much a Shoryuu Reppa done in Sakura-like fashion. It does
 about the same amount of damage with the same amount of distance and such.
 It'll come out quickly and is a good measure against air attacks, but like
 the Shoryuu Reppa, the recovery delay is quite long if she misses.

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

- [ Shin Akuma ] - Dark Warrior consumed with evil and a deadly technique

- Shin Akuma's moves are all the same as Akuma's.

- His Zankuu Hadouken lets out two fireballs this time instead of one.

- His Shun Goku Satsu is literally twice as fast and travels twice the
  distance. It's virtually impossible to escape after you performed the move
  just as the opponent is about to get up.

=============================================================================
--------------------------------- [ Sodom ] ---------------------------------
=============================================================================


- [ Sodom ] - American Samurai set in Japanese ways

Jigoku Scrape         - D,DF,F+P
Butsumetsu Buster     - 360 Degree Motion+P
Daikyou Burning       - 360 Degree Motion+K
Shiraha Catch         - F,D,DF+K
Tengu Walking         - B,DB,D+K(after you have been knocked down)
Yagure reverse        - B,D,DB+K(after you have been knocked down)
Tengu Walking(get up) - D,DF,F+K

Meido no Miyage       - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DF+F+a+b
Ten Chuu Satsu        - 720 Degree Motion+(?)P(A-ISM)/D,DB,B+a+b

- [ Jigoku Scrape ] -

 A nice surpriese attack that can easily counter missed supers or Dragon
 Punches alike. each punch version you use will result in a different slash.
 Tehy all have the same qualities though except the Jab version can be used
 as an anti-air attack, but these are all comboable after his C.Fierce. The
 Fierce version will hit twiced if blocked, but it will leave Sodom open to
 attack.

- [ Butsumetsu Buster ] -

 The damage that this thing does is pretty fair, it will do as much damage as
 his Jitte Strike, but its good because for a throw it has alot of range and
 will beat out alot of normal attacks. What Sodom will do is grab you and
 then slam you down in an emphatic way. Use this on people who tend to turtle
 often but if he misses he will go into his miss pose just like Zangief so
 watch out.

- [ Daikyou Burning ] -

 This move will have Sodom run at the opponent with his Sai(or swords) and
 literally burn them across the floor. It does good damage and hits up to
 six times but unfortunately it is blockable and leaves Sodom vulnerable to
 attack.

- [ Shiraha Catch ] -

 This is more of a tactical move than anything else. If your opponent can
 catch Sodom at the apex of his catch, he'll immediately grab his opponent
 out of their attack and throw them. It does good damage and can even take
 a few characters out of their supers. However, actually catching your
 opponent with this move is another story since timing is extremely tricky.

- [ Tengu Walking ] -

 Joseph Parise's guide tells you that you can use this move as you come
 down, and he's right. It has a bit of a start up delay but its a great
 counter to attacks and will definitely surprise your opponent.

- [ Yagure reverse ] -

 Well this is a shorter version of the Tengu Walking judging by the name of
 it and will probably hit once if the opponent is close. But Sodom cannot use
 this or his regular Tengu Walking after he has Tech Hit.


- [ Tengu Walking(get up) ] -

 Much like Tengu Walking accept you must perform the motion for this move as
 you immediately get up. It'll act as a good suprise attack that has little
 recovery delay.

-- [ Meido no Miyage ] --

 Well this is the super version of his Jitte Strike as he will do all thre
 versions of his Jitte Strike into one combo, on level 2 each strike hits
 twice while on level three he knocks the opponent up into the air and Slam m
 down with his Sai. This is also excellent if you want to balance your
 opponent up in the air. This is a good chipper but will leave you open to
 attack if miss.

-- [ Ten Chuu Satsu ] --

 Well this is two Betsumatsu Busters combined into one while on level three
 he will do a Jab Betsumatsu Buster followed by a Fierce Betsumatsu Buster
 and then a Roundhouse Daikyou Shien. This has twice as much range than
 Zangief's Final Atomic Buster and can deal almost the same amount of damage!
 But he will waste levels of super if he misses.

=============================================================================
--------------------------------- [ T.Hawk ] --------------------------------
=============================================================================

- [ T.Hawk ] - Powerful native American with an unbound spirit for nature

Condor Dive      - 3P(air)
Tomahawk Buster  - F,D,DF+P
Mexican Typhoon  - 360 Degree Motion+P(up close)
Condor Spire     - B,D,DB+P(A-ISM and V-ISM)
Body Press       - D+FP(air)

Raging Typhoon   - 360 degrees [x2] +(?)P(X-ISM and A-ISM)/D,DB,B+a+b
Canyon Splitter  - D,DF,F [x2]+(?)P(A-ISM)/D,DF,F+a+b

- [ Condor Dive ] -

 A very powerful jump in attack that has alot of priority and comes out
 extremely fast. The only thing that will counter this are anti-air attack
 specials and some normal anti-air attacks. If T.Hawk misses he has a little
 bit of recovery delay as he will bounce off the opponent. Use this often to
 peck away at some life.

- [ Tomahawk Buster ] -

 An excellent anti-air attack that has alot of range I mean it has more range
 than Ken's Shoryuken! This attack is quite powerful and will double hit with
 the Fierce version when up close. This is also a fairly good chipper but if
 he misses he will fall down unable to block.

- [ Mexican Typhoon ] -

 This move will have T.Hawk grab his opponent by the neck and slam them
 hard after spinning the opponent 360. It does just as much damage as the
 Spinning Pile Driver and has just as much range. However, if T.Hawk performs
 this move out of range, he'll go into a miss pose leaving him open to
 attack.

- [ Condor Spire ] -

 Well this is a move that tends be to overlooked because it does alot of
 damage as T.Hawk will sorta jump up in the air and give a little hack at the
 opponent's head. This is T.Hawk's anti crouch counter as it can also be used
 as a surprise attack, but you simply cannot combo it due to the fact that it
 has a start up delay. This also has high priority against certain anti-air
 attack moves like Guy's Bushin Senpuukyaku.

- [ Body Press ] -

 An air borne attack with good priority against all standard non-special
 ground attacks.

-- [ Raging Typhoon ] --

 This super will have T.Hawk slam his opponent multiple times using multiple
 Mexican Typhoons. It does a lot of damage but it cannot be comboed. Worst
 yet, when he misses he goes into his miss pose and loses his super guage.
 Your best bet to using this is to attack with the Body Press and as soon as
 you connect begin the motion for the super and cancel into it as you touch
 the ground...blocking opponent or not.

-- [ Canyon Splitter ] --

 This super will have T.Hawk perform the Condor Spire into the Tomahawk
 Buster. It's a slow super to begin with and does very little damage.
 Personally, I really don't know what it's here for other than to give
 T.Hawk another super. It will hit low blocking opponents...but it comes
 out too slow to prove effective.

=============================================================================
---------------------------------- [ Vega ] ---------------------------------
=============================================================================

- [ Vega ] - World's biggest narcissist and Spanish ninja.

NOTE: Vega can lose his claw and mask, but can pick them up simply by walking
      over them. His attack power lowers as he loses his claw as well as
      lowering defense if he loses his mask.

Ushiro Geri                 - F+HK
Triangle Jump               - Jump towards wall, then F
Roling Crystal Flash        - B(charge 2 sec.)F+P
Sky High Claw               - D(charge 2 sec.)U+P
(Wall Leap)                 - D(charge 2 sec.)UF or UB or U+K
(Fence Climb)               - D(charge 2 sec.)U+3K(Spain Stage Only)
Flying Barcelona Attack     - Wall Leap or Fence Climb, then P
Flying Barcelona Izuna Drop - Wall Leap/Fence climb, F/B+2P(up close)
Short Backslash             - 3K/JP+RK(GBA)
Backslash                   - 3P/SK+FP(GBA)
Scarlet Terror              - B(charge 2 sec.)F+K(V-ISM)
Scarlet Rain                - F+RK(A-ISM and V-ISM)

Barcelona (Leap)            - DB(charge 2 sec.)DF,DB,UF+3K(A-ISM and X-ISM)
                              (Level 3)/D,DF,F+a+b
Rolling Izuna Drop          - DB(charge 2 sec.)DF,DB,UF+(?)K,D+P(A-ISM and X-
                              ISM)/D,DF,F+a+b, then D+P(close)
Rolling Barcelona Attack    - Barcelona (Leap), P
Scarlet Mirage              - B(charge 2 sec.)F,B,F+(?)K(A-ISM)/D,DB,B+a+b
Red Impact                  - B(charge 2 sec.)F,B,F+3P(A-ISM)(Level 3)/
                              B,F+a+b

- [ Ushiro Geri ] -

 This isn't much of an attack, Vega leaps forward with a lateral kick that's
 a bit slow to start, so it's uncomboable. This covers good distance for a
 normal attack, but often you'll find yourself pulling this move by accident.

- [ Triangle Jump ] -

 Not much going here. This allows Vega to jump the wall and then jump forward
 after launching himself from the wall. This can be used as an escape tactic.

- [ Roling Crystal Flash ] -

 This is one of Vega's prime weapons and is a very heavy chipper and is a
 good counter for missed supers or Dragon Punches alike. This move has alot
 of range and does alot of damage. But Vega can be swept while doing this and
 he is vulnerable to projectiles, but it comes out so quick that opponents
 wouldn't have much time to do the motion for the projectile. What Vega will
 do is roll into a ball and while he rolls he attacks the opponents multiple
 times while ending with a very powerful claw to the opponents stomach, but
 Vega does have recovery time afterwards and it can also bring down the Guard
 Meter very quickly.

- [ Sky High Claw ] -

 This is either a confusion move or a surprise attack because when Vega leaps
 back to the wall sometimes opponents think he is just Wall jumping so they
 wait until he gets close to knock him with their anti-air attack, but then
 Vega bounces off the wall and comes at the opponent real fast and attacking
 the opponent horizontally doing alot of damage. If Vega misses he is
 relatively left safe to block, but he can be knocked out of it if your close
 to him and if you are quick enough.

- [ (Wall Leap) ] -

 Well what vega will do is jump towards either wall depending which direction
 you used and leap off of it giving you the option to do two different types
 of attacks as you may choose, but this move alone has no attack abilities
 whatsoever.

- [ (Fence Climb) ] -

 Well what Vega will do is climb the fence in his home stage and move around
 and jump off, but also you can do two different moves as well. Its hard to
 control Vega while he is on the fence unlike when he was in SF2T where
 controlling him was a snap. Vega is also vulnerable to attacks while in this
 mode though so don't just pull it out of nowhere.


- [ Flying Barcelona Attack ] -

 After the wall leap Vega will perform a diving slash in sorta of an arc form
 that does fair damage. This move is uncomboable obviously but it is a good
 surprise attack and will leave Vega safe to block after he lands from this
 attack.

- [ Flying Barcelona Izuna Drop ] -

 An excellent move to use because its very quick and does a ton of damage.
 After the wall leap wait until Vega gets close to his opponent and the do
 the throw motion, this tactic works just like Guy's Bushin Leap. But while
 not attacking until Vega is close to the opponent leaves Vega open to alot
 of attacks. Also Vega can do this when the opponent is in the air as well,
 but then again the opponent can jump towards Vega with an attack and knock
 Vega out of it.

- [ Short Backslash ] -

 An excellent escape move because Vega is invincible while doing this move,
 but the downside is that he can be hit at the very end of the flip, but the
 opponent has to be real quick about it, but sometimes an opponent can
 predict this move by throwing a Jab version projectile ahead of time. Also
 Vega cannot move forward with this move making it very difficult to escape
 corner traps, so doing this while your trapped in the corner just puts you
 at an even worst position.

- [ Backslash ] -

 This puts Vega a good distance away from the opponent but then again
 opponents can time a projectile ahead of time. Vega is still invincible
 while doing this move, but a crucial downside is the fact that Vega cannot
 go forward with this move giving him a huge disadvantage for those players
 who can't seem to get out of corner traps.

- [ Scarlet Terror ] -

 Well Vega's new move is truely amazing! Not only will it do good damage, and
 can combo, but it also serves as Vega's first true anti-air attack. Use this
 whenever you can if the opponent tries to jump in.

- [ Scarlet Rain ] -

 Well a rather odd move for Vega has he takes a hop forward and performs a
 jump kick. This kick has huge start up delay and anybody can counter before
 he actually connects with this move. I'm not even sure if its an anti-crouch
 counter or not because I rarely connect with it.

-- [ Rolling Inzuna Drop ] --

 Well this is only a set up move as Vega will jump towards the wall and jump
 off. This move alone does no damage whatsoever but like his regular Wall
 Leap it sets up two options you can decide what to do. Also Vega is
 invincible during the start-up move because he flashes.

-- [ Barcelona 'Fence Climb' ] --

 Basically his fence climb except he is invincible while during the start-up
 of this move as he flashes. This move however will do no damage on its own
 though but just like his Fence Climb he has two different options to decide
 which move he will use or not.

-- [ Rolling Izuna Drop ] --

 What Vega will do is slam the opponent multiple times doing a ton of damage
 and this move is unblockable, but Vega is easily knock out of this move
 though. But don't rely on this move to often to pull you victories because
 the priority on this move is very low.

-- [ Rolling Barcelona Attack ] --

 The super version of his Barcelona attack that does good damage while
 hitting the opponent multiple times. A better option to the Barcelona Suplex
 because this has more priority and will connect more often then his
 Barcelona 'Suplex'.

-- [ Scarlet Mirage ] --

 There really isn't too much to this move, though it is comboable and can
 be used as an anti-air attack. It doesn't travel very far or high on damage
 but it does do a decent job on block damage and has good priority on the
 ground.

-- [ Red Impact ] --

 Well a rather odd super, but what Vega will do a give a good swipe at his
 opponent with his claw and if it connects the opponent will then be tossed
 into the air and the opponent falls back onto Vega's lifted claw. Does good
 damage but since its blockable and does pitiful block damage I wouldn't
 waste a level three for it unless you are well in the lead.

=============================================================================
---------------------------------- [ Yun ] ----------------------------------
=============================================================================

- [ Yun ] - Yun leaves in hopes of finding Fei Long, supposedly drug dealing

Rolling Kyaku          - F+FK
Raigeki Shu            - DF+FK(air)
Zesshou Hohou          - D,DF,F+P
Tetsuzankou            - F,D,DF+P
Kobokushi              - D,DB,B+P
Senkyutai              - D,DF,F+K
Zenpu-Tenshin          - F,DF,D,DB,B+K

Sourai-Rengeki         - D,DF,Fx2+(?)P/D,DF,F+a+b
You Hou                - D,DB,Bx2+(?)P/B,F+a+b

- [ Rolling Kyaku ] -

 This move, although looks like an overhead counter, is not. It's much like
 Vega's Ushiro Geri, not much to this move except it covers good distance for
 a regular attack.

- [ Raigeki Shu ] -

 This move is a bit hard to pull off sometimes as you MUST jump towards your
 opponent to pull it off. This move comes down pretty quickly, but it's hard
 to form a chain combo from. This is mainly a peck and run type of move since
 it does fairly moderate damage. It comes down at such a sharp angle so 
 quickly that it can catch your opponents off guard.

- [ Zesshou Hohou ] -

 A bit of an odd move, it's actually a close range move, but it can cover
 large distances quickly. It combos nicely with virtually any of the medium
 to small regular attacks and has great priority. Recovery time is almost
 non-existent but Yun is still susceptible to porjectiles.

- [ Tetsuzankou ] -

 Yun will wave his arms a bit into the air with this move. This attack
 looks like an ideal anti-air, but it really doesn't have much priority
 and doesn't juggle the opponent. It's a quick move that's a much better
 ground counter than an air counter, though it's recovery delay and lack
 of chain ability will ward you off from using it too much.

- [ Kobokushi ] -

 This is a definite close range move. It knocks down every time and has
 great chain ability. One thing about this move is that it's a great
 counter, it comes out fast and has almost no recovery delay when you
 don't connect(basically when the opponent doesn't block and you miss).

- [ Senkyutai ] -

 This is one of the few anti-air attacks that doesn't involved the standard
 dragon punch or charge motion. It's a great move since it has excellent
 anti-air capabilities and it can be easily comboed. Though you are 
 vulnerable to attacks on the way down.

- [ Zenpu-Tenshin ] -

 This is another one of Yun's close moves. When performed Yun will flip to
 the other side of his opponent, leaving them momentarily stunned. This
 allows you to quickly pull in a combo, especially against those turtlers.
 It's a good move to use since it cannot be blocked and recovery time is
 virtually absent.

-- [ Sourai-Rengeki ] --

 Similar to the Cross Fire Blitz, it's a rush super of quick physical attacks
 that's a great combo finisher. It does good block damage, but it leaves Yun
 open if he doesn't connect. It will go through projectiles with the first
 initial frames of animation, but it must be very early.

-- [ You Hou ] --

 This super can only be done up close. This will knock the opponent into the
 air and during that time you can either quickly throw them in mid-air
 (if your timing is good) or finish off with a Senkyutai. It's not a good
 super to use since it lacks range and recovery time leaves Yun open to
 attacks. Although you can combo with this, it's usually better you stick
 with Yun's other super.

=============================================================================
-------------------------------- [ Zangief ] --------------------------------
=============================================================================

- [ Zangief ] - A wrestler of Russia who wishes to return pride to his home

 Spinning Clotheline    - 3P
 Spinning Lariat        - 3K
 Flying Power Bomb      - 360 Degree Motion+K(far away)
 Atomic Suplex          - 360 Degree Motion+K(close up)
 Spinning Pile Driver   - 360 Degree Motion+P(close up)
 Spinning Pile Driver   - 360 Degree Motion+P(close up)
 Banishing Flat         - F,D,DF+P(V-ISM and A-ISM)
 Banishing Flat         - F,DF,D+P(X-ISM)
 Diving Knee Drop       - D+FK or RK(air)
 Body Press             - D+FP(air)
 Gut Crunch             - U+SP or FP(A-ISM, X-ISM)
 Gut Crunch             - F+FP(X-ISM)
 Russian Kick           - DB+RK
 Dynamite Kick          - DB+FK
 Headbutt               - F+FP(X-ISM, V-ISM)
 Headbutt               - U+SP/HP(air)

Aerial Russian Slam    - D,DF,F [x2] +(?)K(A-ISM)
Final Atomic Buster    - 360 Degrees [x2] +(?)P(A-ISM and X-ISM)

- [ Double Spinning Lariat ] -

 An excellent anti-air attack as Zangief spins his arms wildly hitting his
 opponent smack dab in the face. However despite this is a very strong attack
 it will not hit opponents that are low to the ground. Zangief can move while
 doing this but only back and forth and he is vulnerable to low attacks.

- [ Spinning Lariat ] -

 Well this is exactly the same as his Spinning Lariat except this last
 twice as fast and the chances of any opponent knocking him down are very
 minimal. This isn't as good a anti-air attack move as his Spinning
 Clotheline but he can recover quicker from this though.

- [ Flying Power Bomb ] -

 This is an extremely powerful move that can easily match the damage of most
 level 1 supers. Zangief will run and grab his opponent and drop him/her in a
 powerful flying motion. Zangief can reach 1/3 screen distance with this but
 its a little slow, but when up close its practically uncounterable. This is
 unblockable and the only way an opponent can escape is either by jumping or
 hitting Zangief quickly while he dashes at you.


- [ Atomic Suplex ] -

 Zangief delivers a major headache with this one. He will slam the opponent
 two times, this is about 30% stronger than his Siberian Bear Crusher and can
 be easily comboed after his J.DWN.Foward.

- [ Screw Pile Driver ] -

 This is probably the strongest special move in the game. You can easily
 decimate your opponent with this, but it must be used up close otherwise
 Zangief will go into his "missed" pose leaving him open for attack. I
 haven't found a way to combo this in yet, but its strong enough on his own
 as it can easily match the damage of some level 2 supers.

- [ Banishing Flat ] -

 A pretty good move if used up close because Zangief has almost no recovery
 time from using this and it can eat fireballs and still hit the opponent in
 fireball stun motion at the same time. Do not use this much because it has
 very limited distance.

- [ Banishing Flat ] -

 Basically the same as the one above except this is the motion for the
 X-ISM mode.

- [ Double Knee Drop ] -

 A good jump in attack that can set up Zangief's Siberian Bear Crusher
 combos. However it is not dominating so try not to use it too often.

- [ Body Press ] -

 An excellent jump in attack because it has more priority than his Knee Dive
 and is also very powerful, but it will push the opponent too far back for
 any of his special grabs to connect.

- [ Gut Crunch ] -

 This move is an air attack that's a good counter to other air attacks,
 though you must connect when you are really close to the opponent.

- [ Gut Crunch ] -

 Much like his other move, this move can be done on the ground but he can
 only do it in X-ISM mode. 

- [ Headbutt ] - 

 It has Zangief lunging forward a bit, it has slow start up but minimal 
 recovery time. He can only do the air version in A-ISM mode.

-- [ Aerial Russian Slam ] --

 Well this is almost as equally as damaging as his Final Atomic Buster. Level
 1 has him doing a grab similar to Rose's Aura Throw, Level 2 has him doing a
 piledriver which equally as damaging as most level 3 supers, and level 3 his
 extremely powerful as he will doing his Siberian Bear Crusher in the air.
 This should only be used while the opponent is above you and while they are
 in the air because it will not pick opponents off the ground. Zangief is
 left with a hefty amount of recovery time so try to be careful when using
 it.

-- [ Final Atomic Buster ] --

 The only problem with this move is the range. While it has tremendous
 priority against most attacks, the problem is connecting with it since it
 has just about as much range as his jab...or even less. Once connected,
 Zangief will do a combination of his special grabs resulting in heavy
 damage to the opponent. However, if Zangief misses, not only will he
 lose part of all of his super guage, he will go into his miss pose and be
 vulnerable to attack.

=============================================================================
--------------------------- [ Character Combos ] ----------------------------
=============================================================================

Note that the combos done in this section all function on the Playstation
version of the game. However, these combos may or may not work with other
versions due to the increased number of animation on the Dreamcast, Saturn,
and Arcade versions. So if you've practiced and it still hasn't worked,
either you're not good enough or the combo simply cannot be done on another
machine besides the Playstation.

Also note, that for the GBA characters Maki, Eagle, and Yun that you may
have to reconfigure your controls to pull off some of these combos. The
combos listed here all work for all platforms unless otherwise noted.

* NOTE: While there are plenty of combos listed here, there are still many
        more combos in the game. I haven't found all of them yet, but I'll
        see if I have any and add them here. Feel free to send me combos.
        Also note that some attacks are hard to cancel off of, especially
        cancelling into regular attacks(E.G. S.Jab, S.Fierce). They take a
        bit of practice to do, but most combos listed could be done with
        little effort.

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

Universal Combos

1. S.Forward --> Jaguar Knee

2. S.Jab, S.Short --> Jaguar Knee

3. J.Forward \/ S.Jab, S.Short --> Jaguar Knee

4. J.Forward \/ S.Jab, S.Short --> Jaguar Knee, S.Forward

5. In corner: J.Forward \/ S.Jab, S.Short --> Jaguar Knee, Jaguar Knee

-----
X-ISM
-----

1. Jaguar Kick \/ C.Forward --> Jaguar Knee
   This one seems possible, I recall being able to pull if off once, but then
   again I could be wrong. Try to make the Jaguar Kick as low to the ground
   as possible.

2. J.Forward \/ S.Forward --> Jaguar Varied Assault

3. J.Forward \/ S.Jab, S.Short --> Jaguar Knee, Jaguar Varied Assault
   In this combo it works best if you are in the corner, but also works
   if you are out of the corner. This combo will juggle the opponent.

-----
A-ISM
-----

1. J.Fierce \/ S.Jab, S.Short --> Jaguar Knee, Level 1/Level 2 Jaguar Varied
   Assault
   Level 1 works best because all the hits will come out, level 2 works well
   also but on level 3 a hit or two will come out and that's it, so stick
   with level 1 or level 2. And this will juggle the opponent.

-----
V-ISM
-----

NOTE: All of these combos will require you to activate the Custom Combo
      mode, but I will tell you which one to use.


1. Custom Combo Activation: (SP+FK)
   In corner: Short Jaguar Kick, C.Short, C.Short --> Short Jaguar Kick,
   C.Short, C.Short, etc.
   Basically that is it, you can score a bunch of hits with this if you
   can do it quick enough and be consistent with the cursed dragon punch
   motion. I got 46 hits once! So be proud of me!


2. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Roundhouse Jaguar Tooth, S.Short --> Short Jaguar Knee,
   Forward Jaguar Knee, Roundhouse Jaguar Knee, Forward Jaguar Kick
   (juggle)


3. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: J.Forward \/ S.Jab, S.Short, C.Forward --> Short Jaguar Kick,
   C.Short, C.Short(x10), Short Jaguar Knee(x3)(juggle)


---------------
ISM Plus Combos
---------------

1. ISM PLUS requirement: Alpha Combo
   C.Short, C.Jab, C.Strong, C.Forward --> Jaguar Knee, Jaguar Knee(juggle)

2. ISM PLUS requirement: Alpha Combo
   J.Forward \/ S.Jab, S.Forward --> Jaguar Knee, S.Forward(juggle)

3. ISM PLUS requirement: Super Alpha Cancel
   J.Forward, S.Jab, C.Short --> Short Jaguar Kick --> Jaguar Varied
   Assault

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

Universal Combos

1. C.Strong --> Gou Hadouken

2. Tatsumaki Zankuu Kyaku \/ Gou Shouryuken(juggle)
   The trick in this combo is to jump in with your hurricane kick and that
   should bounce the opponent up and you can go into your Gou Shoryuken as
   you land.

3. J.Roundhouse \/ C.Strong --> Gou Hadouken

4. Tatsumaki Zankuu Kyaku \/ S.Jab --> Gou Hadouken(juggle)

5. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shoryuken, Gou
   Hadouken(juggle)

6. Roundhouse Tatsumaki Zankuu Kyaku, Jab Gou Shouryuken, etc.(juggle)
   Can you belive that this is his infinite? Its so easy to do and
   Akuma breaks the "One juggle per combo only" law! The timing is
   extremely easy and takes little time to master.

7. Zankuu Hadouken \/ C.Jab --> Gou Hadouken

8. Jab Gou Shoryuekn, Jab Gou Shouryuken(juggle)

9. J.Roundhouse \/ S.Jab, S.Short --> Tatsumaki Zankuu Kyaku, S.Stromg
   --> Gou Hadouken

-----
X-ISM
-----

1. C.Roundhouse --> Shun Goku Satsu
   The point of this combo is to already have the Shun Goku Satsu in
   motion and as the opponent gets up, they will try to counter only to be
   snuffed by the Shun Goku Satsu. Its more like strategy than any real combo.

2. S.FWD.Forward --> Tatsumaki Zankuu Kyaku, S.Jab --> Tatsumaki Zankuu Kyaku
   (juggle)

-----
A-ISM
-----

1. S.Jab --> Messatsu Gou Shoryuu

2. C.Forward --> Messatsu Gou Hado

3. Tatsumaki Zankuu Kyaku, Messatsu Gou Shouryuu/Messatsu Gou Hado
   (juggle)

4. In corner: Jab Gou Shouryuken, Messatsu Gou Shouryuu(juggle)

5. Zankuu Hadouken \/ Messatsu Gou Shouryuu

-----
V-ISM
-----

1. Custom Combo activation: (JP+SK), (SP+FK)
   S.FWD.Forward, etc.
   This really isn't a combo but more of an annoyance move, use this to take
   down that guard meter!

---------------
ISM PLUS Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Messatsu Gou Shoryuu

2. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ C.Short, C.Jab --> Level 1/Level 2 Messatsu Gou Shouryuu
   --> Tenma Gou Zankuu(juggle)

3. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ S.Jab, S.Short --> Gou Hadouken --> Messatsu Gou Shouryuu/
   Messatsu Gou Hado

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

Universal Combos

1. C.Strong --> Dashing (anything)

2. J.Roundhouse \/ C.Strong --> Dashing (anything)
   This combo is rather simple, just charge ahead of time.

3. J.Jab \/ S.Jab, C.Jab, C.Jab --> Dashing (anything)
   This is just such a cheap, but easy combo, use this at will!

-----
X-ISM
-----

1. S.Short --> Crazy Buffalo

2. J.Roundhouse \/ C.Jab, C.Jab, C.Short --> Crazy Buffalo

3. J.Fierce \/ S.Strong --> Crazy Buffalo

-----
A-ISM
-----

NOTE: All of Balrog's X-ISM combos work in A-ISM, the only addition to
      this ISM is that he can use his Gigaton Blow instead of his Crazy
      Buffalo.

-----
V-ISM
-----

NOTE: The manual only says that you can use the Buffalo Head as a reversal
      only, what they do not mention is that it can be used freely in
      Custom Combo mode.

1. Custom Combo activation: (JP+SK)
   In corner: Jab Buffalo Head, Jab Buffalo Head, etc.(juggle)
   Just repeat this until your Custom Combo guage runs out.

2. Custom Combo Activation: (SP+FK)
   In corner: Jab Dashing Straight, S.Jab, Jab Dashing Straight, S.Jab,
   etc.
   This one will take quite a bit of practice, but it looks more stylish
   than the first one if you master it!

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Original Combo
   C.Jab, C.Short, C.Strong --> Dashing (anything) or any super

2. ISM Plus requirement: Super Alpha Cancel
   J.Roundhouse \/ S.Jab, S.Short --> Dashing Straight --> any super

3. ISM Plus requirement: Super Alpha Cancel
   Final Punch --> Any super
   This is one heck of a killer, depending on how long you have
   charged for the Final Punch you can actually kill your opponent with
   just this one combo no matter how much life they have even at full life!

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

Universal Combos

1. Punch Throw, Bull Head(juggle)

2. S.Fierce, C.Fierce(juggle)
   Just make sure you are close to the opponent when the S.Fierce hits so
   that it launches the opponent.

3. J.DN.Fierce \/ Bandit Chain/Murder Chain

4. Punch Throw, Bull Horn(juggle)
   This is like the first combo except the damage on this combo is cumulative
   and will do more damage the longer you charge the Bull Horn.

5. J.DN.CU.Fierce \/ S.Jab --> Banit Chain/Murder Chain
   This combo is difficult to connect, you have to cross up your opponent
   while jumping in and continue from there.

6. J.DN.Fierce \/ C.Jab --> Bull Head

-----
X-ISM
-----

1. J.DN.Fierce \/ S.Strong --> The Birdie

2. Punch Throw, The Birdie(juggle)

-----
A-ISM
-----

NOTE: All of Birdie's X-ISM combos work in A-ISM as well.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Jab Bull Head, etc.


---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   J.DN.CU.Fierce \/ C.Jab, C.Forward, C.Strong --> The Birdie

2. ISM Plus requirement: Alpha Combo
   J.DN.CU.Fierce \/ C.Jab, C.Forward, C.Strong --> Bull Head

3. ISM Plus requirement: Super Alpha Cancel
   Bull Horn --> The Birdie(juggle)
   This combo is cumulative depending on how long you charge for the
   Bull Horn, and this combo is liable to do 70% damage!

--------------------------------- [ Bison ] ---------------------------------

Universal Combos

1. S.Roundhouse --> Double Knee Press
   Basically you must cancel after the first hit, while the second hit will
   probably go over most characters in the game, you still must cancel after
   the first hit.

2. J.Roundhouse \/ C.Forward --> Double Knee Press

-----
X-ISM
-----

1. S.Strong --> Psycho Crusher

2. J.Fierce \/ S.Strong --> Psycho Crusher

3. J.Roundhouse \/ S.Forward --> Scissors Kick Nightmare

-----
A-ISM
-----

NOTE: All of Bison's X-ISM combos work in A-ISM except you can replace the
      final hits with his Psycho Crusher super instead.

-----
V-ISM
-----

1. Custom Combo Activation: any
   Back to corner: Double Knee Press, Double Knee Press, etc.
   Basically like Hulk's Gamma Wave from the crossover series it works
   best if your back is to the corner and then you jsut keep repeating
   the Double Knee Press until you reach the end of the corner.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.JAb, C.Short, C.Forward --> Double Knee Press/Any Super

2. ISM Plus requiremant: Super Alpha Cancel
   S.Roundhouse --> Psycho Shot --> Any Super

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

Universal Combos

1. J.Jab \/ Electric Thunder

2. C.Short --> Rolling Attack/Vertical Rolling

3. J.Roundhouse \/ C.Forward --> Vertical Rolling/Rolling Attack

4. J.CU.Fierce \/ C.Forward --> Electric Thunder
   This combo is tough to execute, mainly with the jump in attack, it takes
   a lot of practice to time the J.Fierce to cross the opponent up. Try to
   make your fierce hit as late as possible while at the same time cross up
   the opponent. Remember, practice is the key!

-----
X-ISM
-----

1. J.CU.Fierce \/ C.Forward --> Electric Thunder/Ground Shave Rolling
   Just like number 4 above except you can add the Ground Shave Rolling
   instead.

2. J.Roundhouse \/ Ground Shave Rolling
   Its an odd combo but effective, just don't hold onto the Ground Shave
   Rolling, otherwise you will mess up the combo.

-----
A-ISM
-----

NOTE: All of Blanka's X-ISM combos work in A-ISM, and I have not found a
      single way to combo in that Tropical Hazard, can anyone help?!

-----
V-ISM
-----

NOTE: I haven't really found an effective Custom Combo for Blanka and as
      you might have probably guessed, suggestions are always welcomed.


---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Rolling Attack


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

Universal Combos

1. S.Jab --> Cannon Spike

2. J.Roundhouse \/ S.Jab S.Short --> Cannon Spike

3. J.CU.Short \/ S.Fierce --> Cannon Spike/Spiral Arrow
   The only tricky part about this combo is that you must be close to your
   opponent so that she does her close fierce punch, her close fierce
   punch will cancel into either attack, if her does her far fierce
   animation you did the combo uncorrectly! You must cross up the opponent
   with your jumping short kick to make the combo successful.

-----
X-ISM
-----

1. J.Fierce \/ S.Forward --> Spin Dive Smasher

2. J.CU.Short \/ S.Jab, S.Short, S.Jab --> Spin Dive Smasher
   Once again you must cross up your opponent for this combo to work.

-----
A-ISM
-----

1. J.Fierce \/ S.Jab, S.Short --> Reverse Shaft Breaker

2. J.Fierce \/ S.Fierce --> Reverse Shaft Breaker
   Once again she must be close to the opponent so that her close fierce
   animation comes out so you can cancel into the Reverse Shaft Breaker.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   In croner: Spin Knuckle --> Short Cannon Spike, Short Cannon Spike, etc.
   Basically just repeat the Cannon Spike until your Custom Combo guage
   runs out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.Fierce \/ S.Jab, S.Forward, S.Strong --> Cannon Spike/Spiral Arrow/
   Spin Dive Smasher

2. ISM Plus requirement: Super Alpha Cancel
   Spin Knuckle --> Reverse Shaft Breaker

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

Universal Combos

1. C.Jab --> Somersault Kick

2. C.Strong --> Sonic Boom

3. J.Fierce \/ C.Jab, C.Short --> Somersault Kick/Sonic Boom
   You can use a Roundhouse Somersault Kick if you want extra hits.

-----
X-ISM
-----

1. J.Roundhouse \/ C.Strong --> Somersault Justice

-----
A-ISM
-----

NOTE: All of Charlie's universal combos and X-ISM combos work in A-ISM
      the only exception is that you can replace the last attacks with
      either his Somersault Justice, Cross Fire Blitz, or Sonic Break.

1. J.Fierce \/ S.Forward --> Knee Bazooka

2. J.Roundhouse \/ S.FWD.Forward --> Any Super
   This combo is difficult to master because you must go forward during
   the middle of your charge, but then again with practice this will be
   very easy to execute.

-----
V-ISM
-----

1. Custom Combo Activation: Any
   In corner: Short Somersault Kick, Short Somersault Kick, etc.
   This combo is simple, just keep doing it until your Custom Combo
   guage runs out. Also note that once connected it connect be averted!

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   S.Forward, S.Forward, S.FWD.Forward

2. ISM Plus requirement: Alpha Combo
   J.Fierce \/ S.Jab, S.Forward, S.FWD.Fierce

3. ISM Plus requirement: Alpha Combo
   J.Roundhouse \/ C.Jab, C.Short, C.Strong, C.Forward

4. ISM Plus requirement: Super Alpha Cancel
   J.Roundhouse \/ C.Jab, C.Short --> Sonic Boom --> Any Super
   This combo does require some time to master, but after practice this
   combo will seem like child's play.

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

Universal Combos

1. S.Jab --> Hyaku Retsu Kyaku

2. S.Fierce --> Hyaku Restu Kyaku

-----
X-ISM
-----

1. S.Jab --> Senretsu Kyaku

2. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku
   You must be close to your opponent when the second fierce comes out
   so she does her close fierce animation. If she does her far fierce
   animation you will not be able to cancel into the Senretsu Kyaku.

3. DF.Roundhouse --> Hyaku Retsu Kyaku/Senretsu Kyaku(juggle)

4. In corner: Whirlwind Kick, S.Strong(juggle)

-----
A-ISM
-----

NOTE: All of Chun-Li's X-ISM combos work in A-ISM except for the last one
      which is pretty obvious since she has no Whirlwin Kick in A-ISM.

1. DF.Roundhouse --> Tenshou Kyaku/Hazan Tenshou Kyaku/Hyaku Retsu Kyaku/
   Kikousho/Senretsu Kyaku/Kikoken(juggle)
   Yep, that's right. She can juggle any one of her special attacks
   including any other of her regular attacks.

2. DF.Roundhouse --> Tenshou Kyaku, Any attack(juggle)
   Yes you can pull off any normal attack as long as you are in distance
   but you will most likely be using a super instead right?

3. J.Fierce \/ C.Short --> Hazan Tenshou Kyaku

-----
V-ISM
-----

1. Custom Combo requirement: any
   In corner: Forward Tenshou Kyaku, etc.
   That's it, just like Charlie's cheap combo this cannot be averted once
   connected unless you choose to stop!

2. J.Short \/ Short Hyaku Retsu Kyaku
   Well Chun-Li can no longer juggle the opponent with her Hyaku Retsu Kyaku
   after knocking them down like she could in Street Fighter Alpha 2,
   but she can still drain a lot life with this combo even if blocked.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   J.Fierce \/ S.Jab, S.Short, S.Forward --> Hyaku Retsu Kyaku

2. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ S.Jab --> Hyaku Retsu Kyaku --> Senretsu Kyaku

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

Universal Combos

1. S.Jab --> Forward/Roundhouse Ruffian Kick

2. S.FWD.Roundhouse --> Forward/Roundhouse Ruffian Kick(juggle)

3. S.FWD.Roundhouse, S.Forward(juggle)

4. Criminal Upper, Forward/Roundhouse Ruffian Kick(juggle)

5. J.Roundhouse \/ S.Jab, S.Short --> Forward/Roundhouse Ruffian Kick

-----
X-ISM
-----

1. Final Destruction, J.Roundhouse \/ S.Jab, S.Jab, S.Jab, etc.(juggle)
   Well once you start the Final Destruction Cody goes into "Final Fight"
   mode, in which he cannot block and all his regular attacks become
   those street attacks in Final Fight. The J.Roundhouse will knock the
   opponent up, also it does not matter what attack you use because they
   are all the same kicks. On the ground just hit any other attack button
   and you should juggle them. Sometimes Cody might go into his 4 hit
   combo as he did in Final Fight and if he does that will completely mess
   up the combo, I'm not sure exactly what to do to get this combo
   accomplished, but it does work, but only until the Final Destruction
   mode wears off.

-----
A-ISM
-----

NOTE: All of Cody's universal combos work in A-ISM as you can expect but
      this time he can either throw in a Final Destruction of Dead End
      Irony instead of his regular and special attacks.

-----
V-ISM
-----

1. Custom Combo Activation: any
   Back to corner: Jab Criminal Upper, Jab, Criminal Upper, etc.
   Think of this like Magneto's Magnetic Shockwave, just keep balancing
   them until you are to the other side of the screen.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Jab, C.Forward, S.Roundhouse, S.FWD.Roundhouse

2. ISM Plus requirement: Super Alpha Cancel
   Bad Stone --> Any Super

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

Universal Combos

1. S.Jab --> Gadouken

2. S.Jab --> Kouryuken

3. Short Kuuchuu Dankuu Kyaku \/ C.Fierce --> Dankuu Kyaku(juggle)

4. J.Roundhouse \/ S.Strong --> Gadouken

5. J.Roundhouse \/ Kouryuken

-----
X-ISM
-----

1. J.Roundhouse \/ Hisshou Buraiken

2. J.Roundhouse \/ S.Jab --> Hisshou Buraiken, Kouryuken(juggle)

-----
A-ISM
-----

1. Level 3 Shinkuu Gadouken, Kouryuken(juggle)

2. Short Kuuchuu Dankuu Kyaku \/ Hisshou Buraiken, Kouryuken(juggle)

3. Short Kuuchuu Kyaku \/ Kouryuu Rekka(juggle)

-----
V-ISM
-----

1. Custom Combo activation: (JP+SK)
   In corner: Jab Kouryuken, Jab Kouryuken, Jab Kouryuken, etc.
   The timing in this combo is pretty tricky, but its very easy to
   execute, just keep on repeating the pattern over and over again and
   you will juggle them infinitely until the Custom Combo mode stops
   of course.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Shinkuu Gadouken

2. ISM Plus requirement: Super Alpha Cancel
   J.Roundhouse \/ S.Strong -> Gadouken --> Any Super

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

Universal Combos

1. S.Jab --> Air Slasher

2. C.Jab --> MAchine Gun Uppercut

3. Jab Air Slasher /\ J.Roundhouse \/ S.Jab --> Air Slasher
   This works best in long distances obviously and its one of the most
   sweestest looking combos you will ever see, I remember Guile being
   able to do a similar combo back in the old Street Fighter days but
   now Guile sucks and Dee Jay is the only one who can put two projectiles
   in one combo with out the help of a Super Alpha Cancel.

4. C.Short --> Air Slasher, S.Roundhouse

-----
X-ISM
-----

1. Sobat Carnival, S.Roundhouse(juggle)

2. Sobat Carnival, Machine Gun Uppercut(juggle)
   There really is no catch to this combo, just make sure you charge while
   the hits connect.

3. J.Roundhouse \/ S.Jab --> Sobat Carnival, S.Roundhouse(juggle)

4. J.Roundhouse \/ C.Jab, C.Short --> Jackknife Maximum

-----
A-ISM
-----

NOTE: All of Dee Jay's X-ISM combos work in A-ISM except for the last one
      of course since he has no Jackknife Maximum. They can be replaced by
      another super in stead of his Sobat Carnival.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK)
   Roundhouse Jackknife Maximum, Short Jackknife Maximum, Short Jackknife
   Maximum, etc.
   This combo is very simple, it works best OUT OF THE CORNER, since this
   will literally create a volleyball effect and bounce your opponent
   around like a giant volleyball!

2. Custom Combo Activation: (JP+SK)
   Roundhouse Jackknife Maximum, J.Short, J.Short, J.Short, etc.
   Same as above but this one is easier to do, but there is more of a
   chance that your opponent will be able to escape this one more easily.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   C.Jab, C.Short, C.Strong --> Air Slasher

2. ISM Plus Requirement: Super Alpha Cancel
   J.Roundhouse \/ C.Jab --> Machine Gun Upper Cut --> Theme of Sunrise/
   Climax Beat(juggle)

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

1. C.Jab --> Yoga Fire

2. J.Jab \/ C.Forward --> Yoga Fire

3. Jab Yoga Fire, S.Fierce
   This combo works if you are about 2/3 screen's distance away

-----
X-ISM
-----

1. J.Jab \/ S.Jab --> Yoga Tempest

-----
A-ISM
-----

NOTE: All of Dhalsim's X-ISM combos work in A-ISM except this time you
      replace the Yoga Tempest with either a Yoga Inferno or Yoga Stream.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK)
   Jab Yoga Fire, C.Jab, Jab Yoga Fire, C.Jab, Jab Yoga Fire, C.Jab, etc.
   Basically this all Dhalsim can do in Custom Combo mode, this will push
   him back and eventually keep him out of range from the opponent.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Short, C.Jab, C.DB.Forward --> Yoga Fire

2. ISM Plus requirement: Super Alpha Combo
   J.Jab \/ C.DB.Forward --> Yoga Fire --> Yoga Inferno/Yoga Stream

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

Universal Combos

1. C.Fierce --> Manchester Black/Oxford Red

2. Jab/Strong Manchester Black -> Manchester Black
   This must be done in the corner.

3. Strong Manchester Black /\ Throw
   After you juggle the opponent in the corner with the fourth hit, quickly
   jump in the air and throw them. This is a neat combo to do but difficult
   to pull off.

4. J.Fierce \/ S.Jab -> Strong Manchester Black, Manchester Black/Throw
   A flashier version of of #2. But you can substitute the last attack
   with a throw for more damage. But like previous 2, this must be done
   in the corner.

-----
X-ISM
-----

Check universal.

-----
A-ISM
-----

Check universal, but note you can substitute special attacks with supers.

-----
V-ISM
-----

1. Activate RK+FP Custom Combo, J.Fierce \/ Jab Manchester Black, J.Jab,
   Jab Manchester Black, J.Jab, etc.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Original Combo
   C.Jab, C.Short, C.Strong --> Any super or special
   Cancel after the first hit of the strong.

2. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ C.Fierce -> Oxford Red -> Any super

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

1. S.Jab --> Hundred Hand Slap

2. C.Short --> Sumo Head Butt

3. J.Roundhouse \/ S.Jab --> Hundred Hand Slap

-----
X-ISM
-----

1. J.Roundhouse \/ C.Short --> Oni Muso

-----
A-ISM
-----

NOTE: All of E.Honda's X-ISM combos work in A-ISM except that this time
      you can replace his Oni Muso with his Fuji Drop.

1. J.CU.Forward \/ Orochi Crush
   Basically cross them up with the sumo splash then when the splash hits
   quickly begin the 720 degree motion and press punch, see that wasn't so
   hard was it?

-----
V-ISM
-----

1. Custom Combo activation: any
   In corner: Sumo Smash, Sumo Smash, etc.
   That's it, just keep doing that until your Custom Combo guage runs
   out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   C.Jab, C.Short, C.Strong --> Sumo Headbutt/ Any Super

2. ISM Plus requirement: Super Alpha Cancel
   J.Roundhouse \/ S.Jab --> Hundred Hand Slap --> Oni Muso/Fuji Drop

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

Universal Combos

1. C.Fierce --> Hadouken

2. S.Strong --> Tatsumaki Senpuu Kyaku

3. J.Jab \/ S.Jab --> Shouryuken

4. J.Fierce \/ C.Jab, C.Short --> Hadouken

5. Jab Shouryuken, Shoryuken(juggle)

-----
X-ISM
-----

1. C.Roundhouse --> Shun Goku Satsu
   This is more of a set up technique, while it is easily avoided its hard
   to counter without being caught by the Shun Goku Satsu.

-----
A-ISM
-----

NOTE: All of Ryu's Universal Combos can be replaced by either a Shinkuu
      Hadouken or a Shinkuu Tatsumaki Senpuu Kyaku or a Messatsu Gou
      Shouryuu at the last hit of the combo.

1. Jab Shouryuken, Messatsu Gou Shouryuu/Shinkuu Hadouken/Shinkuu Tatsumaki
   Senpuu Kyaku(juggle)

2. J.Fierce \/ C.Forward --> Shinkuu Tatsumaki Senpuu Kyaku

3. Tatsumaki Senpuu Kyaku \/ Shinkuu Hadouken/Messatsu Gou Shouryuu/Shinkuu
   Tatsumaki Senpuu Kyaku(juggle)

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Jab Shouryuken, Jab Shouryuken, Jab Shouryuken, etc.

2. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Tatsumaki Senpuu Kyaku, Tatsumaki Senpuu Kyaku, etc.

NOTE: These two combos will juggle the opponent endlessly unless you decide
      to mess up somewhere along the line and its unescapable once connected!

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Cancel
   J.Fierce \/ C.Jab, C.Short --> Hadouken --> Shinkuu Hadouken/Messatsu Gou
   Shouryuu

2. ISM Plus Requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Tatsumaki Senpuu Kyaku/Hadouken

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

Universal Combos

1. S.Jab --> Rekka Ken

2. J.Roundhouse \/ S.Jab --> Shien Kyaku

3. J.Roundhouse \/ S.Fierce --> Rekka Ken
   You must land your hit deep and Fei Long must go into his close fierce
   animation otherwise you will not be able to cancel into the Rekka Ken.

-----
X-ISM
-----

1. J.Roundhouse \/ S.Fierce --> Rekka ShinKen
   Just make sure your hit is deep, and Fei Long must go into his close
   fierce animation, otherwise you will not be able to cancel.

2. J.Roundhouse \/ S.Jab, S.Jab, S.Jab --> Rekka ShinKen
-----
A-ISM
-----

Note: Fei Long can do any one of his X-ISM in A-ISM except he can replace
      the Rekka Shinken with any other super he wishes.

1. Level 2 Shien Renkyaku, Level 1 Shien Renkyaku(juggle)
   You can also vice versa this combo as well (^_^). Did I mention that
   this combo can literally take away about 60% of your opponent's life bar?

-----
V-ISM
-----

1. Custom Combo activation: (JP+SK)
   In corner: Short Shien Kyaku, Short Shien Kyaku, etc.
   Basically just keep doing this until your Custom Combo guage runs out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Cancel
   J.Roundhouse \/ S.Jab --> Rekka Ken --> Any Super

2. ISM Plus requirement: Alpha Combo
   J.Roundhouse \/ S.Jab, S.Short, S.Strong --> Rekka Ken/Rekka ShinKen

----------------------------- [ Final Bison ] -------------------------------

Universal Combos

1. S.Roundhouse --> Double Knee Press
   Basically you must cancel after the first hit, while the second hit will
   probably go over most characters in the game, you still must cancel after
   the first hit.

2. J.Roundhouse \/ C.Forward --> Double Knee Press

-----
X-ISM
-----

1. S.Strong --> Psycho Crusher

2. J.Fierce \/ S.Strong --> Psycho Crusher

3. J.Roundhouse \/ S.Forward --> Scissors Kick Nightmare

-----
A-ISM
-----

NOTE: All of Bison's X-ISM combos work in A-ISM except you can replace the
      final hits with his Psycho Crusher super instead.


1. J.Roundhouse \/ C.Forward --> Psycho Crusher

2. S.Fierce, S.Fierce --> Psycho Crusher
   You can only do this combo with Final Bison if your opponent is in the
   air. The fierce should connect just as the opponent comes towards
   Bison's head. Your opponent won't have much time to escape, so hit them
   with another fierce as they come down and quickly cancel before your
   opponent reaches below Bison's chest...any lower and your opponent will
   fall to the ground unscathed from the Psycho Crusher.

-----
V-ISM
-----

1. Custom Combo Activation: any
   Back to corner: Double Knee Press, Double Knee Press, etc.
   Basically like Hulk's Gamma Wave from the crossover series it works
   best if your back is to the corner and then you jsut keep repeating
   the Double Knee Press until you reach the end of the corner.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Double Knee Press/Any Super

2. ISM Plus requiremant: Super Alpha Cancel
   S.Roundhouse --> Psycho Shot --> Any Super

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

Universal Combos

1. S.Jab, C.Short, C.Short

2. Kick Throw, S.Roundhouse(juggle)

3. J.Roundhouse \/ S.Forward --> Gekirou

-----
X-ISM
-----

1. J.Roundhouse \/ C.Jab, C.Short, C.Short --> Zanei

-----
A-ISM
-----

So-Style Combos

1. J.Roundhouse \/ C.Short --> Zanei/Shitenshu

2. J.Roundhouse \/ S.Jab, S.Short, S.Forward, S.Roundhouse
   This is just unbelievable, a 5 hit chain combo without the help of
   an Alpha Combo ISM Plus, you can replace the last roundhouse with a
   Hyaku Renko if you want.

3. J.Roundhouse \/ C.Short --> Level 1 Shitenshu, wait until dizzy,
   Level 1 Zanei, Level 1 Zanei(juggle)
   Painful and powerful! Here this is just pretty straight forward, after
   the level 1 Zanei balance them with another!

4. J.Roundhouse \/ S.Jab, C.Short, C.Forward --> Zanei, S.Roundhouse(juggle)

Ki-Style Combos

1. J.Roundhouse \/ C.Jab --> Jasen

2. J.Roundhouse, J.Roundhouse \/ S.Roundhouse(2 hits)
   This combo is not only easy to do but it looks awesome! After two
   or 3 of these will do a guaranteed dizzy!

3. J.Roundhouse, J.Roundhouse \/ C.Jab, C.Short --> Jakoha
   The C.Short sets the opponent up perfectly for the Jakoha to connect
   and this combo is simply devastating! Master it and you will be whooping
   competition!

So-Style and Ki-Style Combos

1. Ki-Style switch, J.Roundhouse, J.Roundhouse, So-Style switch \/ S.Jab,
   S.Short, S.Forward --> S.Roundhouse/Hyakurenko/Gekirou
   Oh my! I simply love this combo! This one not only looks sweet, but
   trust me, your opponent will be dazzled by this combo. While this combo
   is difficult to master, its the coolest one in the game!

2. J.Roundhouse \/ C.Short --> Level 1/Level 2 Shitenshu, Ki-Style switch,
   J.Roundhouse \/ C.Short --> Jakoha

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   Gekirou, Gekirou, Gekirou, etc.
   Basically this is an infinite Custom Combo juggle, not hard to master
   and unavoidable once connected.

2. Custom Combo Activation: (FP+RK)
   C.Roundhouse --> Fierce Hyakurenko, Ki-Style switch /\ J.Roundhouse,
   J.Roundhouse, So-Style switch \/ Hyakurenko
   The C.Roundhouse is the set up for the combo, you can't juggle them
   like you could in Street Fighter Alpha 2. After you knock your opponent
   down, just hope that they are real stupid and not block as they get up.
   Afterwards use your Hyakurenko and your trail images will repeat what you
   do, while your trail images keeps them stunned, jump into the air and
   perform a style switch and perform the double kicks, then quickly switch
   and perform the Hyakurenko as you land. While the combo does not last
   throughout the entire Custom Combo its safe to say that this combo is
   too cool!

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Combo
   J.Roundhouse \/ S.Jab --> Hyakurenko --> Any So-Style super

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

Universal Combos

1. C.Jab --> Sonic Boom

2. C.Forward --> Somersault Flash

3. J.Fierce \/ S.Fierce --> Somersault Flash/Sonic Boom

4. Jab Sonic Boom /\ J.Roundhouse \/ C.Short --> Somersault Flash
   This is mainly a fool's combo than anything else, be sure you are at a
   full screen's distance away and jump as early as possible.

-----
X-ISM
-----

1. J.Fierce \/ C.Jab, C.Short --> Somersault Strike

-----
A-ISM
-----

NOTE: All of Guile's X-ISM combos work in A-ISM, except for the fact that
      you can replace his Somersault Strike with his Sonic Hurricane.

-----
V-ISM
-----

1. Custom Combo Activation: any
   In corner: Somersault Flash, Somersault Flash, Somersault Flash, etc.
   That's it, just keep juggling them until your Custom Combo guage runs out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Sonic Boom/Any super

2. ISM Plus Requirement: Super Alpha Cancel
   J.Roundhouse \/ C.Jab, C.Short --> Sonic Boom --> Any Super

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

Universal Combos

1. S.Short --> Bushin Senpuu Kyaku

2. J.Roundhouse \/ DF.Roundhouse
   The key to this four hit combo is to jump straight up over the opponent
   and time the flip kick just right so that it double hits while coming
   down, then go into the second flip kick as you land and thus you have a
   simple four hit combo!

3. J.Roundhouse \/ S.Jab --> Bushin Senpuu Kyaku

4. S.Short, S.Jab, S.Strong, S.Fierce
   Recognize this combo? Its the combo the computer always puts on me and it
   just looks cool!

5. J.Roundhouse \/ S.Short, S.Jab, S.Strong, S.Fierce, S.Roundhouse, S.Jab
   --> Bushin Senpuu Kyaku(juggle)
   The hits in combo can range from 9 hits to 11 hits. This combo is quite
   possibly the biggest combo in the game. It involves chain hits and a
   juggle afterwards, just hit a jab after the roundhouse knocks them into
   the air and quickly cancel into the Bushin Senpuu Kyaku.

6. In corner: J.Roundhouse \/ S.Jab, S.Strong --> Bushin Senpuu Kyaku,
   Kubikari(juggle)

-----
X-ISM
-----

1. J.Short \/ Bushin Musourenka
   The key to this combo is that you must quickly cancel into the
   Bushin Musourenka as you land and give as little time for the opponent
   to retaliate as you can.

-----
A-ISM
-----

NOTE: All of Guy's X-ISM combos work in A-ISM, they just can be replaced by
      the Bushin Hassoken or the Bushin Goraikyaku.

1. J.Roundhouse \/ S.Jab --> Bushin Hassoken/Bushin Goraikyaku

2. J.Roundhouse \/ S.Short, S.Jab, S.Strong --> Bushin Hassoken/Bushin
   Goraikyaku

3. J.Roundhouse \/ S.Short, S.Jab, S.Strong --> Bushin Senpuu Kyaku,
   Bushin Hassoken(juggle)
   This combo is simple, make sure you jump straight up while performing
   the roundhouse so that he goes into the flip kick and continue the combo
   from there.

4. J.Roundhouse \/ S.Short, S.Jab, S.Strong --> Level 3 Bushin Hassoken,
   S.Fierce --> Bushin Izuna Drop(juggle)
   This combo is just unbelievable!

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Bushin Senpuu Kyaku, Bushin Senpuu Kyaku, etc.
   That's it, just keep balancing your opponent until the Custom Combo
   guage runs off.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.Roundhouse \/ S.Short, S.Jab, S.Forward, S.Strong, S.Fierce,
   S.Roundhouse, S.Jab --> Bushinn Senpuu Kyaku
   The only thing the Alpha Combo adds to the combo is the forward, with this
   Guy is the only character who can chain in all 6 hits on the ground!

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

Universal Combos

1. S.Jab --> Cannon Spike

2. J.Roundhouse \/ S.Jab --> Cannon Spike

3. J.Fierce \/ C.Jab, C.Short --> Cannon Spike

4. J.Fierce \/ S.Fierce --> Sniping Arrow
   This Sniping Arrow will only combo off of her fierce.

5. In corner: Spin Knuckle, Cannon Spike(juggle)

-----
X-ISM
-----

1. S.Short --> Reverse Shaft Breaker

2. J.Fierce \/ S.Fierce --> Reverse Shaft Breaker

3. In corner: Spin Knuckle, Reverse Shaft Breaker(juggle)

4. Sniping Arrow, Reverse Shaft Breaker(juggle)
   This works best if you are far away from your opponent and if your
   opponent is in the corner, then balance them with your Spin Dive Smasher

-----
A-ISM
-----

NOTE: All of Juli's X-ISM combos work in A-ISM, the only exception to that
      is that you can replace her Reverse Shaft Breaker with her Spin
      Dive Smasher if you want.

-----
V-ISM
-----

1. Custom Combo Activation: any
   In corner: Short Cannon Spike, Short Cannon Spike, etc.
   This combo works just like Cammy's and once connected it can't be
   averted by the opponent.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.CU.Short \/ C.Jab, C.Short, C.Strong --> Cannon Spike/Spin Dive Smasher

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

Universal Combos

1. S.Jab --> Spiral Arrow/Cannon Spike

2. J.CU.Short \/ Earth Direct

3. J.Fierce \/ C.Jab, C.Short --> Spiral Arrow/Cannon Spike

4. Mach Slide, Earth Direct
   This is more of a tactic than any real combo, just time your teleport
   close to your opponent.

-----
X-ISM
-----

1. J.Roundhouse \/ C.Strong --> Psycho Streak

-----
A-ISM
-----

NOTE: All of Juni's X-ISM combos work in A-ISM, the only exception is that
      she can replace her Psycho Streak super with her Spin Dive Smasher
      if she wishes.

-----
V-ISM
-----

1. Custom Combo activation: any
   In corner: Short Cannon Spike, Short Cannon Spike, etc.
   That's it, just like Cammy's and Juli's you can keep balancing them
   until the Custom Combo mode is over.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Cancel
   Hooligan Combination, Hooligan Slide --> Any super

2. ISM Plus Requirement: Alpha Combo
   J.CU.Short \/ C.Jab, C.Short, C.Strong --> Any super

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

Universal Combos

1. S.Strong --> Gurenken

2. Mujin Kyaku, Mujin Kyaku(juggle)

3. Mujin Kyaku, Hosho

4. J.Fierce \/ S.Strong --> Gurenken

5. C.Jab, C.Short --> Hosho

6. J.Forward \/ S.Jab, S.Short --> Mujin Kyaku, Mujin Kyaku(juggle)

7. Mujin Kyaku /\ Any throw(juggle)
   This combo is odd, but effective. I do like how Capcom has included
   throws as the number of hits in this game though, and you should get
   three hits out of the combo and yes the throw counts as a hit.

-----
X-ISM
-----

1. J.Forward \/ C.Jab, C.Short --> Shinpi Kaibyaku

2. J.Forward \/ C.Jab, C.Short --> Mujin Kyaku, Shinpi Kaibyaku(juggle)
   This combo is a bit risky because some times the opponent falls too
   early and that gives them enough time to counter.

3. Ressenha, Shinpi Kaibyaku(juggle)

-----
A-ISM
-----

1. J.Forward \/ C.Jab, C.Short --> Mujin Kyaku, Kouoken(juggle)

2. Level 2 Shinpi Kaibyaku, S.Jab --> Level 1 Kouoken(juggle)
   This combo is a bit tricky to do, you must cancel quickly otherwise
   your opponent will fall and then you cannot juggle after the jab.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   Back to corner: Mujin Kyaku, Ressenha, Ressenha, etc.
   Basically just keep repeating this until the Custom Combo guage runs
   out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.Forward \/ C.Jab, C.Short, C.Forward --> Mujin Kyaku, Mujin Kyaku/
   Shinpi Kaibyaku/Kouoken(juggle)

2. ISM Plus Requirement: Super Alpha Cancel
   J.Forward \/ C.Jab, C.Short --> Gurenken --> Shinpi Kaibyaku

3. ISM Plus Requirement: Super Alpha Cancel
   J.Forward \/ C.Strong --> Gurenken(x2) --> Kououken
   Thanks to Aya Brea for amazing combo! Here is Aya's explanations:

"Jumping forward, low strong (substitute in anything you like),
 Gurenken x2 then either the Palm thrust or double elbow ender -> her
 kick super. You have to be kinda quick though, or they'll fall to the
 ground."

"What's better with this combo than linking the kick super after her hop
kick ender is that Karin will be closer to the opponent therefore, does
more hits/damage."


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

Universal Combos

1. S.Jab --> Shouryuken

2. C.Short --> Tatsumaki Senpuu Kyaku

3. J.CU.Forward \/ C.Short, C.Jab --> Fierce Shouryuken

4. Tatsumaki Senpuu Kyaku \/ S.Jab, S.Short --> Tatsumaki Senpuu Kyaku
   This combo is a bit tricky, you must aim the Tatsumaki Senpuu Kyaku
   at the very top of the opponent's head, then land and continue the
   combo on from there.

5. J.Fierce/J.Roundhouse \/ S.Fierce/S.Roundhouse --> Tatsumaki Senpuu
   Kyaku/Hadouken/Shouryuken
   The only trick to this combo is that your fierce or roundhouse must
   be close to the opponent, this way Ken will go into his close fierce
   or roundhouse animation and thus you can cancel. If your hits were
   not deep enough Ken will go into his far fierce and roundhouse
   animation and thus you will not be able to cancel.

-----
X-ISM
-----

1. C.Forward --> Shouryuu Reppa

2. J.Fierce \/ C.Jab, C.Short --> Shouryuu Reppa

-----
A-ISM
-----

NOTE: All of Ken's X-ISM combos work in A-ISM, the only exception is that
      you can replace his Shouryuu Reppa super with either his Shinryuken
      or his Shippu Jinra Kyaku supers if you wish.

1. J.Fierce \/ C.Forward --> Level 1 Shinryuken, Level 2 Shinryuken(juggle)
   This combo is pretty straight forward, the one thing you must not do
   during this combo is ram the buttons to get the extra hits out during
   the first Shinryuken, otherwise the opponent will fall quicker. You
   can also switch the levels meaning you can start off with a level 2
   Shinryuken and end with a level 1 Shinryuken instead.

2. J.Fierce \/ S.Fierce --> Level 1/Level 2 Shinryuken, Level 1/Level 2
   Shouryuu Reppa(juggle)
   Basically the second fierce must have Ken go into his close fierce
   animation, otherwise you will not be able to cancel.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Jab Shoryuken, Jab Shouryuken, Jab Shoryuken, etc.
   That's basically it and all there is to it, just keep repeating this
   combo until your Custom Combo guage runs out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.CU.Forward \/ C.Jab, C.Short, C.Strong, C.Forward --> Shouryuu Reppa

2. ISM Plus Requirement: Super Alpha Cancel
   J.Fierce \/ S.Jab --> Hadouken --> Any Super

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

Universal Combos

1. S.Fierce -> Reppuu Kyaku/Genko

2. Short Stick, S.Fierce -> Reppuu Kyaku/Genko

-----
X-ISM
-----

See Universal.

-----
A-ISM
-----

See Universal. You can cancel into supers instead of specials.

-----
V-ISM
-----

1. FP+RK Custom Combo, Reppuu Kyaku, S.Jab, Reppuu Kyaku, S.Jab, etc.
   Get up close to the opponent, then after the Reppuu Kyaku, move
   closer to the opponent and hit the standing jab, then repeat.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Original Combo
   S.Jab, S.Strong, F.Forward, S.Fierce -> Genko or Super

2. ISM Plus requirement: Super Alpha Cancel
   J.Roundhouse \/ C.Fierce --> Genko --> Bushin Gouraiha/Tesshin Hou

3. ISM Plus requirement: Super Alpha Cancel
   Genko --> Bushin Gouraiha/Tesshin Hou

-------------------------------- [ Rolento ] --------------------------------

Universal Combos

1. C.Forward --> Patriot Circle

2. J.Roundhouse \/ S.Fierce --> Patriot Circle

-----
X-ISM
-----

1. Take No Prisoners, Patriot Circle(juggle)

NOTE: I haven't found much useful combos in this mode, I guess you will just
      have to stick with the Universal combos instead.

-----
A-ISM
-----

NOTE: Rolento's X-ISM combo works in A-ISM as well.

1. Level 1/Level 2 Steel Rain, Level 1/Level 2 Minsweeper
   This combo is rather powerful and does about 60% damage, have fun!

2. Steel Rain, Patriot Circle

-----
V-ISM
-----

1. Custom Combo Actiavtion: (JP+SK), (SP+FK)
   Back to corner: Patriot Circle, Patriot Circle, Patriot Circle, etc.
   This is a simple combo and you can keep doing this until your Custom
   Combo guage runs out.

2. Custom Combo Actiavtion: (SP+FK)
   In corner: J.Roundhouse, C.Jab, C.Jab, C.Jab, C.Jab, SJ.Roundhouse, etc.
   Just repeat this over and over again until your Custom Combo guage runs
   out. You must super jump after the four jabs and when you land repeat
   the four jabs.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.Roundhouse \/ C.Jab, C.Short, C.Forward --> Patriot Circle

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

Universal Combos

1. S.Jab --> Shooting Peach

2. J.DN.Fierce \/ S.Short --> Shooting Peach

3. J.DN.CU.Fierce \/ Paradise Hold/Daydream Headlock

4. In corner: C.Fierce, C.Fierce(juggle)

-----
X-ISM
-----

NOTE: I really haven't found any combos that she can only do in X-ISM,
      so help is highly appreciated.

-----
A-ISM
-----

1. J.DN.Fierce \/ C.Jab, C.Short --> Rainbow Hip Rush

2. J.DN.CU.Fierce \/ Heavenly Dynamite

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK)
   In corner: Short Shooting Peach, Short Shooting Peach, etc.
   Just keep doing this until your Custom Combo guage runs out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Combo
   J.DN.Fierce \/ C.Jab --> Shooting Peach --> Rainbow Hip Rush

--------------------------------- [ Rose ] ----------------------------------

1. S.Fierce --> Soul Spark/Soul Spiral
   You must be close to the opponent so that her close fierce animation
   comes out, otherwise you can't combo in the Soul Spark or Soul Spiral.

-----
X-ISM
-----

1. J.Roundhouse \/ C.Jab, C.Short --> Aura Soul Throw

2. J.Fierce \/ S.Fierce --> Aura Soul Throw
   Once again you must be close to your opponent so that the close fierce
   animation comes out and so you will be able to cancel.

-----
A-ISM
-----

NOTE: All of her X-ISM combos work in A-ISM, the only exception is that you
      can use her Aura Soul Spark super instead.

-----
V-ISM
-----

1. Custom Combo Activation: any
   In corner: S.Jab, S.Strong --> Soul Spiral, C.Fierce --> Soul Throw
   This is sorta like a Custom Combo remake of her Aura Soul Throw super,
   you'll have to juggle the opponent with the Soul Throw because the
   game will not allow you to catch and throw them for some odd reason.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.CU.Forward \/ C.Jab, C.Short, C.Fierce --> Soul Spiral

2. ISM Plus Requirement: Super Alpha Cancel
   J.Fierce \/ S.Fierce --> Soul Spiral --> Aura Soul Throw/Aura Soul Spark
   Basically you must be close to your opponent as the close fierce animation
   comes out so that you will be able to cancel.

---------------------------------- [ Ryu ] ----------------------------------

Universal Combos

1. C.Fierce --> Hadouken

2. S.Strong --> Tatsumaki Senpuu Kyaku

3. J.Jab \/ S.Jab --> Shouryuken

4. J.Fierce \/ C.Jab, C.Short --> Hadouken

5. Jab Shouryuken, Shoryuken(juggle)

-----
X-ISM
-----

1. J.Roundhouse \/ C.Fierce --> Shinkuu Hadouken
   This is more of a set up technique, while it is easily avoided its hard
   to counter without being caught by the Shun Goku Satsu.

-----
A-ISM
-----

NOTE: All of Ryu's X-ISM combos work in A-ISM, the only exception to this is
      that you can replace his Shinkuu Hadouken super with either his Metsu
      Shouryuken, Shin Shouryuken, or his Shinkuu Tatsumaki Senpuu Kyaku
      super.

1. Jab Shouryuken, Mestu Shoryuken/Shinkuu Hadouken/Shinkuu Tatsumaki
   Senpuu Kyaku(juggle)

2. J.Fierce \/ C.Forward --> Shinkuu Tatsumaki Senpuu Kyaku

3. Tatsumaki Senpuu Kyaku \/ Shinkuu Hadouken/Messatsu Gou Shouryuu/Shinkuu
   Tatsumaki Senpuu Kyaku(juggle)

4. In corner: Tatsumaki Senpuu Kyaku \/ Shinkuu Tatsumaki Senpuu Kyaku

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Jab Shouryuken, Jab Shouryuken, Jab Shouryuken, etc.

2. Custom Combo Activation: (JP+SK), (SP+FK)
   In corner: Tatsumaki Senpuu Kyaku, Tatsumaki Senpuu Kyaku, etc.

NOTE: These two combos will juggle the opponent endlessly unless you decide
      to mess up somewhere along the line and its unescapable once connected!

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Cancel
   J.Fierce \/ C.Jab, C.Short --> Hadouken --> Shinkuu Hadouken/Shinkuu
   Tatsumaki Senpuu Kyaku

2. ISM Plus Requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Tatsumaki Senpuu Kyaku/Hadouken

--------------------------------- [ Sagat ] ---------------------------------

1. S.Short --> Tiger Crush
   Make sure you cancel immediately after the first hit of the knee, other
   wise it will no connect.

2. J.Roundhouse \/ S.Roundhouse --> Tiger Shot/Low Tiger Shot
   Once again quickly cancel after the first hit so that you can cancel.

3. J.Roundhouse \/ S.Fierce --> Tiger Shot/Low Tiger Shot/Tiger Crush

-----
X-ISM
-----

1. J.Roundhouse \/ S.Short --> Tiger Uppercut
   Once again you must cancel quickly into the Tiger Uppercut after the
   first hit, if the knee double hits you were too slow!

2. J.Fierce \/ C.Short --> Tiger Genocide

3. In corner: Jab Tiger Uppercut, Jab Tiger Uppercut(juggle)

4. Jab Tiger Uppercut, Low Tiger Shot/Tiger Shot/Tiger Crush(juggle)

5. In corner: Tiger Genocide, Tiger Uppercut(juggle)

-----
A-ISM
-----

1. S.Jab --> Tiger Cannon/Tiger Genocide/Tiger Raid

2. Strong/Fierce Tiger Blow, Tiger Crush/Strong or Fierce Tiger Blow/Tiger
   Genocide/Tiger Cannon/Tiger raid/Tiger Shot/Low Tiger Shot(juggle)

3. In corner: Tiger Genocide, Tiger Blow(juggle)

-----
V-ISM
-----

1. Custom Combo Activation: any
   In corner: Tiger Blow, Tiger Blow, Tiger Blow, etc.
   Basically just repeat until the Custom Combo guage wears off.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.Fierce \/ S.Jab, S.Strong --> Any Special Move or Super

2. ISM Plus Requirement: Super Alpha Cancel
   J.Fierce \/ S.Strong --> Tiger Shot --> Any Super
   The trick to pulling this combo off is that Sagat must go into his close
   strong animation, otherwise you will not be able to cancel into the Tiger
   Shot.

-------------------------------- [ Sakura ] ---------------------------------

Universal Combos

1. C.Strong --> Shunpuu Kyaku

2. C.Strong --> Hadouken

3. J.Roundhouse \/ C.Jab, C.Short --> Shououken

4. In corner: Roundhouse Shunpuu Kyaku, S.Jab --> Shunpuu Kyaku/Shououken/
   Hadouken

-----
X-ISM
-----

1. C.Short --> Midare Zakura

2. J.Roundhouse \/ S.Jab, S.Short --> Midare Zakura

-----
A-ISM
-----

NOTE: All of Sakura's X-ISM combos work in her A-ISM mode, the only exception
      to this is that she can replace her Midare Zakura super with either her
      Shinkuu Hadouken super or her Haru Ichiban super if she wishes.

1. In corner: Sakura Otoshi
   Well this isn't exactly a true combo, the Sakura Otoshi will hit multiple
   times if you are in the corner.

2. J.Roundhouse \/ C.Strong --> Shunpuu Kyaku, S.Jab --> Forward Sakura
   Otoshi (juggle)
   This is the coolest combo Sakura can do, not only that her Sakura Otoshi
   will hit three times in this combo, but you must cancel very QUICKLY. If
   you fail to do so the Sakura Otoshi will not connect.

-----
V-ISM
-----

1. Custom Combo Acivation: (JP+SK)
   Back to corner: Strong Shououken, Strong Shououken, etc.
   Basically just keep doing this until your Custom Combo guage runs out.
   Also note that you will have to turn around after a few Shououkens in
   the corner.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   In corner: J.Roundhouse \/ S.Jab, S.Short, C.Strong --> Roundhouse
   Shunpuu Kyaku, S.Jab --> Forward Sakura Otoshi(juggle)

2. ISM Plus Requirement: Super Alpha Cancel
   J.Roundhouse \/ S.Strong --> Hadouken --> Any Super

------------------------------ [ Shin Akuma ] -------------------------------

Universal Combos

1. C.Strong --> Gou Hadouken

2. Tatsumaki Zankuu Kyaku \/ Gou Shouryuken(juggle)
   The trick in this combo is to jump in with your hurricane kick and that
   should bounce the opponent up and you can go into your Gou Shoryuken as
   you land.

3. J.Roundhouse \/ C.Strong --> Gou Hadouken

4. Tatsumaki Zankuu Kyaku \/ S.Jab --> Gou Hadouken(juggle)

5. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shoryuken, Gou
   Hadouken(juggle)

6. Roundhouse Tatsumaki Zankuu Kyaku, Jab Gou Shouryuken, etc.(juggle)
   Can you belive that this is his infinite? Its so easy to do and
   Akuma breaks the "One juggle per combo only" law! The timing is
   extremely easy and takes little time to master.

7. Zankuu Hadouken \/ C.Jab --> Gou Hadouken

8. Jab Gou Shoryuekn, Jab Gou Shouryuken(juggle)

9. J.Roundhouse \/ S.Jab, S.Short --> Tatsumaki Zankuu Kyaku, S.Stromg
   --> Gou Hadouken

-----
X-ISM
-----

1. C.Roundhouse --> Shun Goku Satsu
   This is basically a killer strategy, this will 100% guaranteed to catch
   the opponent as they get up. Yes this super is this fast and 100%
   uncounterable and un escapeable as the opponent gets up!

2. S.FWD.Forward --> Tatsumaki Zankuu Kyaku, S.Jab --> Tatsumaki Zankuu Kyaku
   (juggle)

3. Zankuu Hadouken \/ Shun Goku Satsu
   Yes this does work thanks to Shin Akuma's Shun Goku Satsu speed!

4. J.Fierce \/ S.Jab, S.Jab, F, S.Short, S.Fierce
   Notice this combo? I actually got 19 hits total out of this combo
   mainly with the first four hits and then the 15 hits from the Shun
   Goku Satsu.

-----
A-ISM
-----

1. S.Jab --> Messatsu Gou Shoryuu

2. C.Forward --> Messatsu Gou Hado

3. Tatsumaki Zankuu Kyaku, Messatsu Gou Shouryuu/Messatsu Gou Hado
   (juggle)

4. In corner: Jab Gou Shouryuken, Messatsu Gou Shouryuu(juggle)

5. Zankuu Hadouken \/ Messatsu Gou Shouryuu

-----
V-ISM
-----

1. Custom Combo activation: (JP+SK), (SP+FK)
   S.FWD.Forward, etc.
   This really isn't a combo but more of an annoyance move, use this to take
   down that guard meter!

---------------
ISM PLUS Combos
---------------

1. ISM Plus requirement: Alpha Combo
   C.Jab, C.Short, C.Forward --> Messatsu Gou Shoryuu

2. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ C.Short, C.Jab --> Level 1/Level 2 Messatsu Gou Shouryuu
   --> Tenma Gou Zankuu(juggle)

3. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ S.Jab, S.Short --> Gou Hadouken --> Messatsu Gou Shouryuu/
   Messatsu Gou Hado

--------------------------------- [ Sodom ] ---------------------------------

Universal Combos

1. C.Fierce --> Jigoku Scrape

2. J.Fierce \/ S.Jab --> Daikyo Burning

3. J.Fierce \/ C.Fierce --> Daikyo Burning/Jigoku Scrape

4. J.CU.Short \/ Butsumetsu Buster
   The basis of this combo is more like strategy, immediately begin the
   motion once you have connected with the short.

-----
X-ISM
-----

1. J.Fierce \/ C.Fierce --> Meido No Miyage

-----
A-ISM
-----

NOTE: All of Sodom's X-ISM combos work in A-ISM as well, no variables here.

1. J.CU.Short \/ Tenchusatsu
   Like his other combo, immediately start the motion once you have connected
   with the short and hopefully the opponent will fall for it.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK)
   Fierce Jigoku Scrape, C.Fierce /\ J.Fierce \/ C.Fierce /\ J.Fierce, etc.
   That's all you have to do, just keep balancing them until your Custom
   Combo guage runs out. Basically repeat the fierces.

2. Custom Combo activation: (JP+SK)
   In corner: Strong Jigoku Scrape, Strong Jigoku Scrape, etc.
   Just keep repeating this until your Custom Combo guage runs out, and
   also you must be close to your opponent when you start this combo.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.Fierce \/ S.Jab, S.Short, S.Strong --> Jigoku Scrape/Meido No Miyage

2. ISM Plus Requirement: Super Alpha Cancel
   J.Fierce \/ C.Fierce --> Jigoku Scrape --> Meido No Miyage

-------------------------------- [ T.Hawk ] ---------------------------------

Universal Combos

1. S.Jab --> Tomahawk Buster

2. J.DN.Fierce \/ S.Jab, S.Short --> Tomahawk Buster

3. J.DN.CU.Fierce \/ Mexican Typhoon
   This combo is difficult, you have to hesistate when you come down and then
   pull it off. But you must hesistate for the smallest second, making it
   un-noticable.

-----
X-ISM
-----

1. J.DN.CU.Fierce \/ Raging Typhoon
   Like the combo above, just hesistate ever so slightly, while its not a
   true combo, it works effective though.

-----
A-ISM
-----

NOTE: All of T.Hawk's X-ISM combos work in A-ISM, there are no variables
      and I haven't found a single combo in A-ISM that can't be done in any
      other mode.

-----
V-ISM
-----

1. Custom Combo Activation: (JP+SK)
   In corner: Tomahawk Buster, Tomahawk Buster, etc.
   Basically just keep repeating this until your Custom Combo guage runs
   out.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.DN.CU.Fierce \/ S.Jab, S.Short, S.Strong --> Tomahawk Buster

--------------------------------- [ Vega ] ----------------------------------

Universal Combos

1. S.Jab --> Rolling Crystal Flash

2. J.Roundhouse \/ C.Forward --> Rolling Crystal Flash

-----
X-ISM
-----

NOTE: I have not found any X-ISM combos that he can't do in any other mode,
      and suggestions are welcomed.

-----
A-ISM
-----

1. J.Roundhouse \/ C.Forward --> Scarlet Mirage/Red Impact

2. Rolling Barcelona Attack, S.Fierce(juggle)

-----
V-ISM
-----

1. J.Roundhouse \/ C.Forward --> Scarlet Terror

2. Custom Combo Activation: (JP+SK)
   In corner: Rolling Crystal Flash, Rolling Crystal Flash, etc.
   That's it, just keep doing this until your Custom Combo guage wears off.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Super Alpha Cancel
   J.Roundhouse \/ C.Forward --> Rolling Crystal Flash --> Red Impact/Scarlet
   Mirage

2. ISM Plus Requirement: Alpha Combo
   J.Fierce \/ S.Jab, C.Short, C.Forward --> Rolling Crystal Flash

---------------------------------- [ Yun ] ----------------------------------

Universal Combos

1. J.Fierce \/ S.Jab, S.Short, S.Strong -> Zesshou-Hohou or Super

2. Zenpou Tenshin(SK), Combo #1

3. Zenpou Tenshin(SK), RK, SP -> Special Attack or Super

-----
X-ISM
-----

See Universal.

-----
A-ISM
-----

You can do any combo in the Universal, but you can add supers instead of
specials.

-----
V-ISM
-----

1. RK+FP Custom Combo, Kobokushi, J.Jab, Kobokushi, J.Jab, etc.
   This is a very tough combo to pull off. Once you're in the corner
   initiate the combo, then immediately after you do a Kobokushi, jump
   up with a jab, then when you land quickly walk forward and do another
   Kobokushi, etc.

2. SK+JP Custom Combo, Senkyutai, J.Short, Senkyutai, J.Short, etc.
   Do this in the corner, but be wary of the timing, it's a bit tough.
   It is possible to do this with the FP+RK Custom Combo, but you can
   get more hits out of this version.

---------------
ISM Plus Combos
---------------

1. ISM Plus requirement: Original Combo
   S.Jab, S.Short, C.Strong, S.Fierce --> Special or Super

2. ISM Plus requirement: Super Alpha Cancel
   J.Fierce \/ S.Jab, S.Short, S.Strong --> Zesshou-Hohou --> any super

-------------------------------- [ Zangief ] --------------------------------

Universal Combos

1. S.Jab --> Spinning Lariat/Spinning Clothesline

2. J.DN.Forward \/ C.Short --> Spinning Clothesline/Spinning Lariat

3. J.DN.Forward \/ Atomic Suplex

4. J.DN.CU.Fierce \/ Spinning Pile Driver/Atomic Suplex
   You must hesistate for the slightest split second, making it un-noticable
   and then execute it, otherwise your opponent can escape from it.

5. J.DN.CU.Fierce \/ S.Forward --> Atomic Suplex

-----
X-ISM
-----

1. J.DN.CU.Fierce \/ Final Atomic Buster
   Again, you must hesistate for the slightest split second, making it
   un-noticable, if you do it the moment you land you will have wasted
   your super.

-----
A-ISM
-----

NOTE: I have not found any combos in A-ISM that Zangief cannot do in any
      other mode and suggestions are always welcomed.

-----
V-ISM
-----

NOTE: I haven't found any true and effective combos for Zangief in V-ISM but
      he has a MUCH more easier time comboing in his throws, don't worry
      play him in V-ISM, turn on your Custom Combos and you will see what
      I mean.

---------------
ISM Plus Combos
---------------

1. ISM Plus Requirement: Alpha Combo
   J.DN.CU.Fierce \/ S.Jab, S.Strong, C.Roundhouse

=============================================================================
-------------------------------- [ ISMs ] -----------------------------------
=============================================================================

- [ A-ISM ] -

 This mode refers to the original Alpha style mode, you know the basics in
 Alpha 2, Alpha Counters, Tech hits, 3 levels of supers, characters having at
 least 2 different supers, taunt, and ground recovery. The damage guage on
 this mode is average, and there is also a Guard Meter which will be
 discussed later on. In this mode there is a Guard Meter underneath the life
 bar and that meter's length varies upon characters. Also I found it that
 this mode takes the longest to build the super meter, and I'm not sure why
 people were so easily confused that X-ISM mode gained your level the
 slowest. Also there are very few cancellable attacks, basically limited to
 Jabs, Shorts, and Strongs.

 - [ X-ISM ] -

 This mode is refered to classical mode. Thus meaning all characters play
 exactly like they did in Super Street Fighter 2 Turbo. This also goes the
 same for characters who were not in Super Street Fighter 2 Turbo. You cannot
 ground recover in this game, have Alpha cancels, and players are limited to
 only one level of super. Also you cannot Taunt in this mode with the
 exception of Dan and you can also air recover and tech hit as well. I don't
 know why they have a Guard Meter in this mode since Super Street Fighter 2
 Turbo never had a Guard Meter, but the Guard Meter in this mode for everyone
 is very high and thus making it harder to Guard Crush anyone and also the
 damage done in this mode is significantly higher than in other modes. Also
 the Supers in this mode look exactly like a level 3 A-ISM super like for
 example Ken's Shoryu Reppa is three waves instead of two waves like it was
 in the original Super Street Fighter 2 Turbo. Also the super meter builds
 significantly more quicker than in A-ISM, but less quicker than in V-ISM.
 Also you have more cancelable attacks, like Ryu can go from a crouching
 fierce into a Hadoukenm unlike him in A-ISM version.

- [ V-ISM ] -

 This mode allows the character to perform custom combos, basically having
 a character with increase speed(but decreased strength) and allowing him or
 her to chain in virtually any attacks in any patterns. However, unlike
 Alpha 2, you cannot throw out more than 2 projectiles at once. Custom
 combos last for up to 7 seconds and you can infinitely juggle your opponent
 but unless you're using a special grab, chances are...your attacks will
 only do a few pixels to one pixel of damage per attack. In V-ISM however,
 your defense is higher than that of other modes but your attack power is
 weaker, also certain moves can only be done in this mode as well.

---- [ Bonus Modes ] ----

 Well these are modes that can be combined with any other ISM modes. There
 really isn't anything special about these modes except for Classical which
 will be discussed below. These modes can either hamper or improve your
 performance.

- [ Normal Mode ] -

 This is the default game mode.

- [ Mazi Mode ] -

 More like a double edged sword, this mode will boost your attack power
 signifcantly but your defense takes a deep plunge. Not only that, your
 guard meter is brought down quicker as well.

- [ Saikyou Mode ] -

 This mode is a little odd. This will decrease your Guard Meter defense power
 making it easier for opponents to Guard Crush you. So if you were to block
 attacks it'll probably take a few seconds for the opponent to Guard Crush
 you! Also this is a weaker version of Mazi mode but is stronger than X-ISM
 mode alone. Also I found it extremely hard to cancel in this mode and I'm
 not sure if you can even cancel, so it is questionable whether I was having
 a bad controller day or something. Also this mode is a bit stronger than X-
 ISM mode alone meaning that your damage is little lower than than Mazi mode
 and your defense is higher than X-ISM mode alone, but in X-ISM mode alone
 your attack power is weaker but your defense is higher, see what I mean?
 Well to clarify things up here goes the nifty chart I made:

- [ Rank(Power) ] -

1.Mazi+X-ISM
2.Saikyou+X-ISM
3.Normal+X-ISM

- [ Rank(Defense) ] -

1.Normal+X-ISM
2.Saikyou+X-ISM
3.Mazi+X-ISM

NOTE: 1 means its the strongest defense or attack power and 3 means its at the
bottom. I'm only using this to refer to X-ISM mode though.


- [ Classical Mode ] -

 This was the special mode I was referring to. This mode is more like the
 Super Street Fighter 2 type of play that was on the SNES and GENESIS if you
 all remember those good old memories. Sometimes your characters attacks may
 differ from Alpha mode because it refers back to before the Alpha series
 ever came out. In this mode, you are also given no super meter and no guard
 meter. Your attacks are a bit stronger than from X-ISM mode, but your
 defense is also weaker.

=============================================================================
------------------------------ [ Game Engine ] ------------------------------
=============================================================================

-----------------------------------------------------------------------------
Blocking: B(while being attacked)                 Mode: All modes
-----------------------------------------------------------------------------

 This is your basic defense strategy. You probably won't win much battles
 without blocking so just block! Although you are blocking you can still
 recieve minimal damage from special move attacks and Super combos, and no
 damage from regular attacks. Just be warned throws are unblockable as well
 as other certain moves. You cannot block overhead hits or jumping attacks by
 blocking low but you can block these certain attacks by blocking high. Also
 you cannot block knockdowns or other low attacks, but you can block these
 attacks by blocking low. Also you will always be in proximity blocking mode
 which means you can actually move before the projectile hits you, instead of
 standing in your block stance long before an attack or projectile hits you
 like in previous SF games(Street Fighter 2, etc.).

-----------------------------------------------------------------------------
Air Blocking: B(while being attacked in the air)  Mode: V-ISM and A-ISM
-----------------------------------------------------------------------------

 When you jump in you might not always want to attack because of the high
 priority of your opponent's anti-air attacks. Thus you can jump in while
 blocking. However you sometimes cannot block anti-air supers for some
 reasons, I don't know. Also launchers are un-airblockable like Ryu's
 Crouching Fierce or Chun-Li's Standing Roundhouse.

-----------------------------------------------------------------------------
Alpha Counter: F+P+K(same strength)               Mode: V-ISM and A-ISM
-----------------------------------------------------------------------------

 When you are blocking an attack you can counter attack while either
 consuming one level of your Super Meter or 50% of your Custom Combo guage.
 This is an extremely quick attack and most likely your opponent will not be
 able to block it. They should have made it B,DB,D+P or K like in Street
 Fighter Alpha 2, but I guess they thought that the Alpha counter was done by
 accident too often. Each character has a certain Alpha counter in each of
 the two modes, and its up to you to find out when to use each counter.

-----------------------------------------------------------------------------
Taunt: Select                           Mode: A-ISM, V-ISM, X-ISM(Dan only)
-----------------------------------------------------------------------------

 Taunts in the game are by no means meant to give you the upper hand in
 battle. They're mainly used to tease the opponent. Use it at your own
 risk. Note that only Dan is able to taunt in X-Ism.

-----------------------------------------------------------------------------
Guard Meter: (under life bar)                     Mode: All modes
-----------------------------------------------------------------------------

 This is new to the Alpha series, and you will see a small guage under your
 character's life bar. This is known as the Guard Meter(I actually hate this
 idea) and it will slowly decrease as you take a hit while blocking, and the
 max amount will decease by one bar if you happen to use an Alpha counter. If
 your Guard Meter goes down to 0 your character is then "Guard Crushed"
 meaning that the opponent is dizzy until his or her Guard Meter guage
 refills. Also if you take serveral hits and then avoid contact with the
 opponent your Guard Meter guage will slowly regenerate itself. Also try to
 stay away from opponents if they are on V-ISM mode because it is known to
 hack away at that Guard Meter real quickly.

-----------------------------------------------------------------------------
Throw: B or F+2P or 2K                            Mode: All modes
-----------------------------------------------------------------------------

 You use throws, you must be close to your opponent. Note that all characters
 have air throws, but if you miss with your throw, your character will be
 stuck in their "miss" animation for a short while.

-----------------------------------------------------------------------------
Tech Hit: B or F+2P or 2K(after thrown)           Mode: All modes
-----------------------------------------------------------------------------

 If an opponent throws you you can cut the damage in half by performing the
 same motion as a throw to cut damage in half and the character will flip
 into an upright position and be able to air block or ground block. Grabs
 like Ken's knee bash the damage can be reduced completely if you anticipate
 it before it happens. This goes the same for all throws and grabs, you must
 perform the motion the instant you are thrown or a split second after you
 are thrown otherwise you will take the full effect of the throw.

-----------------------------------------------------------------------------
Reversal: Special move after knockdown/blocked attack   Mode: All modes
-----------------------------------------------------------------------------

 This move can be done by anybody with any move as long as the move is a
 special attack like a Dragon Punch or a projectile or even a super. For
 example, when Charlie is knocked down he can still charge for his Somersault
 Kick, as Charlie gets up he can immediately press U+K and the opponent
 cannot counter unless the opponent is blocking. Even Ryu can perform his
 Dragon Punch motion in advance while he is knocked down. Also after you have
 blocked any one of an opponent's attack you must perform a special attack
 immediately, this is what I call the "2nd Alpha Counter." Only special moves
 are quick enough to counter before an opponent even recovers from a Jab.
 This is a much better use than the normal Alpha Counter because you do not
 need to consume one level of Super or 50% of your Custom Combo guage.

-----------------------------------------------------------------------------
Ground Reverse: 2K(after knockdown or before it)     Mode: A-ISM and V-ISM
-----------------------------------------------------------------------------

 You can use this whenever you are knocked down or when you can anticipate
 it. Your character will roll to safety and avoid being attacked when you get
 up. You can sometimes cross the opponent with this move sometimes and have
 the upperhand in some battles also you can use this after a throw knocks you
 down, like Chun-Li's ground throw.

-----------------------------------------------------------------------------
Guard Crush: Continous blocked attacks               Mode: All modes
-----------------------------------------------------------------------------

 Well this being new to the Alpha series, it takes away all the pride and joy
 of being a turtler. When you continuosly block an attack you take Guard
 Meter damage, when your Guard Meter empties out you are momentarily stunned
 for about a second while falshing blue. Afterwards one block of your Guard
 Meter is permanently down until the next round or battle. However the
 opponent can only knock down the Guard Meter until he or she has one block
 left, which makes it hazardous to block attacks. Also when your in Classical
 mode you don't have a Guard Meter, so you can block all you want and also
 when your fighting against two opponents at the same time like against Juni
 and Juli.

-----------------------------------------------------------------------------
Guard Crush Advance: Block just prior to attack      Mode: All modes
-----------------------------------------------------------------------------

 Right before an opponent attacks you block, so that your Guard Meter will
 not be reduced. But often this proves fatal due to the fact that its hard to
 instantaneously block most supers, since supers come out so fast. But I
 myself have had trouble doing this sometimes because I'll always get hit
 before I block, so its better off you try to avoid being attacked instead.
 If you have done this correctly your character will flash blue.

-----------------------------------------------------------------------------
Damage Escape: Ram buttons and shake control pad     Mode: All modes
-----------------------------------------------------------------------------

 You can reduce the damage of attacks if you 'go crazy' on the controller.
 While the damage reduced isn't really too favorable, chances are, it'll
 save you from defeat once in a while. Your character will flash red if you
 successfully performed the move.

-----------------------------------------------------------------------------
Counter Hit: Attack before/after opponent attacks    Mode: All Modes
-----------------------------------------------------------------------------

 Well basically if you hit an opponent before they begin their attack you
 will recieve a message "counter hit." If you counter hit an opponent you
 will cause twice the damage that move normally would. Also Counter hits
 happen very often in a game even if you don't intend to do so. Also if you
 counter hit each other or if you or the opponent performs the counter hit to
 late you will both suffer twice the damage that move would normally would.

-----------------------------------------------------------------------------
Air Escape: F or B+2P or 2K after being launched     Mode: All modes
-----------------------------------------------------------------------------

 I still don't know why they have this here either. Once your knocked into
 the air you should stay their until the opponent attacks you or if the
 opponent just lets you go. This is sorta like a Tech Hit, but it is only
 done in the air, after you have been launched by certain attacks do the
 throw motion and your character will flip out of his or her stun animation
 and be ready to perform a counter attack or just block before the opponent
 can continue to juggle the opponent.

-----------------------------------------------------------------------------
Variation: P+K(of same strength)                     Mode: V-ISM
-----------------------------------------------------------------------------

 Custom combos have really taken a back seat since Alpha 2. Once initiated
 your character will have a series of shadows follow them(they also count
 for hits) and depending on the strength of the buttons used...your
 character's shadow will delay its attack. You can pretty much juggle your
 opponent infinitely during this sequence but note that the amount of
 projectiles you can throw out is limited to just 2-3. Your character cannot
 block during the custom combo but unlike Alpha 2, he or she can turn
 around. You can begin to use custom combos at 50%.

-----------------------------------------------------------------------------
Super Combos: Special Motion+P or K                 Mode: X-ISM and A-ISM
-----------------------------------------------------------------------------

 These attacks drain your super meter(the guage at the bottom of the screen)
 and you can vary the amount that is drained as well as the strength of the
 super depending on the strength of the punch or kick used in the attack.
 In X-Ism however, your character will only be given one super.

-----------------------------------------------------------------------------
Juggle: Continous attack                               Mode: All modes
-----------------------------------------------------------------------------

 Basically a form of a combo, as you attack sometimes you will get your
 opponent in the air...and assuming they don't pull off an escape, you can
 attack them again as they come back down. Note however that often at times
 you are limited to a set amount of consecutive juggle attacks.

-----------------------------------------------------------------------------
Launchers: Normal move anti-air attack                 Mode: All modes
-----------------------------------------------------------------------------

 Launchers in this game cannot be blocked and can only be done if you attack
 your opponent of the air. Usually these 'launchers' are the stronger punches
 and kicks. You can add a juggle combo afterwards.

-----------------------------------------------------------------------------
Projectile strength: Fireball move that travels        Mode: All modes
-----------------------------------------------------------------------------

 The strength of your projectiles depends on distance, the closer you are the
 more damage it will do. Far opponents taking the effects of a projectile
 won't take much damage, this is probably Capcom's response to the 'keep-
 away' tactics employed by so many before.

=============================================================================
-------------------- [ Extra Characters and Extra Modes ] -------------------
=============================================================================

**** [ Gameboy Advance ] ****

Unlock          | How
-----------------------------------------------------------------------------
Classic Mode    | Win 50 Battle Survival Mode
Mazi Mode       | Win 30 Battle Survival Mode
Saikyo Mode     | Win 10 Battle Survival Mode
Dramatic Battle | Finish Single Mode once
Final Battle    | Win Boss Battle Survival Mode
Survival Mode   | Win Dramatic Battle Mode
Eagle           | Finish Single Mode with 11 different characters
Evil Ryu        | Finish Single Mode with 3 different characters
Guile           | Finish Single Mode with 5 different characters
Maki            | Finish Single Mode with 7 different characters
Yun             | Finish Single Mode with 9 different characters
Shin Akuma      | Finish Single Mode with Eagle, Evil Ryu, Guile, Maku, Yun
Final Bison     | Finish Single Mode on highest difficulty with Shin Akuma

ISM Pluses         | How
-----------------------------------------------------------------------------
Alpha Combo        | Clear Final Battle with 1 character
Alpha Cancel       | Clear Final Battle with 5 characters
Alpha Counter+     | Clear Final Battle with 8 characters
Air Guard          | Clear Final Battle with 7 characters
Auto Guard         | Clear Final Battle with 2 characters
Guage Plus         | Clear Final Battle with 10 characters
Guard Destroy      | Clear Final Battle with 4 characters
Hard Body          | Clear Final Battle with 12 characters
Infinite Guard     | Clear Final Battle with 9 characters
Limit Off          | Clear Final Battle with 3 characters
Super Alpha Cancel | Clear Final Battle with 6 characters
Super Guard        | Clear Final Battle with 11 characters

* NOTE: You can sort of unlock two things at once. When you acquire Evil Ryu
        or Guile early on, and then Maki and others, you can beat the game
        with Maki, Yun, Guile, etc. When you do, you not only help unlock
        other characters but you can unlock Shin Akuma at the same time.

*** [ Playstation ] ****

- [ Guile ] -

  Finish World Tour Mode at level 27, you must defeat Guile on the last
  stage. You can acquire Guile if your game clock is run past 80 hours.

- [ Evil Ryu ] -

  You must reach level 30 in World Tour Mode after defeating Guile. You can
  acquire Evil Ryu if your game clock is run past 120 hours.

- [ Shin Akuma ] -

  You must defeat Shin Akuma after defeating Evil Ryu at level 32. You can
  acquire Shin Akuma if your game clock is run past 180 hours.

- [ Classic Balrog ] -

  Finish World Tour mode or have game clock run past 8 hours.

- [ Dramatic Mode ] -

  Finish the game at level 8 difficulty with any character.

- [ Final Battle Mode ] -

  Finish Dramatic Battle Mode with both Juni and Juli and Ryu and Ken or
  have game clock run past 60 hours.

- [ Dual Battle Mode ] -

  Finish Dramatic Battle Mode with Juni and Juli and Ryu and Ken or have
  game clock run past 30 hours.

- [ Classical Mode ] -

 Finish the game at level 4 difficulty or have game clock run past two hours.
 To initiate the modes, hit select during character selection screens.

- [ Mazi Mode ] -

 Finish the game at level 4 difficulty or have the game clock run past three
 hours. To initiate the modes, hit select during the character selection
 screens.

- [ Saikyou Mode ] -

 Finish the game at level 5 difficulty or have the game clock run past five
 hours. To initiate the modes, hit select during the character selection
 screens.

- [ Team Battle Mode ] -

 Defeat double Chun-Li in World Tour Mode in Hong Kong or have your game
 clock run past 15 hours.

- [ Survival Mode ] -

 Finish Point 48106 in World Tour Mode or have your game clock run past
 20 hours.

- [ Playstaion Version Introduction ] -

 Game clock must be past 48 hours.

- [ Fight vs. Shin Akuma ] -

 Hold L1 and L2 during or after selectiong your character in Final Battle
 Mode.


NOTE: There are times when your modes do not load up, even after auto-load.
      To remedy this problem, go back into World Tour mode and load up your
      characters and then exit out of World Tour mode. On the main menu, you
      should see the modes unlocked.

=============================================================================
------------------------ [ World Tour ISM Pluses ] --------------------------
=============================================================================

 During World Tour Mode you'll fight a series of battles and along the way
 certain modes and characters becomes unlocked. Also for each character you
 are given an ISM Plus, these are enhancements that you can use in any mode
 (ism) you are in. You can only use a maximum of 3 different ISM pluses for
 your characters. These pluses are used with characters that have been set
 in Entry Mode.

*** [ Green Bar ] ***

  These ISM pluses consume up one bar.

- [ Alpha Counter Plus(Green Bar) ] -

 This will increase the damage of your alpha counters.

- [ Air Guard ] -

 This will allow an X-ism character to air block.

- [ Guage Power Plus ] -

 This will increase the damage that you do to an opponent's guard meter.

- [ Infinite Guard ] -

 You cannot be guard crushed as you are given unlimited Guard Meter.

- [ Hard Body ] -

 Block damage is reduced and dizzying will take more effort from the
 opponent.

- [ Super Guage Plus ] -

 Probably the best of all bars, period. This will gradually raise your
 Super guage, and doing special attacks at the same time will only increase
 the speed at which you will earn enough for a super.

- [ Auto Guard ] -

 Allows the character to automatically block all upper attacks, lower
 attacks however still require manual operation.

*** [ Red Bar ] ***

  These ISM pluses consume up two bars.

- [ Alpha Combo ] -

 This will allow a character to chain in combos more easily, and this
 will allow characters do perform a 'magic' series as well, provided you
 are close enough to your opponent.

- [ Super Alpha Cancel ] -

 This will allow you to 'EX Cancel' as you can chain in a special attack
 to a super attack.

- [ Alpha Cancel ] -

 This allows you to cancel all your regular attacks into special attacks
 or super attacks.

- [ Damage Plus ] -

 All of your character's attacks are given a slight boost in attack power.

- [ Super Guard ] -

 Block damage cannot be incurred on the character.

=============================================================================
-------------------------- [ Character Win Poses ] --------------------------
=============================================================================


In this game each character has a certain win pose, to select which win pose
you want follow these simple procedures:

- Pick any character and play either Arcade Mode, Versus Mode, Dramatic
   Battle Mode, World Tour Mode, Survival Mode, or Team Battle Mode. Do not
   pick the other modes because they will not give you the opportunity to
   select your win pose.

- Then in that mode that you have selected defeat your opponent.

- Immediately when you have knocked out your opponent(in can be between
   rounds) hold the select button.

- When you hold down the select button hit any other attack button you
   wish to see the win pose for.

Below is a list of all 36 characters in the game, all these characters
will include a listing of what win poses each character has depending on
which button you press after your victory.


NOTE: Certain characters will require you to be in a certain ISM to have a
      certain win pose, or it may change certain button selections for that
      certain win pose or win poses for the entire character.

-- [ Adon ] --

JP - Stands and gives his opponent a thumbs down.
SP - Jumps up while he takes off his bandana and holds it while he looks at
     it
FP - Stands and gives a menacing, but funny laughter.
SK - Stands with back towards the screen and flexes both biceps in sorta
     being in a "Proclaiming to be a master" pose(sorta reminds me of Chou Li
     from Bloodsport).
FK - Shakes his head for a while and then he kneels down and looks to the
     sky.
RK - Stands there and tilts his head back and forth while having both his
     hands covering his face repeatedly(?).

-- [ Akuma ] --

JP - Stomps the ground and he goes into a ready pose.
SP - Same as above.
FP - Stands there with his back to the screen and the "ten" symbol lights up.
SK - Same as above.
FK - Stands in his ready pose but this time he shakes violently.
RK - Same as SK and FP

-- [ Balrog ] --

JP - Stands in a boxing victory pose and laughs
SP - Same as above
FP - Same as above
SK - Same as above
FK - same as above
RK - He flexes his muscle enough to rip his shirt and laughs

-- [ Birdie ] --

JP - Holds out his knife while he gives an awkward smile(?).
SP - Holds out a thumbs up then quickly gives a thumbs down while sticking
     out his tongue. He also exclaims "Hey!...You!"
FP - Stretches out his chains and licks it(?!).
SK - Holds out two fingers and a thumb at the opponent, just like his level 3
     The Birdie.
FK - Holds out 3 fingers out and exclaims "I, number one!" (shows you his
     intellect :P).
RK - Stands in a "ready to dance" pose(?!).

-- [ Bison ] --

JP - Stands over his opponent and says "Bah, Nuruiwa!"
SP - Same as his JP win pose above.
FP - Same as his JP win pose above.
SK - Same as his JP win pose above.
FK - Same as his JP win pose above.
RK - Same as his JP win pose above.

-- [ Blanka ] --

JP - Flips around repeatedly while laughing in his own amzonic way.
SP - Same as above.
FP - Same as above.
SK - Same as above.
FK - Same as above.
RK - Same as above.

                   -- [ Blanka vs. Blanka ] --

JP - Same as his regular taunt against a different opponent.
SP - Eats a bunch of watermelons really fast and throws the trash at his
     opponent.
FP - Drinks orange juice from his juice maker(?!).
SK - Celebrates victory while throwing up his arms in the air repeatedly.
FK - Same as above.
RK - Same as SP.

-- [ Cammy ] --

JP - Swings her arm and gives a neutral look to the front of the screen.
SP - Saluts M.Bison as he floats while laughing and exclaims "Yes Sir."
FP - Stands in silence as M.Bison floats while laughing.
SK - Stands with her back to the screen and gives a silent but quick thumbs
     up(funny!).
FK - Stands with her back to the screen and turns around and gives a thumbs
     up while she smiles.
RK - Same as JP.

-- [ Charlie ] --

JP - Puts on his glasses and goes "Hmph!"
SP - Same as above.
FP - Same as above.
SK - Gives a sorta 2 finger salut and exclaims "Too easy!"(most intimidating
     of them all!).
FK - Same as above.
RK - Shaves his nails with something(?), whiffs his air with his breath and
     exclaims "Hmph!"

-- [ Chun-Li ] --

JP - Stands for a moment and bows a little with her hand out and exclaims
     "Gomen ne"
SP - Same as above.
FP - Same as above.
SK - Same as above.
FK - Same as above.
RK - Same as above.

       --- [ X-ISM ] ---

JP - Same as her A-ISM taunt.
SP - Same as above.
FP - Same as above.
SK - Same as above.
FK - Same as above.
RK - Stands for a moment and does a few kicks and stops in the middle of her
     kick animation.

      --- [ V-ISM ] ---

JP - Stares and then bows down in memory of her father.
SP - Jumps up and cheers and exclaims "Yatta!"
FP - Same as her X-ISM RK win pose.
SK - Same as her JP win pose.
FK - Same as her SP win pose.
RK - Same as her RK win pose.

-- [ Classic Balrog ] --

JP - Stands in a boxing victory pose and laughs
SP - Same as above
FP - Same as above
SK - Same as above
FK - same as above
RK - He flexes his muscle enough to rip his shirt and laughs


-- [ Cody ] --

JP - Cody uses a body language to exclaim "I don't know!" he also gives
    a smile and a wierd sigh of relief.
SP - Same as his JP win pose.
FP - Same as his JP win pose.
SK - Same as his JP win pose.
FK - Same as his JP win pose.
RK - Same as his JP win pose.

                         -- [ Cody vs. Cody ] --

JP - Same as his default win pose above.
SP - Same as his default win pose above.
FP - Same as his default win pose above.
SK - Same as his default win pose above.
FK - Same as his default win pose above.
RK - Same as his default win pose above.
UD - Cody stands there, then quickly he runs as a police officer brings out
     his gun and handcuffs as he chases after Cody(real funny!).

NOTE: UD means "un-decided" meaning you cannot pick another win pose you
      will always have this win pose when you have won the entire match only.

-- [ Dan ] --

JP - Holds out his hand in a fist animation and exclaims "Bushai!"
SP - His shirt tears a little and goes into the same fist animation as above
     and exclaims "Hisshou!"
FP - Gives an awkward smile while facing towards the screen and gives a goofy
     looking thumbs up.
SK - Holds out his hand in the same fist animation like his JP and SP pose
     and exclaims "Yahoo! I did it!" in Japaneese.
FK - Same as his JP win pose.
RK - Same as his JP win pose.

-- [ Dee Jay ] --

JP - Puts both his hands in his pants and exclaims "Thank you everybody!"
     afterwards he whistles a tune afterwards with musical notes coming out
     of his mouth, and also no, you cannot here the tune he is whistling.
SP - Shakes his Morracas and exclaims something.
FP - Shakes his Morracas, but he stops every few times and exclaims "Oh
     yeah!" and each time he does that he goes into a different pose, my
     favorite one yet!
SK - Same as his JP win pose.
FK - Shakes his Morracas and exclaims something different than his SP pose.

-- [ Dhalsim ] --

JP - Floats and exclaims "Yogagaaaaa...." with his hands together and his
     head tilting downwards.
SP - Holds his hands together and tilts his head down and exclaims "Yoga."
FP - Like his JP win pose except he is sitting in a similar fashion to indian
     style and his mouth moves along with "Yogagaaaaa...."
SK - Floats like his JP and FP win pose except he exclaims "Namonte."
FK - Stands with his hands together and head tilted down like his SP pose and
     exclaims "Namon."
RK - Same as his FK win pose.

-- [ E.Honda ] --

JP - Cheers joyfully with laughter, similar to Balrog's boxing victory pose.
SP - Goes into his Strong Punch animation and exclaims "Dol sai!"
FP - Stands there and thinks and says something(a little help here?), very
     similiar to Sagat's win pose.
SK - Gives a thumbs up and says something(a little help here?).
FK - Same as his JP win pose.
RK - Same as his JP win pose.

-- [ Evil Ryu ] --

JP - He stands and turns his back to the screen in silence.
SP - He stands and stares the opposite direction of the opponent.
FP - Same as his JP win pose.
SK - Same as his SP win pose.
FK - Same as his JP win pose.
RK - Same as his SP win pose.

-- [ Fei Long ] --

JP - Does a few attacks and goes into the classic Bruce Lee win pose while
     providing the traditional yell(one of my favorites!).
SP - Same as his JP win pose.
FP - Same as his JP win pose.
SK - Goes into a ready pose while shaking violently, similar to Akuma's win
     pose.
FK - Same as his SK win pose.
RK - Same as his SK win pose.

-- [ Final Bison ] --

JP - Stands over his opponent and says "Bah, nuruiwa!"
SP - Same as his JP win pose above.
FP - Same as his JP win pose above.
SK - Same as his JP win pose above.
FK - Same as his JP win pose above.
RK - Same as his JP win pose above.

-- [ Gen ] --

JP - Puts his hands under his long sleeves and exclaims "You were big fool."
     (I love this one! It really rubs in your victory!)
SP - Like the one above, he puts his hands in his sleeves and gives a
     menacing, but rather funny laugh(well funny to me!).
FP - Same as his JP win pose.
SK - Same as his SP win pose.
FK - Same as his JP win pose.
RK - Same as his SP win pose.

-- [ Guile ] --

JP - Brings a comb out of his pocket and exclaims "I'm impressed!"
SP - Same as his JP win pose above.
FP - Guile stands, looks towards the screen, and his Dog Tag shines.
SK - Guile flexes his muscle while he smiles at the opponent and
     exclaims "Hmph!"
FK - Gives a two finger salut while looking at the screen and exclaims
     "Too easy!"(Ha! The most intimidating of them all, like Charlie's!).
RK - Same as his JP win pose.

-- [ Guy ] --

JP - Stands there and folds his arms over each other.
SP - Faces the opponent holds out two fingers and says "Waruku Omouna."
FP - Turns his back to the screen puts two fingers over his forehead and
     says "Kurezo...Bushinryu."
SK - Same as his JP win pose.
FK - Same as his SP win pose.
RK - Same as his FP win pose.

-- [ Juli ] --

JP - Just like Cammy's win pose she saluts M.Bison while he is floating
     the only exception is that she does not say "Yes sir."
SP - She stands there in silence as M.Bison floats by laughing.
FP - Turns around with her back to the screen while giving a quick look at
     her opponent.
SK - Same as her FP win pose.
FK - Same as her JP win pose.
RK - Same as her SP win pose.

-- [ Juni ] --

JP - Just like Juli's JP win pose, she saluts M.Bison as he floats by
     laughing and she does like say "Yes sir" like Cammy does.
SP - Just like Juli's SP win pose, M.Bison floats by and she stands in
     silence.
FP - Just like Juli's FP win pose, she turns her back to the screen while
     giving a quick look at her opponent.
SK - Same as her FP win pose.
FK - Same as her JP win pose.
RK - Same as her SP win pose.

-- [ Juni and Juli ] --

JP - They each do their regular taunt and they both are facing the
     opposite direction.
SP - They each do their regular taunt except they are facing each other
     and they form sorta like a unique diamond shape(its hard to describe).
FP - Same as her JP win pose.
SK - Same as her SP win pose.
FK - Same as her JP win pose.
RK - Same as her JP win pose.

NOTE: As you can expect these are their win poses when they are in Dramatic
      Battle mode, I'm not sure who has the authority in determining the win
      pose here, 2nd player or 1st player, I guess its whoever does their
      win pose selection first. When you have a CPU controlled Juni or Juli
      you can select your own win pose.

-- [ Karin ] --

JP - Gives sorta like a rich, high class laugh in a very high tone with her
     hand over her mouth.
SP - She stands there ponders and exclaims something(a little help?).
FP - She stands there posing like she was a model or something.
SK - Same as her FP win pose.
FK - Same as her FP win pose.
RK - Same as her FP win pose.

                        -- [ Karin vs. Karin ] --

JP - Same as her JP win pose above.
SP - Same as her SP win pose above.
FP - Karin goes into her modelling pose as her butler rushes out to bring her
     glass of milk. He kneels in front of her handing her glass of milk with
     a straw in it like she was royalty, also the milk inside the glass
     shakes.
SK - Karin goes into her modelling pose while her butler runs in and tries
     quickly to bring something out of his bag, its like if he fails he
     going to be fired or something!
FK - Karin goes into her modelling pose while her butler runs about while a
     cat chases him.
RK - Same as her FP win pose in a Karin vs.(other opponent) match up.

-- [ Ken ] --

JP - Goes into a victory pose very similar to Ryu's, he puts his hand up
     (depending on which side his opponent is on will determine which hand he
     puts up) and gives a victory smile.
SP - Puts his hand over his face, moves his hand giving a thumbs up and
     exclaims "Yasuntai!"
FP - Like his SP win pose he gives a thumbs up and exclaims "Yatta ze!" the
     only exception here is that he does not cover his face, he goes directly
     into his thumbs up pose.
SK - Same as his SP win pose.
FK - Same as his SP win pose.
RK - Same as his FP win pose.

                             -- [ V-ISM ] --

JP - Same as his JP win pose above.
SP - Same as his SP win pose above.
FP - Same as his FP win pose above.
SK - Same as his FP win pose above.
FK - Same as his SP win pose above.
RK - Same as his FP win pose above.

NOTE: The only exception in V-ISM is Ken's Short Kick taunt, its a
      different win pose than is default win pose.

-- [ R.Mika ] --

JP - She jumps up repeatedly and cheers like she was a small girl.
SP - Same as her JP win pose above.
FP - Same as her JP win pose above.
SK - Same as her JP win pose above.
FK - Same as her JP win pose above.
RK - Same as her JP win pose above.

                       -- [ R.Mika vs. R.Mika ] --

JP - Same as her default win pose above.
SP - Like her SP win pose, the golf car drives by with some mysterious person
     inside the golf cart, but R.Mika stops cheering after a short while.
FP - She cheers just like her SP win pose except the person in the
     golf cart stops in front of her, I still don't know who he is!
SK - She cheers just like her win poses above, the mysterious person in the
     golf cart rolls by and drops a giant tire. R.Mika attaches the tire to
     herself and runs off with it. I think that person must be her trainer!
FK - Same as her SP win pose above.
RK - Same as her FK win pose above.

-- [ Rolento ] --

JP - Rolento goes into his classic pose exclaiming "Mission Complete!"
     while at the same time 5 henchmen from above makes repeated stabs
     against the air while all hanging upside down.
SP - Rolento laughs as he drops a grenade that rolls towards the opponent
     and explodes on them!(What a funny guy!)
FP - Rolento snaps his fingers and goes into his classic win pose and
     exclaims "Mission Complete!" while his five henchmen hangs upside
     down stabbing at the air, except this time the second henchman from
     the right comes in a little late.
SK - Rolento snaps his fingers and goes into his classic win pose and
     exclaims "Mission Complete!" Except this time the second henchman from
     the right comes in on time and later leaves.
FK - Rolento snaps his fingers and goes into his classic win pose and
     exclaims "Mission Complete!" Except this time his henchmen does the so
     called "Wave" as seen in baseball games by audiences, but Rolento style
     as they stab against the air.
RK - Rolento snaps his fingers and goes into his classic win pose and
     exclaims "Mission Complete!" The only exception is that his henchmen
     don't come out.

-- [ Rose ] --

JP - She stands and waves her index finger across sorta like she is saying
     "don't mess with me again" and says "Mada, mada ne."
SP - Rose stands there and smiles as she holds out her scarf as it flows with
     Soul Power and she says something(once again I'm still a little puzzled
     as to what she is saying).
FP - Its just like her JP win pose except this time she forms a mirror image
     upon both sides of her before she waves her finger.
SK - Rose forms a mirror image of herself, leans against her mirror image
     and exclaims "Daijoubu?"
FK - Rose takes a giant card which says "The Fool" and she flips it and
     she is wearing a fancy dress, something women would wear in the 1800's.
RK - She stands as the wind blows and lets a tarrot card drop out of her hand
     and onto the ground.

-- [ Ryu ] --

JP - Ryu stands and holds up his hand and smiles at victory, just like
     Ken's win pose.
SP - He stands there as the wind blows and looks at the other direction
     while giving a slight smile.
FP - He stands there as the wind blows and looks at the other direction
     and a small single leaf blows by near his feet.
SK - Same as his JP win pose above.
FK - Same as his JP win pose above.
RK - Same as his FP win pose above.

-- [ Sagat ] --

JP - He stands there and laughs while he is in his thinking pose.
SP - Crosses his hands over his chest and laughs rather very menacingly.
FP - Crosses his hands and gives a menacing laugh and stares at the other
     direction.
SK - Same as his JP win pose above.
FK - Same as his SP win pose above.
RK - Same as his FP win pose above.

-- [ Sakura ] --

JP - She stands with her fist in the air and gives a cheerful laugh.
SP - Does that funky little gliding dance(very cool!).
FP - Does a few attacks and her shoe flies off as she is in her ready stance.
SK - Like her win pose above except this time that her shoe does not fly off.
FK - She stands and rubs her nose and says something(not sure what she says
     though).
RK - The wind blows as she stands there like Ryu folding her arms(funny
     actually!).

-- [ Shin Akuma ] --

JP - Stomps the ground and he goes into a ready pose.
SP - Same as above.
FP - Stands there with his back to the screen and the "ten" symbol lights up.
SK - Same as above.
FK - Stands in his ready pose but this time he shakes violently.
RK - Same as SK and FP

-- [ Sodom ] --

JP - He stands and gives a traditional bow towards the opponent.
SP - He stands and holds out a fan that sprays water and says something
     "Apparei!."
FP - He stands and holds out a fan that shoots little butterflies and
     says something(I will need help here).
SK - Spins out his Sai in both hands and gives a grunt afterwards.
FK - Just like his SK win pose except the Sais drop out of his hand and
     he shakes his head in disgust.
RK - Just like his JP win pose above.

                             -- [ X-ISM ] --

JP - Just like his default JP win pose above.
SP - Just like his default SP win pose above.
FP - Just like his default FP win pose above.
SK - Same as his FP win pose.
FK - Same as his FP win pose.
RK - Same as his default JP win pose above.

-- [ T.Hawk ] --

JP - He stands and whistles for his eagle and it rests on his hand, the funny
     part about this is that the eagle shakes his head, which is pretty
     intimidating!
SP - He stands there and exclaims "whmp!"
FP - Just like his SP win pose except this time the same eagle lands on his
     shoulder and shakes its head.
SK - Just like his JP win pose above.
FK - Just like his SP win pose above.
RK - Just like his RK win pose above.

-- [ Vega ]--

JP - Quickly puts his claw down and gives a snickering laugh.
SP - Stands and removes his mask in disgust at his opponent.
FP - Same as his SP win pose above.
SK - He jumps up and gives a menacing snickering laugh to himself.
FK - Same as his JP win pose above.
RK - Same as his JP win pose above.

-- [ Zangief ] --

JP - Stands and flexes his muscles and says "Bolschoy Tavieda!"
SP - Same as his JP win pose above.
FP - Same as his JP win pose above.
SK - Its just like his JP win pose above except he just laughs this time.
FK - Same as his SK win pose above.
RK - Same as his SK win pose above.

                          -- [ X-ISM ] --

JP - Same as his default JP win pose above.
SP - Same as his default JP win pose above.
FP - Same as his default JP win pose above.
SK - Same as his default SK win pose above.
FK - Same as his default SK win pose above.
RK - Same as his default JP win pose above.

NOTE: In X-ISM only Zangief's Roundhouse kick win pose differs from his
      normal default win pose.

=============================================================================
---------------------------- [ Character Bios ] -----------------------------
=============================================================================

NOTE: I'm not sure if it was a translation error, but some of the bios look
      a bit off. For 7' and 237 lbs, Zangief definitely looks like he's
      at least 350 lbs instead. However, these are Capcom's official bios
      and not mines. Also, the bios for Shin Akuma, Evil Ryu, Classic Balrog,
      and Final Bison are all the same for their equal counterparts.

- [ Adon ] -

Height: 6'0"
Weight: 161 lbs.
Blood Type: B

- [ Akuma ] -

Height: 5'8"
Weight: 177 lbs.
Blood Type: ?

- [ Balrog ] -

Height: 6'5"
Weight: 225 lbs.
Blood Type: A

- [ Birdie ] -

Height: 7'1"
Weight: 245 lbs.
Blood Type: O

- [ Bison ] -

Height: 6'1"
Weight: 212 lbs.
Blood Type: O

- [ Blanka ] -

Height: 6'3"
Weight: 216 lbs.
Blood Type: B

- [ Cammy ] -

Height: 5'4"
Weight: 102 lbs.
Blood Type: B

- [ Charlie ] -

Height: 6'1"
Weight: 185 lbs.
Blood Type: O

- [ Chun-Li ] -

Height: 5'5"
Weight: ?
Blood Type: A

- [ Cody ] -

Height: 6'1"
Weight: 177 lbs.
Blood Type: O

- [ Dan ] -

Height: 5'8"
Weight: 163 lbs.
Blood Type: O

- [ Dee Jay ] -

Height: 6'0"
Weight: 203 lbs.
Blood Type: AB

- [ Dhalsim ] -

Height: 5'8"
Weight: 106 lbs.
Blood Type: O

- [ Eagle ]

Height: 6'0"
Weight: 160 lbs.
Blood Type: AB

- [ E.Honda ] -

Height: 6'1"
Weight: 302 lbs.
Blood Type: A

- [ Fei Long ] -

Height: 5'6"
Weight: 132 lbs.
Blood Type: O

- [ Gen ] -

Height: 5'4"
Weight: 135 lbs.
Blood Type: O

- [ Guile ] -

Height: 6'1"
Weight: 190 lbs.
Blood Type: O

- [ Guy ] -

Height: 5'9"
Weight: 159 lbs.
Blood Type: O

- [ Juli ] -

Height: 5'4"
Weight: 108 lbs.
Blood Type: B

- [ Juni ] -

Height: 5'3"
Weight: 101 lbs.
Blood Type: AB

- [ Karin ] -

Height: 5'3"
Weight: 106 lbs.
Blood Type: B

- [ Ken ] -

Height: 5'7"
Weight: 159 lbs.
Blood Type: B

- [ Maki ] -

Height: 5'5"
Weight: 115 lbs.
Blood Type: B

- [ R.Mika ] -

Height: 5'5"
Weight: 137 lbs.
Blood Type: O

- [ Rolento ] -

Height: 5'9"
Weight: 179 lbs.
Blood Type: O

- [ Rose ] -

Height: 5'8"
Weight: 119 lbs.
Blood Type: ?

- [ Ryu ] -

Height: 5'7"
Weight: 143 lbs.
Blood Type: O

- [ Sagat ] -

Height: 7'4"
Weight: 240 lbs.
Blood Type: B

- [ Sakura ] -

Height: 5'2"
Weight: 92 lbs.
Blood Type: A

- [ Sodom ]-

Height: 6'8"
Weight: 238 lbs.
Blood Type: A

- [ T.Hawk ] -

Height: 7'5"
Weight: 358 lbs.
Blood Type: O

- [ Vega ] -

Height: 6'1"
Weight: 159 lbs.
Blood Type: O

- [ Yun ] -

Height: 5'6"
Weight: 137 lbs.
Blood Type: B

- [ Zangief ] -

Height: 7'0
Weight: 237 lbs.
Blood Type: A

=============================================================================
---------------------------- [ Misscellaneous ] -----------------------------
=============================================================================

In this section below are just small tidbits of info in Street Fighter Alpha
3 that I've picked up myself as well as various sources that have spread by
the mouth.

- Acquiring Shin Bison can be done by using the Gameshark, the code can be
  found at the highly resourceful www.cmgsccc.com - Shin Bison is enhanced
  with a stronger fierce attack and his 'super' Psycho Crusher attack.

- There are 'Shadowloo-ism' type characters in the game, but you cannot use
  them unless you have a Gameshark 2.4 or above. These characters are mainly
  the boss characters like Sagat or Vega and can use pretty much any super
  they wish in 'X-ism' mode, doing more damage than they normally do as well
  as taking less damage from attacks.

- 'Evil' Sakura is not in the game.

- Shin Akuma's ending is exactly the same as Akuma's, as is his storyline.

- The manual in the U.S. version(Street Fighter Alpha 3) has mistakenly put
  Bison's official move names with Juni's movelist. Her Cannon Spike is
  placed as "Psycho Shot" and her Spiral Arrow is placed as "Psycho Crusher."

- I think Chun-Li is the only character in the game with two alternate fight
  screen pictures. What I'm talking about is that in the top left and right
  corners of the screen during every battle is a small portrait of the
  character. Chun-Li's X-ISM picture is different than her A-ISM and V-ISM
  portrait.

- The characters T.Hawk and Dee Jay carry their old Street Fighter moves list
  names. You can see their bios in arcade mode, instead of the Mexican
  Typhoon T.Hawk's name for that is the Storm Hammer, exactly like it was in
  Super Street Fighter 2. That goes the same for Dee Jay, so instead of
  Machine Gun Uppercut its called a Hyper Fist in his bio. Intentional or
  not, that's for Capcom to decide.

- What really are the official names for the characters' move lists in the
  game? I mean I saw the bio for R.Mika and it said Daydream Slam instead of
  Daydream Headlock along with other different moves other than listed in the
  manual.

- I wonder, is it just me or is it that if Cammy is supposedly a clone,
  wouldn't she have the same blood type as Bison? I mean I'm no geneticist,
  but I think if you were to clone somebody they would have the same blood
  type. I could be wrong though.

- The US box has a screenshot of Street Fighter Zero 3 on the back, the one
  where Dee Jay is shown attacking Sodom. The "Z-ISM" is a clear indication
  of that.

- In the GBA version, when Maki performs her special throws, you can hear
  Sagat like grunts that goes along with her throws. It's probably just a
  minor error.

=============================================================================
------------------------------- [ Credits ] ---------------------------------
=============================================================================

-+- Capcom(www.capcom.com)
    For making the best fighting game of all time.

-+- Kao Megura(www.gamefaqs.com/features/recognition/85.html)
    For his info on Vega(Balrog)'s claw...as well as Dan's official taunt
    names. His guide is definitely the best...check his guide out first.

-+- Brady Games(www.bradygames.com)
    Thanks for their moves name list from their superb guide.

-+- CJayC(www.gamefaqs.com)
    For posting this guide and his dedication.

-+- Jerrold NG(jiyau@yahoo.com)
    For providing some of the World Tour Mode stuff, mainly the ISM Pluses.

-+- Ed Derus(Cderus@worldnet.att.net)
    For the Birdie Bull Horn stuff.

-+- Dallas(dallastm.cjb.net)
    For being one of the best authors on the net, a good friend online,
    and an inspiration to many.

-+- Dingo Jellybean(www.geocities.com/dingojellybean2)
    Finally me for typing up this FAQ.

=============================================================================

Copyright(C) Dingo Jellybean; 1999-2003