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    Challenge Mode Guide by siky

    Version: FINAL | Updated: 06/10/09 | Printable Version | Search Guide | Bookmark Guide

    ===============================================================================
                        STREET FIGHTER IV: CHALLENGE MODE GUIDE
    		         FINAL VERSION by James Nguyen
    ===============================================================================
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    +	Table of Contents						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    I	Updates		[UD]
    
    II	Introduction	[IN]
    
    III	Notations	[NO]
    
    IV	Time Attack	[TA]
    	- Normal	[TN]
    	- Hard		[TH]
    
    V	Survival	[SU]
    	- Normal	[SN]
    	- Hard		[SH]	
    
    VI	Trial		[TR]
    	- Ryu		[RY]
    	- Ken		[KE]
    	- Chun-Li	[CH]
    	- E. Honda	[HO]
    	- Blanka	[BL]
    	- Zangief	[ZA]
    	- Guile		[GU]
    	- Dhalsim	[DH]
    	- Balrog	[BA]
    	- Vega		[VE]
    	- Sagat		[SA]
    	- M. Bison	[BI]
    	- C. Viper	[VI]
    	- Rufus		[RU]
    	- El Fuerte	[FU]
    	- Abel		[AB]
    	- Sakura	[SA]
    	- Dan		[DA]
    	- Rose		[RO]
    	- Gen		[GE]
    	- Cammy		[CA]
    	- Fei Long	[FE]
    	- Akuma		[AK]
    	- Gouken	[GO]
    	- Seth		[SE]
    
    VII	Q & A		[QA]
    
    VIII	Contact Info	[CI]
    
    IX	Credits		[CR]
    
    X	Copyright	[CO]
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + I	Updates		[UD]		   				      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -Version FINAL - June 10, 2009
    Not updating this guide anymore, it's as done as it'll ever get and I've
    already grown sick of this game. I hope it continues to help people, but I
    won't continue to update it.
    
    -Version 2.04-	May 13, 2009
    Revised Sakura and Gen's Hard 5 challenges.
    
    -Version 2.03-	April 21, 2009
    Added an alternate method to doing Dan's Hard 3 challenge.
    
    -Version 2.02-	April 17, 2009
    Changed all RH (Roundhouse) notations to HK to keep consistent. Also added info
    about a description error for Normal Time Attack 19 as well as some tips for
    beating it.
    
    -Version 2.01-	April 07, 2009
    Fixed some Time Attack times and reworded Gen's Hard 4 challenge.
    
    -Version 2.00-  April 05, 2009
    Due to a request for a Time Attack and Survival guide and as GameFAQs has
    changed the name of my guide to 'Challenge Mode Guide' I thought I might as
    well add in tips on how to get through these 2 modes as well.
    
    -Version 1.12-  April 04, 2009
    Fixed minor errors and added more tips for doing C. Viper's Hard 2 challenge.
    
    -Version 1.11-  March 22, 2009
    Added a more information for E. Honda's Hard 2, Cammy's Hard 3, Dhalsim's Hard
    5 challenges.
    
    -Version 1.10-  March 13, 2009
    Made a second pass through the guide to add timing notes for all challenges
    that involve canceling a move into the EX Focus Attack as someone kindly
    brought to my attention that people might be having trouble with it.
    
    -Version 1.05-  March 10, 2009
    Updated Balrog's Hard 5, Guile's Normal 4.1, C. Viper's Hard 5 and Seth's Hard
    3 challenges with more tips.
    
    -Version 1.04-  March 08, 2009
    Updated Sagat's Normal 1.3 challenge Fake Kick with a better trick.
    
    -Version 1.03-  March 07, 2009
    Updated El Fuerte's Hard 5 and Vega's Normal 4 challenges with better tips.
    
    -Version 1.02-  March 06, 2009
    Fixed some formatting issues and re-did E. Honda's Hard 4 challenge and added
    tips for doing Akuma and Dhalsim's Hard 1 challenges. Also added a Credits
    section to thank 'The Flood' from GFAQs for his help in making my guide better.
    
    -Version 1.01-  March 05, 2009
    Fixed a couple minor issues from missing combo notations and added some more
    tips to the easier Normal challenges I found people were having trouble with.
    
    -Version 1.00-	March 04, 2009.
    Tricks and tips for completing almost every trial in both Normal and Hard.
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + II	Introduction	[IN]					   	      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    This is an FAQ for Street Fighter IV's Challenge Mode. Here I will cover tips
    and tricks where applicable to beating these modes. Also please note that all
    of the information in this FAQ is based on using an Arcade Stick with an
    orthodox hand position (left hand on joystick, right hand on buttons), not a
    controller. My experience with a controller and unorthodox hand positions are
    too limited for me to write a proper FAQ so take what you can from this FAQ if
    you are on a controller, but I cannot guarantee it will help much if at all.
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + III	Notations	[NO]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Learning the notations for the commands helps with reading this FAQ faster and
    more clearly and will help also help when you ask for help.
    
    B	Back			Press the D-Pad or Joystick away from where
    				your character is facing.
    
    DB	Down + Back		Press the D-Pad or Joystick down and away from
    				where your character is facing.
    					
    D	Down			Press the D-Pad or Joystick down.
    
    DF	Down + Forward		Press the D-Pad or Joystick down and toward the
    				direction your character is facing.
    			
    F	Forward			Press the D-Pad or Joystick toward the
    				direction of where your character is facing.
    
    UF	Up + Forward		Press the D-Pad or Joystick up and toward the
    				direction your character is facing.
    
    U	Up			Press the D-Pad or Joystick up.
    
    UB	Up + Back		Press the D-Pad or Joystick up and away from
    				the direction your character is facing.
    
    QCF	Quarter Circle Forward	Basically the shortform for:
    				Down, Down+Forward, Toward.
    
    QCB	Quarter Circle Back	Short form for: Down, Down+Back, Back.
    
    HCF	Half Circle Forward	Short form for: Back, Down+Back, Down,
    				Down+Forward, Forward.
    
    HCB	Half Circle Back	Short form for: Forward, Down+Forward, Down,
    				Down+Back, Back.
    
    360	1 Circle		Short form for doing 1 full circle on your
    				D+Pad or Joystick. Due to SF4 not requiring you
    				to do a full circle to make it easier for new
    				players to do this motion, you really only have
    				to put in 6 directions: example; F, DF, D, DB,
    				B, UB + Any button. Basically only 180 + 1
    				more direction.
    
    720	2 Circles		Short form for doing 2 full circles on your
    				D+Pad or Joystick. Similar to 360, you don't
    				have to doing 2 full circles. Instead all you
    				need is 630; F, DF, D, DB, B, UB, U, UF, F
    				(1st 360), DF, D, DB, B, UB, U + Any button.
    				
    
    LP	Light Punch
    
    MP	Medium Punch
    
    HP	Heavy Punch
    
    LK	Light Kick
    
    MK	Medium Kick
    
    HK	Heavy Kick
    
    P	1 Punch Button		Press any punch button.
    
    PP	2 Punch Buttons		Press any 2 punch buttons, used for EX moves.
    
    PPP	3 Punch Buttons		Press all 3 punch buttons, used for Ultra
    				moves.
    
    K	1 Kick Button		Press any kick button.
    
    KK	2 Kick Buttons		Press any 2 kick buttons, used for EX moves.
    
    KKK	3 Kick Buttons		Press all 3 kick buttons, used for Ultra moves.
    
    FADC	Focus Attack Dash	While holding MP + MK, you tap F, F, or B, B. 
    	Cancel			This will let you cancel your focus attack into
    				a dash instead while still letting you absorb 1
    				hit if you time it right.
    
    FA	Medium Punch +		While holding MP + MK, you can charge up an
    	Medium Kick		attack that becomes unblockable after a little
    				while.
    
    c.??	Crouching Attack
    
    s.??	Standing Attack
    
    j.??	Jumping Attack
    
    >	Link
    
    x	Cancel
    
    xx	Super Cancel		
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + IV	Time Attack	[TA]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Suggested Character: Zangief
    
    	Unless specified, every challenge in both Time Attack and Survival can
    	be handled pretty easily by Zangief. All you really need to do for the
    	majority of the fights is to hit PPP and hold toward the opponent,
    	though I do suggest that you not just hold forward and mindlessly
    	spamming lariat unless you know what you're doing. THe best thing to do 
    	is to do lariats when the CPU is about to stand up and try to stand so
    	that when you do the lariat you're hitting the CPU with Zangief's fist
    	and not his arms during the lariat. If the CPU is far away and you have
    	meter, use EX Banishing Flat to close the distance more or less safely.
    
    	I will drop asterisks (*) where there are things you should make note
    	of in the match.
    
    	Please also note that you will see - in front of the name if you should
    	walk forward while doing lariats so that the CPU is hit with Zangief's
    	arms and = you should be standing back and Zangief's fists from his
    	lariat should be hitting the CPU.
    
    	= Fei Long	** Cammy	- Akuma *	- Gouken
    	- Dhalsim	- Blanka	= Chun-Li	- Ryu
    	- E. Honda	= Zangief	- Guile *	= Ken
    	*** Seth
    	- M. Bison *	= Sagat		- Vega		- Balrog
    	= Abel		- C. Viper *	= Rufus *	- El Fuerte
    	- Sakura *	- Rose		= Dan		= Gen *
    
    * Be wary when these characters have Ultra. If you have enough health to take
      the damage then you can just keep up the lariat spam, otherwise just start
      blocking until the CPU uses the Ultra and you can go back to lariat spamming.
    
      Also note that everyone that I have noted that you should be wary of when
      they get meter for their Ultra has an interesting AI habit that you can abuse
      pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
      forward into them as they get up and the moment they stand up jump backwards
      because 99% of the time if you do it right, they will Ultra and you should be
      able to Lariat or EX Banishing Flat them when you land after they miss their
      Ultra.
    
    **	Cammy is tough because she counters Zangief's spam, but an easy way to
    	beat her is to really just change your tactics up a little bit and play
    	a bit more defensively.
    
    	Simply just hold down back to crouch block and wait for Cammy to throw
    	out her spinning back fist (the move where she does a little hop
    	forward while spinning around in a circle and then throws out her fist
    	when she lands). When you see her do this quickly lariat to hit her.
    
    	Continue to do this until she does her Ultra or Super, after blocking
    	you should see Cammy is too far to lariat. If you want to do a little
    	bit more damage to hurry this fight along, when Cammy does her cannon
    	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
    	(DF, DF + PP).
    
    ***	Seth is another match up you need to change up your tactic for. Like
    	Cammy, Seth can be a pain to deal with. My suggestion is to just look
    	for these moves and counter appropriately. All of these options stem
    	from you just hold down back and watching what Seth does.
    
    	If Seth is throwing Sonic Booms you should just be blocking.
    
    	If Seth jumps back and off of the wall, get ready to Lariat.
    
    	If Seth is close and is does a c.HP (double fisted low stretchy arm
    	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
    	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
    	roundhouse kick to the stomach) just lariat.
    
    -------------------------------------------------------------------------------
    [TN]	Time Attack: Normal
    -------------------------------------------------------------------------------
    
    --- Level 1	```````````````````````````````````````````````````````````````
    Time: 500"00		Stages: 4		Time Bonus: 30 sec
    PLAYER:	DEF up, auto heal, infinite gauges
    CPU:	No block, no UC, no SC
    
    Gold Crown:	500"00
    
    --- Level 2	```````````````````````````````````````````````````````````````
    Time: 300"00		Stages: 4		Time Bonus: 20 sec
    PLAYER:	DEF up, auto heal, auto gauge increase
    CPU:	No UC, no SC
    
    Gold Crown:	300"00
    
    --- Level 3	```````````````````````````````````````````````````````````````
    Time: 300"00		Stages: 7		Time Bonus: 20 sec
    PLAYER:	DEF up, auto heal, auto gauge increase
    CPU:	No UC, no SC
    
    Gold Crown:	200"00
    
    --- Level 4	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 5		Time Bonus: 10 sec
    PLAYER:	DEF up, gauges max at start
    CPU:	No UC
    
    Gold Crown:	150"00
    
    --- Level 5	```````````````````````````````````````````````````````````````
    Time: 250"00		Stages: 12		Time Bonus: 5 sec
    PLAYER:	DEF up
    CPU:	No UC
    
    Gold Crown:	100"00
    
    --- Level 6	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 9		Time Bonus: 10 sec
    PLAYER:	DEF up
    CPU:	Normal
    
    Gold Crown:	120"00
    
    --- Level 7	```````````````````````````````````````````````````````````````
    Time: 180"00		Stages: 6		Time Bonus: 10 sec
    PLAYER:	DEF up
    CPU:	Normal
    
    Gold Crown:	120"00
    
    --- Level 8	```````````````````````````````````````````````````````````````
    Time: 100"00		Stages: 2		Time Bonus: 30 sec
    PLAYER:	DEF up
    CPU:	DEF up
    
    Gold Crown:	80"00
    
    --- Level 9	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 6		Time Bonus: 20 sec
    PLAYER:	DEF up
    CPU:	DEF up
    
    Gold Crown:	120"00
    
    --- Level 10	```````````````````````````````````````````````````````````````
    Time: 300"00		Stages: 15		Time Bonus: 15 sec
    PLAYER: Bolstered gauge increase
    CPU: 	Normal
    
    Gold Crown:	140"00
    
    --- Level 11	```````````````````````````````````````````````````````````````
    Time: 50"00		Stages: 12		Time Bonus: 30 sec
    PLAYER:	No UC, no Focus, no EX Special Move, no Dash, no Throw Escape,
    & CPU	no Target Combo
    
    Gold Crown:	150"00	
    
    --- Level 12	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 7		Time Bonus: 20 sec
    PLAYER:	Bolstered Revenge Gauge increase, chip damage recovery
    CPU:	DEF up, normal moves cause chip damage
    
    Gold Crown:	120"00
    
    --- Level 13	```````````````````````````````````````````````````````````````
    Time: 150"00		Stages: 5		Time Bonus: 20 sec
    PLAYER:	DEF up
    CPU:	DEF up, gauges not displayed
    
    Gold Crown:	110"00
    
    --- Level 14	```````````````````````````````````````````````````````````````
    Time: 250"00		Stages: 12		Time Bonus: 5 sec
    PLAYER:	ATK up, DEF up, no Special Moves
    CPU: Normal
    
    Gold Crown:	100"00
    
    Suggested Character: Blanka
    
    	Pretty simple, just jump forward or straight up and hit HK while in the
    	air or on the ground. You can combo a j.HK into a s.HK. You can repeat
    	this as much as you want against everybody pretty much. When you get a
    	Super or Ultra, use them as they are good for time bonuses. If you're
    	really having trouble, you can always count on the Ultra to almost kill
    	the CPU if it hits. Make sure you're close enough.
    
    [01] E. Honda
    [02] Ryu
    [03] Dan
    [04] Blanka
    [05] Akuma
    [06] Dhalsim
    [07] Chun-Li
    [08] Ken
    [09] Gouken
    [10] Sakura
    [11] Fei Long
    [12] Gen
    
    --- Level 15	```````````````````````````````````````````````````````````````
    Time: 100"00		Stages: 4		Time Bonus: 25 sec
    PLAYER:	DEF up
    CPU:	Invisibility
    
    Gold Crown:	70"00
    
    --- Level 16	```````````````````````````````````````````````````````````````
    Time: 500"00		Stages: 16		Time Bonus: 5 sec
    PLAYER: DEF up, infinite SC Gauge, no UC, no SC
    CPU:	Normal
    
    Gold Crown:	160"00
    
    --- Level 17	```````````````````````````````````````````````````````````````
    Time: 170"00		Stages: 10		Time Bonus: 10 sec
    PLAYER: Bolstered Revenge Gauge increase
    CPU: ATK up, DEF up, infinite gauges, no block
    
    Gold Crown:	150"00 sec
    
    --- Level 18	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 1		Time Bonus: 10 sec
    PLAYER:	DEF up, infinite SC Gauge
    CPU:	DEF up
    
    Gold Crown:	130"00
    
    --- Level 19	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 6		Time Bonus: 20 sec
    PLAYER:	Auto heal, infinite SC Gauge *
    CPU:	DEF up
    
    Gold Crown:	120"00
    
    There is a problem with this trial. The description in the game is half wrong.
    You do not have an infinite Super Combo Gauge. What you do have is Auto heal
    though, but at the cost of having NO BLOCK. So it should really say:
    
    PLAYER: Auto heal, no block
    CPU:	DEF up
    
    	Anyways I still suggest using Zangief for the easiest time here. Pretty
    	much you should be doing the same against everybody. Stand so that when
    	you do your Lariat, Zangief's fist hit the CPU, not the arms or the
    	even the wrist. This way you're minimizing the amount of damage the CPU
    	can do to you. Also don't get flustered if you get hit by an Ultra, it
    	really doesn't matter because Zangief can take a lot so he can afford
    	to get hit by like 2 Ultras and then some.
    
    [1] Sakura
    [2] Dan
    [3] Ken
    [4] Ryu		Minor note against Ryu, if you see him Ultra immediately spam
    		PPP and hold towards Ryu so that the Ultra Fireball just goes
    		through you and you can hit him afterwards.
    
    [5] Akuma	Same thing to take note of when fighting Akuma. When you see
    		that Akuma has Ultra, move back a little bit and continue doing
    		PPP Lariats out of range at first and then holding toward him
    		to move closer. If you see him doing his Ultra immediately hold
    		away. Sometimes you will hit him out of it and sometimes you
    		will get grabbed. Doesn't really matter to be honest, 1 Full
    		Ultra is only half your life, you can kill him before he gets
    		another full one.
    
    [6] Gouken
    
    --- Level 20	```````````````````````````````````````````````````````````````
    Time: 60"00		Stages: 25		Time Bonus: 30 sec
    PLAYER:	DEF up, gauges max at start
    CPU:	DEF up
    
    Gold Crown:	250"00
    
    
    
    -------------------------------------------------------------------------------
    [TH]	Time Attack: Hard
    -------------------------------------------------------------------------------
    
    --- Level 1	```````````````````````````````````````````````````````````````
    Time: 250"00		Stages: 22		Time Bonus: 30 sec
    PLAYER: Normal
    CPU:	Normal
    
    Gold Crown:	540"00
    
    --- Level 2	```````````````````````````````````````````````````````````````
    Time: 200"00		Stages: 10		Time Bonus: 10 sec
    PLAYER:	ATK up, bolstered gauge increase, no jump
    CPU:	Normal
    
    Gold Crown:	200"00
    
    --- Level 3	```````````````````````````````````````````````````````````````
    Time: 500"00		Stages: 14		Time Bonus: 5 sec
    PLAYER:	Normal
    CPU:	DEF up, auto heal
    
    Gold Crown:	230"00
    
    --- Level 4	```````````````````````````````````````````````````````````````
    Time: 300"00		Stages: 18		Time Bonus: 30 sec
    PLAYER: Normal
    CPU:	DEF up
    
    Gold Crown:	400"00
    
    --- Level 5	```````````````````````````````````````````````````````````````
    Time: 350"00		Stages: 7		Time Bonus: 50 sec
    PLAYER:	Normal
    CPU:	ATK up, DEF up, auto heal, auto gauge increase
    
    Gold Crown:	570"00
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + V	Survival	[SU]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Suggested Character: Zangief
    
    	Unless specified, every challenge in both Time Attack and Survival can
    	be handled pretty easily by Zangief. All you really need to do for the
    	majority of the fights is to hit PPP and hold toward the opponent,
    	though I do suggest that you not just hold forward and mindlessly
    	spamming lariat unless you know what you're doing. THe best thing to do 
    	is to do lariats when the CPU is about to stand up and try to stand so
    	that when you do the lariat you're hitting the CPU with Zangief's fist
    	and not his arms during the lariat. If the CPU is far away and you have
    	meter, use EX Banishing Flat to close the distance more or less safely.
    
    	I will drop asterisks (*) where there are things you should make note
    	of in the match.
    
    	Please also note that you will see - in front of the name if you should
    	walk forward while doing lariats so that the CPU is hit with Zangief's
    	arms and = you should be standing back and Zangief's fists from his
    	lariat should be hitting the CPU.
    
    	= Fei Long	** Cammy	- Akuma *	- Gouken
    	- Dhalsim	- Blanka	= Chun-Li	- Ryu
    	- E. Honda	= Zangief	- Guile *	= Ken
    	*** Seth
    	- M. Bison *	= Sagat		- Vega		- Balrog
    	= Abel		- C. Viper *	= Rufus *	- El Fuerte
    	- Sakura *	- Rose		= Dan		= Gen *
    
    * Be wary when these characters have Ultra. If you have enough health to take
      the damage then you can just keep up the lariat spam, otherwise just start
      blocking until the CPU uses the Ultra and you can go back to lariat spamming.
    
      Also note that everyone that I have noted that you should be wary of when
      they get meter for their Ultra has an interesting AI habit that you can abuse
      pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
      forward into them as they get up and the moment they stand up jump backwards
      because 99% of the time if you do it right, they will Ultra and you should be
      able to Lariat or EX Banishing Flat them when you land after they miss their
      Ultra.
    
    **	Cammy is tough because she counters Zangief's spam, but an easy way to
    	beat her is to really just change your tactics up a little bit and play
    	a bit more defensively.
    
    	Simply just hold down back to crouch block and wait for Cammy to throw
    	out her spinning back fist (the move where she does a little hop
    	forward while spinning around in a circle and then throws out her fist
    	when she lands). When you see her do this quickly lariat to hit her.
    
    	Continue to do this until she does her Ultra or Super, after blocking
    	you should see Cammy is too far to lariat. If you want to do a little
    	bit more damage to hurry this fight along, when Cammy does her cannon
    	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
    	(DF, DF + PP).
    
    ***	Seth is another match up you need to change up your tactic for. Like
    	Cammy, Seth can be a pain to deal with. My suggestion is to just look
    	for these moves and counter appropriately. All of these options stem
    	from you just hold down back and watching what Seth does.
    
    	If Seth is throwing Sonic Booms you should just be blocking.
    
    	If Seth jumps back and off of the wall, get ready to Lariat.
    
    	If Seth is close and is does a c.HP (double fisted low stretchy arm
    	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
    	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
    	roundhouse kick to the stomach) just lariat.
    
    -------------------------------------------------------------------------------
    [SN]	Survival: Normal
    -------------------------------------------------------------------------------
    
    --- Level 1	```````````````````````````````````````````````````````````````
    Quota: 4 wins		Heal Amount: 50%
    PLAYER:	DEF up, infinite gauges
    CPU: No block, no UC, no SC
    
    Gold Crown:	8 wins
    
    --- Level 2	```````````````````````````````````````````````````````````````
    Quota: 4 wins		Heal Amount: 50%
    PLAYER: DEF up, auto gauge increase
    CPU: No UC, no SC
    
    Gold Crown:	8 wins
    
    --- Level 3	```````````````````````````````````````````````````````````````
    Quota: 4 wins		Heal Amount: 50%
    PLAYER:	DEF up, gauges max at start
    CPU	No UC
    
    Gold Crown:	8 wins
    
    --- Level 4	```````````````````````````````````````````````````````````````
    Quota: 4 wins		Heal Amount: 50%
    PLAYER: DEF up
    CPU: No UC
    
    Gold Crown:	8 wins
    
    --- Level 5	```````````````````````````````````````````````````````````````
    Quota: 8 wins		Heal Amount: 30%
    PLAYER:	DEF up
    CPU:	No UC
    
    Gold Crown:	12 wins
    
    --- Level 6	```````````````````````````````````````````````````````````````
    Quota: 12 wins		Heal Amount: 20%
    PLAYER: DEF up
    CPU: Normal
    
    Gold Crown:	22 wins
    
    --- Level 7	```````````````````````````````````````````````````````````````
    Quota: 5 wins		Heal Amount: 10%
    PLAYER:	DEF up
    CPU:	Normal
    
    Gold Crown:	10 wins
    
    --- Level 8	```````````````````````````````````````````````````````````````
    Quota: 4 wins		Heal Amount: 20%
    PLAYER:	DEF up
    CPU:	DEF up
    
    Gold Crown:	8 wins
    
    --- Level 9	```````````````````````````````````````````````````````````````
    Quota: 6 wins		Heal Amount: 20%
    PLAYER:	DEF up
    CPU:	Auto Super Combo Gauge increase
    
    Gold Crown:	12 wins
    
    --- Level 10	```````````````````````````````````````````````````````````````
    Quota: 5 wins		Heal Amount: 25%
    PLAYER:	DEF up, chip damage up
    CPU:	Normal
    
    Gold Crown:	10 Wins
    
    --- Level 11	```````````````````````````````````````````````````````````````
    Quota: 8 wins		Heal Amount: 25%
    PLAYER:	DEF up
    CPU:	Gauges not displayed, auto Revenge Gauge increase
    
    Gold Crown:	16 wins
    
    --- Level 12	```````````````````````````````````````````````````````````````
    Quota: 8 wins		Heal Amount: 25%
    PLAYER: DEF up, infinite SC Gauge
    CPU: DEF up
    
    Gold Crown:	15 wins
    
    --- Level 13	```````````````````````````````````````````````````````````````
    Quota: 6 wins		Heal Amount: 25%
    PLAYER:	DEF up, invisibility
    CPU:	Normal
    
    Gold Crown:	10 wins
    
    --- Level 14	```````````````````````````````````````````````````````````````
    Quota: 10 wins		Heal Amount: 30%
    PLAYER:	DEF up
    CPU:	Normal
    
    Gold Crown:	25 wins
    
    Level 15	```````````````````````````````````````````````````````````````
    Quota: 7 wins		Heal Amount: 20%
    PLAYER:	DEF up
    CPU:	DEF up
    
    Gold Crown:	22 wins
    
    --- Level 16	```````````````````````````````````````````````````````````````
    Quota: 3 wins		Heal Amount: 50%
    PLAYER:	ATK up, gauges max at start, auto gauge increase
    & CPU
    
    Gold Crown:	7 wins
    
    --- Level 17	```````````````````````````````````````````````````````````````
    Quota: 5 wins		Heal Amount: 20%
    PLAYER:	DEF up, no block
    CPU:	Normal
    
    Gold Crown:	12 wins
    
    --- Level 18	```````````````````````````````````````````````````````````````
    Quota: 2 wins		Heal Amount: 35%
    PLAYER:	Auto SC Gauge increase
    CPU:	Normal
    
    Gold Crown:	5 wins
    
    --- Level 19	```````````````````````````````````````````````````````````````
    Quota: 3 wins		Heal Amount: 30%
    PLAYER:	DEF up, no Special Moves, normal moves cause chip damage
    CPU:	DEF up, chip damage recovery
    
    Gold Crown:	7 wins
    
    Suggested Character: Akuma
    
    	The main tactic here is to just to keep doing Akuma's s.HK. I will add
    	notes where neccessary to beat everyone here. Save up your Ultras and
    	Supers as they are more useful for certain characters.
    
    [1] Vega	You're going to get hit here, whether it be by moves or his
    		Ultra, don't really worry too much and just keep doing s.HKs.
    [2] Gouken	Jump over Gouken's fireballs and when you're close enough you
    		can do HK spams again.
    [3] * Seth
    [4] ** Sagat
    [5] Akuma	You can spam HKs here too, but when Akuma gets Ultra, be ready
    		to jump out of the way and repeat.
    [6] *** Balrog
    [7] M. Bison	s.HK spam and then Super/Ultra when you have it.
    
    *	Like with Zangief, you're going to play very defensively against Seth.
    
    	Just block everything until he jumps off of the wall and then time
    	your c.HK so that when he's almost on top of you, you should be able to
    	hit Seth.
    
    	If you're close enough, Seth will start doing Hyakuretsukyakus (his
    	kick special where it hits you a bunch of times after). If he does this
    	quickly respond with s.HK and then block again.
    
    **	Here is where you'd like to have your Super and Ultra saved up for
    	since Sagat can be annoying if you just try to spam HKs forever. After
    	you jump over the first fireball and can start spamming your HK as
    	usual, once you stun him you can do one more HK and then Ultra or Super
    	which knocks him down. You can then do another HK on wake up and then
    	throw out whatever you have left. Technically he should still be alive,
    	if he is dead then that's good, but if he isn't just keep going with
    	the s.HK spams.
    
    ***	Here just be defensive. Crouch block and just wait for Balrog to do his
    	punch special (when you see wind blowing past his glove when he
    	punches). Once you block it you can do 1 s.HK and then go back to
    	blocking. You can Ultra or Super anytime here if you have the meter for
    	it. Don't try to be aggressive, it's not worth it.
    
    --- Level 20	```````````````````````````````````````````````````````````````
    Quota: 15 wins		Heal Amount: 30%
    PLAYER: DEF up, chip damage recovery
    CPU:	DEF up, normal moves cause chip damage
    
    Gold Crown:	25 wins
    
    
    
    -------------------------------------------------------------------------------
    [SH]	Survival: Hard
    -------------------------------------------------------------------------------
    
    --- Level 1	```````````````````````````````````````````````````````````````
    Quota: 10 wins		Heal Amount: 30%
    PLAYER:	Normal
    CPU:	Auto heal, no SC, no UC
    
    Gold Crown:	40 wins
    
    Suggested Character: Zangief
    
    	All you really need to do for the majority of these fights is to hit
    	PPP and hold toward the opponent, though I do suggest that you not just
    	hold forward and mindlessly spamming lariat unless you know what you're
    	doing. THe best thing to do is to do lariats when the CPU is about to
    	stand up and try to stand so that when you do the lariat you're hitting
    	the CPU with Zangief's fist and not his arms during the lariat. If the
    	CPU is far away and you have meter, use EX Banishing Flat to close the
    	distance more or less safely.
    
    	I will drop asterisks (*) where there are things you should make note
    	of in the match.
    
    	Please also note that you will see - in front of the name if you should
    	walk forward while doing lariats so that the CPU is hit with Zangief's
    	arms and = you should be standing back and Zangief's fists from his
    	lariat should be hitting the CPU.
    
    [01] = Guile
    [02] ** Cammy
    [03] - E. Honda
    [04] - Blanka
    [05] - Vega
    [06] - M. Bison
    [07] - Rose
    [08] - Rufus
    [09] - Sakura
    [10] = Sagat
    [11] - El Fuerte
    [12] = Ken
    [13] = Chun-Li
    [14] = Dan
    [15] - Akuma
    [16] = Abel
    [17] = Fei Long
    [18] - Dhalsim
    [19] - C. Viper
    [20] *** Seth
    [21] = Gen
    [22] = Zangief
    [23] - Gouken
    [24] - Balrog
    [25] - Ryu
    [26] = Guile
    [27] ** Cammy
    [28] - E. Honda
    [29] - Vega
    [30] - M. Bison
    [31] - Rose
    [32] - Rufus
    [33] - Sakura
    [34] = Sagat
    [35] - El Fuerte
    [36] = Ken
    [37] = Chun-Li
    [38] = Dan
    [39] - Akuma
    [40] = Abel
    
    **	Cammy is tough because she counters Zangief's spam, but an easy way to
    	beat her is to really just change your tactics up a little bit and play
    	a bit more defensively.
    
    	Simply just hold down back to crouch block and wait for Cammy to throw
    	out her spinning back fist (the move where she does a little hop
    	forward while spinning around in a circle and then throws out her fist
    	when she lands). When you see her do this quickly lariat to hit her.
    
    
    ***	Seth is another match up you need to change up your tactic for. Like
    	Cammy, Seth can be a pain to deal with. My suggestion is to just look
    	for these moves and counter appropriately. All of these options stem
    	from you just hold down back and watching what Seth does.
    
    	If Seth is throwing Sonic Booms you should just be blocking.
    
    	If Seth jumps back and off of the wall, get ready to Lariat.
    
    	If Seth is close and is does a c.HP (double fisted low stretchy arm
    	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
    	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
    	roundhouse kick to the stomach) just lariat.
    
    --- Level 2	```````````````````````````````````````````````````````````````
    Quota: 10 wins		Heal Amount: 30%
    PLAYER:	Normal
    CPU:	Normal
    
    Gold Crown:	40 wins
    
    Suggested Character:	Zangief
    
    	All you really need to do for the majority of these fights is to hit
    	PPP and hold toward the opponent, though I do suggest that you not just
    	hold forward and mindlessly spamming lariat unless you know what you're
    	doing. THe best thing to do is to do lariats when the CPU is about to
    	stand up and try to stand so that when you do the lariat you're hitting
    	the CPU with Zangief's fist and not his arms during the lariat. If the
    	CPU is far away and you have meter, use EX Banishing Flat to close the
    	distance more or less safely.
    
    	I will drop asterisks (*) where there are things you should make note
    	of in the match.
    
    	Please also note that you will see - in front of the name if you should
    	walk forward while doing lariats so that the CPU is hit with Zangief's
    	arms and = you should be standing back and Zangief's fists from his
    	lariat should be hitting the CPU.
    
    [01] - Dhalsim
    [02] - Vega
    [03] = Ken
    [04] - M. Bison *
    [05] - C. Viper *
    [06] = Dan
    [07] - Balrog
    [08] = Gen *
    [09] - Sakura *
    [10] - Guile *
    [11] - El Fuerte
    [12] - Rose
    [13] - Gouken
    [14] ** Cammy
    [15] = Chun-Li
    [16] = Rufus *
    [17] - Ryu
    [18] *** Seth
    [19] * Akuma
    [20] - Blanka
    [21] = Zangief
    [22] - E. Honda
    [23] = Fei Long
    [24] = Abel
    [25] = Sagat
    [26] - Dhalsim
    [27] - Vega
    [28] = Ken
    [29] - M. Bison *
    [30] - C. Viper *
    [31] = Dan
    [32] - Balrog
    [33] = Gen *
    [34] - Sakura *
    [35] = Guile *
    [36] - El Fuerte
    [37] - Rose *
    [38] = Gouken
    [39] ** Cammy
    [40] = Chun-Li
    
    * Be wary when these characters have Ultra. If you have enough health to take
      the damage then you can just keep up the lariat spam, otherwise just start
      blocking until the CPU uses the Ultra and you can go back to lariat spamming.
    
      Also note that everyone that I have noted that you should be wary of when
      they get meter for their Ultra has an interesting AI habit that you can abuse
      pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
      forward into them as they get up and the moment they stand up jump backwards
      because 99% of the time if you do it right, they will Ultra and you should be
      able to Lariat or EX Banishing Flat them when you land after they miss their
      Ultra.
    
    **	Cammy is tough because she counters Zangief's spam, but an easy way to
    	beat her is to really just change your tactics up a little bit and play
    	a bit more defensively.
    
    	Simply just hold down back to crouch block and wait for Cammy to throw
    	out her spinning back fist (the move where she does a little hop
    	forward while spinning around in a circle and then throws out her fist
    	when she lands). When you see her do this quickly lariat to hit her.
    
    	Continue to do this until she does her Ultra or Super, after blocking
    	you should see Cammy is too far to lariat. If you want to do a little
    	bit more damage to hurry this fight along, when Cammy does her cannon
    	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
    	(DF, DF + PP).
    
    ***	Seth is another match up you need to change up your tactic for. Like
    	Cammy, Seth can be a pain to deal with. My suggestion is to just look
    	for these moves and counter appropriately. All of these options stem
    	from you just hold down back and watching what Seth does.
    
    	If Seth is throwing Sonic Booms you should just be blocking.
    
    	If Seth jumps back and off of the wall, get ready to Lariat.
    
    	If Seth is close and is does a c.HP (double fisted low stretchy arm
    	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
    	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
    	roundhouse kick to the stomach) just lariat.
    
    --- Level 3	```````````````````````````````````````````````````````````````
    Quota: 10 wins		Heal Amount: 30%
    PLAYER:	SC Gauge max at start
    & CPU
    
    Gold Crown:	40 wins
    
    Suggested Character:	Zangief
    
    	All you really need to do for the majority of these fights is to hit
    	PPP and hold toward the opponent, though I do suggest that you not just
    	hold forward and mindlessly spamming lariat unless you know what you're
    	doing. THe best thing to do is to do lariats when the CPU is about to
    	stand up and try to stand so that when you do the lariat you're hitting
    	the CPU with Zangief's fist and not his arms during the lariat. If the
    	CPU is far away and you have meter, use EX Banishing Flat to close the
    	distance more or less safely.
    
    	I will drop asterisks (*) where there are things you should make note
    	of in the match.
    
    	Please also note that you will see - in front of the name if you should
    	walk forward while doing lariats so that the CPU is hit with Zangief's
    	arms and = you should be standing back and Zangief's fists from his
    	lariat should be hitting the CPU.
    
    [01] = Dan
    [02] - Dhalsim
    [03] - El Fuerte
    [04] - Vega
    [05] - Rose *
    [06] = Ken
    [07] - Blanka
    [08] = Guile *
    [09] ** Cammy
    [10] - M. Bison *
    [11] = Abel
    [12] = Chun-Li
    [13] - Sakura *
    [14] = Gouken
    [15] = Fei Long 
    [16] - E. Honda
    [17] - Balrog
    [18] - C. Viper *
    [19] = Rufus
    [20] = Zangief
    [21] - Ryu
    [22] = Sagat
    [23] = Gen *
    [24] - Akuma *
    [25] *** Seth
    [26] = Dan
    [27] - Dhalsim
    [28] - El Fuerte
    [29] - Vega
    [30] - Rose
    [31] = Ken
    [32] - Blanka
    [33] = Guile *
    [34] ** Cammy
    [35] - M. Bison *
    [36] = Abel
    [37] = Chun-Li
    [38] - Sakura *
    [39] = Gouken
    [40] = Fei Long
    
    
    * Be wary when these characters have Ultra. If you have enough health to take
      the damage then you can just keep up the lariat spam, otherwise just start
      blocking until the CPU uses the Ultra and you can go back to lariat spamming.
    
      Also note that everyone that I have noted that you should be wary of when
      they get meter for their Ultra has an interesting AI habit that you can abuse
      pretty easily. If you knockdown the CPU when they get an Ultra, you can walk
      forward into them as they get up and the moment they stand up jump backwards
      because 99% of the time if you do it right, they will Ultra and you should be
      able to Lariat or EX Banishing Flat them when you land after they miss their
      Ultra.
    
    **	Cammy is tough because she counters Zangief's spam, but an easy way to
    	beat her is to really just change your tactics up a little bit and play
    	a bit more defensively.
    
    	Simply just hold down back to crouch block and wait for Cammy to throw
    	out her spinning back fist (the move where she does a little hop
    	forward while spinning around in a circle and then throws out her fist
    	when she lands). When you see her do this quickly lariat to hit her.
    
    	Continue to do this until she does her Ultra or Super, after blocking
    	you should see Cammy is too far to lariat. If you want to do a little
    	bit more damage to hurry this fight along, when Cammy does her cannon
    	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
    	(DF, DF + PP).
    
    ***	Seth is another match up you need to change up your tactic for. Like
    	Cammy, Seth can be a pain to deal with. My suggestion is to just look
    	for these moves and counter appropriately. All of these options stem
    	from you just hold down back and watching what Seth does.
    
    	If Seth is throwing Sonic Booms you should just be blocking.
    
    	If Seth jumps back and off of the wall, get ready to Lariat.
    
    	If Seth is close and is does a c.HP (double fisted low stretchy arm
    	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
    	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
    	roundhouse kick to the stomach) just lariat.
    
    --- Level 4	```````````````````````````````````````````````````````````````
    Quota: 10 wins		Heal Amount: 30%
    PLAYER:	Gauges not displayed, auto gauge increase
    & CPU
    
    Gold Crown:	40 wins
    
    	This is annoying just because none of your gauges are displayed so you
    	don't really know when the CPU has Ultra. Just make sure you know
    	whether or not you can be close or far when you're doing lariats. Also
    	to make a note of, this time around you're not going to be in Akuma's
    	face when you're lariating. Also do the lariat a little after Akuma
    	stands up so that if he Ultras, your lariat won't come out, but if he
    	doesn't you can still do damage to him. Also remember to continue to
    	use EX Banishing Flats to close the distance when you need to.
    
    [01] *** Seth
    [02] = Sagat
    [03] ** Cammy
    [04] = Akuma
    [05] - Ryu
    [06] - Rose
    [07] = Guile
    [08] = M. Bison
    [09] = Gen
    [10] = Zangief
    [11] - C. Viper
    [12] = Fei Long
    [13] = Gouken
    [14] = Rufus
    [15] - E. Honda
    [16] - Balrog
    [17] - El Fuerte
    [18] - Dhalsim
    [19] = Dan
    [20] - Vega
    [21] = Ken
    [22] = Sakura
    [23] - Blanka
    [24] = Chun-Li
    [25] = Abel
    [26] *** Seth
    [27] = Sagat
    [28] ** Cammy
    [29] = Akuma
    [30] - Ryu
    [31] - Rose
    [32] = Guile
    [33] = M. Bison
    [34] = Gen
    [35] = Zangief
    [36] - C. Viper
    [37] = Fei Long
    [38] = Gouken
    [39] = Rufus
    [40] - E. Honda
    
    **	Cammy is tough because she counters Zangief's spam, but an easy way to
    	beat her is to really just change your tactics up a little bit and play
    	a bit more defensively.
    
    	Simply just hold down back to crouch block and wait for Cammy to throw
    	out her spinning back fist (the move where she does a little hop
    	forward while spinning around in a circle and then throws out her fist
    	when she lands). When you see her do this quickly lariat to hit her.
    
    	Continue to do this until she does her Ultra or Super, after blocking
    	you should see Cammy is too far to lariat. If you want to do a little
    	bit more damage to hurry this fight along, when Cammy does her cannon
    	spike like move at the end of her Ultra/Super, do an EX Banishing Flat
    	(DF, DF + PP).
    
    ***	Seth is another match up you need to change up your tactic for. Like
    	Cammy, Seth can be a pain to deal with. My suggestion is to just look
    	for these moves and counter appropriately. All of these options stem
    	from you just hold down back and watching what Seth does.
    
    	If Seth is throwing Sonic Booms you should just be blocking.
    
    	If Seth jumps back and off of the wall, get ready to Lariat.
    
    	If Seth is close and is does a c.HP (double fisted low stretchy arm
    	punch) and you have meter, throw out an EX Banishing Flat. If the CPU
    	throws out an Hyakuretsukyaku (Seth steps forward and does a reverse
    	roundhouse kick to the stomach) just lariat.
    
    --- Level 5	```````````````````````````````````````````````````````````````
    Quota: 10 wins		Heal Amount: 30%
    PLAYER:	No UC, no Focus, no EX Special Move, no dash, no Throw Escapes,
    & CPU	no Target Combo
    
    Gold Crown:	40 wins
    
    Suggested Character: Zangief
    
    	Having no Ultra Combos makes this really easy, walk toward the CPU and
    	mash on PPP.
    
    [01] - Akuma
    [02] - Chun-Li
    [03] - C. Viper
    [04] - El Fuerte
    [05] - Dhalsim
    [06] - Gen
    [07] - Gouken
    [08] ** Cammy
    [09] - Rose
    [10] - Sakura
    [11] - Ryu
    [12] - Fei Long
    [13] - Vega
    [14] - Ken
    [15] - Guile
    [16] - M. Bison
    [17] *** Seth
    [18] = Blanka
    [19] = Dan
    [20] - E. Honda
    [21] - Balrog
    [22] = Abel
    [23] = Sagat
    [24] - Rufus
    [25] = Zangief
    [26] - Akuma
    [27] - Chun-Li
    [28] - C. Viper
    [29] - El Fuerte
    [30] - Dhalsim
    [31] - Gen
    [32] - Gouken
    [33] ** Cammy
    [34] - Rose
    [35] - Sakura
    [36] - Ryu
    [37] - Fei Long
    [38] - Vega
    [39] - Ken
    [40] - Guile
    
    **	In this fight against Cammy, just crouch block and wait for Cammy to
    	throw out a Spinning Back Fist and counter it with a lariat.
    
    ***	In this fight with Seth just keep it simple like with Cammy. If you
    	block Seth's kick special, lariat him immediately afterwards. Otherwise
    	block until he jumps off the wall and lariat him when he gets close.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + VI	Trial		[TR]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [RY]	Ryu
    -------------------------------------------------------------------------------
    
    NORMAL Level 1		```````````````````````````````````````````````````````
    (1) -> [Jump] Heavy Kick
    
    (2) -> [Crouch] Heavy Punch
    
    (3) -> Shoulder Throw
    	* Toward + LP + LK
    
    (4) -> Somersault Throw
    	* Away + LP + LK
    
    (5) -> Collarbone Breaker
    	* Toward + MP
    
    (6) -> Solar Plexus Strike
    	* Toward + HP
    
    	Relatively easy, pressing [Select] lets you change the name of the
    	moves to their commands. I added the commands above so that its easier
    	for those that have trouble reading the command icons.
    
    NORMAL Level 2		```````````````````````````````````````````````````````
    (1) -> Hadoken
    	* QCF + P
    
    (2) -> Tatsumaki Senpukyaku	
    	* QCB + K
    
    (3) -> Airborne Tatsumaki Senpukyaku
    	* QCB + K
    
    	Put in the command right when you start falling from your jump.
    
    (4) -> Shoryuken
    	* DF, DF + P
    
    	DF, DF + P is the new shortcut for an uppercut if you can't pull off
    	the old F, D, DF + P command.
    
    (5) -> Shinku Hadoken
    	* QCF, QCF + P
    
    	If you're having trouble getting the super to come out, try doing a
    	wider motion first. Example; HCF, QCF + P. Once you get used to the
    	motion, you can start to make it smaller.
    
    (6) -> Metsu Hadoken
    	* QCF, QCF + PPP
    
    	Same advice as doing 'Shinku Hadoken', make the motion wider at the
    	start if you're having trouble getting it out.
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Kick
        -> EX Focus Attack
    	* s.HK x (tap) MP + MK
    
    	Stand next to Dan and tap HK followed by MP + MK quickly right after.
    	Ryu should do a kick where his foot goes right above his head. If he
    	does a roundhouse kick, you're standing too far away. Also do not hold
    	down MP + MK or it won't combo.
    
    (2) -> Heavy Punch
        -> Hadoken
    	* s.HP X QCF + P
    
    	Stand next to Dan and tap HP followed by QCF + HP quickly afterwards.
    	Make sure you press HP after the QCF because if you press HP too fast,
    	Ryu won't throw out the Hadoken.
    
    (3) -> [ Crouch ] Medium Kick
        -> Tatsumaki Senpukyaku
    	* c.MK x QCB + K
    
    	Crouch next to Dan and while holding down, tap MK followed by QCB + MK
    	quickly afterwards and remember to hit MK after QCB or it won't come
    	out. Try to do all the commands right after each ther for best results. 
    
    (4) -> Solar Plexus Strike
        -> Shoryuken
    	* F + HP > DF, DF + HP
    
    	While holding forward next to Dan, tap HP and wait until after the 2nd
    	attack hits and immediately tap DF, DF + HP. If you do it right Ryu
    	should uppercut Dan right after for a 3 Hit combo.
    
    (5) -> [ Crouch ] Heavy Punch
        -> Shoryuken
    	* DF + HP, DF + HP
    
    	Not very difficult, just hit DF + HP for the c.HP and then DF + HP
    	again quickly to get the Shoryuken. Do the button presses quickly for
    	the combo to come out.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Tatsumaki Senpukyaku
    	* (jump-in) j.HK > c.MK X QCB + K
    
    	Pretty easy, just take it slowly and try not to mash out any of the
    	buttons. Jump forward HK and while jumping force yourself to hold DF so
    	you can get ready for the next part. When you land, if you're still
    	holding DF, Ryu should be crouching and all you have to do is tap MK,
    	QCB, MK (or any other Kick you want, but MK again should be the
    	easiest).
    
    (2) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> Hadoken
        -> EX Focus Attack
    	* (jump-in) j.HK > c.HP x QCF + P x (tap) MP + MK
    
    	Jump forward with HK while holding DB so that you land crouching down.
    	When you land press HP while holding DB, then follow through with QCF,
    	LP and then tap MP + MK right away. After landing, everything should be
    	done quickly one after another, so you don't need to pay attention to
    	what Ryu is doing. Also the fingering I use is hitting HK and HP with
    	my ring finger, LP with my index finger and MP + MK (for the EX Focus
    	Attack) with my middle finger and thumb.
    
    (3) -> [  Jump  ] Heavy Punch
        -> Heavy Kick
        -> Shinku Hadoken
    	* (jump-in) j.HP > QCF, QCF, HK, HP
    
    	This one is difficult, but there is a trick you can use to pulling this
    	off relatively easily. Jump forward with HP (hit it after you starting
    	falling from your jump) and then immediately start doing QCF, QCF
    	before you land. You should be done right when you land so you can tap
    	in HK followed by HP right afterwards quickly (and when I say quickly,
    	I mean really fast taps with the same finger going from HK to HP).
    	Doing this will make Ryu do a head kick for 1 hit and then throw out
    	his super (Shinku Hadoken) right after.
    
    (4) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Shoryuken
        -> Shinku Hadoken
    	* (jump-in) j.HK > HP x F, QCF + P xx QCF + P
    
    	This one is quite a bit more difficult because there aren't really any
    	tricks to doing it. You have to really just practice the motion or get
    	lucky with your joystick jiggling skills. Start by jumping forward with
    	HK and make sure you're not pressing any directions when you land.
    
    	Now think of this as a separate part so that you don't feel rushed
    	since HK stuns Dan for long enough that it doesn't matter when you hit
    	him, he'll stay stunned for long enough so that when you land you can
    	hit him with other stuff. Now when you land you have to do the
    	following:
    
    	** HP, F, QCF + HP, QCF + HP.
    
    	Make sure you press F (toward) Dan after HP or your Shoryuken won't
    	come out.
    
    	You have to do all of this really quickly so practice doing that part
    	by itself until you can if before adding the jumping HK part. Also make
    	note that you don't have to press HP where I have it marked,
    	technically all you need to do is keep hitting HP while doing the other
    	motions on your joystick and everything should come out, but that way
    	builds bad habits and its better to practice being clean. Of course
    	most people would rather just get this over with so do what works for
    	you.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Punch
        -> [ Crouch ] Medium Punch
    	* c.MP > c.MP
    
    	This is considered a link combo because even though you could
    	technically just keep mashing on MP while crouching to get this,
    	there's an easier and better way to do this. start by crouching next to
    	Dan and pay close attention to his health bar at the top of the screen
    	when you hit him. When you hit him with the 1st crouching MP you'll
    	notice this light appear from the timer that goes along all the way to
    	Dan's picture in the corner.
    
    	Basically what you do is make sure you're crouching as close to Dan as
    	possible and then just look at his health bar and tap MP followed by
    	another MP as soon as the light disappears off of his health bar. This
    	might take you a couple of tries to get used to. If your 2nd MP isn't
    	coming out, that's because you're hitting it too soon and if Dan is
    	blocking it, you're pressing it too late.
    
    (2) -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Kick
    	* c.LK > c.LP > c.MK
    
    	Same as the previous challenge. Just look at Dan's health bar while
    	crouching as close to him as possible and tap out LK, MP, MK.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Punch
        -> [ Crouch ] Medium Punch
        -> [ Crouch ] Heavy Kick
    	* (jump-in) j.HP > c.MP > c.MP > c.HK
    
    	Use the health bar trick to time the links. Also mind spacing, get up
    	next to Dan and back dash once and then step back once more so when you
    	jump in with HP you won't be too far away for the links to hit. Other
    	than that there aren't really any tricks for doing this, just be
    	persistent and practice the timing. 
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> Solar Plexus Strike
        -> [ Crouch ] Heavy Punch
        -> Shoryuken
        -> Shinku Hadoken
    	* MP + MK (level 3) > (dash forward) F + HP > DF + HP >	DF + HP
    	> QCF, QCF + HP
    
    	This is a really hard combo and above is technically the way to do it,
    	but it's all execution and it's really difficult execution on top of
    	that because you have to get that 2x QCF really really quickly. What I
    	would suggest instead is to do this combo:
    
    	** MP + MK (level 3) > (dash forward) F + HP > DF + HP > DF + HP
    	> FADC > (dash forward) QCF, QCF + HP
    
    	You would look at that and think it's harder because you have to Focus
    	Attack Dash Cancel to get the combo, but it's actually a whole lot
    	easier because once you learn how to FADC it's actually really easy and
    	this gives you much more time to do the Super (not to mention you're
    	going to have to do a similar combo next anyways). Also incase you were
    	wondering, the FADC doesn't make the combo invalid. You can add
    	whatever you want to a combo as long as you do all the attacks in the
    	right order. That's all the game is checking anyways. That should
    	really be the only difficult part of the combo. As usual use the health
    	bar trick for the F + HP into c.HP link.		
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Shoryuken
        -> EX Focus Cancel
        -> Metsu Hadoken
    	* (jump-in) j.HK > s.HP > DF, DF + HP > FADC
    	> (dash forward) QCF, QCF + PPP
    
    	If you could do the last one, this is a cake walk. No annoying c.HP
    	into Shoryuken and if you did my FADC combo instead, all you're really
    	doing is doing PPP of HP at the end.
    
    	For those that have trouble with FADCing into Ultra, it could just be a
    	matter of not being clean enough on your motions. You really have to
    	just practice:
    
    	*** F, D, DF + HP > MP + MK (hold) > F, F
    	> (release all buttons) QCF, QCF + PPP.
    
    	Always use the strongest attack before FADCing, so in this case it
    	would be HP Shoryuken because it knocks Dan the highest into the air
    	and gives you the most time to FADC. Typically I hit HP with my ring
    	 finger and then tap MP + MK with my middle finger and thumb, but you
    	can choose to do it however is most comfortable for you. Once you get
    	that combo down by itself, doing the rest shouldn't be that hard, might
    	just take you a couple of tries to add the other stuff.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> EX Hadoken
        -> Metsu Hadoken
    	* (corner) (jump-in) j.HK > c.MP x QCF + PP > QCF, QCF + PPP
    
    	Really easy combo. Just push Dan into the corner and do the combo with
    	Dan's back to the corner. After the EX Hadoken hits you just do the
    	full Ultra motion right away since EX Hadoken recovers right when it
    	hits Dan. This combo won't work outside of the corner.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Punch
        -> [ Crouch ] Heavy Punch
        -> EX Tatsumaki Senpukyaku
        -> EX Shoryuken
        -> EX Focus Cancel
        -> Metsu Hadoken
    	* (corner) (jump-in) j.HK > c.MP > c.HP x QCB + KK > F, D, DF + PP
    	> FADC > (dash forward) QCF, QCF + PPP
    
    	This link is quite easy compared to the others, but if you're having
    	trouble as always use the health bar trick to do it. This combo has to
    	be done in the corner or else it won't work.
    
    	The only part that you really have to worry about is after the FADC
    	forward you have to release everything before attempting to do the
    	Ultra. It can be frustrating to do this long combo just to mess up with
    	the Ultra since if you do it too late it'll miss or if you mess up it
    	won't even come out which kills the combo there.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [KE]	Ken
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Shoulder Throw
    	* Toward + LP + LK
    
    (2) -> Hell Wheel
    	* Away + LP + LK
    
    (3) -> Inazuma Kick
    	* Away + MK
    
    (4) -> Foward Step Kick
    	* Toward + MK
    
    (5) -> Thunder Kick
    	* Toward + HK
    
    (6) -> Target Combo
    	* s.MP x s.HP
    
    	Stand close to Dan befor tapping MP, HP quickly.
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Hadoken
    	* QCF + P
    
    (2) -> Tatsumaki Senpukyaku
    	* QCB + K
    
    (3) -> Airborne Tatsumaki Senpukyaku
    	* QCB + K
    
    	Put in the command right when you start falling from your jump.
    
    (4) -> Shoryuken
    	* DF, DF + P
    
    	DF, DF + P is the new shortcut for an uppercut if you can't pull off
    	the old F, D, DF + P command.
    
    (5) -> Shoryureppa
    	* QCF, QCF + P
    
    	If you're having trouble getting the super to come out, try doing a
    	wider motion first. Example; HCF, QCF + P. Once you get used to the
    	motion, you can start to make it smaller.
    
    (6) -> Shinryuken
    	* QCF, QCF + PPP
    
    	Same advice as doing 'Shinku Hadoken', make the motion wider at the
    	start if you're having trouble getting it out.
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Kick
        -> Hadoken
    	* s.HK x QCF + P
    
    	A rather difficult cancel by itself. Stand right next to Dan and tap HK
    	followed quickly by QCF + HP (or any other P).
    
    (2) -> [ Crouch ] Medium Kick
        -> Tatsumaki Senpukyaku
    	* c.MK x QCB + K
    
    	Hold DF next to Dan and tap MK followed with QCB + MK again (or any
    	other K).
    
    (3) -> Target Combo
        -> Shoryuken
    	* s.MP x s.HP x DF, DF + P
    
    	Stand next to Dan and tap MP, HP, DF, DF + HP. Not really that hard,
    	just make sure DF, DF is done really quickly, otherwise you can go
    	rather slowly with the other button presses.
    
    (4) -> [ Crouch ] Heavy Punch
        -> Shoryuken
    	* DF + HP, DF + HP
    
    	Not very difficult, just hit DF + HP for the c.HP and then DF + HP
    	again quickly to get the Shoryuken. Do the button presses quickly for
    	the combo to come out.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Hadoken
    	* (jump-in) j.HK > c.MK x QCF + P
    
    	Jump forward and tap HK while holding DB and then tap MK when you land
    	followed by QCF + MP (or any other P).
    
    (2) -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Heavy Punch
        -> Tatsumaki Senpukyaku
    	* (jump-in) j.HP > c.HP x QCB + K
    
    	Jump forward and tap HP while holding DF and then tap HP when you land
    	and then follow up with QCB + HK.
    
    (3) -> [  Jump  ] Heavy Kick
        -> Heavy Kick
        -> Medium Shoryuken
        -> EX Focus Attack
    	* (jump-in) j.HK > s.HK x DF, DF + MP x (tap) MP + MK
    
    	Jump forward and tap HK, making sure not to hold any direction and make
    	sure that you jump as close to Dan as you can. When you land tap HK
    	followed by DF, DF + MP really quickly and again followed by MP + MK
    	really quickly afterwards. Start slowly and speed up until you get used
    	to doing the ground part before adding the jumping HK. Try not to mash
    	because it will be difficult to get out each part. If your Shoryuken
    	didn't come out, its because you weren't fast enough.
    
    (4) -> [  Jump  ] Heavy Kick
        -> Heavy Kick
        -> Shoryuken
        -> Shoryureppa
    	* (jump-in) j.HK > s.HK x F, QCF + P x QCF + P
    
    	Jump forward and tap HK while not holding any direction before landing
    	and making sure you jump as close to Dan as possible. When you land tap
    	HK followed by F and then mash on HP while you input QCF repeatedly. If
    	you do it right, the combo should come out. Make sure you're as close
    	as possible so that HK is a high roundhouse kick and not a Thunder Kick
    	(which means you're pressing F too early). After that its all about
    	speed. If anything isn't coming out, it's because you're just not doing
    	the motions fast enough. A quite difficult combo, but just keep trying
    	it til you get it.
    
    (5) -> [  Jump  ] Heavy Kick
        -> Target Combo
        -> Shoryuken
        -> Shoryureppa.
    	* (jump-in) j.HK > s.MP x s.HP x F, QCF + P x QCF + P
    
    	Easier combo than the previous. Start by jumping forward and tap HK.
    	When you land tap MP, HP and right when you tap HP tap F and similar to
    	the previous combo just keep repeating QCF while tapping HP to get the
    	combo to come out.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> [ Crouch ] Medium Punch
    	* s.LP > c.MP
    
    	Same trick to do this link as with Ryu's. Look at Dan's health bar when
    	you're doing this combo. Start as close to Dan as you can and then tap
    	LP followed by holding D right after and when the light on Dan's health
    	bar disappears tap MP. If you do it right, it'll combo. It'll take a
    	couple tries, but this trick makes this combo and the rest easier to
    	do.
    
    (2) -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
    	* c.LP > c.LP
    
    	Using  the health bar trick, crouch as close to Dan as you can and tap
    	LP followed by HP.
    
    (3) -> Medium Kick
        -> Medium Punch
    	* s.MK > s.MP
    
    	Using the health bar trick, stand as close to Dan as possible and tap
    	MK which should be a high up kick. Follow that with an MP afterwards.
    	If you don't press MP fast enough you'll be too far for it to hit.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Target Combo
        -> Light Shoryuken
        -> EX Focus Cancel
        -> Shinryuken
    	* (jump-in) j.HK > s.MP x s.HP > F, D, DF + LP
    	> FADC (dash forward) > QCF, QCF + PPP
    
    	This combo would be easier in the corner, but it can be done anywhere
    	so it's up to you what you want to do. The focus of this challenge is
    	to learn how to FADC which is holding down MP + MK while dashing
    	forward and then letting go of MP + MK, but for an introduction to
    	FADC, this is a pretty hard combo.
    
    	I like using F, D, DF for the Shoryuken instead of DF, DF, but you can
    	use whatever is more comfortable for you. If you keep missing the
    	Shinryuken then it's because you're dashing too late so practice just
    	doing:
    
    	** F, D, DF + LP x FADC (dash forward) > QCF , QCF + PPP
    
    	Repeat that combo over and over until you can get it two or three times
    	in a row. Other than that, the only other problem would be getting the
    	Ultra to come out at the end and that's down to execution.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Medium Kick
        -> [ Crouch ] Medium Kick
        -> Heavy Hadoken
        -> Heavy Shoryureppa
    	* (jump-in) j.HK > s.MK > c.MK x QCF + HP x QCF + HP
    
    	This combo works anywhere so it doesn't matter where you start. The
    	combo can be a little tricky because of the link that you're probably
    	never going to use in a real game, but the rest of the combo teaches
    	useful stuff.
    
    	You start with a jump in HK followed by a link that can only be done if
    	you're close to Dan. Use the health bar trick to get the s.MK > c.MK
    	link.
    
    	Next is HP Hadoken into HP Super, but it's easier to segment the combo
    	into 3 parts:
    
    	[1] j.HK
    	[2] s.MK
    	[3] c.MK x QCF + HP x QCF + HP
    
    	The reason I separate the jumping part is because you can have the HK
    	hit at any time and it wouldn't really affect the combo. s.MK after you
    	land needs to be thought of as a separate piece as well because the
    	next part is really supposed to feel like one smooth motion. Your
    	button presses should look like:
    
    	** D + MK, DF, F + HP, D, DF, F + HP
    
    	Just do all of that one after the other. You have to do that last part
    	really quickly or it won't come out. You have about one second to do it
    	and if you find nothing is coming out after your fireball, you're not
    	doing the second QCF + HP too slowly.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> Shoryuken
        -> Shoryureppa
        -> Shinryuken
    	* (corner) (jump-in) j.HK > c.LK > c.LP x F , QCF + HP x QCF + HP
    	> QCF, QCF + PPP
    
    	This combo will work better in the corner so might as well do it there.
    	This is just because during the Shoryuken x Shoryureppa part, if you
    	cancel the Shoryuken on the second hit into your Super, half of the
    	Super will miss. If you cancel after the first hit then the combo will
    	work, but it's just a tiny bit harder to do. Might as well avoid that
    	issue altogether though since it doesn't matter if you just do the
    	combo in the corner.
    
    	Pretty difficult only because of the c.LP into Shoryuken is really
    	tough to do. This will just take practice and luck as there aren't any
    	tricks to do this. It's all about speed and practice. The c.LK, c.LP
    	link is easy so you don't really need to worry about that too much, but
    	you have to practice:
    
    	** c.LK, c.LP x F, QCF + HP
    
    	Once you get that, you can add another QCF + HP to get the Super to
    	come out pretty easily. Now you have to pay attention to Ken after the
    	super comes out. He's going to knock Dan into the air and after the
    	last hit, he's going to start falling much sooner than Dan will so at
    	this point you should not be pressing anything. When Ken disappears off
    	the bottom of the screen start doing QCF, QCF + PPP as fast as you can.
    	If you do this late, Ken's Ultra will miss.
    
    	You can practice this timing by doing F, QCF + HP x QCF + HP and just
    	keep trying to do the Ultra after it until you're used to the timing.
    	Not really that difficult so should only take you a couple tries to
    	get. Also to make note of, the first hit of the Ultra isn't going to
    	hit where Ken goes into his kicks, it's just a rising flaming uppercut
    	to the top of the screen. 
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Heavy Punch
        -> Heavy Shoryuken
        -> EX Focus Cancel
        -> Medium Shoryuken
        -> Shinryuken
    	* (jump-in) j.HK > c.LP > DF + HP x DF + HP (2 hits)
    	x FADC (dash forward) > DF, DF + MP (1 hit) > QCF, QCF + PPP
    
    	This is a really difficult combo and there aren't really any tricks to
    	do it other than practice. I have however found a way to raise my odds
    	of doing the combo from 5% to 10% which isn't much really, but it does
    	seem to help especially with the nerves surrounding doing such an
    	intricately timed combo. Basically what I'm doing is:
    
    	** (jump-in) j.HK > c.LP > c.LP > c.HP x DF, DF + HP (2 hits)
    	x FADC (dash forward) > DF, DF + MP (1 hit) > QCF, QCF + PPP
    
    	The different is really just the beginning where I'm linking into the
    	c.HP and HP Shoryuken. If you realize that all I did was really add
    	another c.LP and changed when I did the DF to after I hit c.HP (not
    	after it hits, but after i hit the HP button itself) that's because it
    	seems easier for me to do that and I get less antsy about the next part
    	which needs to be done seemingly perfectly for you to get the MP
    	Shoryuken to hit under Dan to pop him up higher instead of beside him
    	where it'll be impossible for your Ultra to hit. You might also ask me
    	why is this easier if I'm adding another hit to the combo? It's just so
    	that I have time to get myself mentally ready for the fast part after I
    	input the DF, DF for the HP Shoryuken really quickly followed by
    	FADCing into a perfectly timed MP Shoryuken. You will find that it's
    	harder to get the c.HP to hit, but that's more about having the perfect
    	spacing and timing the j.HK right to get it.
    
    	This combo just requires you to practice really heavily to get it which
    	can be frustrating, but realize that this is one of the hardest combos
    	in the game aside from C. Viper's so take your time and don't rush it
    	because the combo may be fast, but don't let it overwhelm you.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
        -> Heavy Shoryuken
        -> EX Focus Cancel
        -> EX Airborne Tatsumaki Senpukyaku
        -> Shinryuken
    	* (corner) (jump-in) j.HK > c.LP > DF + MP x DF + HP (2 hits)
    	> FADC (dash forward) > (jump forward) QCB + KK > (land) QCF, QCF + PPP
    
    	This was a fun combo for me as it was both interesting as well as
    	easier to perform than the previous combo. The links are relatively
    	easily and don't really get in the way of doing this combo. The meat of
    	it is after the DF + MP x DF + HP you have to FADC after the second hit
    	of the HP Shoryuken and dash forward quickly so that you have enough
    	time to dash forward, jump forward and quickly do QCB + KK as soon as
    	you jump into the air so that it will hit Dan and keep him in both the
    	air and the corner so that when you land you activate you Ultra and
    	ride the flames up to finish the combo off. Only the Shinryuken needs
    	to be in the corner for it to hit since outside of the corner the EX
    	Airborne Tatsumaki Senpukyaku knocks Dan too far away for the
    	Shinryuken to combo after.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [CH]	Chun-Li
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Ryuseiraku
    	* LP + MK (in the air)
    
    	Jump into the air beside Dan and press LP + LK.
    
    (2) -> Kakukyakuraku
    	* DF + HK
    
    	Stand next to Dan and hold DF while tapping HK.
    
    (3) -> Rear Spin Kick
    	* DF + LK
    
    	Stand next to Dan and hold DF while tapping LK.
    
    (4) -> Kakusenshu
    	* F + MK
    
    	Stand next to Dan and hold F while tapping MK.
    
    (5) -> Kintenkishu
        -> Tenkukyaku
        -> Tenshyokyaku
    	* B + MK, B + MK, D, U + MK
    
    	Stand next to Dan and do B + MK, B + MK, D, U + MK quickly. Don't wait
    	for her to attack before doing the other button presses. Just press
    	them at a moderately fast speed.
    
    (6) -> Yosokyaku
        -> Yosokyaku
        -> Yosokyaku
    	* (jump-in) D + MK, D + MK, D + MK
    
    	A little difficult to hit. Stand a little back from where Dan is
    	jumping. You have to time it so you jump a little bit after he jumps so
    	that when you are falling you are a little above Dan's head. This is
    	when you need to hold down and tap MK until you get all 3 Yosokyakus.
    	This may take a couple tries because sometimes the move doesn't come
    	out, but once you get the first hit the other 2 Yosokyakus will hit.
    	Make sure you hit Dan while he is still in the air or you won't be able
    	to do the combo.
    
    (7) -> Target Combo
    	* (jump-in) j.HP, j.HP
    
    	Jump forward and tap HP twice. You only need to hit Dan with the 2nd
    	hit for it to count.
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Hyakuretsukyaku
    	* K (Tap any K 5 times quickly)
    
    	Easiest way to get this is to jump forward and mash on HK at least 5
    	times before you land on the ground.
    
    (2) -> Kikoken.
    	* Hold B for 2 seconds, F + P
    
    (3) -> Hazanshu
    	* HCB + K
    
    (4) -> Spinning Bird Kick
    	* Hold D for 2 seconds, U + K
    
    	Hold D, count 1, 2 and then tap U + K.
    
    (5) -> Senretsukyaku
    	* Hold B, count 1, 2 and then tap F, B, F + K
    
    (6) -> Hosenka
    	* Hold B, count 1, 2 and then tap F, B, F + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Kick
        -> Hyakuretsukyaku
    	* HK x (mash) HK
    
    	The easiest way to do this combo is to jump forward and right before
    	landing mash on HK. You might hit Dan with a jumping HK, but another HK
    	should come out when you land before Chun Li's lightning kick kicks in.
    
    (2) -> [ Crouch ] Heavy Punch
        -> Medium Spinning Bird Kick
    	* D + HP x U + MK
    
    	Crouch next to Dan and hold D for at least two seconds before pressing
    	HP, U + MK. Make Sure you do this quickly so that Chun-Li will do her
    	spinning bird kick after punching Dan once.
    
    (3) -> [ Crouch ] Medium Kick
        -> Kikoken
    	* Hold DB for 2 seconds, c.MK x F + P
    
    	Crouch next to Dan and hold DB for at least two seconds before tapping
    	MK, F + MP (or any other P).
    
    (4) -> Heavy Punch
        -> EX Focus Attack
    	* s.HP x (tap) MP + MK
    
    	Stand next to Dan and tap HP followed by MP + MK as fast as you can.
    
    (5) -> Target Combo
        -> Yosokyaku
        -> Yosokyaku
        -> Yosokyaku
    	* (jump-in) j.FP, j.FP > (land) (re-jump) D + MK, D + MK, D + MK
    
    	Jump forward an tap HP, HP for the Target Combo. Then you'll land and
    	have to jump forward again to do D + MP, D + MP, D + MP for the three
    	Yosokyakus.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> Heavy Kick
        -> EX Hyakuretsukyaku
    	* (jump-in) j.HK > MP + HK (repeatedly when you land)
    
    	Jump forward toward Dan and tap HK when you're about to land. After
    	that wait half a second before hitting MP and HK at the same time as
    	fast as you can. You need to hit MP and HK at the same time at least
    	three times before the standing HK hits.
    
    (2) -> Target Combo
        -> Kintekishu
        -> Tenkukyaku
        -> Tenshyokyaku
        -> EX Spinning Bird Kick
    	* (jump-in) j.HP, j.HP > B + MK, B + MK, D, U + MK (hold D) > U + KK
    
    	Dash toward Dan until Dan's back is in the corner. That's the only way
    	this will combo will work. Start by dashing backward once and then Jump
    	forward while tapping HP, HP. Only the second hit needs to land. Hold
    	Back while doing this so you're ready when you land. After landing on
    	the ground, while holding B, tap MK, MK, D, U + MK and immediately hold 
    	D again. Wait for Dan to almost hit the ground again and tap U + KKK.
    	Pressing all three Kick buttons makes sure that the EX Spinning Bird
    	Kick comes out.
    
    (3) -> Focus Attack
        -> [ Crouch ] Heavy Punch
        -> Medium Spinning Bird Kick
    	* MP + MK (level 3) > (dash forward) (hold D) c.HP x U + MK
    
    	Hold own MP + MK and count to 2 slowly before tapping F, F twice. Note
    	that you'll be putting in the dash a second before you actually do
    	dash. If you do this right Chun-Li should do her level 3 Force Attack
    	(you'll see black ink if you did it right) and then dash right after.
    	Now for the other part of the combo, after you tap F, F immediately
    	hold D and after dashing forward as soon as you see Chun-Li crouch you
    	tap HP, U + MK as fast as you can. Combo isn't as difficult as it
    	seems.
    
    (4) -> Target Combo
        -> Medium Punch
        -> Kikoken
        -> Senretsukyaku
    	* (jump-in) (hold B) j.HP, j.HP > s.MP x F + P x B, F + P
    
    	Jump forward and hold back as soon as you jump while tapping HP twice
    	before you land on the ground. When you land make sure you're still
    	holding B before you tap MP, F + MP, B, F + MK. Her MP should only hit
    	once before her fireball comes out. You can't really mash this combo
    	out so practice doing her fireball into	Super.
    
    (5) -> Focus Attack
        -> Medium Punch
        -> Senretsukyaku
    	* MP + MK (level 3) > (dash forward) (hold B) s.MP x F, B, F + K
    
    	Combo isn't as hard as it seems. Similar to the third trial in this
    	level, you do a level 3 Focus Attack and input the dash before the
    	Focus Attack actually goes off. Hold B as soon as you input the forward
    	dash. After you dash you have about half a second before you need to
    	tap MP followed by F, B, F + K really quickly. Chun-Li's super should
    	come out right after the second hit of Chun-Li's MP.
    
    (6) -> [  Jump  ] Heavy Kick
        -> Kintekishu
        -> Tenkukyaku
        -> EX Hyakuretsukyaku
        -> Hosenka
    	* (jump-in) j.HK > B + MK, B + MK (hold B) > LP + MP + HP (repeatedly)
    	> F, B, F + KKK
    
    	This combo is quite difficult if you're not used to doing it. The
    	jumping HK needs to be done as close to the ground as possible for it
    	to combo into the rest. When you land you have to do the following:
    	Hold B while tapping MK, MK, hit all three Kick buttons at the same
    	time as fast as you can so you can get EX Hyakuretsukyaku and when they
    	hits, you have to quickly press F, B, F + KKK for her Ultra to come out
    	right after. This combo must be done in the corner to work so dash
    	toward Dan until his back is in the corner and dash back once before
    	trying to do this combo.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Kick
    	* c.LK > c.LP > c.MK
    
    	Using the health bar trick, crouch as close to Dan as you can and tap
    	out LK, LP, MK. Make sure you hold D or DB, otherwise you'll get a Rear
    	Spin Kick when you tap LK.
    
    (2) -> [ Crouch ] Light Punch
        -> Medium Punch
    	* c.LP > s.MP
    
    	Same as the last combo. Stand as close to Dan as you can and Hold D or
    	DB before tapping LP, then let go of everything and tap MP.
    
    (3) -> Light Kick
        -> Light Punch
        -> Heavy Punch
    	* s.LK > s.LP > s.HP
    
    	ast one is a little harder because the timing is a bit slower. Stand as
    	close to Dan and using the health bar trick tap LK, LP, HP.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> Light Punch
        -> Heavy Punch
    	* (jump-in) j.HK > c.LP > c.LP > c.LP > s.LP > s.HP
    
    	Not very difficult, just use the health bar trick for this pure	link
    	combo.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Light Hyakuretsukyaku
        -> [ Crouch ] Medium Kick
        -> Senretsukyaku
    	* (corner) (jump-in) j.HK > (hold DB) LK + MK, LK + MK
    	x LK (3 times quickly) > c.MK >/x F, B, F + K
    
    	Push Dan into the corner and dash back once before starting this combo.
    	Now jump in with HK and then right as you land tap LK and MK at the
    	same time twice followed immediately with LK 3 times. If you do it
    	correctly the first two LK + MK will help you get the c.MK out after
    	the j.HK and then will also help with getting the Light Hyakuretsukyaku
    	to combo after that as well. Make sure to stop after the third single
    	LKs and count to two slowly before tapping c.MK.
    
    	Now is the really difficult part. You can get this part by either
    	taking it slowly and tapping c.MK and then hitting F, B, F + K to get
    	the super out after the c.MK hits. I found that to work well, but you
    	can also hit c.MK repeatedly after you link it from the Light
    	Hyakuretsukyaku while hitting B and F until the super goes off. If you
    	do it that way, the Super should activate as soon as the c.MK hits.
    	Both ways work so you can just try whichever method you want to.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Heavy Hazanshu
        -> Senretsukyaku
    	* HCB + HK (hold back) > F, B, F + K
    
    	Stand next to Dan and dash back once and then take one step backwards
    	before doing this combo. After that do the HCB + HK and make sure you
    	hold Back. When it hits wait almost a second before you do F, B, F + K
    	to get the Super to come out right as Chun-Li is about the stand back
    	up.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Target Combo
        -> [ Crouch ] Heavy Punch
        -> Medium Spinning Bird Kick
        -> Senretsukyaku
    	* (jump-in) j.FP, j.FP (hold DB) > c.HP x UB + MK (hold B)
    	> F, B, F + K
    
    	Jump in with FP, FP and follow it with holding Down Back for crouching
    	HP canceled into Up Back + MK before sliding to Back while the Spinning
    	Bird Kick comes out. The next part can be rather simple once you get
    	the timing down for it. All you have to do is listen to Chun-Li's voice
    	when she does the move. Right when she says "KICK!", you have to just
    	mash Back and Forward while mashing on any K button and the Super
    	should come out.
    		
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> EX Kikoken
        -> EX Focus Attack
        -> Kintekishu
        -> Tenkukyaku
        -> Tenshyokyaku
        -> Hosenka
    	* (corner) (jump-in) (hold B) HK > s.HP x F + PP x MP + MK (level 2)
    	> (dash forward) B + MK, B + MK, D, U + MK (hold B)
    	> (walk back) F, B F + KKK
    
    	This one is more timing based than anything, but it's not really that
    	difficult, it's just long. You can break the combo up into three
    	different parts if that makes it easier for you:
    
    	[1] j.HK (hold B)> s.HP x F + PP x MP + MK (level 2)
    	[2] (dash forward) B + MK, B + MK, D, U + MK (hold B)
    	[3] (walk backwards for a second) F, B, F + KKK
    
    	The first part is pretty standard, the only semi-difficult part is just
    	getting the timing for the level 2 Focus Attack. Just anticipate the
    	white flash for the level 2. Also if you're having trouble getting the
    	Focus Attack Cancel after the EX Kikoken, you just have to make sure
    	you're not mashing it out. Also make sure you're doing it at a steady
    	rhythm. You shouldn't be doing it too fast.
    
    	The second part is easy enough, just remember to hold B after the kick
    	combo.
    
    	The last part is the hardest part which is just timing. You have to
    	pull off the Ultra when Dan is right above Chun-Li's head for it to
    	hit. If you do it too early Chun-Li will go right under Dan and if you
    	pull it off too late than Dan will hit the ground before Chun-Li
    	reaches her.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [HO]	E. Honda
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Medium Kick
    	* (jump-in) j.MK
    
    	You have to jump forward with MK for it to hit. Jumping straight up
    	gives you a different attack that doesn't hit Dan while he stands
    	there.
    
    (2) -> Heavy Kick
    	* s.HK
    
    (3) -> Sabori
    	* LP + LK
    
    (4) -> Rice Bale Throw
    	* B + LP + LK
    
    (5) -> Shikofumi
    	* DF + HK
    
    (6) -> Target Combo
    	* s.MP > DF + HK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Hundred Hand Slap
    	* P (tap LP/MP 5 times or HP 6 times quickly)
    
    	Oddly there are different amount of presses needed depending on the
    	strength you want. E. Honda's LP and MP Hundred Hand Slap requires five 
    	button presses, whereas his HP Hundred Hand Slap requires six.
    	
    
    (2) -> Sumo Headbutt
    	* Hold B for 2 seconds, F + P
    
    (3) -> Sumo Smash
    	* Hold D for 2 seconds, U + K
    
    (4) -> Ochio Throw
    	* HCB + P
    
    (5) -> Super Killer Head Ram
    	* Hold B for 2 seconds, F, B, F + P
    
    (6) -> Ultimate Killer Head Ram
    	* Hold B for 2 seconds, F, B, F + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> Sumo Headbutt
    	* Hold DB for 2 seconds, c.LP x F + P
    
    (2) -> [ Crouch ] Medium Kick
        -> Sumo Headbutt
    	* Hold DB for 2 seconds, c.MK x F + P
    
    (3) -> Medium Punch
        -> Hundred Hand Slap
    	* (jump-in) MP (hit MP repeatedly)
    
    	Jump in with MP and when you're almost about to land start hitting MP
    	as fast as you can so that whether or not you hit Dan while jumping,
    	when you land you'll throw out an MP before you started doing the
    	Hundred Hand Slap.
    
    (4) -> Heavy Punch
        -> EX Focus Attack
    	* s.HP x (tap) MP + MK
    
    (5) -> [ Crouch ] Light Kick
        -> EX Sumo Smash
    	* Hold D for 2 seconds, c.LK x U + KK
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> Focus Attack
        -> Ochio Throw
    	* MP + MK (level 3) > (dash forward) HCB + P
    
    (2) -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> EX Hundred Hand Slap
    	* (jump-in) j.HK > MP > LP + MP (repeatedly)
    
    	Not really difficult, just jump in with jumping HK and when you land
    	tap MP followed by mashing LP + MP really quickly.
    
    (3) -> [  Jump  ] Heavy Punch
        -> Medium Kick
        -> Heavy Sumo Headbutt
    	* (jump-in) (hold B) j.HP > s.MK x F + HP
    
    	Just remember to hold B as soon as you jump forward, the rest should be
    	simple.
    
    (4) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Sumo Headbutt
        -> Super Killer Head Ram
    	* (jump-in) (hold DB) j.HK > c.MK x F + P x B, F + P
    
    	This isn't really that difficult, but I can see people having
    	difficulty with the super after the Sumo Headbutt. You need to jump
    	forward as close to Dan as possible. As soon as you do the first F + P,
    	keep hitting B and F over and over while tapping any Punch button.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> Medium Kick
    	* s.LP > s.MK
    
    	All timing, use the health bar trick to time this link. Also remember
    	to stand as close to Dan before you start this combo because it doesn't
    	work if you're standing too far away.
    
    (2) -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
    	* c.LK > c.LP
    
    	Same as the previous and is quite difficult, but keep it up with the
    	health bar trick.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> Heavy Hundred Hand Slap
        -> Super Killer Head Ram
    	* (jump-in) (hold B) j.HP (tap HP repeatedly as fast as you can)
    	x HP Hundred Hand Slap > (land) F, B, F (while still tapping HP).
    
    	It takes 6 HPs to get the Heavy Hundred Hand Slap to come out so you
    	need to start tapping HP as fast as you can as soon as your j.HP hits.
    	Also don't forget to hold B as soon as you jump in to start charging
    	your Super. If your Heavy Hundred Hand Slap doesn't come out when you
    	land, you're not tapping HP fast enough. Even while you're doing the
    	Hundred Hand Slap, keep mashing on HP and count one before you input
    	F, B, F and you should cancel your Hundred Hand Slap into a Super. This
    	is a cancel and not a link so make sure the Super comes out while
    	you're doing the Hundred Hand Slap and not after because that won't
    	combo.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> EX Hundred Hand Slap
        -> [ Crouch ] Light Punch
        -> EX Sumo Smash
    	* (jump-in) (hold DF) LP + MP + HP (tap 5 times)
    	> (count to 3) c.LP x U + KK
    
    	Jump in while holding Down Forward and tapping all three punches at the
    	same time so that E. Honda does the EX Hundred Hand Slap when he lands
    	and so he moves forward to make the rest of the combo come out more
    	easily.	Then count to 3 slowly and then tap c.LP followed by Up and two
    	kicks. The second part is easy by itself, but the timing after the EX
    	Hundred Hand Slaps is really tight. Takes a couple tries to get because
    	the timing is really hard and you can tap c.LP not too fast after you
    	finish counting to 3 to get the c.LP out and tap U + KK as soon as you
    	see c.LP come out. Careful not to tap LP too fast or you'll get another
    	Hundred Hand Slap out instead.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Sumo Smash
        -> Super Killer Head Ram
    	* (corner) Hold DB for 2 seconds, UB + HK (hold B) > F, B, F + P
    
    	Push Dan into the corner and then dash back exactly three times. Now
    	you're going to charge Down Back for two seconds and then Up Back + HK
    	to get the Sumo Smash and then hold B right away so that you're
    	charging for your Super this entire time. You have to do the Sumo Smash
    	when she's about to fall from the top of her jump. By the time the Sumo
    	Smash reaches Dan he should be almost at the top of his jump again.
    	Make sure that you don't hit him while you're flying upwards. You have
    	to hit them with the butt smash part of the Sumo Smash. When you land
    	you do F, B, F + P to get the Super which should come out if you did
    	the Sumo Smash properly.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Punch
        -> Heavy Hundred Hand Slap
        -> Heavy Kick
    	* (jump-in) (hold D) j.LP (tap 3 times) > c.LP x HP > HK
    
    	Start by learning the timing needed for the button presses to get the
    	Heavy Hundred Hand Slap to come out before trying to do this combo if
    	you're having trouble with it. The timing should be four LPs in quick
    	succession followed by an HP in the same rhythm as the the other LPs.
    	If you do it right while standing there away from Dan, E. Honda should
    	jab twice before moving forward and doing the Heavy Hundred Hand Slap.
    	If he does the Hundred Hand Slap but doesn't move forward, you probably
    	hit LP too many times and he's doing the LP version instead of the HP.
    	Please note that normally it takes 6 HPs to get the Heavy Hundred
    	Hand Slap, but doing four LPs into an HP makes that 5 button presses
    	instead of 6.
    
    	Anyways, after you get the timing down for that we'll get to the combo.
    	What you want to do is time it so that when you're jumping in with the
    	first three LPs that you don't hit Dan otherwise he will block the rest
    	of your combo. You can get it to combo if you hit Dan really deep with
    	the LP so that it hits when you're just about to land, but you need to
    	hit the LPs much faster then so instead of 3 while jumping, 1 crouched
    	on the ground and then an HP you'll be doing 1 while jumping, 3 while
    	crouched during which only 1 c.LP should hit and then the HP for the
    	Heavy Hundred Hand Slap, but I would say to stick with the whiffed
    	jumping LP version as the latter method makes it hard to keep track of
    	how many presses you actually do.
    
    	After you get the Heavy Hundred Hand Slap to connect the Heavy Kick
    	should be relatively easy to connect. Just count slowly from 1 to 3 and
    	then hit HK and it should connect just fine. You can tap HK quickly a
    	couple times if you're afraid of the timing at first to get it by luck,
    	but you shouldn't have to once you've seen how long the Hundred Hand
    	Slaps last.
    
    	* Thanks to 'The Flood' for giving me some tips that led me to re-do my
    	advice and tips for completing this challenge easier.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> Heavy Sumo Headbutt
    	* (jump-in) (hold B) j.HK  > c.LK > c.LK > c.LK x F + HP
    
    	This is purely timing so use the health bar trick and just work on your
    	timing to get this. There's nothing really hard about this combo
    	outside of that.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [BL]	Blanka
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Rock Crusher
    	* B or F + MP
    
    (2) -> Amazon River Run
    	* DF + HP
    
    (3) -> Suprise Forward
    	* F + KKK
    
    (4) -> Suprise Back
    	* B + KKK
    
    (5) -> Coward Crouch
    	* D + PPP
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Rolling Attack
    	* Hold B for 2 seconds, F + P
    
    (2) -> Backstep Roll
    	* Hold B for 2 seconds, F + K
    
    (3) -> Vertical Roll
    	* Hold D for 2 seconds, U + K
    
    (4) -> Electric Thunder
    	* P (Tap any P 5 times quickly)
    
    (5) -> Ground Shave Roll
    	* Hold B for 2 seconds, F, B, F + P
    
    (6) -> Lightning Cannon Ball
    	* Hold B for 2 seconds, F, B, F + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Kick
        -> Rolling Attack
    	* Hold DB for 2 seconds, c.MK x F + P
    
    (2) -> Rock Crusher
        -> Surprise Forward
    	* F + MP (1 hit) (hold F) x KKK
    
    	You have to cancel the first hit of F + MP to do this combo.
    
    (3) -> Heavy Punch
        -> EX Focus Attack
    	* s.HP x (tap) MP + MK
    
    	Should be easy, just tap MP + MK any after and around the time the
    	standing HP hits Dan.
    
    (4) -> [ Crouch ] Light Kick
        -> Vertical Roll
    	* Hold D for 2 seconds, c.LK x U + K
    
    (5) -> [ Crouch ] Heavy Punch
        -> Ground Shave Roll
    	* Hold DB for 2 seconds, c.HP x F, B, F + P
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Punch
        -> Electric Thunder
    	* (jump-in) (hold D) j.HP x LP (mash repeatedly after j.HP hits
    
    	Stand next to Dan and back dash once before doing this combo.
    
    (2) -> [  Jump  ] Medium Kick
        -> [ Crouch ] Medium Kick
        -> Vertical Roll
    	* (jump-in) (hold D) j.MK > c.MK x U + K
    
    	Again stand next to Dan and back dash once before doing this combo.
    
    (3) -> [  Jump  ] Heavy Punch
        -> Rock Crusher
        -> Rolling Attack
        -> EX Focus Attack
    	* (jump-in) (hold B) j.HP > B + MP (1 hit) x F + P
    	x (tap) MP + MK
    
    	Not that hard, just do everything quickly. Jump in with HP while
    	holding Back as soon as you jump forward. When you land hit MP followed
    	quickly by F + any P so that only only one hit from Rock Crusher comes
    	out before the Rolling Attack comes out, followed immediately with
    	MP + MK as soon as you tap F + P.
    
    (4) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Rolling Attack
        -> Ground Shave Roll
    	* (jump-in) (hold B) j.HK > c.MK x F + P x B, F + P
    
    	Again, this combo just needs to be done quickly after the jump in HK.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> [ Crouch ] Medium Kick
    	* (close) s.MP > c.MK
    
    	Use the health bar trick if this link is giving you difficulty.
    
    (2) -> [ Crouch ] Medium Kick
        -> Light Punch
    	* c.MK > s.LP
    
    	Same as the previous combo, seems to be a bit easier.
    
    (3) -> Medium Punch
        -> Heavy Kick
    	* (close) s.MP > s.HK
    
    	Last one and similar to the previous two combos, seems to be the
    	easiest of all the links.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Heavy Kick
    	* (jump-in) j.HK > c.MK > s.HK
    
    	Use the health bar trick if this link combo is giving you difficulty.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Light Punch
        -> Heavy Rolling Attack
    	* (jump-in) (hold B) j.HK > c.MK > s.LP x F + HP
    
    	Use the health bar trick if this link combo is giving you difficulty.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Punch
        -> Electric Thunder
        -> Ground Shave Roll
    	* (corner) (jump-in) (hold DB) j.HK (mash LP) > c.LP x Electric Thunder
    	x F, B, F + (tap) P
    
    	This can be a little tricky, but once you understand how the combo
    	works it's not as hard as it seems. You have to start by pushing Dan to
    	the corner to do this combo, then dash backwards once and start the
    	combo. You have to start mashing LP after you hit j.HK and you should
    	be timing it so you're doing at least two and at most three LPs before
    	you land so that when you tap LP the third or fourth time your c.LP
    	should come out.
    
    	As soon as the electricity hits you have to input the command for the
    	Super. The Super won't hit on the way up and the only way for the Super
    	to really hit is for you to release P right after you hit it so that
    	Dan falls onto the ground roll part of the Super.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Medium Kick
        -> [ Crouch ] Medium Kick
        -> Lightning Cannonball
    	* (corner) (jump-in) (hold DB) j.MK > c.MK > F, B, F + PPP
    
    	This isn't as hard as it seems, even though all of the combo is
    	basically a big link combo. The timing isn't so bad though, but I find
    	that this combo works better in the corner because Dan doesn't get
    	knocked back as far after the c.MK.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> [ Crouch ] Medium Kick
        -> Light Punch
        -> Heavy Rolling Attack
    	* (jump-in) j.HK > s.MP (hold B) > DB + MK > B + LP x F + HP
    
    	This is a really difficult link just because it's difficult to do these
    	subtle movements with such precise timing. The c.MK into s.LP gives you
    	enough time to charge a Rolling Attack, but you hve to make sure you
    	hold Back as soon as you hit the s.MP after jumping in with j.HK. I
    	found the health bar trick to really help with this combo for timing
    	the links, the rest is just up to your nerves and execution to pull off
    	this combo.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [ZA]	Zangief
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Heavy Kick
    	* c.HK
    
    (2) -> Long Kick
    	* DF + HK
    
    (3) -> Flying Body Attack
    	* (jump-in) D + HP
    
    (4) -> Double Knee Drop
    	* (jump-in) D + LK
    
    (5) -> Headbutt 
    	* (jump straight up) U + MP or HP
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Spinning Piledriver
    	* 360 on stick/dpad + P
    
    	Only need to do HCB, UB + P or HCF, UF + P.
    
    (2) -> Banishing Flat
    	* DF, DF + P
    
    (3) -> Double Lariat
    	* PPP
    
    (4) -> Quick Double Lariat
    	* KKK
    
    (5) -> Flying Power Bomb
    	* (far) 360 + K
    
    	Make sure you stand far enough away from Dan so that a standing LP
    	doesn't hit him, otherwise you'll get an Atomic Suplex instead.
    
    (6) -> Atomic Suplex
    	* (close) 360 + K
    
    	You have to do this close to Dan now instead of far away.
    
    (7) -> Final Atomic Buster
    	* 720 + P
    
    	Jump in while spinning the stick to do this since I would assume if
    	you're reading this FAQ, you most likely won't be able to do this while
    	standing next to Dan.
    
    (8) -> Ultimate Atomic Buster
    	* 720 + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> Quick Double Lariat
    	* c.LP x KKK
    
    (2) -> [ Crouch ] Light Kick
        -> Double Lariat
    	* c.LK x PPP
    
    (3) -> Medium Punch
        -> Banishing Flat
    	* (hold F) s.MP x D, DF + MP
    
    (4) -> Medium Kick
        -> EX Banishing FLat
    	* (hold F) s.MK x D, DF + PP
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> Flying Body Attack
        -> [ Crouch ] Light Kick
        -> Double Lariat
    	* (jump-in) D + HP > c.LK x PPP
    
    	Stand next to Dan and back dash once before starting the combo.
    
    (2) -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> Banishing Flat
    	* (jump-in) j.HK > (hold F) s.MP x D, DF + MP
    
    (3) -> [  Jump  ] Heavy Punch
        -> Light Punch
        -> EX Banishing Flat
    	* (jump-in) j.HP > (hold F) s.LP x D, DF + PP
    
    (4) -> Focus Attack
        -> Ultimate Atomic Buster
    	* MP + MK (level 3) > (dash forward) 720 + PPP
    
    	Not as hard as it seems since you can tap F, F before you start to dash
    	so just practice doing it so that you can tap F, F to dash before the
    	level 3 Focus Attack hits. If you get that timing down you can just
    	spin the stick in circles and then tap three punch buttons at the same
    	time after you finish dashing.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> Medium Punch
    	* (far) s.LP > s.MP
    
    	You want to stand a little back away from Dan to do this combo.
    	Zangief's LP should be him sticking his hand straight forward and not a
    	downwards elbow which if it is, is because then you're too close. Don't
    	forget the health bar trick if you're having trouble.
    
    (2) -> Light Punch
        -> Medium Kick
    	* (far) s.LP > s.MK
    
    	Same as the previous combo, you need the far version of the LP for this
    	combo to work. Again, health bar trick if you're having trouble.
    
    (3) -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
    	* c.LK > c.LP
    
    	Not really that difficult, just stand next to Dan and again use the
    	health bar trick if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> Quick Double Lariat
        -> EX Focus Cancel
        -> EX Banishing Flat
    	* MP + MK (level 3) > (dash forward) KKK (1 hit) x FADC (dash forward)
    	> DF, DF + PP
    
    	This combo just needs to be done quickly. The EX Banishing Flat needs
    	to be done as soon as you come out of the forward dash for the best
    	results.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Flying Body Attack
        -> [ Crouch ] Light Kick
        -> Double Lariat
        -> EX Focus Cancel
        -> EX Banishing Flat
    	* (jump-in) D + HP > c.LK x PPP (1 hit) x FADC (dash forward)
    	> DF, DF + PP
    
    	Similar to the previous challenge, the hardest part about this combo
    	should be the FADC into EX Banishing Flat so the combo shouldn't be
    	that difficult.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Flying Body Attack
        -> Light Punch
        -> Light Punch
        -> Light Punch
        -> Light Punch
        -> Medium Punch
    	* (jump-in) D + HP > s.LP > s.LP > s.LP > s.LP > s.MP
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Flying Body Attack
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> Light Kick
        -> EX Banishing Flat
    	* (jump-in) D + HP > c.LP > c.LP > c.LP > F + LK x D, DF + PP
    
    	Use the health bar trick if you're having trouble with this link combo.
    	Also remember to do F + LK so that you can get the EX Banishing Flat
    	out as soon as you can. If you're even a little late Dan will be able
    	to block the EX Banishing Flat.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Double Knee Drop
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> EX Banishing Flat
    	* (jump-in) D + LK > c.LK > c.LK > c.LK > DF + LK x DF + PP
    
    	Use the health bar trick if you're having trouble with this link combo
    	as well, make sure you use a steady rhythm as well because mashing out
    	the c.LK doesn't work so well. The last c.LK needs for you to tap DF at
    	the same time followed by DF + PP for it to combo.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [GU]	Guile
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Straight Chop
    	* F + MP
    
    (2) -> Spinning Back Knuckle
    	* F + HP
    
    (3) -> Knee Bazooka
    	* B or F + LK
    
    (4) -> Rolling Sobat
    	* B or F + MK
    
    (5) -> Reverse Spin Kick
    	* (close) B or F + HK
    
    (6) -> Guile High Kick
    	* DF + HK
    
    (7) -> Flying Mare
    	* (jump-in) F + LP + LK
    
    (8) -> Flying Buster Drop
    	* (jump-in) B + LP + LK
    
    (9) -> Target Combo
    	* c.MK > F + MP
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Sonic Boom
    	* Hold B for 2 seconds, F + P
    
    (2) -> Flash Kick
    	* Hold D for 2 seconds, U + K
    
    (3) -> Double Flash
    	* Hold DB for 2 seconds, DF, DB, UF + K
    
    (4) -> Flash Explosion
    	* Hold DB for 2 seconds, DF, DB, UF + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Punch
        -> Flash Kick
    	* Hold D for 2 seconds, c.MP x U + K
    
    (2) -> [ Crouch ] Light Punch
        -> Sonic Boom
    	* Hold DB for 2 seconds, c.LP x F + P
    
    (3) -> Heavy Punch
        -> EX Focus Attack
    	* s.HP x (tap) MP + MK
    
    	Just tap MP + MK right after you hit HP, works anywhere on the screen.
    
    (4) -> [ Crouch ] Medium Punch
        -> Double Flash
    	* Hold DB for 2 seconds, DF, DB + MP x UF + K
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Sonic Boom
    	* (jump-in) (hold B) j.HK > (close) B + HP x F + P
    
    	Here you just have to really check how fast you're pushing Back when
    	you jump forward if you're having trouble with this combo. Basically
    	you have to be holding Back right when you jump off of the ground
    	meaning you aren't even off the floor yet and you're holding Back
    	already. After the j.HK, when you land the rest of the inputs should
    	be really fast. You shouldn't be pausing at all or you might not cancel
    	the s.HP into the Sonic Boom.
    
    (2) -> [  Jump  ] Heavy Punch
        -> Target Combo
    	* (jump-in) j.HP > DF + MK, F + MP
    
    (3) -> [  Jump  ] Heavy Punch
        -> Guile High Kick
        -> EX Flash Kick
    	* (jump-in) j.HP > DF + HK > U + KK
    
    	Only confusing part might be the end of the combo where you do an EX
    	Flash Kick after Guile's High Kick hits and Dan pops into the air a
    	little bit.
    
    (4) -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> EX Sonic Boom
        -> EX Focus Attack
    	* (corner) (jump-in) (hold B) j.HK > s.MP x F + PP x (tap) MP + MK
    
    	You have to do this combo in the corner or else the EX Focus Attack
    	will miss. To setup for the combo just push Dan into the corner and
    	then dash back once before starting the combo. Make sure to hold Back
    	as you jump forward so that you're charging as Guile leaves the ground
    	or else you won't get the EX Sonic Boom to come out. When you land and
    	get the EX Sonic Boom out, you want to time it so that you're hitting
    	MP + MK for the EX Focus Attack at the same time the first hit of the
    	two EX Sonic Boom hits land on Dan.
    
    (5) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> Flash Kick
        -> Double Flash
    	* (jump-in) (hold DB) j.HK > c.MP x UF + K x DB, UF + K
    
    	This combo can be done anywhere and this seems to be the only case
    	where you don't have to follow the command for Guile's Super. After
    	doing a Flash Kick you can hit DB and then UF plus any Kick to cancel
    	the Flash Kick into the Super.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> Medium Punch
    	* s.LP > s.MP
    
    	Use the health bar trick to do this link if you're having trouble.
    
    (2) -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
    	* c.LP > c.MP
    
    	Use the health bar trick to do this link if you're having trouble.
    
    (3) -> Reverse Spin Kick
        -> [ Crouch ] Medium Punch
    	* F + HK > c.MP
    
    	Use the health bar trick to do this link if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Kick
        -> Heavy Sonic Boom
    	* Hold DB for 2 seconds, c.LK > c.LP > c.MK x F + HP
    
    	Use the health bar trick to do the links if you're having difficulty.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Light Sonic Boom
        -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Light Sonic Boom
        -> Spinning Back Knuckle
    	* (fullscreen away) Hold B for 2 seconds, F + LP > (dash forward twice)
    	> (jump forward and hold B right away) j.HK > s.HP x F + LP > F + HP
    
    	Not as difficult as it seems. Push Dan into the corner and then stand
    	as far away from him as possible. Charge up a Sonic Boom and throw an
    	LP one, dash forward twice, jump forward and as soon as you jump
    	forward hold Back right away.
    
    	Don't press HK right away so that you kick them right after the sonic
    	boom hits them. You can wait a little bit which helps so you don't miss
    	and so your second Sonic Boom can charge up. Hit HK as late as you can
    	before landing, land and hit HP, F + LP, hold F and mash on HP to get
    	the Spinning Back Knuckle.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> Reverse Spin Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
        -> Flash Kick
    	* MP + MK (level 3) > (dash forward) > F + HK (hold D) > c. LP > c.MP
    	> U + K
    
    	Use the health bar trick to do the links if you're having difficulty.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Punch
        -> EX Sonic Boom
        -> EX Focus Attack
        -> Flash Explosion
    	* (corner) (jump-in) (hold B) j.HP > db + MP x F + PP
    	x (hold DB) MP + MK (level 2) > DF, DB, UF + KKK
    
    	You need to do this in the corner for it to work because outside of the
    	corner the level 2 Focus Attack will miss. You don't have to dash
    	forward or anything after Dan crumples over from the level 2 Focus
    	Attack. After that it's just about getting that Ultra to come out and
    	it'll hit as long as Dan hasn't gotten back up yet. It'll still hit
    	even if he's almost about to fall and lie face first on the ground.
    
    	Also if you're having trouble with the timing for when to cancel the
    	EX Sonic Boom into the Focus Attack, you're basically hitting it as
    	fast as you can after you hit the two punch buttons for the EX Sonic
    	Boom.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> Medium Double Flash
        -> Flash Explosion
    	* (corner) Hold DB for 2 seconds, c.LK > c.LK > U, D c.LP
    	x U + MK (hold DB) > DF, DB, UF x KKK
    
    	This can get a little tricky because you have to basically mash out the
    	Super during the c.LP. After that is quite a bit more tricky because
    	you have to charge Down Back right away after the Super comes out so
    	you can pull off the Ultra as soon as Guile lands back onto the ground
    	or it won't hit. The Ultra won't hit completely either, Dan will get
    	hit behind Guile, but the last dramatic hit from the Ultra will miss.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [DH]	Dhalsim
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Yoga Smash
    	* F + LP + LK
    
    (2) -> Yoga Throw
    	* B + LP + LK
    
    (3) -> Yoga Spear
    	* (jump-in) D + K
    
    (4) -> Yoga Mummy
    	* (jump-in) D + HP
    
    (5) -> Yoga Tower
    	* D + PPP
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Yoga Fire
    	* QCF + P
    
    (2) -> Yoga Flame
    	* HCB + P
    
    (3) -> Yoga Blast
    	* HCB + K
    
    (4) -> Yoga Teleport
    	* DF, DF or DB, DB + PPP or KKK
    
    (5) -> (in air) Yoga Teleport
    	* (jump) DF, DF or DB, DB + PPP or KKK
    
    (6) -> Yoga Inferno
    	* QCF, QCF + P
    
    (7) -> Yoga Catastrophe
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Kick
        -> Light Yoga Flame
    	* (close) B + MK x HCB + LP
    
    (2) -> Heavy Punch
        -> EX Focus Attack
    	* (close) B + HP (1 hit) x (tap) MP + MK
    
    	You have hit MP + MK as the first hit of Dhalsim's head hits Dan. You
    	can't get the Focus Attack to come out in time if the second hit of
    	Dhalsim's headbutt hits.
    
    (3) -> Medium Punch
        -> Yoga Teleport
    	* (close) B + MP x D, DB + PPP or KKK
    
    (4) -> Heavy Punch
        -> EX Yoga Fire
    	* (close) B + HP x QCF + PP
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> Yoga Fire
        -> Heavy Punch
    	* (corner) QCF + LP > HP
    
    	Push Dan into the corner and then dash back twice before starting the
    	combo. Make sure the fireball hits before you press HP. If you're
    	standing the right distance away it'll combo.
    
    (2) -> Focus Attack
        -> Yoga Catastrophe
        -> Yoga Inferno
    	* MP + MK (level 3) > (dash forward) QCF, QCF + PPP > QCF, QCF + P
    
    (3) -> Yoga Mummy
        -> Yoga Inferno
    	* (jump) D + HP > QCF, QCF + P
    
    	Start by standing next to Dan and dashing back once. Then jump straight
    	up and hit D + HP as soon as you can. Dhalsim's head should hit Dan's
    	lower shin and once it hits you start doing the motion for the Super.
    	If you do it too soon the Super won't come out, if you do it too late
    	Dan will block it.
    
    (4) -> Heavy Punch
        -> Yoga Fire
        -> Yoga Inferno
    	* B + HP x QCF + P x QCF + P
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Punch
        -> [ Crouch ] Light Punch
    	* c.MP > c.LP
    
    	Use the health bar trick if you're having trouble.
    
    (2) -> [ Crouch ] Heavy Punch
        -> [ Crouch ] Medium Kick
    	* c.HP > c.MK
    
    	Make sure you're as close to Dan as possible before you start the
    	combo. If you're too slow c.MK will miss so use the health bar trick if
    	you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Medium Kick
        -> Light Yoga Flame
        -> Yoga Inferno
    	* B + MK x HCB + LP x QCF, QCF + P
    
    	This combo just requires you to be fast, no tricks and no tips other
    	than practice and be fast. There's an alternate way to do the combo
    	that might be a bit easier for some:
    
    	** B + MK x DF, B + LP x QCF, QCF + P
    
    	It's just cutting off one command really (the F) and might be faster
    	if you can get used to just going from B to DF and straight back to B.
    	Choose whichever method is best for you.
    
    	+ Thanks to 'The Flood' for bringing to my attention the new shortcut
    	for HCB (which is B, DF, B).
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Yoga Fire
        -> [  Jump  ] Heavy Punch
        -> Yoga Inferno
    	* (corner) QCF + LP > (jump-in) j.HP > QCF, QCF + P
    
    	You have to set this combo up to get it to work. Start by pushing Dan
    	into the corner and dashing back twice before starting this combo.
    	After the LP Yoga Fire, jump forward and right when Yoga Fire hits you
    	can hit j.HP so that it hits as late as possible before you land and
    	Yoga Inferno should combo after Dhalsim's j.HP hits. If it gets blocked
    	that means your j.HP came out too early so just wait a little longer
    	until hitting HP when you try again.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Heavy Punch
        -> [ Crouch ] Heavy Punch
        -> [ Crouch ] Light Kick
    	* DB + HP > DB + HP > DF +LK
    
    	A really slow link combo, so use the health bar trick to get this combo
    	off. It's supposed to be two short straight punches followed by a
    	ground slide and if you get any stretchy arms or short kicks you're
    	doing something wrong.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Heavy Punch
        -> Medium Kick
        -> Light Yoga Flame
    	* DB + HP > B + MK x HCB + LP
    
    	This is also another combo that requires just to be purely fast. Make
    	sure to keep the directions for each attack so that Dhalsim doesn't use
    	any stretchy limb normals.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Heavy Punch
        -> [ Crouch ] Light Kick
        -> Yoga Inferno
    	* DB + HP > D, DF + LK x F, QCF + P
    
    	This combo is pretty interesting as there are a couple ways to do it.
    	For the c.LK both the short kick and the slide both work. I prefer to
    	do a DB + HP followed by almost a QCF + LK x QCF + P kind of buffer.
    	You have to hit the LK a bit early though so you get the slide out and
    	if you do it fast enough as soon as the slide hits it should cancel
    	into Dhalsim's Super.
    
    	There is an alternate solution to this combo that is a little bit
    	easier. The combo looks like this:
    
    	** (corner) (dash back x2) QCF, QCF + PPP > (dash forward x2) c.HP
    	> c.LK > QCF, QCF + P
    
    	Alright, how this works is you have to push Dan into the corner before
    	you start and then dash back twice so that you're right in the middle
    	of your own health bar (if you're facing to the right and if you're
    	facing the left in the middle of Dan's health bar). Once you're
    	there, do Dhalsim's Ultra and dash forward immediately twice so that
    	you're hitting Dan before or at the same time as his Ultra hits Dan.
    	After that just tap on c.LK until it hits and then mash out QCF and any
    	punch to get the Super to come out. It's quite easy to do it this way
    	if you dash forward and hit c.HP fast enough.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [BA]	Balrog
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Light Kick
    	* s.LK
    
    (2) -> [ Crouch ] Medium Kick
    	* c.MK
    
    (3) -> [  Jump  ] Heavy Kick
    	* (jump-in) j.HK
    
    (4) -> Head Bomber
    	* F + LP + LK
    
    (5) -> Lever Break
    	* B + LP + LK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Dash Straight
    	* Hold B for 2 seconds, F + P
    
    (2) -> Dash Upper
    	* Hold B for 2 seconds, F + K
    
    (3) -> Dash Low Straight
    	* Hold B for 2 seconds, DF + P
    
    	The easy way to do this consistently is to start from B and go DB, D,
    	DF in a HCF motion, but stopping at DF.
    
    (4) -> Dash Low Smash
    	* Hold B for 2 seconds, DF + K
    
    	The easy way to do this consistently is to start from B and go DB, D,
    	DF in a HCF motion, but stopping at DF.
    
    (5) -> Dash Swing Blow
    	* Hold B for 2 seconds, DF + P (hold)
    
    	The easy way to do this consistently is to start from B and go DB, D,
    	DF in a HCF motion, but stopping at DF.
    
    (6) -> Buffalo Head
    	* Hold D for 2 seconds, U + P
    
    (7) -> Turn Punch
    	* PPP or KKK (hold for at least 1 second)
    
    (8) -> Crazy Buffalo
    	* Hold B for 2 seconds, F, B, F + P or K 
    
    (9) -> Violent Buffalo
    	* Hold B for 2 seconds, F, B, F + PPP or KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> Dash Straight
    	* Hold DB for 2 seconds, c.LP x F + P
    
    (2) -> [ Crouch ] Light Kick
        -> Dash Upper
    	* Hold DB for 2 seconds, c.LK x F + K
    
    (3) -> [ Crouch ] Medium Punch
        -> Dash Low Straight
    	* Hold DB for 2 seconds, c.MP x DF + P
    
    (4) -> Heavy Punch
        -> EX Focus Attack
    	* (close) s.HP x (tap) MP + MK
    
    	You have to stand close to Dan before hitting HP, followed by MP + MK
    	for his Focus Attack. The timing is easy so you can pretty much hit
    	MP + MK anytime.
    
    (5) -> [ Crouch ] Medium Kick
        -> Crazy Buffalo
    	* Hold DB for 2 seconds, c.MK x F, B, F + P or K
    
    	You have to do the F, B, F + P/K part really quickly after the c.MK or
    	it won't come out. This combo is just about speed so keep at it until
    	you get it.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Punch
        -> Dash Low Smash
    	* (jump-in) Hold DB for 2 seconds, j.HP > c.MP x DF + K
    
    	I would suggest to do a half circle from B to DB, D, DF. This makes it
    	easier to do the Dash Low Smash.
    
    (2) -> Focus Attack
        -> Dash Upper
        -> Crazy Buffalo
    	* MP + MK (level 3) > (dash back and hold B) F + K x B, F + P or K
    
    	Do a level 3 Focus Attack and dash back before it hits and hold it so
    	that you can do a Dash Upper right when you finished dashing backwards
    	followed by an aditional B, F + P or K to cancel into the Super.
    
    (3) -> [  Jump  ] Heavy Kick
        -> Medium Kick
        -> Dash Straight
        -> Crazy Buffalo
    	* (jump-in) Hold B for 2 seconds, j.HK > s.MK x F + P x B, F + P
    
    	A pretty straight forward combo. After you do the Dash Straight you can
    	just mash B and F while tapping on P to get the Super to come out.
    
    (4) -> Dash Swing Blow
        -> [ Crouch ] Light Kick
        -> Heavy Buffalo Head
    	* Hold B for 2 seconds, DF + P (hold both) > (let go of P) c.LK
    	x U + HP
    
    	This can be a little tricky to get at first, but once you you get the
    	idea of how this is supposed to work the combo should be easy. Start by
    	following through with a half circle motion starting from B and ending
    	at DF. After hitting any Punch button you have to hold it down so that
    	Balrog will do a huge overhead attack. Now you can keep the DF position 
    	or you can go to D and hold it there while you link the c.LK after the
    	overhead Dash Swing Blow. As soon as you link the c.LK immediately tap
    	up and HP at the same time.
    
    (5) -> Buffalo Head
        -> Violent Buffalo
    	* Hold DB for 2 seconds, UB + P (hold B) > F, B, F + PPP
    
    	Just a matter of making sure you're holding Back at all times so that's
    	why you're doing Buffalo Head by hold Down Back and then going to Up
    	Back so that you can just hit F, B, F + PPP to get the Ultra as soon as
    	you land.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> Heavy Kick
    	* (far) s.LP > s.HK
    
    	You have to do the far version so that the s.HK is a hook to the gut
    	instead of a hook to the head.
    
    (2) -> Light Punch
        -> [ Crouch ] Heavy Kick
    	* (corner) s.LP > c.HK
    
    	A little tricky to get the combo to work. Easiest way to set this combo
    	up is to push Dan into the corner and then when standing next to him,
    	back dash once and tap toward him once. This is the perfect range for
    	the combo to work.
    
    (3) -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
    	* c.LP > c.MP
    
    	Use the health bar trick if you're having trouble with this link.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> [ Crouch ] Medium Kick
        -> [ Crouch ] Light Kick
        -> Heavy Buffalo Head
    	* MP + MK (level 3) (hold D) > (dash forward) c.MK > c.LK x U + HP
    
    	This isn't really that hard as long as you know how to buffer the dash
    	so that you're tapping F, F while you're charging your Focus Attack up,
    	but almost a full second before it actually comes out and hits Dan.
    	With that you can hold Down before Balrog hits Dan and makes him
    	crumple over and while holding Down Balrog should still dash forward
    	after hitting Dan. If he does that the next part should be simple
    	enough, just link c.MK into c.LK and tap Up and HP for the HP Buffalo
    	Headbutt.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Light Punch
        -> Light Punch
        -> Light Punch
        -> Light Punch
        -> [ Crouch ] Heavy Kick
    	* (close) s.LP > s.LP > s.LP > s.LP > c.HK
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
        -> Dash Straight
        -> Crazy Buffalo
    	* (jump-in) (hold B) j.HK > c.LP > c.LP > c.LP > c.MP x F + P
    	x B, F + P
    
    	Shouldn't be that difficult to get, just use the health bar trick to
    	get the links out before the Dash Straight into Super cancel.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> EX Dash Upper
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Kick
        -> Heavy Buffalo Head
        -> Violent Buffalo
    	* Hold DB for 2 seconds, c.LP > c.LP x F + KK (hold DB) > c.LP > c.LK
    	x UB + HP (hold B) > F, B, F + PPP or KKK
    
    	This will seem like a really difficult combo at first, but it's a lot
    	easier once you understand the timing for it. Granted, it's still not
    	super easy, but there are couple tricks to getting the combo to work
    	for you if you practice it in sections. First of all you need to figure
    	out what you need to work on separately before you put it all together
    	so let's do that:
    
    	[1] Hold DB for 2 seconds, c.LP > c.LP x F + KK
    	[2] Hold DB for 2 seconds, c.LP > c.LK x UB + HP
    	[3] Hold DB for 2 seconds, UB + HP > Hold B, land and then proceed with
    	    F, B, F + KKK (hold KKK) quickly.
    	[4] Hold DB for 2 seconds, F + KK > c.LP
    
    	Now let's do it section by section. Realize that you're doing links and
    	cancels here together, not just cancels. It's easy to mash on c.LP and
    	c.LK, but if you do that you'll never get the whole combo out. If you
    	do it properly, c.LP > c.LP x EX Dash Upper should work. Same with the
    	second section of the combo. Take your time and do it slowly. Also
    	realize that the reason I separated the combo into four sections is
    	because there are pauses in the actual combo where you are pressing and
    	not pressing anything. Make sure you don't slide up from DB to D, DF,
    	F to get this or you might get the Low Straight. Go straight from DB
    	to F.
    
    	Second is the c.LP > c.Lk x HP Buffalo Head section. This should be
    	easier than the first link, but it's crucial where you hold your stick.
    	It should always be held in the Back position whether it be Down Back,
    	Back or Up Back, it has to be Back. The reason for this is that you
    	want to be able to pull off the Ultra right as you land to finish this
    	combo. Even though you're not practicing that part here, you need to
    	create that habit for yourself.
    
    	Third is pretty easy. Charge up the Heavy Buffalo Head, do it with Up
    	Back instead of Up or Up Forward and then go to Back and when you land
    	quickly do F, B, F + KKK and hold KKK so that you raise your chances of
    	the Ultra hitting. After that initial hit the game will count it and
    	you don't have to worry about the rest of the hits, but of course there
    	is a way to have the Ultra go to the end which I will not explain here.
    
    	Last part is a return back to the middle of the combo. This part is the
    	most important to learn because it's the most difficult which is why I
    	put it last. When you do the combo in the first section you need to go
    	into the second section starting with a c.LP. This is a lot harder than
    	it seems, but there's a little trick I found that does help with
    	getting it most of the time. You are supposed to pause a little bit
    	after you do the EX Dash Upper, but the timing after is a little tight
    	and if you hit the c.LP when you think it's supposed to come out it'll
    	be too late. Instead you have to pay attention to Balrog's glove. When
    	he does his EX Dash Upper he'll raise his hand over his head and then
    	immediately pull it back so fast you don't really see it. It'll
    	essentially be over Balrog's head for a split second and that's when
    	you should double tap LP quickly and then go back into the timing you
    	had for the first c.LP > c.LP link for the c.LP > c.LK link. Once you
    	get that put the sections together.
    
    	This combo just takes practice so keep at it, might take you awhile to
    	get it, but don't give up. One more piece of advice I can give if
    	you're still having trouble with the second part from section two of
    	the combo and on is that while double tapping LP might work after the
    	EX Dash Upper, if you find it is helping, do the same for the c.LK.
    	However the timing will be a bit early. You'll be double tapping while
    	the c.LP is coming out and the rhythm is still similar to the c.LP >
    	c.LP link except now you're doing Tap Tap *pause* Tap Tap Buffalo Head.
    
    	For those that need it, this is what I'm doing in the end:
    
    	*** Hold DB for 2 seconds, c.LP > c.LP x F + KK (hold DB)
    	> c.LP (double tap) > c.LK (double tap) x UB + HP (hold B)
    	> F, B, F + KKK after landing and waiting a split second just so I'm
    	sure I have the charge for the Ultra.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Heavy Kick
        -> [ Crouch ] Light Kick
        -> EX Dash Upper
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> Heavy Buffalo Head
        -> Violent Buffalo
    	* (jump-in) (hold B) j.HK > (close) B + HK > DB + LK x F + KK (hold DB)
    	> c.LP > c.LP x UB + HP (hold B) > F, B, F + PPP or KKK
    
    	This is just a variation on the last challenge, but it's still a bit
    	difficult to pull off. A good distance to start this combo off at is
    	one back dash away from Dan, that way your close s.HK and c.LK will hit
    	properly allowing you to do the rest of the combo. Use the last
    	challenge as reference as to how to break down this challenge as it's
    	basically the same.
    
    	One thing that I found to be difficult though is that the c.LPs after
    	the EX Dash Upper is a bit harder to time than c.LP > c.LK. Make sure
    	you learn the tapping and don't mash out the c.LP or the HP Buffalo
    	Head will never hit. The c.LPs are really slow so concentrate on making
    	sure you can do EX Dash Upper into c.LP > c.LP.
    
    	The other thing to really make note of is how you're holding your
    	stick. For the first part up to the EX Dash Upper, you have to make
    	sure you're holding Back and Down Back so you can get the EX Dash Upper
    	to come out. After that it's the same as the other combo in that you
    	just hold Down Back to Up Back for the HP Buffalo Head and then Ultra
    	to finish the combo.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [VE]	Vega
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Piece of Mercury
    	* DF + MK
    
    (2) -> Cosmic Heel
    	* DF + HK
    
    (3) -> Back Slash
    	* PPP
    
    (4) -> Short Back Slash
    	* KKK
    
    (5) -> Stardust Drop
    	* (jump-in) LP + LK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Rolling Crystal Flash
    	* Hold B for 2 seconds, F + P
    
    (2) -> Scarlet Terror
    	* Hold DB for 2 seconds, F + K
    
    (3) -> Sky High Claw
    	* Hold D for 2 seconds, UB or UF + HP
    
    (4) -> Izuna Drop
    	* Hold D for 2 seconds, UB or UF + P, B or F + P
    
    	This is a bit hard on a standing opponent so start by doing the first
    	part of the Izuna Drop:
    
    	** Hold D for 2 seconds, UB or UF + P
    
    	When you jump off the wall, wait half a second before holding Back or
    	Forward and hold it until you're close to Dan and tap P which will make
    	Vega grab Dan instead of throwing his claw outwards.	
    
    (5) -> Remove Claw
    	* DF, DF + P
    
    (6) -> Remove Mask
    	* DF. DF + PP
    
    (7) -> Rolling Izuna Drop
    	* Hold DB for 2 seconds, DF, DB, UB or UF + K, B or F + P
    
    	Similar to the 4th challenge, but this time you have to do Vega's super
    	which is admittedly hard at first. You'll know you did it right when
    	you jump to the wall and you see a bunch of sparks go into Vega as he
    	jumps off. Then similar to the 4th challenge, when you're almost near
    	Dan, hold Back or Forward, whatever direction Dan is in and tap P when
    	you're right beside him.
    
    (8) -> Bloody High Claw
    	* Hold DB for 2 seconds, DF, DB, UB or UF + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Kick
        -> Heavy Scarlet Terror
    	* Hold DB for 2 seconds, c.MK x F + HK
    
    (2) -> [ Crouch ] Medium Punch
        -> EX Flying Barcelona Attack
        -> Izuna Drop
    	* Hold D for 2 seconds, c.MP x UF + KK, B or F + P
    
    	The way EX Barcelona Attack works is that usually the normal version
    	makes Vega jump to a wall when you charge Down and then Up Back or Up
    	Forward to decide which direction you want Vega to jump to. With the EX
    	version the jump to the wall actually hits so you have to hold Up and
    	toward the direction of the opponent or in this case Dan. After it hits
    	and Vega jumps off the wall just hold the Forward so you get closer to
    	Dan and tap any punch button when you're touching him to grab Dan and
    	smash him into the ground.
    
    (3) -> Heavy Kick
        -> EX Focus Attack
    	* (close) s.HK (1 hit) x (tap) MP + MK
    
    	You have to hit MP + MK as soon as the first hit of Vega's standing HK
    	hits Dan. It's a fast two hit move so make sure to do the Focus Attack
    	as soon as you can.
    
    (4) -> [ Crouch ] Light Punch
        -> Light Rolling Crystal Flash
    	* (close) Hold DB for 2 seconds, c.LP > F + LP
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> Medium Kick
        -> Light Rolling Crystal Flash
    	* (jump-in) (hold B) j.HK > (close) s.MK x F + LP (2 hits)
    
    	Might seem hard at first because the Light Rolling Crystal Flash might
    	not come out, but really that's only because you need to hold B faster
    	after jumping forward. If you're still having trouble with this
    	challenge try continuing to hold B as fast as you can after jumping
    	and try to time your jump in HK so that it looks like Vega is kicking
    	Dan in the crotch, that way when you land you can hold back for a tiny
    	bit and you will see Vega walk back a little bit before you tap MK
    	followed by F + LP. If you timed that correctly you should get the
    	Light Rolling Crystal Flash out no problem.
    
    (2) -> Light Scarlet Terror
        -> EX Scarlet Terror
    	* Hold DB for 2 seconds, F + LK (hold DB) > F + KK
    
    	Simple, just hold Down Back as soon as you hit F + LK and when you land
    	just do an EX Scarlet Terror.
    
    (3) -> Focus Attack
        -> Cosmic Heel
        -> EX Flying Barcelona Attack
        -> Izuna Drop
    	* MP + MK (level 3) > (dash forward) (hold DF) DF + HK
    	> UF + KK, B or F + P
    
    	Try not to do this in the corner as the Izuna Drop can screw up pretty
    	easily. Otherwise this is mostly about timing. If you do it properly,
    	you can do a level 3 Focus Attack and then input the forward dash
    	before it hits so you should be holding DF and charging for the EX
    	Flying Barcelona Attack. As soon as you dash forward you have to hit HK
    	while hold DF as soon as you can and then follow with UF + KK as soon
    	as you land from the kick or else it won't combo. After that you just
    	hold towards Dan and tap any Punch button when you're close to him to
    	finish the combo.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
        -> [ Crouch ] Medium Punch
    	* (close) s.HP > c.MP
    
    	Use the health bar trick if you're having trouble.
    
    (2) -> [ Crouch ] Medium Kick
        -> [ Crouch ] Medium Punch
    	* c.MK > c.MP
    
    	Use the health bar trick if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
        -> Light Rolling Crystal Flash
        -> EX Focus Attack
    	* (jump-in) (hold DB) j.HP > c.LP > c.MP x F + LP (2 hits)
    	x (tap) MP + MK
    
    	Use the health bar trick if you're having trouble with the link part of
    	this combo. Also make sure that you're tapping MP + MK for the Focus
    	Attack after the last hit of Rolling Crystal Flash hits (where Vega
    	hits Dan with his claws) or else Dan will be able to block the Focus
    	Attack.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Kick
        -> Light Scarlet Terror
        -> EX Scarlet Terror
    	* (jump-in) (hold DB) j.HP > c.LP > c.LK x F + LK (hold DB) x F + KK
    
    	Use the health bar trick if you're having trouble with the link part of
    	this combo. The two Scarlet Terrors at the end of the combo aren't
    	really that hard.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> [ Crouch ] Light Punch
        -> EX Flying Barcelona Attack
        -> Izuna Drop
    	* (jump-in) (hold D) j.HK > c.MK > c.LP x UF + KK, B or F + P
    
    	A pretty basic combo for Vega aside from the c.MK and c.LP link that
    	can be easily timed with the health bar trick. After jumping off of the
    	wall you want to hold Back or Forward, whatever is towards Dan and when
    	you get close enough make sure you continue to hold down that direction
    	and tap a Punch button.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> Heavy Punch
        -> Light Kick
        -> [ Crouch ] Medium Punch
    	* (jump-in) j.HP > (close) s.HP > s.LK > c.MP
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Kick
        -> Light Kick
        -> Light Kick
        -> [ Crouch ] Medium Punch
    	* (jump-in) j.HP > c.MK > s.LK > s.LK > c.MP
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [SA]	Sagat
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Heavy Tiger Elbow
    	* F + HP
    
    (2) -> Low Step Kick
    	* F + LK
    
    (3) -> High Step Kick
    	* F + HK
    
    (4) -> Fake Kick
    	* HK, HK
    
    	Sagat's Fake Kick is essentially that, it's Sagat's s.HK except he only
    	moves his knee out and then stops quickly. The move seems to be really
    	difficult to do just standing there, but I found that a trick to
    	getting this out almost 100% of the time really easily is just to
    	practice the timing for triple tapping HK while jumping straight up in
    	the air far away from Dan so you don't hit him. Now when you're about
    	to land hit HK really quickly three times in a row making sure the last
    	HK is when you land on the ground so he'll kick. If you do it right you
    	should see Sagat's vertical j.HK come out half way before he lands and
    	it should be really quick like it just pops out and disappears right
    	away. You know you got it right when you see his leg only appearing up
    	to Sagat's shoulder and the timing is off if it either doesn't come out
    	or if you see Sagat's foot is above his head when he's in the air.
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> High Tiger Short
    	* QCF + P
    
    (2) -> Low Tiger Short
    	* QCF + K
    
    (3) -> Tiger Uppercut
    	* DF, DF + P
    
    (4) -> Tiger Knee Crush
    	* DF, DF + K
    
    (5) -> Tiger Genocide
    	* QCF, QCF + K
    
    (6) -> Tiger Destruction
    	* QCF, QCF + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Heavy Tiger Uppercut
    	* F + MP x D, DF + HP
    
    (2) -> [ Crouch ] Medium Kick
        -> High Tiger Short
    	* c.MK x QCF + P
    
    (3) -> Medium Kick
        -> Tiger Knee Crush
    	* F + MK x D, DF + K
    
    (4) -> [ Crouch ] Medium Punch
        -> Tiger Genocide
    	* c.MP x QCF + K x QCF + K
    
    	The timing is quite strict here. What you want to do is roll forward
    	after you tap MP and continue with a second QCF + K
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Tiger Knee Crush
        -> Tiger Genocide
    	* (jump-in) j.HK > c.MK x F, QCF + MK x QCF + MK
    
    	This one will be a little difficult, but not too much. The difficult
    	part is c.MK into Tiger Knee. Once you get the knee to come out the
    	Super is easy. Just keep doing QCF + MK until the Super comes out.
    
    (2) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> Tiger Uppercut
    	* (jump-in) j.HK > DF + MP x DF + MP
    
    	Tap DF + MP really quickly after the first DF + MP hits.
    
    (3) -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> EX High Tiger Shot
        -> EX Tiger Uppercut
    	* (corner) (jump-in) j.HK > s.MP x QCF + PP > DF, DF + PP
    
    	This combo is a lot more difficult than it seems just because the
    	timing on s.MP x QCF + PP is so hard. Also if you find that you can't
    	get the EX Tiger Uppercut to land after your EX High Tiger Shot, that's
    	because you're not doing it soon enough. To get it to hit, you have to
    	be putting the DF, DF + PP command as soon as you finish the QCF + PP
    	command. If you're even a little slow it'll miss.
    
    (4) -> High Step Kick
        -> Tiger Destrcution
    	* F + HK > QCF, QCF + KKK
    
    	Just stand next to Dan and dash back twice. Start the F+ HK when Dan
    	lands on the ground and begins to jump again. After that it's just a
    	matter of getting the Ultra to come out after your F + HK hits. You
    	start the Ultra motion after the F + HK hits.
    
    (5) -> Tiger Genocide
        -> Tiger Destruction
    	* (corner) QCF, QCF + K > QCF, QCF + KKK
    
    	You need to do this combo in the corner and the timing for the Ultra is
    	immediately when you land on the ground after the Tiger Genocide.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Kick
        -> [ Crouch ] Medium Punch
    	* c.LK > c.MP
    
    	Use the health bar trick if you're having trouble.
    
    (2) -> Light Punch
        -> Heavy Kick
    	* (close) s.LP > s.HK
    
    	Use the health bar trick if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> Heavy Tiger Genocide
    	* (jump-in) j.HK > c.HP > QCF, QCF + HK
    
    	This is actually pretty easy. You start with a j.HK into c.HP and once
    	it hits you have to get the HK Super to come out immediately after you
    	recover from the c.HP. You start putting in the QCF, QCF after the c.HP
    	hits. A good way to know this combo will work is during the super flash
    	look at Dan's hand. If his hand that's closest to Sagat is hidden
    	behind his leg your Super will hit, if you see his hand it will be
    	blocked. This really just lets you know if you're doing the HK Tiger
    	Genocide too late or if you're doing it right.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> Heavy Tiger Uppercut
    	* (close) DF + LK > DF + LK > DF + LK x DF + HP
    
    	Really difficult link because the c.LK are so slow and you have to be
    	really exact to get this to work. I found the easiest way to get this
    	to work is to time the links so that you're doing slow DF + LKs that
    	are slow enough that you don't get a Tiger Knee out by accident and so
    	that you're ready for the HP Tiger Uppercut so when you get there you
    	just hit DF + HP really quickly after the last DF + LK.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> Heavy Tiger Uppercut
        -> EX Focus Cancel
        -> High Step Kick
        -> Tiger Destrcution
    	* (jump-in) j.HK > DF + MP x DF + HP x FADC (dash forward) > F + HK
    	> QCF, QCF + KKK
    
    	Better to try this combo outside of the corner as in the corner it's
    	easy for the F + HK to go under Dan after the FADC. The	only truly
    	difficult part about this combo is getting the c.MP into Heavy Tiger
    	Uppercut and FADCing forward. The rest is easy as you don't really need
    	good timing or anything. Just getting the FADC almost guarantees the
    	end part of High Step Keep into Ultra barring any mistakes.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Medium Kick
        -> Low Tiger Shot
        -> EX Focus Attack
        -> [ Crouch ] Medium Punch
        -> Tiger Knee Crush
    	* (corner) c.MK x QCF + K x MP + MK (level 2) > (dash forward) DF + MP
    	x DF + K
    
    	You have to time the level 2 Focus Attack so that it comes out right as
    	you charged it and you have to be in the corner to do this combo. You
    	have to have close to perfect timing for the level 2 Focus Attack to
    	hit. Once you get the timing to cancel the Low Tiger Shot into the
    	level 2 Focus Attack this combo should be a breeze. Don't forget to
    	dash forward after the Focus Attack and the rest of the challenge
    	should be easy.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Medium Punch
        -> EX Tiger Uppercut
        -> Tiger Destruction
    	* (jump-in) j.HK > c.LK > DF + MP x DF + PP > QCF, QCF + KKK
    
    	The timing on the link is pretty easy, it's just as usual getting the
    	EX Tiger Uppercut to come out after the second crouching link which in
    	this case isn't as hard for Sagat as it is for other characters it
    	seems. The Ultra at the end just needs to be done when you land from
    	the EX Tiger Uppercut and it should hit no matter where you are. 
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [BI]	M. Bison
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
    	* (jump-in) j.HP
    
    (2) -> Medium Punch
    	* s.MP
    
    (3) -> Deadly Throw
    	* F + LP + LK
    
    (4) -> Death Tower
    	* B + LP + LK
    
    (5) -> Hell Attack
    	* (jump-in) j.MP, j.MP
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Psycho Crusher
    	* Hold B for 2 seconds, F + P
    
    (2) -> Double Knee Press
    	* Hold B for 2 seconds, F + K
    
    (3) -> Head Press
    	* Hold D for 2 seconds, U + K
    
    (4) -> Somersault Skull Diver
    	* Hold D for 2 seconds, U + K, P
    
    (5) -> Devil Reverse
    	* Hold D for 2 seconds, U + P, P
    
    	After you tap P and Bison's hand starts flaming purple you have to
    	control how you fall so that it hits Dan for it to count.
    
    (6) -> Bison Warp
    	* DF, DF or DB DB + PPP or KKK
    
    (7) -> Knee Press Nightmare
    	* Hold B for 2 seconds, F, B, F + K
    
    (8) -> Nightmare Booster
    	* Hold B for 2 seconds, F, B, F + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> Double Knee Press
    	* Hold DB for 2 seconds, c.LP x F + K
    
    (2) -> [ Crouch ] Medium Kick
        -> Psycho Crusher
    	* Hold DB for 2 seconds, c.MK x F + P
    
    (3) -> [ Crouch ] Heavy Punch
        -> Knee Press Nightmare
    	* Hold DB for 2 seconds, c.HP x F, B, F + K
    
    (4) -> Heavy Punch
        -> Bison Warp
    	* s.HP x DF, DF or BF, BF + PPP or KKK
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Medium Kick
        -> [ Crouch ] Medium Kick
        -> Double Knee Press
    	* (jump-in) (hold DB) j.MK > c.MK x F + K
    
    (2) -> [  Jump  ] Heavy Punch
        -> Heavy Punch
        -> Psycho Crusher
    	* (jump-in) (hold DB) j.HP > s.HP x F + P
    
    (3) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Double Knee Press
        -> Knee Press Nightmare
    	* (jump-in) (hold B) j.HK > s.HP x F + K x B, F + K
    
    (4) -> Hell Attack
        -> Nightmare Booster
    	* (jump-in) (hold B) j.MP, j.MP > F, B, F + KKK
    
    (5) -> Somersault Skull Diver
        -> Medium Kick
    	* Hold D for 2 seconds, U + K, P > s.MK
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Kick
    	* c.LP > c.MK
    
    	Use the health bar trick if you're having trouble.
    
    (2) -> [ Crouch ] Medium Punch
        -> Medium Kick
    	* c.MP > s.MK
    
    	Use the health bar trick if you're having trouble.
    
    (3) -> [ Crouch ] Medium Punch
        -> Heavy Kick
    	* c.MP > s.HK
    
    	Use the health bar trick if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Somersault Skull Diver
        -> [ Crouch ] Medium Punch
        -> Medium Kick
    	* Hold D for 2 seconds, U + K, P > c.MP > s.MK
    
    	Not very difficult, just use the health bar trick to time the crouching
    	MP into standing MK. Get used to linking crouching MP into standing MK.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Kick
        -> Light Kick
        -> Heavy Kick
    	* (jump-in) j.HK > s.LK > s.LK > s.HK
    
    	Use the health bar trick again to do this. The hardest part really is
    	the last standing HK. Try to press HK a little faster than the other
    	button presses. Also make sure that you're jumping in really deeply or
    	as close to Dan as you can because if you're not close enough, not
    	matter how fast you try to get the HK out, Dan will always block the
    	last hit.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> Double Knee Press
    	* Hold DB for 2 seconds, c.LK > c.LK > c.LK > F + K
    
    	Not exactly that difficult, just have to keep a steady rhythm for the
    	links which you can keep track of with the health bar trick and then be
    	fast on the F + K after the last c.LK.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> [ Crouch ] Medium Punch
        -> [ Crouch ] Medium Kick
        -> Light Psycho Crusher
    	* MP + MK (level 3) > (dash forward) (hold DB) c.MP > c.MK > F + LP
    
    	If this is tricky at all, it's because you have to tap F, F for the
    	dash almost a second before you actually hit the opponent. It's not too
    	difficult to get, but it does take a couple tries to get used to it and
    	remember it. Once you get it down though it's basically just hold
    	MP + MK, dashing forward before the Focus Attack comes out and holding
    	DB before the Focus Attack hits Dan. Then when you come out of the
    	Focus Attack you should be crouching and if you do it fast enough you
    	can combo c.MP > c.MK into an LP Psycho Crusher. If you're a little
    	slow though the c.MP will knock Dan into the air a bit and the rest of
    	your combo will fail.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Medium Kick
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Kick
        -> Heavy Double Knee Press
    	* (jump-in) j.MK > (hold DB) c.LK > c.LP > c.MK > F + HK
    
    	This combo isn't all that difficult, think of it as an advanced version
    	of Hard Level 3 challenge for Bison. Instead of c.LK you need to jump
    	in and do a bunch of different attacks before doing his HK Double Knee
    	Press.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [VI]	C. Viper
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Ab Fitness
    	* F + LP + LK
    
    (2) -> Temple Massage
    	* B + LP + LK
    
    (3) -> Viper Elbow
    	* F + MP
    
    (4) -> Double Kick
    	* F + HK
    
    (5) -> High Jump
    	* D, U
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Thunder Knuckle
    	* QCB + P
    
    (2) -> Burning Kick
    	* QCB + K
    
    (3) -> (in air) Burning Kick
    	* (jump-in) QCB + K
    
    (4) -> Seismic Hammer
    	* DF, DF + P
    
    (5) -> Emergency Combination
    	* QCF, QCF + P
    
    (6) -> Burst Time
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Kick
        -> Medium Thunder Knuckle
    	* c.MK x QCB + MP
    
    (2) -> [  Jump  ] Heavy Kick
        -> Heavy (in air) Burning Kick
    	* (jump-in) j.HK x QCB + HK
    
    	You have to do the j.HK really late so that Viper's knee is at or below
    	Dan's head when it hits otherwise the Heavy Burning Kick won't combo.
    
    (3) -> Heavy Kick
        -> Emergency Combination
    	* s.HK x QCF, QCF, P
    
    	You have to be really fast after hitting HK for the cancel to come out,
    	but it's easier just to do it my way:
    
    	** QCF, QCF, HK, P
    
    	Just do everything in succession quickly.
    
    (4) -> Heavy Thunder Knuckle
        -> Heavy Thunder Knuckle
    	* QCB + HP > QCB + HP
    
    	Just do it one after the other, combos pretty easily.
    
    (5) -> Seismic Hammer cancel
    	* DF, DF + P, PP
    
    	You have to do the PP immediately after the DF, DF + P or it won't
    	work.
    
    (6) -> Thunder Knuckle cancel
    	* QCB + P, PP
    
    	Same as the Seismic Hammer cancel except with the QCB + P first instead
    	of DF, DF + P.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Medium Kick
        -> [ Crouch ] Medium Kick
        -> Medium Thunder Knuckle
    	* (jump-in) j.MK > c.MK x QCB + MP
    
    (2) -> EX Seismic Hammer
        -> High Jump
        -> (in air) Burning Kick
    	* DF, DF + PP > D, U, QCB + K
    
    	This can be a little tricky just because doing the super jump after the
    	EX Seismic Hammer hits and then doing the Burning Kick in the air so it
    	lands can be difficult if you're not used to doing it. There's a trick
    	to pulling this combo off easily though which is:
    
    	** DF, DF + PP > 360 + LK
    
    	Now to note, where you see 360, it DOES matter which direction you spin
    	the stick. If you're facing right you need to spin the stick clock-
    	wise. If you're facing left you need to spin it counter-clock-wise.
    	After that you just keep tapping LK so you can get the Light (in air)
    	Burning Kick out as soon as you can. This will only really work well in
    	the corner where Dan won't go flying off in the distance and gives you
    	more space for making mistakes without worrying too much. Also just so
    	you know, you should be spinning the stick while tapping LK until the
    	burning kick comes out just incase you are faster or slower than how I
    	do it. If it's not coming out at all, you're probably going too fast or
    	being too messy. If you're being too slow you should still be getting
    	the stuff out, just it'll be either higher on the screen or it'll miss
    	Dan completely without comboing.
    	
    (3) -> Heavy Thunder Knuckle
        -> Emergency Combination
    	* QCB + HP > QCF, QCF + P
    
    	Easy combo, just do the Super motion when you land from the Heavy
    	Thunder Knuckle. If it misses, most likely you hit Dan when he was too
    	low to the ground. Try hitting him when he's at the top of his jump for
    	the best results.
    
    (4) -> Focus Attack
        -> EX Thunder Knuckle
        -> Burst Time
    	* (corner) MP + MK (level 3) > (dash forward) QCB + PP > QCF, QCF + PPP
    
    	This may be a bit tricky. First you should do this with Dan's back to
    	the corner for the best results. Second, you have to pay attention to
    	what happens to Dan after you dash forward from the level 3 Focus
    	Attack. If Dan gets knocked off his feet when you hit him with the EX
    	Thunder Knuckle the combo won't work because you were a little late on
    	the EX Thunder Knuckle. If you did it right, Dan should get shocked and
    	fall to his knees which means you just have to pull off the Ultra to
    	finish the combo.
    
    (5) -> [  Jump  ] Heavy Kick
        -> Heavy (in air) Burning Kick
        -> Burst Time
    	* (corner) (jump-in) j.HK x QCB + HK > QCF, QCF + PPP
    
    	This is also quite tricky as the j.HK x QCB + HK combo depending on how
    	far you are when you jump-in might make you hit behind them making them
    	fly behind you instead of in front of you making knowing which
    	direction to do the motion for Ultra more confusing. To avoid this push
    	Dan into the corner and then walk backwards so that you're under the
    	timer, then take a step further away so that the front of Viper's hair
    	lines up with the edge of the OO infinity sign where the timer should
    	be.
    
    	Now you should be able to do the combo as shown without much problem.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> Medium Punch
    	* (close) s.LP > s.MP
    
    	Use the health bar trick for this link if you're having trouble.
    
    (2) -> Light Kick
        -> [ Crouch ] Medium Punch
    	* (close) s.LK > c.MP
    
    	Use the health bar trick for this link if you're having trouble.
    
    (3) -> Medium Punch
        -> [ Crouch ] Medium Punch
    	* (close) c.MP > c.MP
    
    	Use the health bar trick for this link if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> Medium Punch
        -> [ Crouch ] Medium Punch
        -> Medium Thunder Knuckle
        -> Emergency Combination
    	* (jump-in) j.HP > (close) s.MP > c.MP x QCB + MP x QCF, QCF + P
    
    	Use the health bar trick if you're having trouble with the link part of
    	this combo. After that it should be quite easy. You have to time the
    	Super up with when you the MK Thunder Knuckle hits.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> FOcus Attack
        -> [ Crouch ] Heavy Punch
        -> Thunder Knuckle cancel
        -> Burst Time
    	* MP + MK (level 3) > (dash forward) c.HP x QCB + LP, PPP
    	> QCF, QCF + PPP
    
    	This combo is insane and it felt like it came down to really just
    	pressing the right buttons and getting the right habbits to get down
    	the combo. For the Thunder Knuckle cancel, I found that I had a lot
    	better luck doing HP -> LP -> PPP -> PPP instead of originally trying
    	to do HP -> HP -> MP + HP -> PPP just because I kept getting EX Thunder
    	Knuckle cancels instead of regular ones which do count, but seems to be
    	too slow for C. Viper's Ultra to actually come out.
    
    	A slight variation in the method to pull off this combo might make it
    	easier to do:
    
    	* MP + MK (level 3) > (dash forward) c.HP x QCB + LP > QCF + PPP
    	> QCF + PPP
    
    	This time around instead of trying to do the Ultra after the cancel,
    	you add a QCF quickly while doing the cancel so that you don't have to
    	mash as hard to get the Ultra to come out. Once you get it down, it
    	doesn't really feel as insanely fast to do as it seems.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Kick
        -> [ Crouch ] Light Punch
        -> High Jump
        -> Burst Time
    	* (jump-in) j.HK > s.LK > D + LP x DF, F, UF, QCF + PPP
    
    	Insane combo #2! When you wondered how it could get any harder, this
    	combo appears. If you're confused about the High Jump part of the
    	combo, what that actually means is you're going to do something called
    	High Jump Cancel where you basically tap D, U to cancel the recovery
    	from your c.LP and then do your Ultra before you jump off of the
    	ground. There is a little trick to this which is listed above.
    
    	Basically what you're supposed to do is after tapping s.LK you have to
    	do this part quite quickly and that is you have to do a QCF and right
    	when you hit Down for the QCF tap LP at the same time, follow through
    	to UF instead of just F so that High Jump should light up in red and
    	then quickly do QCF + PPP in one extremely quick motion. You cannot
    	hold Down at anytime during this combo if you want to be able to pull
    	it off.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> EX Focus Attack
        -> [ Crouch ] Heavy Punch
        -> EX Seismic Hammer
        -> High Jump
        -> (in air) Heavy Burning Kick
        -> Heavy Thunder Knuckle
    	* (corner) MP + MK (level 3) > (dash forward) DF + HP x DF + PP
    	> D, U, QCB + HK > QCB + HP
    
    	This combo needs to be done in the corner for the last HP Thunder
    	Knuckle to connect, the rest of the combo doesn't need to be, but it
    	doesn't hurt to do the entire thing in the corner.
    
    	Anyways, the only difficult part of this combo really is the HK Burning
    	Kick in the air which really only depends on speed for you to do D, U,
    	QCB + HK. There are actually a couple of methods aside from that to do
    	this, but I liked doing it this way. If you're having trouble you can
    	also try doing:
    
    	** ... DF + HP x DF + PP > D, DB, B, UB, U, UF, F + HK ...
    
    	So instead of going D, U, D, DB, B, you're just doing 3/4 an entire
    	circle. This also requires you to be really quick as well so you have
    	to start doing the circle as soon as you put in the command for EX
    	Seismic Hammer or else you'll jump backwards instead of up or forward
    	which is what is prefered. If you did it right, the HK Burning Kick
    	should look like it came out on the ground meaning you should have done
    	it fast enough to make C. Viper instantly do the Burning Kick as soon
    	as she jumps off of the ground. The ground version won't come out
    	anyways if you do it wrong so don't worry about accidentally doing the
    	wrong version. 
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Heavy Punch
        -> Thunder Knuckle cancel
        -> [ Crouch ] Heavy Punch
        -> EX Seismic Hammer
        -> High Jump
        -> (in air) Heavy Burning Kick
        -> Burst Time
    	* (corner) c.HP x QCB + P, PPP > DF + HP x DF + PP
    	> QCB, UB, U, UF + HK > QCF, QCF + PPP
    
    	This one is really difficult as it involves more Thunder Knuckle
    	cancelling though it's a bit easier this time as you're only trying to
    	do another c.HP after it instead of an entire Ultra motion.
    
    	Anyways there's two methods to doing the EX Seismic Hammer into
    	HK Burning Kick:
    
    	[1] EX Seismic Hammer > QCB, UF + HK
    	[2] EX Seismic Hammer > QCB, UB, U, UF + HK
    
    	The two different ways have different timings and none is really better
    	than the other for this combo, just a matter of preference. The first
    	one is done a bit slower and you don't have to start right away after
    	you do the EX Seismic Hammer command. The second version needs to be
    	done as soon as you finish the EX Seismic Hammer command and if you
    	don't do it right away or time it so that you reach UF and tap HK right
    	after the EX Seismic Hammer hits, it won't come out and at best you
    	might just get a Super Jump which means you're hitting the HK too late
    	or too early.
    
    	After that you have to pay attention to the timing for C. Viper's Ultra
    	is dependent on how high Dan is when he falls. You have to time it so
    	that he's below Viper's neck or above her pants for the Ultra to
    	actually hit. If he's higher or lower than that, the Ultra will miss so
    	in this case doing the Ultra as soon as possible is actually a bad
    	thing beceause it will most likely always miss if you do that. It's not
    	necessarily a difficult thing to time, but if you're having trouble
    	with doing EX Seismic Hammer into HK Burning Kick, you probably don't
    	want to screw up the Ultra at the end of the combo.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [RU]	Rufus
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Vulture Kick
    	* F + MK
    
    (2) -> Glory Kick
    	* DF + MK
    
    (3) -> Fragrance Palm
    	* F + HP
    
    (4) -> Falcon Kick
    	* (jump-in) DF + MK
    
    (5) -> Target Combo
    	* s.LK x s.HK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Light Messiah Kick
        -> (+) High Attack
    	* QCF + K, LK
    
    (2) -> Galatic Tornado
    	* QCF + P
    
    (3) -> Snake Strike
    	* DF, DF + P
    
    (4) -> Spectacle Romance
    	* QCF, QCF + P
    
    (5) -> Space Opera Symphony
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
        -> Heavy Galactic Tornado
    	* s.HP x QCF + HP (hold F)
    
    	Try tapping HP followed quickly by HCF + HP if you're having trouble
    	getting the combo out. Change the HCF to QCF when you're comfortable
    	doing this.
    
    (2) -> Heavy Punch
        -> EX Messiah Kick
        -> (+) High Attack
    	* s.HP x QCF + KK, LK
    
    	Easy combo, just stand as close to Dan as you can before starting the
    	combo.
    
    (3) -> [ Crouch ] Medium Punch
        -> Heavy Galactic Tornado
    	* c.MP x QCF + HP (hold F)
    
    	Remember to do this as close to Dan as possible and to hold F while
    	doing Galactic Tornado or it won't combo.
    
    (4) -> [ Crouch ] Medium Kick
        -> EX Messiah Kick
        -> (+) High Attack
    	* c.MK x QCF + KK, LK
    
    	Press the LK after Rufus does his kicks and lands on the ground.
    
    (5) -> Heavy Kick
        -> Spectacle Romance
    	* (corner) (far) s.HK > QCF, QCF + P
    
    	Push Dan into the corner and then back dash once to setup the distance.
    	After it hits, wait a second before doing the super so you can hit him
    	on the way down and before he hits the floor.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        ->  EX Snake Strike
    	* (jump-in) j.HK > (land) DF, DF + PP
    
    (2) -> [  Jump  ] Heavy Punch
        -> Heavy Punch
        -> Heavy Galactic Tornado
        -> Light Galactic Tornado
    	* (corner) (jump-in) j.HP > s.HP x QCF + HP (hold F) > QCF + LP
    
    	Not very hard, just push Dan into the corner and back dash twice to
    	setup distance. Just be mindful of the HP into HP Tornado and try to
    	separate it from the j.HP. I found that to be a bit easier as I didn't
    	try to do the rest of the combo too soon due to habits from other
    	games. After the HP Tornado hits, wait half a second before doing the
    	LP Tornado. Only 1 hit from the body spin will hit, but that's enough
    	for the combo.
    
    (3) -> Falcon Kick
        -> Heavy Punch
        -> Heavy Galactic Tornado
    	* (jump-in) DF + MK > HP x QCF + HP (hold F)
    
    	This combo is a bit rougher because of the dive kick, but shouldn't
    	take more than a couple tries. Start by getting close to Dan and back
    	dashing once for distance. Now jump forward and dive kick (DF + MK) at
    	about Dan's head and the HP should connect pretty easily aftter, which
    	only leaves the HP Tornado which can be difficult, but really all you
    	need to remember is to do it slowly and try not to rush it. Also don't
    	forget to hold F.
    
    (4) -> Falcon Kick
        -> Target Combo
        -> Spectacle Romance
    	* (jump-in) DF + MK > LK x HK > QCF, QCF + P
    
    	Not really that difficult. Again, back dash once and jump in and at
    	Dan's head dive kick, land with s.LK, s.HK, wait a little bit and do
    	his super. Might have trouble getting the super out, but just wait
    	after the Target Combo before doing it and make sure you're doing the
    	motion properly.
    
    (5) -> Focus Attack
        -> Heavy Kick
        -> Fragrance Palm
        -> Space Opera Symphony
    	* MP + MK (level 3) > (dash back) (far) s.HK > F + HP > QCF, QCF + PPP
    
    	Can be difficult to get the HK after back dashing, but the best tip is
    	just to not hold any direction while tapping on HK until it comes out
    	and then switch to holding F and tapping HP until that starts to come
    	out. As soon as it comes out just wait until it hits before trying to
    	put in the motion for the Ultra or it won't come out.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Light Punch
    	* s.MP > s.LP
    
    	Use the health bar trick and wait until the light disappears after
    	hitting Dan with MP before tapping LP. Make sure you're as close to Dan
    	as you can be as well.
    
    (2) -> [ Crouch ] Medium Punch
        -> [ Crouch ] Light Kick
    	* c.MP > c.LK
    
    	Same as the previous challenge, use the health bar trick and stand as
    	close to Dan before you try this link.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> Light Punch
        -> Medium Punch
    	* (jump-in) j.HP > c.LP > c.LP > C.LP > s.LP > s.MP
    
    	Easy link combo, just push Dan against the wall and back dash twice to
    	setup the distance. Use the health bar trick to figure out when to time
    	your attacks, but you could just keep mashing on LP and it'll amount to
    	the same thing after jumping in. Make sure to stand up for the last LP
    	and MP. Watch your timing for the MP because if you're too late it will
    	miss and you can be a little early so it won't come out.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> Falcon Kick
        -> Heavy Punch
        -> Heavy Galactic Tornado
        -> Space Opera Symphony
    	* (corner) MP + MK (level 3) > U, DF + MK > s.HP x QCF + HP
    	> QCF, QCF + PPP
    
    	Start by pushing Dan into the corner to do this combo. Reason why is
    	because for Rufus' Ultra (Space Opera Symphony) to connect, Dan needs
    	to be in the corner so he doesn't go flying off into the distance after
    	the last hit of the Tornado.
    
    	Stand next to Dan and charge up a level 3 Focus Attack and dash
    	forward. Now you have to do low dive kick (Falcon Kick) for the HP to
    	connect and you can do that by quickly tapping U, DF + MK after both of
    	Rufus' feet hit the floor from the dash or else he will do a rolling
    	kick (Glory Kick) instead.
    
    	If you do it low enough, connecting HP shouldn't be a problem, but the
    	Heavy Galatic Tornado will be. I like to do a HCF + HP instead of a
    	QCF + HP just so that I can be sure that I getting it out and I find
    	doing the HCF slower after the HP works much better than trying to do
    	the motion as fast as I can. Make sure to hold F (toward) so that all
    	of the hits from HP Tornado land or your combo will get screwed up.
    
    	After that comes linking the Ultra which seems harder than it really
    	is. Practice doing HP Tornado against Dan in the corner and when the
    	last hit lands, wait half a second and do the Ultra and it should come
    	out and hit Dan. If your Ultra doesn't come out, it's most likely
    	you're rushing it too much or not doing the ultra motion cleanly
    	enough. Try to force yourself to do HCF, HCF + PPP instead of QCF,
    	QCF + PPP just because sometimes people tend to cut their QCF short and
    	just end up doing QCF, DF, F + PPP without realizing it.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Falcon Kick
        -> [ Crouch ] Light Punch
        -> EX Messiah Kick
        -> (+) High Attack
        -> EX Focus Cancel
        -> Space Opera Symphony
    	* (jump-in) DF + MK > c.LP x QCF + KK, LK x FADC (dash forward)
    	> QCF, QCF + PPP
    
    	The hard part here is just getting used to FADC in this combo, but this
    	is much easier for Rufus than most other characters as	the follow-up
    	after EX Messiah Kick gives you time to prepare. Also try not to do
    	this combo in the corner as I've found it to be unreliable and the
    	Ultra likes to slide under Dan if you do it too early which isn't
    	really a problem outside of the corner.
    
    	For distance I like to walk back a step or two before doing the dive
    	kick so it's easier to get the c.LP into EX Messiah Kick. Follow that
    	by tapping LK twice if you're afraid of the timing for the follow-up
    	after the EX Messiah Kick, time the LKs for the last hit of the Messiah
    	Kick and move your hands over MP + MK before the flip kick comes out
    	and hold them down as you dash forward, let go of everything and put in
    	before you do the Ultra. Each part has to be pretty segmented to make
    	sure that your execution is as clean as possible to make everything
    	come out as easily as possible.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> Fragrance Palm
        -> Medium Snake Strike
        -> Space Opera Symphony
    	* (corner) MP + MK (level 3) (dash forward) > F + HP
    	> DF, DF (or F, D, DF) + MP > QCF, QCF + PPP
    
    	Not really that hard, but getting the MP Snake Strike to hit properly
    	might be a little tricky. Push Dan into the corner before starting this
    	combo.
    
    	When you're in the corner do a level 3 Focus Attack and dash forward.
    	After dashing forward hold F and mash on HP to get the Fragrance Palm
    	out. Now you have to wait until right after your F + HP hits to do the
    	MP Snake Strike, how you do the Snake Strike is your preference, but
    	regardless you must do the move as fast as you can after the Fragrance
    	Palm hits for the move to come out or else it won't come out at all.
    
    	The last part shouldn't be hard, but for people having difficulty with
    	the timing, you have to do the first QCF before you land and the second
    	QCF + PPP right as you land to get this move to come out. It's just
    	about timing and shouldn't take long to get used to it. Make sure that
    	it's one seamless motion and not segmented. Rufus should look like he's
    	doing his Ultra right when he lands.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> Medium Punch
        -> Light Punch
        -> [ Crouch ] Medium Kick
        -> EX Galactic Tornado
    	* (jump-in) j.HP > s.MP > s.LP > c.MK x QCF + PP
    
    	The most difficult part of this combo is the last part of the link
    	which is the c.MK. Start by pushing Dan into the corner and back dash
    	twice to setup the distance. Technically you don't need to do this
    	combo in the corner, but I found it easier just because of the distance
    	for the combo and most likely nobody will get this combo on the first
    	try. Also remember, health bar trick is so useful here.
    
    	Anyways, jump in with HP, try to have Rufus' Arm hit basically inside
    	Dan's head so you're as close as possible when you land. After that
    	just work on timing the link for s.MP > s.LP > c.MK. If the c.MK
    	misses, it's because you did the c.MK too late. Canceling into EX
    	Tornado isn't hard so that's the whole combo. Just work on practicing
    	doing the links while standing if you're really having trouble before
    	adding the jump in and the cancel at the end.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [FU]	El Fuerte
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
    	* s.HP
    
    (2) -> [ Crouch ] Heavy Kick
    	* c.HK
    
    (3) -> Shower Kick
    	* F + MK
    
    (4) -> Sky Sorpressa Drop
    	* (jump-in) LP + LK
    
    (5) -> Target Combo
    	* s.MK, s.MK
    
    	This one is a bit annoying. To get without annoying yourself too much.
    	This kick has two parts, the first being a straight kick and the second
    	one being a short hopping reverse roundhouse. You only need that second
    	kick to hit and for that to happen the first one can't hit or Dan will
    	just block the second one. Just stand next to Dan and dash back twice
    	and mash on MK and you should get it without too much annoyance.
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Tostada Press
    	* QCF + P > MP (while running)
    
    (2) -> Fajita Buster
    	* QCF + P > HP (while running)
    
    (3) -> Gordita Sobat
    	* QCF + P > MK (while running)
    
    (4) -> Calamari Slide
    	* QCF + P  > HK (while running)
    
    (5) -> Propeller Tortilla
    	* QCB + P > HP (while running)
    
    (6) -> Quesadilla Bomb
    	* Hold K for at least 4 seconds and then let go
    
    (7) -> Guacamole Leg Throw
    	* DF, DF + K
    
    (8) -> El Fuerte Dynamite
    	* QCF, QCF + K
    
    (9) -> El Fuerte Flying Giga Buster
    	* QCF, QCF + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
        -> Quesadilla Bomb
    	* Hold K for 4 seconds > HP x (release K)
    
    	As it says, just press and hold any Kick for 4 seconds, then walk up to
    	Dan and hit HP and let go of K and that should be it.
    
    (2) -> Heavy Kick
        -> Guacamole Leg Throw
    	* (close) F + HK x D, DF + K
    
    	The close version of HK is a high knee that pops Dan into the air. Easy
    	combo.
    
    (3) -> [ Crouch ] Medium Kick
        -> El Fuerte Dynamite
    	* c.MK x QCF, QCF + HK
    
    	HK version of El Fuerte Dynamite hits the furthest so that guarantees
    	it'll combo after the c.MK. It might be a little difficult to get
    	because you have to be really fast with the Super motion for it to
    	cancel after the c.MK. You have to basically get the whole thing out
    	before the c.MK hits so make sure your motion is clean or else El
    	Fuerte will jump into the air trying to do a Guacamole Leg Throw
    	instead.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
        -> Heavy Punch
        -> Quesadilla Bomb
        -> Heavy El Fuerte Dynamite
    	* (hold K) (jump-in) j.HP > s.HP x (release K) x QCF, QCF + HK
    
    	This has to be done rather slowly which also makes it easier to do.
    	Just have to get used to the rhythm of things so start by holding any
    	Kick button (I prefer LK since I can hold it down easily with my thumb)
    	and then start the combo. Make sure you let go of the Kick button after
    	your let go of HP or else your Quesadilla Bomb might not come out.
    	After that you have to continue to pay attention so you can input QCF,
    	QCF + HK as it comes out so HK should be pressed as soon as El Fuerte
    	runs into Dan.
    
    (2) -> [  Jump  ] Heavy Punch
        -> Heavy Kick
        -> El Fuerte Dynamite
    	* (jump-in) j.HP > s.HK x QCF, QCF + K
    
    	This can be quite tricky to get. I would suggest to push the Dan into
    	the corner and then go back and stand right in the middle of the screen
    	under the timer before starting the combo. Also you have to make sure
    	when you jump in with Heavy Punch that you make it so when you hit Dan
    	you can see his face when it hits, otherwise El Fuerte's elbow will be
    	covering Dan's face and that means your close s.HK will be blocked.
    	After that it's just a matter of speed and clean execution to get the
    	Super out. Doesn't matter which version you use because only 1 hit will
    	actually hit.
    
    (3) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Gordia Sobat
        -> El Fuerte Dynamite
    	* (jump-in) j.HK > s.HP x QCF + P, MK x QCF, QCF + K
    
    	This can be annoying to do just because you have to be so clean with
    	your execution to pull it off properly.
    
    (4) -> Focus Attack
        -> El Fuerte Flying Giga Buster
    	* MP + MK (level 3) > (dash forward) QCF, QCF + KKK
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Kick
        -> [ Crouch ] Medium Kick
    	* c.LK > c.MK
    
    	Use the health bar trick for this link if you're having trouble.
    
    (2) -> Light Kick
        -> [ Crouch ] Medium Kick
    	* s.LK > c.MK
    
    	Use the health bar trick for this link if you're having trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Light Kick
        -> [ Crouch ] Medium Kick
        -> El Fuerte Dynamite
    	* s.LK > c.MK x QCF, QCF + HK
    
    	Use the health bar trick to get the s.LK into c.MK link and quickly
    	cancel into Fuerte's HK super. Only the HK version will hit after a far
    	c.MK.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> El Fuerte Dynamite
    	* c.LK > c.LP x QCF, QCF + MK
    
    	Same as the previous challenge. Only the MK version will hit after the
    	link.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Punch
        -> Light Punch
        -> Light Punch
        -> Light Kick
        -> [ Crouch ] Medium Kick
    	* (jump-in) j.HK > s.LP > s.LP > s.LP > s.LK > c.MK
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Focus Attack
        -> Shower Kick
        -> Light Kick
        -> [ Crouch ] Medium Kick
        -> Heavy El Fuerte Dynamite
    	* MP + MK (level 3) > (dash forward) F + MK > s.LK > c.MK
    	x QCF, QCF + HK
    
    	This isn't a hard combo to be honest, but what makes it really
    	difficult is the s.LK into c.MK which is a real killer because it's
    	hard and you have to get ready for the HK Super. This is all about
    	execution so really just practice getting that s.LK > c.MK x HK Super.
    	That's really the meat of the whole combo.
    
    	Also I noticed people having trouble with the level 3 Focus Attack into
    	Shower Kick. There shouldn't really  be any issues with this as you can
    	just do the level 3 Focus Attack and then when you dash forward, hold
    	Forward and mashing MK until you see El Fuerte do the roll, then use
    	the health bar trick to land the s.LK and get that muscle memory
    	working for the s.LK into c.MK link into HK Super.
    	
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Heavy Punch
        -> Heavy Punch
        -> Heavy Punch
    	* (close) s.HP x QCF + P, LP > (close) s.HP x QCF + P, LP
    	> (close) s.HP
    
    	Funny Capcom. Okay well this might puzzle a lot of people out there,
    	but as it made a lot of blog sites and stuff people should have an idea
    	about this. This is essentially El Fuerte's Dizzy Loop which was pegged
    	as an infinite when SF4 was in the arcades in Japan and videos flooded
    	youtube and other sites.
    
    	Basically how you do this is by abusing Habanero Dash which is easier
    	said than done, and you basically run forward and cancel it, hit HP
    	when you're close to the opponent and cancel that into another Habanero
    	Dash and repeat. Above I listed what you need to basically do and I
    	left the Habanero Dash command to whatever you're most comfortable
    	using (I like LP myself). You have to be extremely fast for this to
    	work and also clean as you have to have the right timing and speed to
    	get this combo to work. Each repetition of the combo basically looks
    	like:
    
    	** (close) s.HP x QCF + HP [(pause) LP, (close) s.HP x QCF + HP] repeat
    
    	You have to get the rhythm down for this combo if you really want to
    	get it to work. Try to get this rhythm going:
    
    	*** Tap - Tap - Pause - Tap - Tap - Tap - Pause - Tap - Tap - Tap
    	*** HP, QCF + HP #### LP > HP, QCF + HP ####### LP > HP, QCF + HP
    
    	Don't be deceived by that though, the Pause is actually really short,
    	but you'll understand once you get it going. You have to really just
    	section it off so that you don't think about the first part since you
    	need it to start, but because it's only two taps it might throw you off
    	for awhile until you're used to the triple taps. Don't mash, you're
    	supposed to hear clear taps when you're doing it. If you're even a
    	little off beat Dan will block the next s.HP and if you're too far El
    	Fuerte will throw out his super slow far s.HP. Also I would recommend
    	you do this combo in the middle of the screen as oddly it seems easier
    	in the middle of the screen when compared to in the corner.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [AB]	Abel
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Heavy Punch
    	* c.HP
    
    (2) -> [ Crouch ] Medium Kick
    	* c.MK
    
    (3) -> Drop Throw
    	* F + LP + LK
    
    (4) -> Pincer Throw
    	* B + LP + LK
    
    (5) -> Forward Kick
        -> Dash
    	* F + MK, F
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Change of Direction
        -> Second Mid
        -> Finish Mid
    	* (1) QCF + P, (2) F + P, (3) F + P
    
    (2) -> Wheel Kick
    	* QCB + K
    
    (3) -> Marseilles Roll
    	* QCF + K
    
    (4) -> Falling Sky
    	* DF, DF + P
    
    (5) -> Tornado Throw
    	* HCB + P
    
    (6) -> Heartless
    	* QCF, QCF + P
    
    (7) -> Soulless
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Heavy Punch
        -> Wheel Kick
    	* c.HP (2 hits) x QCB + K
    
    (2) -> [ Crouch ] Medium Kick
        -> Marseilles Roll
    	* c.MK x QCF + K
    
    (3) -> Heavy Punch
        -> Change of Direction
        -> Second Mid
        -> Finish Mid
    	* (close) s.HP (1 hit) x (1) QCF + P, (2) F + P, (3) F + P
    
    (4) -> Focus Attack
        -> Tornado Throw
    	* MP + MK (level 3) > (dash forward) HCB + P
    
    (5) -> Medium Punch
        -> Heartless
    	* s.MP (2 hits) x QCF, QCF + P
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Medium Kick
        -> Heavy Punch
        -> Change of Direction
        -> Second Mid
        -> Finish Mid
    	* (jump-in) j.MK > s.HP (1 hit) x (1) QCF + P, (2) F + P,
    	(3) F + P
    
    (2) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> Falling Sky
    	* j.HK > c.HP (2 hits) -> DF, DF + P
    
    (3) -> [  Jump  ] Medium Kick
        -> [ Crouch ] Medium Punch
        -> Light Change of Direction
        -> Heartless
    	* (jump-in) j.MK > c.MP x QCF + LP x QCF + P
    
    (4) -> Focus Attack
        -> [ Crouch ] Heavy Punch
        -> Soulless
    	* MP + MK (level 3) > (dash forward) c.HP (2 hits) > QCF, QCF + PPP
    
    	You want to do the Ultra after the second hit of c.HP. You're not
    	cancelling, but rather you are waiting until you can move again so you
    	can activate Abel's Ultra.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> Medium Punch
    	* (close) c.LP > s.MP
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    (2) -> Light Punch
        -> Medium Punch
    	* (far) s.LP > s.MP
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> Medium Punch
    	* c.LK > c.LP > c.LP > s.MP
    
    	Use the health bar trick if you're having trouble with this link combo.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Forward Kick
        -> Dash
        -> Heavy Punch
        -> Change of Direction
        -> Second Mid
        -> Finish Mid
    	* F + MK, F > s.HP (1 hit) x (1) QCF + P, (2) F + P, (3) F + P
    
    	Practice getting the F + MK into Dash with just three button
    	presses (F + MK, F as listed). You really want to invest time in
    	learning this just because you'll need it later for another
    	challenge anyways.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Medium Punch
        -> Light Change of Direction
        -> EX Focus Cancel
        -> [ Crouch ] Heavy Punch
        -> Soulless
    	* c.MP x QCF + LP x FADC (dash forward) > c.HP (2 hits) > QCF, QCF +P
    
    	This combo is actually really useful in a real match so learning it
    	here if you plan on using Abel is a good idea. If you're having trouble
    	with getting the c.HP to hit it's only because of two things really.
    	Either you're dashing too slowly after focus attack cancelling. After
    	getting down the timing to c.HP after focus attack dash canceling
    	forward, the Ultra link afterwards should be easy.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Medium Punch
        -> Light Change of Direction
        -> EX Focus Cancel
        -> [ Crouch ] Heavy Punch
        -> Light Marseilles Roll
        -> Falling Sky
    	* c.MP x QCF + LP x FADC (dash forward) > c.HP (2 hits) x QCF + LP
    	> DF, DF + P
    
    	This can be a little difficult because you have to wait on the second
    	hit of the c.HP for the rest of the combo to work. I had trouble
    	getting the Light Marseilles Roll to come out after the second hit of
    	the c.HP so as soon as the first hit of the c.HP hits I do QCF twice
    	before hitting LK and that seems to really help get the Light
    	Marseilles Roll to come out. After that it's just getting the DF,
    	DF + P to finish the combo.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Forward Kick
        -> Dash
        -> Heavy Punch
        -> Medium Change of Direction
        -> EX Focus Cancel
        -> Forward Kick
        -> Dash
        -> Heavy Punch
    	* F + MK, F > s.HP (1 hit) x QCF + MP x FADC (dash forward) > F + MK, F
    	> s.HP (2 hits)
    
    	This is more of just a long combo than really a difficult one. Once you
    	get used to everything you have to do, the combo should come out pretty
    	smoothly. As I said before, if you're used to the F + MK, F motion for
    	the Forward Kick you shouldn't really have much trouble with this
    	combo.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [SA]	Sakura
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
    	* j.HP
    
    (2) -> [ Crouch ] Heavy Punch
    	* c.HP
    
    (3) -> Sailor Shot
    	* F + LP + LK
    
    (4) -> Choba Throw
    	* B + LP + LK
    
    (5) -> Flower Kick
    	* F + MK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Hadoken
    	* QCF + P
    
    (2) -> Shouoken
    	* DF, DF + P
    
    (3) -> Shunpukyaku
    	* QCB + K
    
    (4) -> Airborne Shunpukyaku
    	* (jump-in) QCB + K
    
    (5) -> Sakura Otoshi
        -> Sakura Otoshi
        -> Sakura Otoshi
    	* DF, DF + K, P, P, P
    
    	You have to hit any Punch button when you're close to Dan to knock him
    	into the air. After that you can hit the Punch button two more times in
    	a steady rhythm until you clear this challenge.
    
    (6) -> Haru Ichiban
    	* QCB, QCB + K
    
    (7) -> Haru Ranman
    	* QCB, QCB + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Hadoken
    	* s.MP x QCF + P
    
    (2) -> Heavy Punch
        -> Shouoken
    	* (close) F + HP x D, DF + P
    
    (3) -> [ Crouch ] Medium Kick
        -> Light Shunpukyaku
    	* c.MK x QCB + LK
    
    (4) -> Heavy Kick
        -> EX Focus Attack
    	* (close) s.HK x (tap) MP + MK
    
    	You have to tap MP + MK as soon as you can after you hit HK when
    	standing next to Dan. In the corner it doesn't matter how fast you hit
    	it, but in the middle of the screen if you're too slow Dan might block
    	the Focus Attack.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
        -> Medium Punch
        -> Hadoken
        -> EX Focus Attack
    	* (corner) (jump-in) j.HP > s.MP x QCF + P x (tap) MP + MK
    
    	This combo has to be done in the corner for the Focus Attack to hit.
    	Not much else that's really difficult about this combo, just remember
    	that the EX Focus Attack is a tap, don't hold it or it won't combo.
    
    (2) -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Kick
        -> EX Shunpukyaku
        -> Sakura Otoshi
        -> Sakura Otoshi
        -> Sakura Otoshi
    	* (jump-in) j.HP > c.MK x QCB + KK > DF, DF + K, P, P, P
    
    	The only difficult part of this combo is the timing for the three
    	Sakura Otoshis afterwards. This all depends on your timing for the
    	first Sakura Otoshi because if you hit it the rest should be easy if
    	you hit the consecutive Punches at a steady pace. The DF, DF + K for
    	the Sakura Otoshi has to be as early as possible or else you won't be
    	able to get the first hit to come out. Take your time with this combo,
    	it's not too overly difficult if you don't rush it.
    
    (3) -> Focus Attack
        -> [ Crouch ] Medium Kick
        -> EX Shunpukyaku
        -> Haru Ranman
    	* (corner) MP + MK (level 3) > (dash forward) c.MK x QCB + KK
    	> QCB, QCB + KKK
    
    	Technically, you can do this combo anywhere, but I found it to work
    	more consistently in the corner so might as well do it there if you're
    	having trouble with it. Also unlike most combos doing this as early as
    	possible actually makes the Ultra harder to land. You have to wait a
    	little bit for until the Dan starts falling to do the Ultra for it to
    	hit.
    
    (4) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Shouoken
        -> Haru Ichiban
    	* (corner) (jump-in) j.HK > F + HP x D, DF + HP x QCB, QCB + K
    
    	Not so difficult, just make sure to force yourself to do the HP into
    	Shouoken combo my way for the least frustrating way of doing that part.
    	Also make sure you do HP Shouoken so you have time to mash out QCB,
    	QCB + K to cancel Sakura's dashing uppercut into her Super while she's
    	still on the ground.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> [ Crouch ] Medium Punch
    	* (close) s.LP > c.MP
    
    	Use the health bar trick if you're having trouble with this link.
    
    (2) -> [ Crouch ] Light Punch
        -> Heavy Punch
    	* (close) c.LP > s.HP
    
    	Use the health bar trick if you're having trouble with this link.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
        -> Light Shouoken
        -> Medium Shouoken
    	* (jump-in) j.HP > c.LK > c.LP > DF + MP x DF + LP > DF, DF + MP
    
    	Use the health bar trick for the links in this combo and just get the
    	timing down for the LP Shouoken after them. The second MP Shouoken
    	should be easy, it should hit anywhere on the screen so just do it as
    	soon as you land from the LP Shouoken.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Kick
        -> EX Shouoken
    	* (jump-in) j.HP > c.LK > DF + LK x DF + PP
    
    	This combo can be a little difficult, but it just requires you to be
    	patient and not mash anything in this combo. You can however try doing:
    
    	** (jump-in) j.HP > DF + LK > DF + LK x DF + PP
    
    	Where you're just getting the rhythm for the second DF + LK if that
    	makes it easier for you. The timing for it to combo is too slow for
    	anything to accidentally come out if you're doing it right and you
    	really just have to do a quick DF + PP after the DF + LK to get the EX
    	Shouoken to come out properly.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Heavy Punch
        -> Light Shunpukyaku
        -> Light Kick
        -> Heavy Shouoken
    	* (corner) (jump-in) j.HP > c.LP > c.HP x QCB + LK > F + LK
    	x D, DF + HP
    
    	I think doing this combo in the corner is a bit easier. Use the health
    	bar trick if you're having trouble with the link parts of this combo.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> Heavy Punch
        -> Light Shunpukyaku
        -> [ Crouch ] Light Kick
        -> EX Shunpukyaku
        -> Sakura Otoshi
        -> Sakura Otoshi
        -> Sakura Otoshi
    	* c.LK > s.HP x QCB + LK > c.LK x QCB + KK > DF, DF + K, P, P, P
    
    	The combo is not really that difficult, but it can be a little hard to
    	remember each part of the combo because for some reason it's just
    	difficult to remember you have to do an EX Shunpukyaku after linking
    	the c.LK after the first LK Shunpukyaku.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Heavy Punch
        -> Light Shunpukyaku
        -> [ Crouch ] Heavy Punch
        -> EX Shunpukyaku
        -> Haru Ranman
    	* (close) s.HP x QCB + LK > c.HP x QCB + KK > QCB, QCB + KKK
    
    	Easy combo, though you might have a little trouble timing the c.HP x
    	EX Shunpukyaku, but you can just try again if you're late with the
    	timing. To make life easier for you, if you dash forward after the EX
    	Shunpukyaku ends (when Sakura kicks Dan into the air) you can do her
    	Ultra right as the dash ends and it will do the full hit of the Ultra.
    	Really easy timing and not much worry about having the Ultra just miss
    	seemingly like it's random. As a side note, I like doing this combo in
    	the middle of the screen as if you try to do it in the corner, Sakura
    	will just dash under Dan which can be annoying.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [DA]	Dan
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Heavy Kick
    	* s.HK
    
    (2) -> Heavy Punch
    	* s.HP
    
    (3) -> Jumping Taunt
    	* (jump-in) HP + HK
    
    (4) -> Ducking Taunt
    	* (hold D) HP + HK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Gadoken
    	* QCF + P
    
    (2) -> Koryuken
    	* DF, DF + P
    
    (3) -> Dankukyaku
    	* QCB + K
    
    (4) -> Airborne Dankukyaku
    	* (jump-in) QCB + K
    
    (5) -> Hissho Buraiken
    	* QCF, QCF + P
    
    (6) -> Legendary Taunt
    	* QCF, QCF + HP + HK
    
    (7) -> Shisso Buraiken
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Gadoken
    	* (close) s.MP x QCF + P
    
    (2) -> Heavy Punch
        -> Koryuken
    	* (close) F + HP > D, DF + P
    
    (3) -> [ Crouch ] Heavy Punch
        -> Dankukyaku
    	* c.HP x QCB + K
    
    (4) -> [ Crouch ] Medium Kick
        -> Koryuken
    	* DF + MK x DF + MK
    
    (5) -> Heavy Kick
        -> EX Focus Attack
    	* (close) s.HK x (tap) MP + MK
    
    	Tap MP + MK as fast you hit HK, if you're too slow the Focus Attack
    	won't come out.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> Dankukyaku
    	* (jump-in) j.HK > c.HP x QCB + K
    
    (2) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Koryuken
    	* (jump-in) j.HK > F + HP x D, DF + P
    
    (3) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> Gadoken
        -> Hissho Buraiken
    	* (jump-in) j.HK > c.MP x QCF + P x QCF + P
    
    	Standard buffer combo for canceling from his fireball into his Super.
    	Just do the QCF + P x2 quickly after the c.MP.
    
    (4) -> [  Jump  ] Heavy Punch
        -> Heavy Kick
        -> Hissho Buraiken
    	* (jump-in) j.HP > s.HK x QCF, QCF + P
    
    	A bit difficult if you try to do it this combo the traditional way so I
    	would suggest doing my trick for this combo which would be:
    
    	** (jump-in) j.HP > QCF, QCF, HK, HP
    
    	If you do it right after the j.HP, Dan will throw out his roundhouse
    	kick and cancel it into the Super right as it hits.
    
    (5) -> Focus Attack
        -> Shissho Buraiken
    	* MP + MK (level 3) > (dash forward) QCF, QCF + P
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Light Punch
    	* (close) s.MP > s.LP
    
    	Use the health bar trick if you're having trouble with this link.
    
    (2) -> Medium Punch
        -> Medium Punch
    	* (close) s.MP > (far) s.MP
    
    	Use the health bar trick if you're having trouble with this link.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> Gadoken
        -> Legendary Taunt
        -> Shisso Buraiken
    	* (jump-in) j.HK > c.HP x QCF + HP xx QCF + HP + HK xx QCF, QCF + PPP
    
    	Pretty easy combo, though the semi-hard part comes near the end with
    	the Super Taunt into Ultra cancel. Just jump-in with HK, c.HP canceled
    	into QCF + P for Gadoken, followed by QCF + HP to quickly cancel into
    	Dan's Super Taunt and then crank out QCFs while mashing on all three
    	punch buttons to make sure the Ultra comes out as soon as possible.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> Koryuken
        -> EX Focus Cancel
        -> EX Koryuken
    	* (jump-in) j.HK > c.HP x DF, DF + P x FADC (dash forward)
    	> DF, DF + PP
    
    	As with all combos with a crouch into uppercut motion special, this one
    	can be a little tricky. I found doing the DF, DF shortcut better than
    	doing the original F, D, DF command easier for this combo. I also found
    	that doing the DF, DF command after the c.HP is better than trying to
    	do DF + HP twice just because I find doing one button press in an order
    	is easier than constantly trying to shortcut everything into a mess of
    	mashing a bunch of buttons together. Otherwise it's pretty straight
    	forward.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> EX Gadoken
        -> Shisso Buraiken
    	* (corner) QCF + PP x FADC (dash forward) > QCF, QCF + PPP
    
    	Only tricky to figure out, but actually a quite simple combo to do.
    	Distance is key so to make this as easy as possible, push Dan into the
    	corner and dash back once and take 1 or 2 steps back as well so that
    	you have more time to dash in and Ultra.
    
    	Now just throw the EX Gadoken, hold MP + MK while tapping forward twice
    	really quickly and then let go of everything before doing the Ultra to
    	make sure you don't get an EX Koryuken instead.
    
    	* There is an alternate method of doing this that might be a little
    	easier for some people that are having trouble with FADCing. Push CPU
    	Dan into the corner and then look to the floor of the challenge room.
    	CPU Dan's foot should be on a line on the floor. From there you should
    	see dark black lines on the floor like the line CPU Dan is standing on.
    	Walk back 2 lines from CPU Dan so that you're standing a little more
    	than half screen away and Dan's toes (not feet, but the toes) are
    	touching the line.
    
    	Now to make sure that you're standing in the right place, CPU Dan's
    	foot should be on one line, your Dan's toes should be on a line and
    	there should be 1 line in between both of you. If this is right then we
    	can continue. From here is simple, just do an EX Gadoken and right when
    	it's about to hit do Dan's Ultra. If you do it right it should combo
    	together. If CPU Dan blocks the Ultra, it's because you did it too late
    	so most likely it was when the EX Gadoken already was hitting, you want
    	to do the Ultra before this happens.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Heavy Punch
        -> EX Gadoken
        -> EX Focus Cancel
        -> Heavy Punch
        -> Heavy Dankukyaku
    	* (corner) (jump-in) j.HK > c.HP x QCF + PP x MP + MK (level 2)
    	> (dash forward) s.HP x QCB + HK
    
    	The trick here is to cheat the game a little bit by doing a level 2
    	Focus Attack instead of FADCing. That makes this combo a lot easier
    	than it seems.
    
    	Start by doing as always with Dan, an early j.HK since it takes so long
    	for it to come out, followed by c.HP into EX Gadoken canceled into a
    	level 2 FA. When you flash, let go and this will crumple Dan over. Make
    	sure you dash cancel forward after this or else you won't be able to
    	finish the combo. Then simply end it with c.HP into QCB + HK, easy.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> EX Gadoken
        -> EX Focus Attack
        -> Shisso Buraiken
    	* (corner) (jump-in) j.HK > c.HP x QCF + PP x MP + MK (level 2)
    	> (dash forward) QCF, QCF + PPP
    
    	Same as before, except it's even easier since you don't even have to
    	dash forward after hitting the level 2 Focus Attack, but because I find
    	dashing forward is just a good habit to have and you don't have to wait
    	until you recover to do the Ultra, I put in the dash forward in the
    	combo string, but you don't have to if you don't want to. Remember to
    	hit MP + MK as fast as you can after you get the EX Gadoken to come out
    	so it's easy to get the level 2 Focus Attack to combo after the EX
    	Gadoken.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [RO]	Rose
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Medium Kick
    	* s.MK
    
    (2) -> Heavy Kick
    	* s.HK
    
    (3) -> Soul Fall
    	* F + LP + LK
    
    (4) -> Soul Loop
    	* B + LP + LK
    
    (5) -> Slide
    	* DF + MK
    
    (6) -> Soul Piede
    	* F + HK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Soul Spark
    	* HCF + P
    
    (2) -> Soul Spiral
    	* QCF + K
    
    (3) -> Soul Reflect
    	* QCB + K
    
    (4) -> Soul Throw
    	* DF, DF + P
    
    (5) -> Aura Soul Spark
    	* QCF, QCF + P
    
    (6) -> Illusion Spark
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Kick
        -> Heavy Soul Reflect
    	* (close) s.MK x QCB + HP
    
    (2) -> Heavy Punch
        -> Soul Spiral
    	* (close) s.HP x QCF + K
    
    (3) -> Heavy Kick
        -> Light Soul Spark
    	* (close) s.HK x HCF + LP
    
    (4) -> [ Crouch ] Medium Kick
        -> Soul Spiral
    	* c.MK x QCF + K
    
    (5) -> [ Crouch ] Heavy Punch
        -> EX Focus Attack
    	* c.HP x (tap) MP + MK
    
    	You have to hit MP + MK as soon as you can to get the Focus Attack to
    	come out right after the crouching HP.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Kick
        -> Soul Spiral
    	* (jump-in) j.HP > c.MK x QCF + K
    
    (2) -> [  Jump  ] Heavy Punch
        -> Heavy Kick
        -> Heavy Soul Reflect
    	* (jump-in) j.HP > s.HK > QCB + HK
    
    	The s.HK has to hit close to Dan for the HP Sou lReflect to hit.
    
    (3) -> [  Jump  ] Heavy Punch
        -> Heavy Punch
        -> Light Soul Spark
        -> Aura Soul Spark
    	* (jump-in) j.HP > s.HP x HCF + LP x QCF + P
    
    (4) -> Focus Attack
        -> Illusion Spark
    	* MP + MK (level 3) > (dash forward) QCF, QCF + PPP
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Light Kick
    	* (close) s.MP > s.LK
    
    	Use the health bar trick if this link gives you trouble.
    
    (2) -> Medium Punch
        -> [ Crouch ] Medium Punch
    	* (close) s.MP > c.MP
    
    	Use the health bar trick if this link gives you trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> Light Soul Spiral
        -> Aura Soul Spark
    	* c.LP > c.LP > c.LP x QCF + LK x QCF, QCF + P
    
    	Use the health bar trick if you are having trouble with the links at
    	the start of the combo. Also realize that you can't buffer the QCF from
    	the Soul Spiral into the Super. You have to do QCF + LK first for the
    	Soul Spiral and then do QCF, QCF + P to get the Super cancel.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> [ Crouch ] Medium Punch
        -> Soul Spiral
    	* (jump-in) j.HK > s.MP > c.MP x QCF + K
    
    	Not really difficult, just use the health bar trick if you're having
    	trouble with the links.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> EX Soul Spark
        -> EX Focus Attack
        -> Illusion Spark
    	* (corner)(jump-in) j.HK > c.MP x QCF + PP x MP + MK (level 2)
    	> (dash forward) QCF, QCF + PPP
    
    	This combo needs to be done in the corner or the level 2 Focus Attack
    	won't hit. Other than the timing for the level 2 Focus Attack there
    	shouldn't be anything difficult about this combo. Just anticipate the
    	white flash that tells you when you are at level 2 for your Focus
    	Attack so you can release MP + MK right when Rose flashes and remember
    	to hit MP + MK as fast as you can after the EX Soul Spark or else it
    	won't even come out.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Heavy Kick
        -> EX Soul Spark
        -> EX Focus Cancel
        -> Heavy Kick
        -> EX Soul Spark
    	* (corner) (jump-in) j.HK > s.HK x QCF + PP x FADC (dash forward)
    	> s.HK x QCF + PP
    
    	This combo only works in the corner because the s.HK after the FADC
    	won't connect because the EX Soul Spark knocks Dan back too far unless
    	you're in the corner. There is also another way of doing it that's a
    	little easier which is:
    
    	** (corner) (jump-in) j.HK > s.HK > QCF + PP x MP + MK (level 2)
    	> (dash forward) s.HK x QCF + PP
    
    	Do whatever is easier for you. My combo is based more on timing rather
    	than speed so that's why I think it's easier, but it's up to what you
    	want to do.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Medium Kick
        -> EX Soul Spark
        -> EX Focus Cancel
        -> Illusion Spark
    	* (corner) c.MK x QCF + PP x MP + MK (level 2)
    	> (dash forward) QCF, QCF + PPP
    
    	For some reason I couldn't get this combo to work the way it was
    	listed so instead of doing the EX Focus Cancel (FADC) I had to do a
    	level 2 Focus Attack after the EX Soul Spark instead to allow for
    	enough time for the Ultra to connect.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [GE]	Gen
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Shuraku
    	* F + LP + LK
    
    (2) -> Hozen
    	* B + LP + LK
    
    (3) -> Change Style: Mantis
    	* PPP while in Crane Stance
    
    	You have to be in Crane stance to do this so if you're tapping PPP and
    	it's not working, tap KKK and then try tapping PPP.
    
    (4) -> Change Style: Crane
    	* KKK while in Mantis Stance
    
    	This should be easy if you just did the third challenge.
    
    (5) -> Shakudan
    	* (jump-in) j.HK, j.HK
    
    	Two jump HKs before landing. Only the second j.HK needs to hit for the
    	challenge to count.
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Hyakurenko
    	* (Mantis) P (Tap any P 5 times quickly)
    
    	You have to be in Mantis Stance to do this so press PPP before you
    	start just incase. Also if you're having trouble getting just this to
    	hit, jump-in while mashing any punch button which should be easier.
    
    (2) -> Gekiro
        -> Gekiro (completed)
    	* (Mantis) DF, DF + K, K (7 times in a row to get Completed)
    
    	Really hard and not really any tricks that I know of for doing this.
    	Just have to try and do the Gekiro as close as you can and then when
    	you're in the air start pressing K to hit Dan as late as you can so
    	you're kicking him n the chest. If you're kicking him in the leg or
    	higher than most likely the attack will end early. Just keep at it
    	until you get it and try not to mash on K as I found that I've never
    	been able to luck out and get it by just mashing. Time your button
    	presses so you're doing a steady rhythm of button presses and speed up
    	as you go.
    
    (3) -> Jyasen
    	* (Crane) Hold B for 2 seconds, F + P
    
    (4) -> Oga : Falling Kick
    	* (Crane) Hold D for 2 seconds, U + K, U, D
    
    	This one can be a little a tricky, what you have to do is first start
    	by holding Down for two seconds, follwed by up and a kick button for
    	Gen to jump to the wall. When he does that you have to tap Up right
    	away or Gen will do a dive kick. If you do it right Gen will hop higher
    	into the air over Dan. You have to tap Down when you're almost over
    	Dan's head for Gen to fall straight down and kick Dan in the head. If
    	you don't time it right Gen will just jump over Dan's head instead. You
    	have to hit Dan with the falling kick for this to count.
    
    (5) -> Zan'ei
    	* (Mantis) QCF, QCF + P
    
    (6) -> Jyakoha
    	* (Crane) QCF, QCF + K
    
    (7) -> Zetsuei
    	* (Mantis) QCF, QCF + PPP
    
    (8) -> Ryukoha
    	* (Crane) QCF, QCF + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch (Mantis)
        -> Gekiro
    	* (Mantis) (close) F + MP x D, DF + K
    
    	You don't have to get any of the other kicks after the first hit of
    	Gekiro kicks Dan into the air.
    
    (2) -> Medium Kick (Mantis)
        -> Gekiro
    	* (Mantis) (close) F.MK x D, DF + K
    
    (3) -> Heavy Punch (Mantis)
        -> Gekiro
    	* (Mantis) (close) F + HP (1 hit) x D, DF + K
    
    (4) -> [ Crouch ] Light Kick (Mantis)
        -> Gekiro
    	* (Mantis) DF + LK x DF + K
    
    (5) -> [ Crouch ] Medium Kick (Mantis)
        -> Gekiro
    	* (Mantis) DF + MK x DF + K
    
    (6) -> [ Crouch ] Light Punch (Crane)
        -> Jyasen
    	* (Crane) Hold DB for 2 seconds, c.LP x F + P
    
    (7) -> [ Crouch ] Light Kick (Crane)
        -> Jyasen
    	* (Crane) Hold DB for 2 seconds, c.LK x F + P
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick (Mantis)
        -> Medium Punch (Mantis)
        -> EX Gekiro
        -> EX Gekiro (completed)
    	* (Mantis) j.HK > F + MP x D, DF + KK, K (tap until completed)
    
    (2) -> [  Jump  ] Heavy Punch (Mantis)
        -> Light Punch (Mantis)
        -> Hyakurenko
    	* (jump-in) j.HP > s.LP (mash on LP)
    
    (3) -> Shakudan
        -> [ Crouch ] Light Punch (Crane)
        -> Jyasen
    	* (Crane) (jump-in) (hold DB) j.HK, j.HK > c.LP x F + P
    
    (4) -> Oga : Falling Kick
        -> Ryukoha
    	* (Crane) Hold D for 2 seconds, U + K, U, D > QCF, QCF + KKK
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch (Mantis)
        -> [ Crouch ] Light Punch (Mantis)
    	* (Mantis) s.MP > c.LP
    
    	Use the health bar trick if you're having trouble doing this link.
    
    (2) -> Medium Punch (Mantis)
        -> Medium Kick (Mantis)
    	* (Mantis) s.MP > s.MK
    
    	Use the health bar trick if you're having trouble with this link.
    
    (3) -> Medium Punch (Mantis)
        -> [ Crouch ] Light Kick (Crane)
    	* (Mantis) s.MP > KKK > c.LK
    
    	You have to switch really quickly after s.MP hits so as soon as you hit
    	KKK to switch, you can mash on c.LK to get it to come out.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Shakudan
        -> Ryukoha
    	* (Crane) (jump-in) j.HK, j.HK > QCF, QCF + KKK
    
    	What you're supposed to do is hit Dan with both j.HKs and when Gen
    	lands on the ground, immediately Ultra to Air Super Grab Dan and finish
    	the challenge off.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Medium Punch (Mantis)
        -> [ Crouch ] Light Kick (Crane)
        -> Heavy Zan'ei
        -> Zetsui
    	* (Mantis) s.MP > KKK (Crane) > c.LK > PPP (Mantis) > QCF + HP
    	> QCF, QCF + PPP
    
    	This is really complicated just because of the amount of button presses
    	you have to do. Once you get used to the switching which should
    	realistically take you at least 10 minutes, you have to get used to the
    	timing for doing the HP Super into Ultra. Basically it's just getting
    	the Ultra to come out as soon as the super ends or else the slow Ultra
    	will just miss.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Medium Punch (Mantis)
        -> [ Crouch ] Light Kick (Crane)
        -> EX Focus Attack
        -> Ryukoha
    	* (Mantis) (corner) s.MP > KKK (Crane) > c.LK x (tap) MP + MK
    	> (dash forward) > QCF, QCF + KKK
    
    	First off this combo has to be done in the corner to work and you have
    	to also practice the Crane part of this combo to get used to the
    	timing. You have to do the Ultra immediately after the forward dash
    	from the Focus Attack hit for this combo to work. One thing to make
    	note of is that once you add the Mantis MP, the combo will magically
    	feel a lot faster and you'll feel a lot more rushed to do this combo
    	for some reason. If for any reason you have trouble with the EX Focus
    	Attack, you just have to tap MP + MK as soon as you can after the Crane
    	version of crouching LK. The Focus Attack is going to hit Dan in the
    	air where you'll have a small window of time to Ultra Dan before he
    	falls. Just try to stay calm and get each part out as cleanly as
    	possible.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Punch (Mantis)
        -> [ Crouch ] Light Punch (Mantis)
        -> Medium Punch (Mantis)
        -> Zan'ei
        -> Ryukoha
    	* (Mantis) c.LP > c.LP > QCF + MP x QCF + P > KKK (Crane)
    	> QCF, QCF + KKK
    
    	This is a really difficult combo, if you have trouble with the links
    	use the health bar trick, especially to time the s.MP after the c.LPs.
    	The two c.LPs should be done in quick succession followed by a delay
    	before doing QCF + MP for the s.MP. Doing QCF + MP for s.MP is really
    	important because otherwise it'll be really hard to get the Super
    	cancel for Zan'ei. After that you can tap KKK to switch to Crane Stance
    	any time before Zan'ei ends. When it ends, you need to get the Ultra
    	out as soon as you recover from the Mantis Super for it to connect. You
    	can mash out the Ultra (Just keep doing QCF and hitting KKK until it
    	comes out) to get it if you need to so that does help a lot with
    	getting out the Ultra at the end if you're having trouble just trying
    	to do it at the end..
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Shakudan
        -> [ Crouch ] Light Punch (Mantis)
        -> Medium Punch (Mantis)
        -> Hyakurenko
        -> Zan'ei
        -> Heavy Gekiro
        -> Heavy Gekiro (completed)
    	* (Crane) (jump-in) j.HK, j.HK > PPP (Mantis) > c.LP (mash MP) > s.MP
    	x Hyakurenko (1 hit) x QCF, QCF + P > DF, DF + K, K (7 times)
    
    	Very tricky challenge. This combo is all about "intelligent mashing" if
    	that makes any sense. Basically how it works is you have to jump in on
    	Dan in Crane Stance and have j.HK hit twice before you land while at
    	the same time as the second hit of j.HK hits Dan, you have to switch to
    	Mantis Stance, that's the easy part. Now the rest involves a little
    	mashing.
    
    	The way I do the ground part of this combo is after I land, hold Down
    	and tap LP twice quickly and then following the same rhythm switch,
    	letting go of Down and start mashing on MP rapidly as i just do QCF
    	motion 3-4 times really quick as soon as i start pressing MP. Now the
    	only part that really gets frustrating is that you might be a little
    	off on the c.LP > s.MP part which is really annoying, but just keep
    	trying it until you eventually get it. Now if you do this right, block
    	or hit, you should see Gen do c.LP > s.MP (short standing uppercut) >
    	Hyakurenko (1 hit only) before the super comes out. If it hits doing
    	the last complete Heavy Gekiro is a little easier than doing it on it's
    	own.
    
    	Since it seems some people have had trouble or don't really use my
    	guide the entire way through, I have a little guide to doing the Normal
    	TRIAL for Gen's Gekiro so I will write it here as well. Basically
    	what's needed to do a completed Heavy Gekiro is just timing. You don't
    	want to mash and since you're catching Dan out of the air make sure to
    	input the command the other way as Gen's Zan'ei Super makes him change
    	sides. The timing for Gen's Heavy Gekiro is as follows:
    
    	1 --- 2 --- 3 -- 4 -- 5 - 6 78
    
    	So you're going to start off at a slow and steady rate and then just
    	start speeding up a little bit until the end where you're almost about
    	to start mashing, but not quite. Realize that there's this time frame
    	after each hit of the Gekiro that gets shorter as you press K.
    	Basically the game seems to be taking the time from the moment the
    	first hit of Gekiro hits to the time you press K again (up to a point)
    	as how long you have to press K again before Gen just falls and Gekiro
    	just ends. Kind of confusing I'm sure, but basically all it means is to
    	take your time and go as slowly as you can at first so you have plenty
    	of time to do it.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [CA]	Cammy
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Medium Kick
    	* s.MK
    
    (2) -> [ Crouch ] Medium Kick
    	* c.MK
    
    (3) -> Hooligan Suplex
    	* F + LP + LK
    
    (4) -> Frankensteiner
    	* B + LP + LK
    
    (5) -> Flying Neck Breaker
    	* (jump-in) LP + LK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Cannon Spike
    	* DF, DF + K
    
    (2) -> Spiral Arrow
    	* QCF + K
    
    (3) -> Quick Spin Knuckle
    	* HCB + P
    
    (4) -> Fatal Leg Twister
    	* DB, QCF, UF + P, LP + LK
    
    (5) -> Cannon Strike
    	* (jump-in) QCB + K
    
    (6) -> Spin Drive Smasher
    	* QCF, QCF + K
    
    (7) -> Gyro Drive Smasher
    	* QCF, QCF + KKK
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Cannon Spike
    	* (close) F + MP x D, DF + K
    
    (2) -> Heavy Punch
        -> Cannon Spike
    	* (close) F + HP x D, DF + K
    
    (3) -> [ Crouch ] Medium Kick
        -> Spiral Arrow
    	* c.MK x QCF + K
    
    (4) -> [ Crouch ] Medium Punch
        -> Spiral Arrow
    	* c.MP x QCF + K
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Cannon Spike
    	* (jump-in) j.HK > F + HP x D, DF + K
    
    (2) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Kick
        -> Heavy Spiral Arrow
        -> Spin Drive Smasher
    	* (jump-in) j.HK > c.MK x QCF + HK x QCF + K
    
    (3) -> Razor's Edge Slicer
        -> Spin Drive Smasher
    	* DB, QCF, UF + P
    	x (wait for slide kick to come out and hit) QCF, QCF + K
    
    	This might be a little tricky, but basically all you have to do is put
    	in the command for Hooligan Combination and when Cammy is about to
    	touch the ground, input QCF, QCF and when Cammy slide kicks across the
    	ground and hits Dan, hit K. If you did it right Cammy will do her Super
    	after it hits.
    
    (4) -> Quick Spin Knuckle
        -> Gyro Drive Smasher
    	* HCB + P > QCF, QCF + KKK
    
    	To get the Ultra to hit after the Quick Spin Knuckle is just about
    	getting the Ultra out as soon as you recover from the Spin Knuckle. You
    	can use the health bar trick to help with the timing if you're really
    	having trouble. Just pay attention to Dan's health bar and after you
    	see two lights disappear off of his health bar, that's the earliest
    	Cammy can get the Ultra out.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> [ Crouch ] Medium Kick
    	* (close) s.MP > c.MK
    
    	Use the health bar trick if you're having trouble with this
    	link.
    
    (2) -> [ Crouch ] Heavy Punch
        -> [ Crouch ] Medium Kick
    	* c.HP > c.MK
    
    	Use the health bar trick if you're having trouble with this
    	link.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Kick
        -> Light Punch
        -> [ Crouch ] Light Kick
        -> Heavy Spiral Arrow
        -> Spin Drive Smasher
    	* (jump-in) j.HK > (close) s.LK > s.LP > c.LK x QCF + HK
    	x QCF + K
    	
    	Only the links are a bit tricky, but you can use the health bar trick
    	to help with that. Other than that getting the Heavy Spiral Arrow in
    	Super should be relatively easy.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Kick
        -> Medium Punch
        -> [ Crouch ] Medium Kick
        -> Heavy Spiral Arrow
        -> Spin Drive Smasher
    	* (jump-in) j.HK > (close) s.LK > s.MP > c.MK x QCF + HK x QCF + K
    
    	Similar to the previous challenge ending with the easy special into
    	super buffer. Just use the health bar trick for the links.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Cannon Strike
        -> Light Kick
        -> Heavy Punch
        -> Cannon Spike
    	* (jump-in) QCB + K > (close) s.LK > F + HP x D, DF + K
    
    	Use the health bar trick for the link part and follow the steps to get
    	the s.HP into Cannon Spike to come out more easily. The F, D, DF motion
    	for the Cannon Spike instead of the DF, DF motion is more suited for
    	this combo.
    
    	If you are having trouble with the timing for the jump-in Cannon
    	Strike, there is an alternate way of doing it that might be easier for
    	some people though I've been told that it's a bit harder for some
    	people, regardless though the way to do it is to stand right next to
    	Dan and then quickly do:
    
    	** QCB, UF + K
    
    	If you do it right, Cammy should be doing the Cannon Strike as soon as
    	she jumps off the floor.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> EX Spiral Arrow
        -> Cannon Spike
        -> EX Focus Cancel
        -> Gyro Drive Smasher
    	* (corner) QCF + KK (1 hit) > DF, DF + K x FADC (dash back)
    	> QCF, QCF + KKK
    
    	This combo needs to be done in the corner for the Spike to be able to
    	hit after the EX Spiral Arrow. Also you need correct spacing for that
    	to work so start by pushing Dan into the corner and then back dashing
    	twice so that you're almost the entire screen away from Dan. Now when
    	you do the EX Spiral Arrow, only one hit will hit, but you will be able
    	to do a Cannon Spike right after it hits allowing you to FADC back and
    	then Ultra. The full Ultra won't hit, but you don't need it to for the
    	combo to count. Also note that if the Ultra isn't hitting, it's because
    	you're doing it too late.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Cannon Strike
        -> Heavy Punch
        -> Heavy Cannon Spike
        -> EX Focus Cancel
        -> Heavy Cannon Spike
        -> EX Focus Cancel
        -> Gyro Drive Smasher
    	* (jump-in) QCB + K > (close) F + HP x D, DF + HK x FADC (dash forward)
    	> DF, DF + HK x FADC (dash back) > QCF, QCF + KKK
    
    	The combo requires you to be comfortable with FADCing so if you aren't
    	this combo is going to be hellish. If however you are okay with it,
    	this combo is pretty easy. It can be done anywhere on the screen. I
    	suggest going through the other trials before returning to this one as
    	it can be frustrating to force yourself to keep doing this unless you
    	really are like I said, comfortable with FADCing.
    
    	Also for those who are already comfortable with FADC, but are still
    	having trouble. The Cannon Strike has to be done as close to Dan's gut
    	as possible for the rest of the combo to work and the second Heavy
    	Cannon Spike needs to be delayed for it to work because the first
    	Cannon Spike launches Dan really high into the air so you're forced to
    	wait or you'll miss.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [FE]	Fei Long
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Shushugai
    	* F + LP + LK
    
    (2) -> Tenshou Tousaikyaku
    	* B + LP + LK
    
    (3) -> Chokkarakusho
    	* F + MK
    
    (4) -> Engekishu
    	* F + HK
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Rekkaken
        -> Rekkaken
        -> Rekkaken
    	* (1) QCF + P, (2) QCF + P, (3) QCF + P
    
    	If you're having trouble getting out the three hits properly, just wait
    	until the move hits before putting in the next QCF + P.
    
    (2) -> Shienkyaku
    	* DB, DB + K
    
    (3) -> Rekkukyaku
    	* DB, QCF, UF + K
    
    (4) -> Tenshin
    	* HCB + K
    
    (5) -> Rekkashinken
    	* QCF, QCF + P
    
    (6) -> Rekkashingeki
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Punch
        -> Rekkaken
        -> Rekkaken
        -> Rekkaken
    	* c.LP x (1) QCF + P, (2) QCF + P, (3) QCF + P
    
    (2) -> Medium Kick
        -> Shienkyaku
    	* (close) B + MK x D, DB + K
    
    (3) -> Heavy Punch
        -> Light Rekkukyaku
    	* (close) s.HP x DB, QCF, UF + LK
    
    (4) -> Heavy Kick
        -> EX Focus Attack
    	* (close) s.HK x (tap) MP + MK
    
    	You can do this anywhere on the screen if you tap MP + MK fast enough
    	after the close standing HK hits. If you're too slow Dan will be able
    	to block the Focus Attack.
    
    (5) -> [ Crouch ] Medium Kick
        -> Rekkashinken
    	* c.MK x QCF, QCF + P
    
    	There's a trick to doing this that's still a bit difficult, but easier
    	than doing this how it was originally intended. Try:
    
    	** QCF, QCF, D + MK, P
    
    	Try to let go of Down and MK as fast as soon as you can before tapping
    	any Punch button.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Light Punch
        -> Rekkaken
        -> Rekkaken
        -> Rekkaken
    	* (jump-in) j.HK > c.LP x (1) QCF + P, (2) QCF + P, (3) QCF + P
    
    (2) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Light Rekkukyaku
    	* (jump-in) j.HK > s.HP x DB, QCF, UF + LK
    
    (3) -> Tenshin
        -> Heavy Punch
        -> Shienkyaku
    	* HCB + K > B + HP x D, DB + K
    
    (4) -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Medium Punch
        -> Rekkashinken
    	* (jump-in) j.HP > c.MP x QCF, QCF + P
    
    	This is a bit hard since if you do it late the Super will still come
    	out, but it will come out after the c.MP hits and that means Dan will
    	block the super. There aren't really any tricks you can rely on to do
    	this combo and it's just about speed really. You just have to keep
    	practicing c.MP x QCF, QCF + P until you can get it to combo and then
    	add the j.HP.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Medium Punch
        -> [ Crouch ] Light Punch
    	* c.MP > c.LP
    
    	Use the health bar trick if this link gives you trouble.
    
    (2) -> Medium Punch
        -> [ Crouch ] Medium Punch
    	* (close) s.MP > c.MP
    
    	Use the health bar trick if this link gives you trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Heavy Rekkukyaku
        -> Heavy Punch
        -> Rekkaken
        -> Rekkaken
        -> Rekkaken
    	* DB, QCF, UF + HK > s.HP x (1) QCF + P, (2) QCF + P, (3) QCF + P
    
    	The only difficult part of this combo is getting that s.HP after the HK
    	Rekkukyaku. The rest of the combo is pretty standard. I'm not too sure
    	on the timing as it just seems like you need to get the s.HP as soon as
    	you recover, but there aren't any tricks to getting that and it'll just
    	seem like Dan will randomly block afterwards. Just be persistent with
    	this combo and don't rush the Rekkakens as that's the worse thing to
    	screw up on since it should be really easy to get them if you aren't
    	rushing.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> [ Crouch ] Medium Punch
        -> [ Crouch ] Medium Kick
        -> Rekkashinken
    	* (jump-in) j.HK > c.MP > c.MK x QCF, QCF + P
    
    	I couldn't find a trick for getting the c.MK into Fei Long's Super so I
    	believe the only way to get it is to just be really fast. Use the
    	health bar trick if you're having trouble with the c.MP into c.MK link.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Punch
        -> [ Crouch ] Medium Punch
        -> [ Crouch ] Medium Punch
        -> Heavy Rekkashinken
    	* (jump-in) j.HK > (close) s.LP > c.MP > c.MP x QCF, QCF + HP
    
    	Again the name of the game is speed here so again the only advice I can
    	give you is use the health bar trick for the links and then be
    	persistent with getting the Super to cancel from the c.MP links.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Heavy Rekkukyaku
        -> Heavy Punch
        -> Shienkyaku
        -> EX Focus Cancel
        -> Rekkukyaku
    	* (close) DB, QCF, UF + HK > s.HP > DB, DB + K x FADC (dash forward)
    	> DB, QCF, UF + K
    
    	This is a really annoying combo because of the need to get the s.HP
    	after the HK Rekkukyaku and then getting the flame kick out after is
    	also a bit difficult when combined with the need to FADC. I found that
    	doing s.HP and then quickly tapping DB, DB + K after the HK Rekkukyaku
    	to be easier since you have more time to put it in than with other
    	combos. Then it's just a matter of dashing forward after the FADC and
    	doing the last Rekkukyaku.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Light Punch
        -> Heavy Punch
        -> Shienkyaku
        -> EX Focus Cancel
        -> Rekkashingeki
    	* (jump-in) j.HK > (close) s.LP > s.HP x DB, DB + K
    	x FADC (dash forward) > QCF, QCF + PPP
    
    	Not as difficult as the last combo, but can be a little tricky. Use the
    	health bar trick to help with the close s.LP into close s.HP. Again I
    	also like to use the DB, DB + K motion instead of the B + HP x D,
    	DB + K motion for this combo because I just find it easier myself, but
    	you can use whichever you find suits you more. After that it's just
    	dashing forward and doing the Ultra and you don't have to be absolutely
    	perfect, but note that if Dan is at your head or lower when you
    	activate the Ultra it won't hit him and you'll have to start over.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [AK]	Akuma
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
    	* j.HK
    
    (2) -> Heavy Kick
    	* s.HK
    
    (3) -> Goshoha
    	* F + LP + LK
    
    (4) -> Syuretto
    	* B + LP + LK
    
    (5) -> Zugaihasatsu
    	* F + MP
    
    (6) -> Tenmakujinkyaku
    	* (jump-in) D + MK at the top of your jump
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Gohadoken
    	* QCF + P
    
    (2) -> Shakunetsu Hadoken
    	* HCB + P
    
    (3) -> Zanku Hadoken
    	* (jump-in) QCF + P
    
    (4) -> Goshoryuken
    	* DF, DF + P
    
    (5) -> Tatsumaki Zankukyaku
    	* QCB + K
    
    (6) -> Airborne Tatsumaki Zankukyaku
    	* (jump-in) QCB + K
    
    (7) -> Hyakki Gosai
    	* DF, DF + K, LP + LK
    
    (8) -> Ashura Senku
    	* DF, DF or DB, DB + PPP or KKK
    
    (9) -> Raging Demon
    	* LP, LP, F, LK, HP
    
    (10) -> Wrath of the Raging Demon
    	* LP, LP, B, LK, HP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
        -> Gohadoken
    	* (close) s.HP x QCF + P
    
    (2) -> [ Crouch ] Medium Kick
        -> Tatsumaki Zankukyaku
    	* c.MK x QCB + K
    
    (3) -> [ Crouch ] Heavy Punch
        -> Goshoryuken
    	* DF + HP x DF + HP
    
    (4) -> Heavy Kick
        -> EX Focus Attack
    	* (close) s.HK (1 hit) x (tap) MP + MK
    
    	Just tap MP + MK as fast as you can after tapping HK. You want to get
    	the Focus Attack out after the first hit from the close standing HK or
    	it won't come out after the second hit comes out.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Light Tatsumaki Zankukyaku
        -> Goshoryuken
    	* (jump-in) j.HK > s.HP x QCB + LK > DF, DF + P
    
    (2) -> Focus Attack
        -> Heavy Punch
        -> EX Tatsumaki Zankukyaku
        -> Heavy Goshoryuken
    	* (corner) MP + MK (level 3) > (dash forward) s.HP x QCB + KK
    	> DF, DF + HP
    
    (3) -> Hyakki Gojin
        -> Heavy Punch
        -> Gohadoken
    	* DF, DF + K, K > s.HP x QCF + P
    
    (4) -> EX Zanku Hadoken
        -> Shakunetsu Hadoken
        -> Heavy Goshoryuken
    	* (corner) (jump-in) QCF + PP, QCB + P > DF, DF + HP
    
    	Can be a little tricky, but shouldn't take more than a couple tries to
    	get. Push Dan into the corner and then dash back three times before
    	starting. When you jump forward wait until you're half way down from
    	the jump before throwing your EX air fireball and when you land you
    	have to wait until the second fireball hits Dan for you to be able to
    	do the Shakunetsu Hadoken. Any strength works and after the fireball
    	hits, you can throw out an HP uppercut as soon as you recover from the
    	Shakunetsu Hadoken.
    
    (5) -> Focus Attack
        -> Wrath of the Raging Demon
    	* MP + MK (level 3) > (dash back) LP, LP, F, LK, HP
    
    	Make sure to dash back after the level 3 Focus Attack so that you don't
    	actually hit Dan with anything before the Ultra comes out.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> Heavy Punch
    	* c.LK > c.LP > s.HP
    
    (2) -> Heavy Kick
        -> [ Crouch ] Light Kick
    	* (far) s.HK > c.LK
    
    	You have to do the far version of Akuma's HK which is the two
    	roundhouse kicks instead of the high kick version. Use the health bar
    	trick if you need help trying to get the ending crouching LK.
    
    (3) -> Light Punch
        -> Heavy Kick
    	* (close) s.LP > s.HK
    
    	You need to be as close to Dan as you can before you start this so that
    	your HK is the high kick instead of the two roundhouses.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Medium Kick
        -> Gohadoken
        -> EX Focus Cancel
        -> Heavy Punch
        -> Heavy Goshoryuken
    	* c.MK x QCF + P x FADC (dash forward) > F + HP x D, DF + HP
    
    	This really only requires speed to do it. No tricks, nothing really
    	complicated. Just have to stand as close to Dan before starting and do
    	everything quickly. Also be sure to remember you have to tap F + HP
    	after the dash otherwise you will get a fireball instead of an
    	uppercut. If you're getting a fireball then you're not tapping F
    	essentially three times, you're only doing it twice.
    
    
    	As a note if it helps, I use an LP Gohadoken when I do this combo
    	because I really don't like mashing out stuff so doing an QCF + LP
    	followed by MP + MK into forward dash and HP makes it so my fingers
    	only need to press anything really just once and I can be a bit faster
    	and cleaner with my execution with that.
    
    	+ Thanks to 'The Flood' for cuing me in on the fact that it may be a
    	little easier if you don't start off right next to Dan when you start
    	this combo as if you're a bit further away you have a little more time
    	after the c.MK x Gohadoken for the dash in s.HP, not much more, but
    	still every little bit helps when you're having trouble. Though note as
    	well that you can't stand at the max distance of Akuma's c.MK or Dan
    	will be able to block the Gohadoken. Just move back a step or two if
    	you are finding it difficult to connect the close s.HP after FADCing
    	the Gohadoken.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> Heavy Punch
        -> Light Tatsumaki Zankukyaku
        -> Heavy Goshoryuken
    	* c.LK > c.LP > (close) s.HP x QCB + LK > DF, DF + HP
    
    	The only hard part about this is distance, make sure you're as close to
    	Dan as possible so that the third hit (s.HP) is his close gut punch
    	version instead of his straight punch since the straight punch can't be
    	canceled into anything. The rest should be easy.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> Heavy Kick
        -> [ Crouch ] Light Kick
        -> Light Tatsumaki Zankukyaku
        -> Heavy Goshoryuken
    	* (far) s.HK (1 or 2 hits) > c.LK x QCB + LK > DF, DF + HP
    
    	This isn't really that difficult as the timings are pretty easy. Just
    	make sure you're doing the combo after back dashing away from Dan once
    	so that you're doing the two roundhouse kicks and that those kicks keep
    	you close enough to Dan so you can get the c.LK afterwards.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> Hyakki Gojin
        -> Light Punch
        -> [ Crouch ] Heavy Punch
        -> Light Tatsumaki Zankukyaku
        -> Heavy Goshoryuken
    	* DF, DF + K, K > s.LP > c.HP x QCB + LK > DF, DF + HP
    
    	You can do this combo anywhere on the screen, just make sure when you
    	do Akuma's Demon Flip (Hyakkishu) that the dive kick during it hits Dan
    	head or chest or else you won't be close enough for the c.HP to hit
    	after the s.LP.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Kick
        -> Heavy Kick
        -> [ Crouch ] Light Kick
        -> EX Tatsumaki Zankukyaku
        -> EX Goshoryuken
    	* (left corner) (jump-in) j.HK > s.HK (2 hits) > c.LK x QCB + KK
    	> DF, DF + PP
    
    	This is an odd combo in that for some reason it doesn't work if Dan is
    	in the right corner, but it works in the left corner. For some reason
    	after the two roundhouse kicks hit, when you link the c.LK  into EX
    	Tatsumaki it throws Dan out behind Akuma instead of throwing him back
    	into the corner so to avoid this just do it in the left corner instead.
    
    	Aside from that stupid issue, you need to also be at the right distance
    	for this to go smoothly so start by pushing Dan into the left corner
    	and the back dashing three times and then tap forward twice so you're
    	moving forward two steps before starting the combo. At this distance
    	everything should go fine as long as your timing is correct.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [GO]	Gouken
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
    	* j.HK
    
    (2) -> [ Crouch ] Medium Kick
    	* c.MK
    
    (3) -> Sakotsukudaki
    	* F + MP
    
    (4) -> Tenmakujinkyaku
    	* (jump-in) D + MK at the top of your jump
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Gohadoken
    	* QCF + P
    
    (2) -> Senkugoshoha
    	* DF, DF + P
    
    (3) -> Tatsumaki Gorasen
    	* QCB + K
    
    (4) -> Airborne Tatsumaki Senpukyaku
    	* (jump-in) QCB + K
    
    (5) -> Hyakki Gosai
    	* DF, DF + K, LP + LK
    
    (6) -> Kongoshin
    	* DB, DB + P or K
    
    (7) -> Forbidden Shoryuken
    	* QCF, QCF + P
    
    (8) -> Shin Shoryuken
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
        -> Senkugoshoha
    	* (close) F + HP x D, DF + P
    
    (2) -> Heavy Punch
        -> Light Gohadoken
    	* (close) s.HP x QCF + LP
    
    (3) -> [ Crouch ] Medium Punch
        -> Heavy Tatsumaki Gorasen
    	* c.MP x QCB + HK
    
    (4) -> [ Crouch ] Heavy Punch
        -> Senkugoshoha
    	* DF + HP x DF + P
    
    (5) -> Heavy Kick
        -> Forbidden Shoryuken
    	* (close) s.HK (1 hit) x QCF, QCF + P
    
    	This is difficult if you try to do it like how it seems like the game
    	wants you to do it, but there's a shortcut to doing this a lot easier.
    	Try doing the combo like this:
    
    	** QCF + HK x QCF + P
    
    	If you do this right, you should be able to do the combo quite easily.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Medium Kick
        -> Heavy Punch
        -> Light Gohadoken
    	* (jump-in) j.MK > s.HP x QCF + LP
    
    (2) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> EX Senkugoshoha
        -> Heavy Senkugoshoha
    	* (jump-in) j.HK > F + HP x D, DF + PP > DF, DF + HP
    
    	I found that doing the original F, D, DF motion instead of the DF, DF
    	shortcut for the first Senkugoshoha to be easier because of the s.HP
    	that precedes it. The HP Senkugoshoha afterwards should be done as soon
    	as Dan starts falling down, because that's when Gouken recovers.
    
    	I would really suggest for you to try this combo outside of the corner
    	because the timing is different and sometimes your second Senkugoshoha
    	will go under Dan which means your combo won't count.
    
    (3) -> Focus Attack
        -> Heavy Punch
        -> Senkugoshoha
        -> Forbidden Shoryuken
    	* MP + MK (level 3) > (dash forward) F + HP x D, DF + P > QCF, QCF + P
    
    	This combo can be a little tricky if you're not quick enough. You're
    	supposed to put in QCF, QCF + P after doing the motion for
    	Senkugoshoha, but you have to hit P for the Super right when the
    	Senkugoshoha hits.
    
    (4) -> Tenmakujinkyaku
        -> [ Crouch ] Medium Punch
        -> Heavy Tatsumaki Gorasen
    	* (jump-in) D + MK at the top of your jump > c.MP x QCB + HK
    
    	This can be a little difficult, you want the dive kick to hit Dan in
    	the leg and not the chest or the c.MP won't hit. To get the right
    	distance for this combo, you have to start by standing next to Dan and
    	then dash back three times before you start this combo.
    
    (5) -> Hyakki Gojin
        -> Heavy Punch
        -> Senkugoshoha
    	* DF, DF + K, K > F + HP x D, DF + P
    
    	Not that difficult, just tap the K after Gouken jump flips forward when
    	you're close to Dan's head. If you do it late the rest of the combo
    	should be easy.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> [ Crouch ] Light Punch
    	* (close) s.MP > c.LP
    
    	Use the health bar trick if this link gives you trouble.
    
    (2) -> Medium Punch
        -> [ Crouch ] Medium Kick
    	* (close) s.MP > c.MK
    
    	Use the health bar trick if this link gives you trouble.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> Amaoroshi
        -> Shin Shoryuken
    	* B + LP + LK > QCF, QCF + PPP
    
    	This is a fun little combo that is also pretty useful in a real match.
    	Basically it's Gouken's back throw where he tosses Dan over his head
    	and behind him. If you just do the Ultra as soon as you can it'll just
    	be like Gouken's Super is hitting. If you wait a little bit before
    	doing the Ultra, you can hit Dan with the whole thing. Not really
    	important for the combo, but good to just know.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> Heavy Punch
        -> EX Senkugoshoha
        -> EX Focus Cancel
        -> Shin Shoryuken
    	* (jump-in) j.HP > F + HP x D, DF + PP (2 hits) x FADC (dash forward)
    	> QCF, QCF + PPP
    
    	Not all that difficult, just remember to wait for the second hit of the
    	EX Senkugoshoha to go off before trying to FADC or the combo won't
    	work. Also don't rush the FADC on the second hit because you actually
    	have to be a little later than it seems or you can screw up the timing
    	and you'll get a Focus Attack instead even though you put in the
    	command to dash, only the Focus Attack will come out. It's strange, but
    	it's good to remember that so you can slow down. I would recommend
    	doing this combo outside of the corner just because it's actually
    	easier to get the Shin Shoryuken to hit outside of the corner without
    	worrying about going past Dan when he gets knocked into the air from
    	your EX Senkugoshoha.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> [ Crouch ] Heavy Punch
        -> EX Senkugoshoha
        -> EX Gohadoken
        -> Shin Shoryuken
    	* (corner) (jump-in) j.HP > DF + HP x DF + PP > QCF + PP
    	> QCF, QCF + PPP
    
    	The end part of this combo can be tricky. You have to pay attention to
    	Dan when he gets knocked up into the air from the EX Senkugoshoha. When
    	he starts falling you have to get the EX Gohadoken out as soon as he
    	falls onto his name under his health bar. This will allow both hits of
    	the Gohadoken to hit and if you immediately get the Ultra out, it
    	should hit. Remember though, it doesn't matter if both of the fireballs
    	hit, you can still miss the Ultra so make sure you're throwing it out
    	at the specified time I outlined.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [  Jump  ] Heavy Punch
        -> Medium Punch
        -> [ Crouch ] Light Punch
        -> Tatsumaki Gorasen
        -> EX Focus Cancel
        -> Shin Shoryuken
    	* (corner) (jump-in) j.HP > s.MP > c.LP x QCB + HK
    	x FADC (dash forward) > QCF, QCF + PPP
    
    	This combo is quite a bit tricky only because you have to link into
    	Gouken's vertical hurricane kick and then you have to FADC forward,
    	immediately followed with your Ultra. It's really just speed and
    	execution which makes this hard since there aren't really any tricks.
    	Also make sure to use the HK version for the Tatsumaki Gorasen as it's
    	the easiest one to do this combo with.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Gohadoken
        -> EX Focus Attack
        -> [ Crouch ] Heavy Punch
        -> EX Senkugoshoha
        -> EX Gohadoken
        -> Shin Shoryuken
    	* (corner) QCF + LP (2 hits) x MP + MK (level 2)
    	> (dash forward) DF + HP x DF + PP > QCF + PP > QCF, QCF + PPP
    
    	This combo must be done in the corner for everything to combo properly.
    	This isn't really a difficult combo compared to the last one, but it is
    	pretty fun in my honest opinion. You start by charging up the LP
    	Gohadoken so that it does two hits instead of one. For this you have to
    	memorize how long it takes for you to get a fully charged Gohadoken so
    	that you can cancel the moment you shoot the fireball out with a Focus
    	Attack charged up to level 2. Once that is done the rest of the combo
    	should be pretty easy as it's pretty much the ending of Gouken's Hard
    	Level 3 challenge.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -------------------------------------------------------------------------------
    [SE]	Seth
    -------------------------------------------------------------------------------
    
    NORMAL Level 1	 	```````````````````````````````````````````````````````
    (1) -> Heavy Punch
    	* s.HP
    
    (2) -> [ Crouch ] Heavy Punch
    	* c.HP
    
    (3) -> Yosokyaku
        -> Yosokyaku
        -> Yosokyaku
    	* (jump-in) (1) D + MK, (2) D + MK, (3) D + MK
    
    	You have to jump forward when he's about to land on the ground. If you
    	do that you should be right on top of him by the time you reach the top
    	of your jump which should make doing the first D + MK easy. The rest
    	should come easy after the first one hits.
    
    (4) -> Tenmakujinkyaku
    	* (jump-in) D + HK at the top of your jump
    
    NORMAL Level 2	 	```````````````````````````````````````````````````````
    (1) -> Sonic Boom
    	* QCF + P
    
    (2) -> Shoryuken
        -> Shoryuken
        -> Shoryuken
    	* (1) DF, DF + P, (2) DF, DF + P, (3) DF, DF + P
    
    	When I first started this combo I found the three Shoryukens to be a
    	real pain to do. There is a simple way to get this though and that is
    	to space out the first Shoryuken and the second two Shoryukens. First
    	get the  F + HP x D, DF + P and then you can wait a little bit before
    	just hitting DF and any Punch button until the rest of the Shoryukens
    	come out.
    
    (3) -> Hyakuretsukyaku
    	* QCB + K
    
    (4) -> Tanden Engine
    	* QCB + P
    
    (5) -> Spinning Piledriver
    	* 360 + P
    
    (6) -> Yoga Teleport
    	* DF, DF or DB, DB + PPP or KKK
    
    (7) -> Tandem Storm
    	* QCF, QCF + P
    
    (8) -> Tanden Stream
    	* QCF, QCF + PPP
    
    NORMAL Level 3	 	```````````````````````````````````````````````````````
    (1) -> Medium Punch
        -> Sonic Boom
    	* (close) s.MP x QCF + P
    
    (2) -> Heavy Punch
        -> Shoryuken
        -> Shoryuken
        -> Shoryuken
    	* (close) F + HP x (1) D, DF + P, (2) DF, DF + P, (3) DF, DF + P
    
    (3) -> Medium Kick
        -> Hyakuretsukyaku
    	* (close) s.MK x QCB + K
    
    (4) -> Heavy Kick
        -> Tanden Storm
    	* (close) s.HK (1 hit) x QCF, QCF + P
    
    	Hard if you do it the way it's shown, but there's an easier way to do
    	this combo and that's:
    
    	** QCF, QCF, HK, HP
    
    	If you do it right, Seth will cancel into his Super as soon as his heel
    	hits Dan's head.
    
    (5) -> [ Crouch ] Heavy Punch
        -> Tanden Stream
    	* c.HP (2 hits) > QCF, QCF + PPP
    
    	You have to let both hits from the c.HP hit first before you start
    	doing the QCF, QCF + PPP for the Ultra or you'll either the Super or
    	nothing.
    
    NORMAL Level 4	 	```````````````````````````````````````````````````````
    (1) -> [  Jump  ] Heavy Kick
        -> Medium Punch
        -> Sonic Boom
        -> Tanden Storm
    	* (jump-in) j.HK > s.MP x QCF + P x QCF + P
    
    (2) -> [  Jump  ] Heavy Kick
        -> Heavy Punch
        -> Shoryuken
        -> Shoryuken
        -> Shoryuken
    	* (jump-in) j.HK > F + HP x (1) D, DF + P, (2) DF, DF + P,
    	(3) DF, DF + P
    
    (3) -> Tanden Engine
        -> Heavy Punch
        -> Shoryuken
        -> Shoryuken
        -> Shoryuken
    	* (jump-in) QCB + P > F + HP x (1) D, DF + P, (2) DF, DF + P,
    	(3) DF, DF + P
    
    	This isn't really that difficult, just tap on F + HP after doing the
    	Tanden Engine and sucking Dan closer to you and when the F + HP hits,
    	quickly do the D, DF + P to get the Shoryuken and then mash out DF + P
    	to get the rest of the Shoryukens to come out.
    
    (4) -> Tenmakujinkyaku
        -> [ Crouch ] Medium Punch
        -> Light Hyakuretsukyaku
    	* (jump-in) D + HK at the top of your jump > c.MP x QCB + LK
    
    	Try to hit Dan in the legs with the Tenmakujinkyaku (dive kick) for the
    	best results in hitting with the rest of the combo when you land.
    
    (5) -> Focus Attack
        -> [ Crouch ] Heavy Punch
        -> Yosokyaku
        -> Yosokyaku
        -> Yosokyaku
    	* (corner) MP + MK (level 3) > (dash forward) c.HP (1 hit)
    	> (jump forward) (1) D + MK, (2) D + MK, (3) D + MK
    
    	Usually c.HP does two hits, but after the level 3 Focus Attack hits and
    	you dash forward, only one hit connects, but it's the hit that knocks
    	Dan into the air so that's all that matters. After that you just jump
    	forward and mash on D + MK to get out the three Yosokyaku.
    
    NORMAL Level 5	 	```````````````````````````````````````````````````````
    (1) -> Light Punch
        -> Heavy Punch
    	* (close) s.LP > s.HP
    
    	Use the health bar trick if you're having trouble with this link.
    
    (2) -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
    	* c.LP > c.MP
    
    	Use the health bar trick if you're having trouble with this link.
    
    HARD Level 1	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Light Punch
        -> [ Crouch ] Medium Punch
        -> Light Hyakuretsukyaku
    	* c.LK > c.LP > c.LP > c.MP x QCB + LK
    
    	Use the health bar trick if you're having trouble with the links in
    	this combo.
    
    HARD Level 2	 	```````````````````````````````````````````````````````
        -> Light Shoryuken
        -> Yosokyaku
        -> Yosokyaku
        -> Yosokyaku
        -> Tenmakujinkyaku
    	* DF, DF + LP > (jump forward) (1) D + MK, (2) D + MK, (3) D + MK
    	> (while still in the air) D + HK
    
    	This seems more difficult than it really is. Stand close to Dan and
    	wait for Dan to jump up before doing the Light Shoryuken. You need to
    	hit Dan when he's at the top of his jump so that the rest of the combo
    	comes out more smoothly. When you land from the Light Shoryuken you
    	have to jump forward with D + MK and then get a rhythm going so you can
    	get the rest of the Yosokyakus relatively quickly followed by a dive
    	kick with D + HK since Seth will reach the top of his jump really
    	quickly after the three Yosokyakus hit.
    
    HARD Level 3	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Heavy Punch
        -> EX Tanden Engine
        -> [ Crouch ] Heavy Punch
        -> EX Tanden Engine
        -> [ Crouch ] Heavy Punch
        -> Tanden Stream
    	* c.HP (2 hits) x QCB + PP > c.HP (2 hits) x QCB + PP > c.HP
    	> QCF, QCF + PPP
    
    	Seems tricky at first, but it's actually not that difficult. Just get
    	down the timing for canceling EX Tanden Engines on the second hit of
    	c.HP. The last part is just linking the Ultra after the 2 hits from the
    	c.HP. Also note that you cannot do this combo in the corner, it's
    	impossible because Dan won't get sucked in by the EX Tanden Engine
    	because of the way he falls.
    
    HARD Level 4	 	```````````````````````````````````````````````````````
        -> [ Crouch ] Light Kick
        -> [ Crouch ] Light Punch
        -> Heavy Punch
        -> EX Sonic Boom
        -> EX Focus Attack
        -> Tanden Stream
    	* (corner) c.LK > c.LP > s.HP x QCF + PP x MP + MK (level 2)
    	> (dash forward) QCF, QCF + PPP
    
    	The links are pretty easy in this combo, just stand as close to Dan as
    	much as possible before starting this combo.
    
    	Make note that when you're trying to Focus Attack during Seth's EX
    	Sonic Boom you have to start holding MP + MK when Seth throws out the
    	second Sonic Boom, you can't do it during the first because it won't
    	come out. After that you can dash forward or backward, doesn't really
    	matter, and just Ultra Dan for the finish.
    
    HARD Level 5	 	```````````````````````````````````````````````````````
        -> Heavy Punch
        -> Sonic Boom
        -> EX Focus Attack
        -> Heavy Punch
        -> Sonic Boom
        -> EX Focus Attack
        -> [ Crouch ] Heavy Punch
        -> Tanden Stream
    	* (close) s.HP x QCF + P x MP + MK (level 2) > (dash forward) s.HP
    	x QCF + P x MP + MK (level 2) > (dash forward) c.HP > QCF, QCF + PPP
    
    	This combo can be annoying to get just because you have to watch your
    	timing since you're doing two reps of s.HP x QCF + P x level 2 Focus
    	Attack then changing into c.HP and linking the Ultra afterwards.
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + VII	General Q & A	[QA]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Q: What's this health bar trick?
    A: Hit the opponent and look at the opponent's health bar when you do. You'll
    see a light appear from the timer that slides towards the character's portrait.
    That's the timing for when you recover so you need to time your attack so that
    your next attack hits right after the light disappears for it to count as a
    combo, otherwise your opponent will be able to block your next attack.
    
    Q: HEY! My time is shorter than what's listed in your guide for Time Attack!
    A: E-mail me and let me know =] I always like making my guide more precise.
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + VIII	Contact Info	[CI]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    E-MAIL: j.siky.n@gmail.com
    PSN ID: JSiky
    
    All thanks can be directed to either addresses.
    
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + IX	Credit		[CR]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    I would like to thank a few people/organizations here for the help with this
    guide:
    
    - CAPCOM
    		Thanks for making SF4!
    
    - GameFAQs
    		For being the original host for my guide.
    
    - The Flood
    		For his helpful tips for E. Honda's Hard 4, Akuma's Hard 1 and
    		Dhalsim's Hard 1 challenges.
    
    - Dan
    		From GameZone.com for leading me to a new and easier method for
    		doing Sagat's Fake Kick.
    
    - Sh0dan_PT
    		For giving me a tip on how to make E. Honda's Hard 2 a little
    		easier to do.
    
    - TerribleChoice
    		For giving me the great trick for doing Dhalsim's Hard 5 much
    		more easily.
    
    - Hector Guerra
    		For letting me know about the buffer for getting out the Ultra
    		more easily for C. Viper's Hard 2 challenge.
    
    - Sneaky Rene
    		For grabbing my attention and putting it on Gen as to reword
    		his Hard 4 challenge to be more easily understood.
    
    - Spencer Haugen
    		For notifying me of a description error on Capcom's part where
    		Normal Time Attack 19 listed the wrong challenge effects.
    
    - The Pain
    		For giving me this helpful tip on how to do Dan's Hard 3
    		challenge without FADCing.
    
    I have also authorized the following sites to host my guide:
    
    Neoseeker	www.neoseeker.com
    Games Radar	www.gamesradar.com
    Super Cheats	www.supercheats.com
    IGN		faqs.ign.com
    
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    + X	Copyright	[CO]						      +
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    The information expressed in this guide is copyright to me, James Nguyen
    (Siky). By no means are you permitted to call this guide or information within
    this guide your own. You are not allowed to illegally host this file on your
    website without permission of myself first. Please contact me first if you wish
    to host this file, or use this information elsewhere.