STREET FIGHTER ALPHA 3 FAQ v2.2
for the Arcade
by Chris MacDonald

 Unpublished work Copyright 1998-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
                
The Street Fighter game series and the Final Fight series are (c)
Capcom of Japan and (c) Capcom of America.


 =================
 TABLE OF CONTENTS
 =================

 1.  HOW TO PLAY
       - Basic Commands
       - Basic Abilities
       - ISM Comparison List
       - Mode Explanations
 2.  CHARACTER MOVES LIST
       - Adon
       - Akuma
       - Birdie
       - Blanka
       - Cammy
       - Charlie
       - Chun-Li
       - Cody
       - Dan Hibiki
       - Dhalsim
       - Edmond Honda
       - Gen
       - Guy
       - Karin Kanzuki
       - Ken Masters
       - M. Bison
       - Rainbow Mika (Mika Nanakawa)
       - Rolento Schugerg
       - Rose
       - Ryu
       - Sagat
       - Sakura Kasugano
       - Sodom
       - Vega
       - Zangief
 3.  HIDDEN CHARACTER MOVES LIST
       - Balrog
       - Juli
       - Juni
 4.  SECRETS AND CODES
 5.  MISCELLANEOUS
       - ISM Information
       - Ability Information
       - Charts A Plenty
       - Boss Battle Chart
       - Pre-Fight Animations
       - Translations
       - Endings
       - Victory Symbols
 7.  AUTHOR'S NOTE
       - Revision History
       - Special Thanks

There is a companion file to this FAQ, the SFZ3 PlayStation FAQ, which
can also be found at the sites listed above.  That FAQ is for the
Japanese PSX version of SFA3, but even if you have the US version, it's
probably the one you're gonna want to read instead of this one, since
this FAQ focuses on the arcade version of SFA3.

Please note that there are both beta and final versions of SFA3 that
have been distributed.  If you don't know what your machine is, check
to see if it has character introductions, endings, or boss encounters.
The beta version doesn't have any of these features.


=========================================================================
  1.  HOW TO PLAY
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC COMMANDS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section outlines the basic controls for all characters:

 (controller directions and results)

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Block       Neutral         Walk Forward
    / | \
  db  d  df      Crouch / Low Block      Crouch          Offensive Crouch


 (button layout and effect)

 LP  MP  HP      Light Punch         Medium Punch        Hard Punch

 LK  MK  HK      Light Kick          Medium Kick         Hard Kick


 (FAQ abbreviations)

  qcf / qcb  -  Press (d,df,f) or (d,db,b) on the control pad.
  hcf / hcb  -  Press (b,db,d,df,f) or (f,df,d,db,b) on the control pad.
  Rotate 360 -  Rotate the control pad in a complete circle.  You can
                start and end the circle at any point (i.e. start at uf
                and end at uf, or b to b, etc.)  The shorthand motion for
                this is f,df,d,db,b,ub or the reverse.
  Rotate 720 -  Perform the 360 motion twice (two full rotations).
  PP / PPP   -  Press any two / all three Punch buttons.
  KK / KKK   -  Press any two / all three Kick buttons.
  (air)      -  The move can be performed while on the ground, or while
                in the air (during a jump or after an air recovery).
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or MK through HP).
  xav / XAV  -  You can cancel the move into a special in the listed
                ISM (lowercase), or into a Super Combo (uppercase).
  xav1       -  The attack is only interruptable on the first hit.
  xavB       -  The attack is interruptable on both hits.
  AC         -  Alpha Counter
  OC            Original Combo
  SC         -  Super Combo
                   
  I had deleted this in a previous version of the FAQ, but any move
  that can be done in air can be performed off the ground.  For
  instance, qcb,ub + K makes Dan do backwards Dankuu Kyakus (they'll
  rise up if you wait a moment before pressing K).  Charging b,uf + K
  for Chun-Li makes her do the Spinning Bird Kick up into the air.
  And so on.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
BASIC ABILITIES
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section explains the basic moves of each character.  Remember
 that the ISM (and mode, if one is used), affects which basic abilities
 a person will be able to use.

 ------------------------------------------------------------------------
 BASIC ABILITIES LIST
 ------------------------------------------------------------------------

 Standing Block                 Hold b when attacked
 Crouching Block                Hold db when attacked
 Mid-Air Block                  Hold b / db when attacked while in air
 GP Protection Block            Block an attack just before it hits
 Semi-automatic Block           (Unsure of how this works)
 Alpha Counter                  Block, f + same P + K  (not in X-ISM)
 Air Recoveries                 ...(see below)
 ...Neutral Breakfall           Press PP when knocked into the air
 ...Front Breakfall             Press f + PP when knocked into the air
 ...Back Breakfall              Press b + PP when knocked into the air
 Ground Recovery                Press KK when knocked to the floor
 Roll Behind Recovery           Hold f during Ground Recovery
 Original Combo                 Press same strength P + K in V-ISM
 Taunt                          Press (b / f) + Start
 Tech. Hit (Throw Escape)       Perform a throw as you are thrown  (air)
 Counter Hit                    Hit someone while they make an attack
 Guard Crush                    Make your foe block attacks repeatedly
 Dizzy                          Hit your opponent repeatedly
 Dizzy Recovery                 Tap P / K and wiggle pad when dizzy
 Hold Damage Increase           As above, but use when you perform a hold
 Hold Damage Decrease           As above, but use when you're in a hold
 Damage Reduction               Press in any dir. + P / K when you are
 ...(cont'd)                    damaged (repeat during multi-hit moves)

 - The Ground Recovery and Roll Behind Recovery can also be used after
   an air block.  And despite popular belief, you can still Tech. Hit in
   X-ISM.
 - For best results when using the Damage Reduction, Dizzy Recovery, Hold
   Damage Increase, or Hold Damage Decrease mash the buttons and wiggle
   the controller around as quickly as possible.  The faster you do this,
   the more effective these become.  However (for example), if your
   opponent was Mika and was doing her Headbutt hold while mashing the
   pad and buttons for more hits, you'd have a harder time getting out of
   that hold unless you were doing the same thing.  You'll know if your
   efforts are paying off because your character will flash white (or in
   the case of Damage Reduction, flash red).


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ISM COMPARISON LIST
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 To see which of the abilities mentioned in the 'Basic Abilities List'
 is available in each ISM, refer to the chart below.  Detailed
 information on the basic abilites can be found in the 'Miscellaneous'
 section.

 ------------------------------------------------------------------------
 ABILITIES              X-ISM           A-ISM           V-ISM
 ------------------------------------------------------------------------

 Air Blocking           No              Yes             Yes
 Air Recovery           Yes             Yes             Yes
 Ground Recovery        No              Yes             Yes
 Taunts                 Only Dan        Yes             Yes
 Guard Power Rating     High            Varies          Varies
 SC/OC Gauge Speed      Slow            Normal          Fast
 Levels Available       1               3               2  (50% / 100%)
 Alpha Counter Cost     n/a             1 SC + 1 GP     50% OC + 1 GP
 Damage Rating          x1.2*           x1.0            x0.8
 Defense Rating         x0.8            x1.0            x1.0

  * This is excluding Super Combos.  An X-ISM Super Combo does the same
    damage as a Level 3 A-ISM Super Combo (if they are the same SC; so
    obviously Dhalsim and Cody are excluded).  However, using a hidden
    Mode (see below) will affect all damage inflicted, including SC
    damage).  Why SCs would not get a damage increase makes no sense
    to me, but that's Capcom for ya.


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
MODE EXPLANATIONS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 Here's a chart showing the hidden mode differences.  Refer to the
 "Secrets and Codes" section for info on how to use these modes.

 ------------------------------------------------------------------------
 CLASSICAL MODE
 ------------------------------------------------------------------------

 This functions exactly like X-ISM except for the following changes:

   - No air blocking.                 - No SC or OC gauge!
   - No air recovery.                 - No Alpha Counters.
   - No ground recovery.              - No Guard Power Gauge.
   - No taunts (except for Dan).      - No "missed throw" animation.

 In addition, you character cannot be juggled around as much (which is
 why you have no air recovery, since it's not needed).  Having no GP
 gauge is a huge plus since you cannot get Guard Crushed.  Note that
 the "no missed throw animation" only applies to command throws, not
 special throws like the Arakuma Inashi or Bull Revenger.


 ------------------------------------------------------------------------
 MAZI MODE  (Serious Mode)
 ------------------------------------------------------------------------

 In addition to the normal restrictions / benefits of whatever ISM you
 choose, picking Mazi Mode results in the following changes:

  - Your attacks inflicted much greater damage (using X-ISM or V-ISM
    will further raise or lower your damage capability, too).
  - However, you take around double damage from your opponent.
  - You only need to lose one round to lose the match, although you
    must win two rounds to proceed (so your enemy has a big advantage).


 ------------------------------------------------------------------------
 SAIKYOU MODE  (Strongest Mode)
 ------------------------------------------------------------------------

 In addition to the normal restrictions / benefits of whatever ISM you
 choose, picking Saikyou Mode results in the following changes:

  - Your attacks inflict slightly less damage than normal (using X-ISM
    or V-ISM will further raise or lower your damage capability, too).
  - Your Guard Power Gauge is extremely short, making it easier for you
    to be Guard Crushed (this is also affected by ISM-related GC Gauge
    changes...a V-ISM Saikyou user has a really small GC Gauge!)
  - You cannot interrupt normal moves into special moves or Super Combos
    (so no two-in-ones or combos!).
  - It's twice as easy for you to get dizzied.

 The arcade version of Saikyou mode has lots of glitches in it.  The
 best known glitch is that some of the damage moves inflict is greatly
 reduced (Darklancer says that Akuma's Shun Goku Satsu does almost no
 damage).  However, a few characters can inflict upwards of 90% damage
 with a single attack. Such moves include Karin's Yashiro Kuzushi or
 Abise Yashiro Kuzushi, Balrog's Head Bomber and Kuuchuu Head Bomber,
 Vega's Rolling Izuna Drop, and Guy's Bushin Musourenge.

 And in case you didn't get it yet, 'Saikyo' is the name of Dan Hibiki's
 fighting style--so even though it's called 'Strongest', it's actually
 pretty weak ;)
                                                   

=========================================================================
  2.  CHARACTER MOVES LIST
=========================================================================

 Characters are listed in alphabetical order.  Each move list is divided
 into three sections: ground and air throws, special moves and command
 attacks, and then Super Combos and Level 3 Super Combos.  If I don't
 have the offical Capcom name for a move, the name is written in
 lowercase, in parenthesis.

 To the far left of the move list, you may see the letters X, A, or V.
 These letters indicate that the move is available only when using
 X-ISM, A-ISM, or V-ISM.

 Afterwards is information on each character's Alpha Counters and a list
 of cancellable attacks (so you know what moves can be used in combos,
 etc.)
                              
-------------------------------------------------------------------------
ADON
-------------------------------------------------------------------------

XAV  Jaguar Carry                    b / f + PP
XAV  Jaguar Slam                     b / f + KK
XAV  Jaguar Stab                     Any direction but u / d + PP  (air)
XAV  Jaguar Throw                    Any direction but u / d + KK  (air)

XAV  Rising Jaguar                   f,d,df + K
 AV  Jaguar Kick                     b,d,db + K
X    Jaguar Kick                     In air, press K
XAV  Jaguar Tooth                    hcb + K
XAV  Jaguar Crunch                   f + MP

 A   Jaguar Revolver                 qcf,qcf + K
XA   Jaguar Varied Assault           qcf,d,df + P
XA   Jaguar Thousand                 Tap P during Jaguar Varied Assault
XA   Jaguar Assassin                 Tap K during Jaguar Varied Assault

 Alpha Counter (A-ISM):    HK Rising Jaguar
 Alpha Counter (V-ISM):    Jaguar Assassin
 V-ISM Variable Attacks:   b + HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   n/a   n/a   n/a   n/a
  - standing (far)        xav   xav         xav   xav
  - crouching             xav   xav         xav

 - In X-ISM, Adon's Jaguar Kicks are performed just like a normal jump
   kick.  Not only does the button used determine the strength and
   angle of the Jaguar Kick, but whether you're jumping back, forward,
   or straight up also affects the range of this move.
 - The Jaguar Crunch is an overhead attack.
 - In A-ISM, you can only use the Jaguar Thousand or Jaguar Assassin
   if you perform the Jaguar Varied Assault at Level 3.


-------------------------------------------------------------------------
AKUMA
-------------------------------------------------------------------------

XAV  Seoi Nage                       b / f + PP
XAV  Tomoe Nage                      b / f + KK
XAV  Jigoku-guruma                   Any direction but u / d + KK  (air)

XAV  Gou Hadou Ken                   qcf + P
XAV  Zankuu Hadou Ken                In air, qcf + P
XAV  Shakunetsu Hadou Ken            hcb + P
XAV  Gou Shouryuu Ken                f,d,df + P
XAV  Tatsumaki Zankuu Kyaku          qcb + K  (air)
 AV  Zenpou Tenshin                  qcb + P
XAV  Ashura Senkuu                   f,d,df / b,d,db + PPP / KKK
 AV  Hyakki Shuu                     qcf,uf + P
 AV  Hyakki Gou Zan                  qcf,uf + P, then do nothing
 AV  Hyakki Gou Shou                 qcf,uf + P, then press P
 AV  Hyakki Gou Sen                  qcf,uf + P, then press K
 AV  Hyakki Gou Sai                  Any dir. but d / u + P when close
 AV  Hyakki Gou Tsui                 Perform Gou Sai with K w/ foe in air
XAV  Tenma Kuujin Kyaku              Jump forward, d + MK at apex
XAV  Zugai Hasatsu                   f + MP
XAV  Senpuu Kyaku                    f + MK

 A   Messatsu Gou Hadou              hcb,hcb + P
 A   Messatsu Gou Shouryuu           qcf,d,df + P
 A   Tenma Gou Zankuu                In air, qcf,d,df + P
XA   Shun Goku Satsu                 LP,LP,f,LK,HP

 Alpha Counter (A-ISM):    HP Gou Shouryuuken
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + MP / MK / HP / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav   xav   n/a   xav
  - standing (far)        xav               xav
  - crouching             xav   xav   xav   xav   xav

 - You cannot use the Gou Sai or Gou Tsui if your opponent is in the
   corner of the screen.  The Gou Sai works on standing and jumping
   opponents only.  The Gou Tsui works on mid-air opponents only.
 - The Zugai Hasatsu, Gou Shou, and Gou Sen are overhead attacks.
 - In A-ISM, you can only use the Shun Goku Satsu at Level 3.


-------------------------------------------------------------------------
BIRDIE
-------------------------------------------------------------------------

XAV  Bull Spike                      b / f + PP
XAV  Bad Throw                       b / f + KK
XAV  Bad Scrap                       Any direction but u / d + PP  (air)

XAV  Bull Head                       Charge b,f + P
XAV  Bull Horn                       Hold and release PP / KK
XAV  Murderer Chain                  Rotate 360 + P
XAV  Bandit Chain                    Rotate 360 + K
XAV  Body Slam                       Jump, d + HP
XAV  Bull Drop                       f + HK
X    Bad Hammer                      Get 2 hits w/ close stand HP, hold u

XA   The Birdie                      Charge b,f,b,f + P
 A   Bull Revenger                   qcf,d,df + P / K

 Alpha Counter (A-ISM):    LP Bull Head
 Alpha Counter (V-ISM):    Standing Heel Kick
 V-ISM Variable Attacks:   b + HP

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   n/a         n/a   n/a   n/a
  - standing (far)        xav   xav         xav
  - crouching             xav   xav   xav*  xav

  * This move can be cancelled into specials on the first hit only
    (or either hit, for V-ISM).  However, in X- or A-ISM, the
    second hit can also be cancelled into a Super Combo.

 - The buttons you hold down for the Bull Horn determines the distance
   travelled.  LP + MP gives you a short-range Bull Horn, LP + HP gives
   you a medium-range Bull Horn, and MP + HP gives you a full-screen Bull
   Head (the same applies to using the Kick buttons).  This only affects
   the range--damage is still the same.  If you're charging a Bull Head
   with, say, LP + HP, you can still use MP to attack, and so on.  If you
   set a button to PP / KK, then you get the short-range style Bull Horn
   (you can still use HP / HK to attack your enemies).  Setting a button
   to PPP / KKK always gets you the long-range style Bull Horn (and no
   punch or kick buttons are usable until you release that button).
 - While Birdie is turning around for the Bull Horn, he is invicible.
   You can use the Bull Horn to pass through fireballs, normal attacks,
   or anything else you want, as long as you get the timing right (the
   attack / fireball / etc. usually has to be right next to Birdie before
   you start the Bull Horn).  The speed of the attack is also important
   (it's harder to pass through, say, slow fireballs, compared to fast
   ones).  The one case where you don't need to worry about timing is if
   you're close to your opponent and they use a Super Combo.  As soon as
   you see the screen darken, just just release the buttons, and you'll
   always pass through the attack (assuming it's not something that lasts
   for a long time, like Ryu's Shinkuu Tatsumaki Senpuu Kyaku).
 - The longer you charge the Bull Horn, the more damage it does, as
   shown below:

   Time that move is charged            Result

     0 - 2 seconds                      Level 1
     3 seconds                          Level 2
     4 - 6 seconds                      Level 3
     7 - 12 seconds                     Level 4
     13+ seconds                        Final

   The times are listed in real-life seconds, not game timer ticks.  No
   matter what speed setting you use, you still have to hold down PP for
   the number of seconds listed.  While charging this move results in
   more hits (1 at Level 1, up to 5 at Final).  Obviously, this means
   more damage as well.  You can charge the Bull Horn before the round
   begins--you can charge it all the way up to Final if you do so during
   a mid-boss conversation.  The Bull Horn does great damage at higher
   levels; it's useful to always keep a Final Bull Horn charged since
   you can use it when your opponent attacks, or as anti-air (this is
   great since you usually get all the hits), and do lots of damage.
 - When charging, you don't have to release both PP and KK; you can still
   hold down one while releasing the other.  There's no real point to
   this normally, although you can then start another Bull Horn charge by
   pressing and holding another button of the same type (Punch or Kick).
   However, there is a trick you can do with this.  If you hold down five
   buttons (PP + KKK, or whatever you like), you can release them one at
   a time for three Bull Horn attacks (releasing the remaining two
   buttons has no effect).  You can get four Bull Horns by holding down
   all six buttons, then releasing them one at a time (again, the last
   two buttons held have no effect if released).
 - You can even press the other buttons later on (such as holding PP,
   then later adding PKK for the triple Bull Horn charge), to add more
   variety to the Bull Heads (as they grow in power over time).  Just keep
   in mind that those two unused buttons have to be a Punch and a Kick
   button (i.e., if you were holding PPPKKK and released P, then P, then
   K, then P, you'd get a Bull Horn on the first three releases, but not
   the last).
 - The Bull Drop is _not_ an overhead attack.
 - When you perform the Bull Revenger, using P makes Birdie hop a short
   distance, while using K makes him leap across the screen.

     
-------------------------------------------------------------------------
BLANKA
-------------------------------------------------------------------------

XAV  Wild Fang                       b / f + PP
XAV  Jungle Slam                     Any direction but u / d + PP  (air)
XAV  Wild Shoot                      Any direction but u / d + KK  (air)

XAV  Electric Thunder                Tap P rapidly
XAV  Rolling Attack                  Charge b,f + P
XAV  Backstep Rolling                Charge b,f + K
XAV  Vertical Rolling                Charge d,u + K
XAV  Surprise Forward                KKK / f + KKK  (u~f~d + KKK)
XAV  Surprise Back                   b + KKK  (ub~db + KKK)
XA   Rock Crush                      When close, b / f + MP
  V  Rock Crush                      b + MP
XAV  Amazon River Run                df + HP

XA   Ground Shave Rolling            Charge b,f,b,f + P
 A   Tropical Hazard                 Charge db,df,db,uf + K, tap P / K

 Alpha Counter (A-ISM):    HK Vertical Rolling
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + LP / LK / MK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      xav   n/a   n/a               n/a
  - standing (far)        xav   xav
  - crouching             xav               xav   xav
  - rock crush (xav)

 - If you keep holding down the button you used to perform the Ground
   Shave Rolling, Blanka will spin in place.  Should you release the
   button, or after few seconds have passed, he'll perform the rest of
   the move.  If someone touches him after the initial jump (while he's
   moving in place), he'll attack them with the rest of the move.
 - During the Tropical Hazard, an opponent can be hit: while fruit is
   falling, when Blanka dives at his opponent, or when any fruit is
   knocked around by an attack.  If you tap P or K while Blanka is on
   the ceiling, more fruit will fall to the ground.  Even after this
   move ends, any watermelons that drop will remain on the floor, and
   either character can hit a watermelon with an attack to send it
   flying forward.  Anyone who is hit takes minor damage.  And yes, you
   can attack a watermelon more than once, for precision aiming ;)


-------------------------------------------------------------------------
CAMMY
-------------------------------------------------------------------------

XAV  Hooligan Suplex                 b / f + PP
XAV  Frankensteiner                  b / f + KK
XAV  Flying Neck Hunt                Any direction but u / d + PP  (air)
XAV  Air Frankensteiner              Any direction but u / d + KK  (air)

XAV  Spiral Arrow                    qcf + K
XAV  Cannon Spike                    f,d,df + K
  V  Cannon Strike                   Jump forward, qcb + K
  V  Cannon Revenge                  qcb + P
XA   Axle Spin Knuckle               hcb + P
XAV  Hooligan Combination            hcf,uf + P  (press K to cancel)
XAV  Razor Edge Slicer               Do nothing after after H.C.
XAV  Fatal Leg Twister               b / f + K when close after H.C.
XAV  Cross Scissor Pressure          Do F.L.T. when low to the ground

XA   Spin Drive Smasher              qcf,d,df + K
 A   Reverse Shaft Breaker           qcb,d,db + K, tap P / K rapidly
 A   Killer Bee Assault              Charge db,df,db,uf + K at Level 3

 Alpha Counter (A-ISM):    Standing Far HP
 Alpha Counter (V-ISM):    HK Cannon Spike
 V-ISM Variable Attacks:   b + P / K

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      xav   xav   xav   xav   xav
  - standing (far)        xav   xav         xav
  - crouching             xav   xav   xav   xav

 - After you begin the Hooligan Combination, doing nothing will result
   in the Razor Edge Slicer.  If you press b / f + K when Cammy is
   higher than her opponent's midsection or if they are crouching,
   she'll perform the Fatal Leg Twister.  If you press b / f + K when
   Cammy is lower than her opponent's midsection, or if her enemy is
   in the air, she'll use the Cross Scissor Pressure.  Alternately,
   you can press K while in the air to cancel the Hooligan Combination
   and land on your feet.
 - The Cannon Revenge is a counterattack that is similar to Sodom's
   Shiraha Catch--it works against jump-in attacks and overheads.
   Cammy will use a Cannon Spike (if LK is used), a close HP, then a
   far HP (if MP is used), or a crouching HK, then a close HK  (if
   HP is used).  This move is not very easy to connect with (especially
   the HP version, which I've pulled off only twice!) so remember that
   it's not a very reliable defense.
 - When you perform the Killer Bee Assault, the direction you finish
   with (charge db,df,db,ub~uf + K), depends where Cammy leaps.  If
   you finish with ub, Cammy leaps up and backwards.  Finishing with
   u makes her go straigt up, and finishing with uf makes her jump
   up-forward before attacking.  This move is unblockable in air, so
   if your opponent jumps, go for this Super Combo.


-------------------------------------------------------------------------
CHARLIE
-------------------------------------------------------------------------

XAV  Dragon Suplex                   b / f + PP
XAV  Knee Gatling                    b / f + KK
XAV  Flying Buster Drop              Any direction but u / d + PP  (air)
XAV  Airjack                         Any direction but u / d + KK  (air)

XAV  Sonic Boom                      Charge b,f + P
XAV  Somersault Shell                Charge d,u + K
 AV  Dash                            Tap f,f  (or tap uf~df,uf~df)
 AV  Knee Bazooka                    Press K during Dash
X    Knee Bazooka                    b / f + LK
XAV  Jump Sobat                      b / f + MK
XAV  Step Kick                       b / f + HK
XAV  Spin Back Knuckle               Press HP

XA   Somersault Justice              Charge db,df,db,uf + K
 A   Sonic Break                     Charge b,f,b,f + P, tap P,(P),(P)
 A   Crossfire Blitz                 Charge b,f,b,f + K

 Alpha Counter (A-ISM):    Spin Back Knuckle
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + MP / HP

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav   xav   n/a   n/a   n/a
  - standing (far)        xav               xav
  - crouching             xav   xav         xav

  - The Jump Sobat is no longer an overhead.
  - You can throw an extra Sonic Boom per level during the Sonic Break.
    So you can tap P once at Level 1, twice at Level 2, or thrice at
    Level 3 (for four Sonic Booms in all).  You don't have to throw
    them all at once, but once a Sonic Boom leaves the screen, the move
    is over, so don't delay for too long.


-------------------------------------------------------------------------
CHUN-LI
-------------------------------------------------------------------------

XAV  Koshuu Tou                      b / f + PP
XAV  Ryuusei Raku                    Any direction but u / d + PP  (air)

 AV  Kikou Ken                       hcf + P
 AV  Sen'en Shuu                     hcb + K
XAV  Hyakuretsu Kyaku                Tap K rapidly
 AV  Tenshou Kyaku                   Charge d,u + K
X    Tenshou Kyaku                   Charge d,u + K  (reversal only)
X    Sou Hakkei                      Charge b,f + P
X    Spinning Bird Kick              Charge b,f + K  (air)
XAV  Kouhou Kaiten Kyaku             df + MK
XAV  Kaku Kyaku Raku                 df + HK
XAV  Yousou Kyaku                    In air, d + MK
XAV  Sankaku Tobi                    Jump against a wall, press f

 A   Kikou Shou                      qcf,qcf + P
XA   Senretsu Kyaku                  Charge b,f,b,f + K
 A   Hazan Tenshou Kyaku             Charge db,df,db,uf + K

 Alpha Counter (A-ISM):    HP Sou Hakkei
 Alpha Counter (V-ISM):    Crouching MK
 V-ISM Variable Attacks:   b + MK / HK / HP

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   n/a   xav   n/a   xav
  - standing (far)        xav   xav         xav
  - crouching             xav   xav         xav

 - In X-ISM, Chun-Li appears in her SF2 outfit.
 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
 - You can use the Yousou Kyaku multiple times while airborne.
 

-------------------------------------------------------------------------
CODY
-------------------------------------------------------------------------

XAV  Prisoner Throw                  b / f + PP
XAV  Bad Stamp                       b / f + KK
XAV  Guilty Stamp                    Any direction but u / d + KK  (air)

XAV  Bad Stone                       qcf + P  (hold P to delay)
 AV  Fake Throw                      qcf + Start  (hold Start to delay)
XAV  Ruffian Kick                    qcf + K
XAV  Criminal Upper                  qcb + P
XAV  Bad Spray                       b,db,d + P  (reversal only)
XAV  Tokushu Koudou: Knife Hiroi     d + PP when near a knife
XAV  Tokushu Koudou: Knife Kougeki   When armed, press P  (air)
XAV  Tokushu Koudou: Knife Nage      When armed, qcf + P
XAV  Stomach Blow                    f + MP
XAV  Crack Kick                      f + HK
  V  Yoke                            Hold b / db when attacked

XA   Final Destruction               qcf,qcf + P
 A   Dead End Irony                  qcf,qcf + K

 Alpha Counter (A-ISM):  Shoulder Throw
 Alpha Counter (V-ISM):  Crouching HK
 
 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a   n/a   n/a
  - standing (far)      xa    xa    xa    xa
  - crouching           xa    xa    xa    xa
  - armed with knife    xav   xav*

  * When armed with the knife, all of Cody's punches cancel except
    for HP, whether he is standing or crouching.

 - An enemy hit by the Bad Stone is momentarily stunned.  Up close,
   you can follow up with an LP or LK, but from a distance, Cody
   will finish the move while his opponent is being stunned, and
   you can then perform moves like the Ruffian Kick, A-ISM Final
   Destruction, or Dead End Irony, and that move will combo.  Note
   that you _can_ deflect this move with a well-timed punch or kick,
   but due to the trajectory of the flying stones, it's pretty difficult.
 - The Bad Spray doesn't do much damage, but an opponent hit by it will
   end up rolling all the way across the screen.
 - When you pick up a knife using the Knife Hiroi, there's a momentary
   delay.  You can cancel the delay by pressing P though, which makes
   Cody attack with the knife (useful against opponents who try to hit
   you when you grab the knife).
 - When Cody is armed with a knife:
    * Any Punch attack does more damage and even does block damage.
      It also does more guard crush damage to a blocking opponent.
    * His Bad Stone attack is replaced by the Knife Nage, and the
      Fake Throw move is done using his knife (you can't delay this
      move when you have the knife).  He's unable to use the Stomach
      Blow, either.
    * Just like the Bad Stone, you can deflect a thrown knife with a well
      placed attack (just like with Rolento's Stinger).  On the plus side,
      the knife is thrown high enough to go over most projectiles, so you
      can hit someone with it even if a fireball is heading your way.
      Then again, you'll still have to do something about that fireball
      before it hits you ;)
    * Cody will lose his knife if he is hit, if he taunts, performs a
      throw, uses his A-ISM Alpha Counter, or uses the Final Destruction.
 - Cody's V-ISM move, the Yoke, is a sort of "auto-dodge" technique.
   Instead of blocking, Cody shifts to the side and the attack passes
   harmlessly through him.  This sort of defense doesn't work against
   all attacks, including jump-ins, extremely high or low attacks,
   and certain special moves, and it can't be used in the air.
 - During the X-ISM Final Destruction, you can move around freely and
   tap P or K when close for an auto-combo.  In the air, pressing any
   button results in a jump kick.  Crouching, Cody performs a single
   punch attack.  Just like in the original Final Fight, you can throw
   someone while auto-comboing them: in this game, just press d + P / K
   after Cody does the 3rd hit of the auto-combo (the Stomach Blow).
   This SC ends after a certain amount of time, or if you are hit.
 - The best way I've found so far to get the most hit out of the X-ISM
   Final Destruction is to get your opponent in a corner, start the SC,
   juggle them with a jumping attack, then keep tapping any button until
   Cody does the Stomach Blow.  When he does, do a crouching punch,
   stand, and repeat.  The only really tricky part is making sure you
   do a crouch punch after the Stomach Blow, since it'll come out
   after the 2nd hit sometimes, instead of coming out on the 3rd hit.
 - Another good thing about the X-ISM Final Destruction is his jumping
   Crack Kick--the range is great, and it's even possible to juggle
   your opponent with it three times across the screen, then juggle them
   in the corner with the punches.  Ow!
 - In the PSX version, Cody's handcuff taunt didn't make him invincible,
   but his "Whew!" taunt did.  I don't know which, if any of Cody's
   taunts make him invincible in the arcade version.
   

-------------------------------------------------------------------------
DAN HIBIKI
-------------------------------------------------------------------------

XAV  Seoi Nage                       b / f + PP
XAV  Otoko Nage                      Any direction but u / d + PP  (air)

XAV  Gadou Ken                       qcf + P
XAV  Kouryuu Ken                     f,d,df + P
XAV  Dankuu Kyaku                    qcb + K
 AV  Kuuchuu Dankuu Kyaku            In air, qcb + K
XAV  Zenten Chouhatsu                qcf + Start
XAV  Kouten Chouhatsu                qcb + Start
  V  Saikyou-ryuu Bougyo             Block b / db, then f + PPP  (air)
XAV  Shagami Chouhatsu               Press Start while crouching
XAV  Kuuchuu Chouhatsu               Press Start while in air

 A   Shin Kuu Gadou Ken              qcf,qcf + P
XA   Hisshou Burai Ken               qcb,qcb + K
 A   Kouryuu Rekka                   qcf,d,df + K
 A   Chouhatsu Densetsu              qcf,qcf + Start
 A   Chouhatsu Shinwa                qcb,qcb + Start at Level 3
 A   Zenten / Kouten Chouhatsu       db / df + P / K during C. Shinwa

 Alpha Counter (A-ISM):  Chouhatsu (standing taunt)
 Alpha Counter (V-ISM):  Crouching HK

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
  - standing (far)      xav   xav         xav
  - crouching           xav   xav   xav   xav   xav

 - Every so often, when you use the Kouryuu Ken, Dan will flash and
   will be totally invincible while flashing.  However, it's not a
   random occurance.  At the start of each round, Dan's 23rd action,
   if it is a Koryuu Ken, will flash.  Afterwards, every fifteenth
   action is a potential flashing Kouryuu Ken.  "Actions" do not
   include using the air recovery, initiating Original Combos, using
   Dan's Saikyou-ryuu Bougyo, or using his Chouhatsu Shinwa (and any
   move or taunt you do during the Chouhatsu Shinwa).  It doesn't
   include any type of movement (walking, jumping, getting hit), nor
   does it include blocking attacks or getting hit by attacks.
   Everything else is an "action", including punches or kicks that hit,
   miss, or are blocked, attacking during a V-ISM combo, using taunts
   or the Chouhatsu Densetsu, Alpha Counters, Super Combos, and throws
   (missed or not).  Two-in-ones done off a single button press (like
   d + HP, qcf + release HP, which does a crouching HP into a HP Gadou
   Ken), count as two actions.  Note that multi-hit moves count as one
   action.  So, for example, I could throw 22 standing LPs with
   Dan, and if I then did a Kouryuu Ken, it would flash.  If my next
   14 moves were a combination of taunts, attacks, special moves, and
   Super Combos, then did a Kouryuu Ken for my 15th action, it would
   flash.   A big thanks to Paul Williams for this info.
 - Using the Saikyou-ryuu Bougyo will push an enemy across the screen.
   You can combine this move with a Guard Protected block if someone
   comes at you with an attack and you block it just as it reaches you.
 - Dan gains a small amount of energy from his standing, crouching,
   and rolling taunts.
 - In X-ISM, Dan's taunts gain the ability to hit an opponent for
   minor damage, depending on the situation:
     * His standing taunt hits someone in the air, and will hit if
       your opponent is attacking (it becomes a Counter Hit).  It
       will also hit exceptionally tall characters, like Zangief.
     * His crouching taunt will hit someone who is standing or
       crouching.  If they are jumping and are low to the ground,
       it will also hit.
     * Dan's jumping taunt seems to work best if Dan jumps up
       underneath his opponent (who must also be in the air).  Size is
       also a factor (it's easy to hit Zangief, but much harder to hit
       Chun-Li consistently).
     * His rolling taunts will hit someone in the air, or a standing
       opponent if you cross them up (i.e., Dan rolls underneath them,
       stands up on the other side, and taunts).
 - During the Chouhatsu Shinwa, you can move around freely.  Pressing
   any button makes Dan taunt, while pressing the Start button makes
   him do a special taunt.  You can also perform the jumping, crouching
   or rolling taunts (using db / df + a button) during this move, but
   you must do them with P or K and you won't gain energy from Dan
   taunting.  Furthermore, all of Dan's taunts can be cancelled into
   anything (i.e. you can jump during a roll taunt, cancel a standing
   taunt into a crouching one, etc.)  This move ends after a certain
   period of time or when Dan is hit.


-------------------------------------------------------------------------
DHALSIM
-------------------------------------------------------------------------

XAV  Yoga Smash                      b / f + PP
XAV  Yoga Throw                      b / f + KK
XAV  Yoga Trip                       Any direction but u / d + PP  (air)

XAV  Yoga Fire                       qcf + P
XAV  Yoga Flame                      hcb + P  (hcf + P in X-ISM)
XAV  Yoga Blast                      hcb + K  (hcf + K in X-ISM)
 AV  Yoga Escape                     b,db,d + K  (reversal only)
X    Yoga Teleport                   f,d,df / b,d,db + PPP / KKK
 AV  Yoga Teleport                   f,d,df / b,d,db + PPP / KKK  (air)
 A   Yoga Shock                      b + LP, hold LP until you attack
 AV  Yoga Palm                       f + LP
XAV  Drill Zutsuki                   In air, d + HP
XAV  Drill Kick                      In air, d + K
 AV  Kuuchuu Chouhatsu               In air, press Start

X    Yoga Tempest                    hcf,hcf + P
 A   Yoga Inferno                    qcf,d,df + P
 A   Yoga Strike                     qcf,d,df + K
 A   Yoga Stream                     qcb,qcb + P

 Alpha Counter (A-ISM):  Close Standing MP
 Alpha Counter (V-ISM):  Far Crouching HK

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - standing close      x     x     x1    x     x     x
  - standing far        x
  - crouching close     x     x     x     x     x
  - crouching far                         x

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - standing neutral     av    av    av1
  - stand b + P / K      av
  - crouching neutral    av    av
  - crouch db + P / K                      av

 - Normally, Dhalsim's limbs stretch out quite far.  However, you
   can make them shorter by holding b or db when pressing Punch or
   Kick.  This even works while airborne.  In X-ISM, you can't
   control his limbs, however, they'll automatically become shorter
   when you attack from up close.
 - The Yoga Shock is an overhead attack, but only if you wait until
   Dhalsim attacks.
 - The Yoga Stream hits low and must be crouch-blocked.
 - If you play a Dhalsim vs. Dhalsim match, both wives will appear in
   the background.  Freaky!


-------------------------------------------------------------------------
EDMOND HONDA
-------------------------------------------------------------------------

XAV  Tawara Nage                     b / f + PP
XAV  Saba Ori                        b / f + KK
XAV  Tsuriyane Nage                  Any direction but u / d + PP  (air)

XAV  Hyakuretsu Harite               Tap P rapidly
XAV  Super Zutsuki                   Charge b,f + P
XAV  Super Hyakkan Otoshi            Charge d,u + K
XAV  Ooichou Nage                    Rotate 360 + P
XAV  Flying Sumo Press               Jump, press MK  (d + MK in X-ISM)
XAV  Hiza-geri                       f + MK  (b / f + MK in X-ISM)
XAV  Harai-geri                      f + HK  (b / f + HK in X-ISM)

XA   Oni Musou                       Charge b,f,b,f + P
 A   Fuji Oroshi                     Charge b,f,b,f + K
 A   Orochi Kudaki                   Rotate 720 + P at Level 3

 Alpha Counter (A-ISM):  Standing HP
 Alpha Counter (V-ISM):  Crouching HK

 Cancellable Attacks:
        - Only his crouching LK is cancellable (in any ISM).

 - Honda won't continue the rest of the Fuji Oroshi if the initial
   headbutt-and-toss part is blocked.  If it isn't, he finishes the
   move with a multi-hit Super Hyakkan Otoshi.


-------------------------------------------------------------------------
GEN
-------------------------------------------------------------------------

 AV  Ansatsu Ken: Sou-ryuu           Press PPP at any time  (air)
XAV    Juraku                        b / f + PP
XAV    Houzen                        b / f + KK
XAV    Shuuga                        Any direction but u / d + KK  (air)
XAV    Hyakurenkou                   Tap P rapidly
XAV    Gekirou                       f,d,df + K, tap K  (see notes)
XA     Zan'ei                        qcf,qcf + P
 A     Shitenshuu                    qcb,qcb + P

 AV  Ansatsu Ken: Ki-ryuu            Press KKK at any time  (air)
XAV    Juraku                        b / f + PP
XAV    Houzen                        b / f + KK
XAV    Shuuga                        Any direction but u / d + KK  (air)
XAV    Jasen                         Charge b,f + P
 AV    Ouga                          Charge d,ub~uf + K
XAV    Kyoutetsu                     Press MP
XAV    Onkyou                        Press HP
 AV    Kirou                         d + HP
 AV    Satsu Jin                     d + LK
XAV    Saizu                         Jump over someone, press MK
 AV    Uken -> Shakudan              In air, quickly press HK twice
 A     Kouga                         In air, qcb,qcb + K
 A     Jakouha                       qcf,d,df + K

 Alpha Counter (A-ISM):  Sou-ryuu:  HK Gekirou
 Alpha Counter (A-ISM):  Sou-ryuu:  Advancing Shakudan
 Alpha Counter (V-ISM):  Ki-ryuu:   Palm Thrust
 Alpha Counter (V-ISM):  Ki-ryuu:   Sou-ryuu Standing HP

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close: X-ISM        x     x     x1    X     n/a
  - far: X-ISM          x                       x
  - crouching: X-ISM    x     x           x     x*
  - standing Sou-ryuu    av    av    av1   av    av
  - standing Ki-ryuu     av                Av    Av
  - crouching Sou-ryuu   av    av          av    av
  - crouching Ki-ryuu    av    av          av    Av

  * This move must hit if you want to cancel it into the Zan'ei.
    However, if you want to cancel it into a special move, you must
    do so _before_ it hits.

 - Gen has two different "styles" of play he can use by pressing PPP
   or KKK.  Once you've changed into a certain style, you can only
   use the moves in that style (for example, in Sou-ryuu style, you
   could use the Shitenshuu but not the Ouga).  Gen normally starts
   in his PPP style, but if you switch to his KKK style, he'll
   remain in it for the rest of the game.  You can switch Gen's
   styles at any time, while jumping, blocking, attacking, when
   knocked down, while dizzy, and so on.
 - In X-ISM Gen cannot change styles.  He instead uses a mishmash
   of moves taken from both style instead.  He cannot chain combo
   and has his fast Ki-ryuu style jump.  Also, his normal attacks
   change depending on whether he is close or far from his opponent,
   unlike in A-ISM or V-ISM.
 - In his Sou-ryuu style, Gen can chain together his normal attacks.
   The sequence is pretty loose--the only real restriction is that
   you can't chain a stronger attack into a weaker one (like HP into
   LK).  Otherwise, just about anything is possible.
 - During the Geki Rou, you need to tap the Kick button as your
   opponent goes higher and higher into the air if you want to get the
   full hits (you'll know if you did this correctly because he'll
   finish with a kick that knocks your foe away).
 - If hit by a Shitenshuu, a timer will appear over the head of Gen's
   opponent and count down.  When it reaches zero, Gen's foe falls to
   the ground and is dizzied.  You can increase the timer speed by
   hitting your foe with multiple Shitenshuus, but your opponent can
   stop the timer by hitting you with an attack.  Note that your
   opponent is damaged during the intitial hits, each time the counter
   goes down by one, and when it hits zero and he / she is dizzied.
   The higher level you use, the more damage the Shitenshuu does during
   the intial hits and for each timer countdown.
 - During the Ouga, you can:
      * Direct your initial leap left or right by charging d,ub / uf
        instead of charging d,u (which always takes you to the wall
        behind you).
      * Do nothing when you touch a wall for a jump kick
      * Press b when you touch a wall to abort the move
      * Press f when you touch a wall for a long kick toward your foe
      * Press u when you touch a wall to move to the ceiling
         + Do nothing when you touch the ceiling to do a head stomp
         + Press ub~uf when on the ceiling to abort the move and drop
           in either direction
         + Press b / f when on the ceiling to use a dive kick in either
           direction
 - The Kyoutetsu is an overhead attack.
 - The Onkyou hits low and must be crouch-blocked.
 - The Kirou causes huge amounts of damage if it hits someone who is in
   the middle of an attack (3.5-4.0 times more damage).  However, if you
   are hit out of it, you may take lots of damage yourself.  The move
   also has a considerable delay.
 - The Satsu Jin will knock an opponent up into the air.  You can
   follow it with a Jakouha or jump after them with the attack of
   your choice.  If you use the Uken, they can't flip out afterwards.
 - Gen's jumping Ki-ryuu MK (the Saizu), works best as a cross-up
   attack.
 - During the Kouga you can:
      * Press LK for a jump kick off the left wall,
         + Then, press MK or do nothing instead for a long kick towards
           your enemy.
         + Or, press HK instead for a higher, faster long kick.
      * Press MK for a head stomp off the ceiling,
         + Then press LK instead to dive left.
         + Or, press HK instead to dive right.
      * Press HK for a jump kick off the right wall,
         + Then, press MK or do nothing instead for a long kick towards
           your enemy.
         + Or, press LK for a higher, faster long kick.
   If you do nothing, Gen will just keep jumping off opposite walls
   and kicking.  Gen can perform one extra attack per level.
 - It's easy to accidentally tap a button too much so that if you "do
   nothing" after using LK or HK to go to a wall, you'll end up doing
   the following LK or HK move instead.  To prevent this, pressing MK
   has the same effect as "doing nothing".
     

-------------------------------------------------------------------------
GUY
-------------------------------------------------------------------------

XAV  Seoi Nage                       b / f + PP
XAV  Tsukami Nage                    b / f + KK
XAV  Izuna Otoshi                    Any direction but u / d + PP  (air)

XAV  Bushin Izuna Otoshi             qcf + P,P when close
XAV  Izuna no Hiji Otoshi            qcf + P,P when far
XAV  Houzantou                       qcb + P
XAV  Bushin Senpuu Kyaku             qcb + K
XAV  Hayagake                        qcf + K
XAV  Hayagake: Kyuuteishi            qcf + LK,K
XAV  Hayagake: Kage Sukui            qcf + MK,K
XAV  Hayagake: Kubikari              qcf + HK,K
XAV  Hiji Otoshi                     In air, d + MP
XAV  Kubi Kudaki                     f + MP
XAV  Kamaitachi                      df + HK
XAV  Bushin Gokusa Ken               When close, tap LP,MP,HP,HK
X    Bushin-ryuu Seoi Nage           When close, tap LP,MP,HP, d + HK
XAV  Bushin-ryuu Seoi Nage           f + MP / HP during Tsukami Nage
XAV  Sankaku Tobi                    Jump against a wall, press f

 A   Bushin Hassou Ken               qcf,d,df + P
 A   Bushin Gourai Kyaku             qcf,d,df + K
XA   Bushin Musou Renge              hcb,hcb + P

 Alpha Counter (A-ISM):    Crouching HP
 Alpha Counter (V-ISM):    Crouching MK
 V-ISM Variable Attacks:   b + MP / HP / MK / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav   xav   xav   xav
  - standing (far)        xav   xav         xav
  - crouching             xav   xav         xav

 - The Kubi Kudaki and Hayagake: Kubikari are overhead attacks.
 - The Hayagake: Kage Sukui hits low and must be crouch-blocked.
 - In A-ISM, you can only use the Bushin Musou Renge at Level 3.


-------------------------------------------------------------------------
KARIN KANZUKI
-------------------------------------------------------------------------

XAV  Yashiro Kuzushi                 b / f + PP
XAV  Homura-geri                     b / f + KK
XAV  Abise Yashiro Kuzushi (front)   Any direction but u / d + PP  (air)
XAV  Abise Yashiro Kuzushi (back)    Any direction but u / d + KK  (air)

XAV  Guren Ken                       qcf + P,P
XAV  Hou Shou                        f,d,df + P
XAV  Mujin Kyaku                     f,d,df + K
XAV  Ressen Chou                     b,d,db + P
XAV  Ressen Chuu                     Press P during Ressen Chou
XAV  Ressen Ha                       qcf,uf + K
XAV  Yasha Gaeshi (Joudan)           qcb + P
XAV  Yasha Gaeshi (Gedan)            qcb + K
XAV  Arakuma Inashi                  Rotate 360 + K
XAV  Tsumuji-gari                    f + MK

XA   Kanzuki-ryuu Shinpikaibyaku     qcf,qcf + P
 A   Kanzuki-ryuu Kou'ou Ken         qcf,qcf + K

 Alpha Counter (A-ISM):   Standing HP
 Alpha Counter (V-ISM):   Crouching HK

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
  - standing (far)      xav   xav         xav   xav*
  - crouching           xav   xav   xav   xav

  * Either part of this attack can be cancelled from.

 - The Tsumuji-gari and Ressen Ha are overhead attacks.
 - You can interrupt or follow the Guren Ken with another attack, as
   shown below:

    Guren Hou Shou                   f + P after 1st punch
    Guren Hou Shou                   P after 2nd punch
    Guren Mujin Kyaku                K after 1st or 2nd punch
    Guren Chouchuu                   df + P,P after 1st or 2nd punch
    Guren Yasha (Joudan)             b + P after 1st or 2nd punch
    Guren Yasha (Gedan)              b + K after 1st or 2nd punch
    Guren Ressen Ha                  u + K after 1st or 2nd punch
    Guren Kusabi                     d + K after 1st or 2nd punch

 - For example, to perform the Guren Hou Shou, you'd input (qcf + P,P,P)
   or (qcf + P, f + P).  To use the Guren Kusabi, you'd input
   (qcf + P, d + K) or (qcf + P,P, d + K).  Note that the Guren Kusabi
   hits low and must be crouch-blocked.
 - The Yasha Gaeshi moves are used to reverse attacks.  The Joudan
   version works against high attacks and jumping attacks, while the
   Gedan version works against low attacks and sweeps.  While there
   is some start-up lag to either version, you can attack someone
   while they are getting hit by the counter, with a little timing.


-------------------------------------------------------------------------
KEN MASTERS
-------------------------------------------------------------------------

XAV  Jigoku-guruma                   b / f + PP
XAV  Tsukami Nage                    b / f + KK
XAV  Jigoku Fuusha                   Any direction but u / d + PP  (air)

XAV  Hadou Ken                       qcf + P
XAV  Shouryuu Ken                    f,d,df + P
XAV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
 AV  Zenpou Tenshin                  qcb + P
 AV  Zentou                          qcf + Start
XAV  Inazuma Kakato Wari             f + MK
XAV  Ushiro Mawashi-geri             f + HK

XA   Shouryuu Reppa                  qcf,d,df + P
 A   Shinryuu Ken                    qcf,d,df + K, tap P / K rapidly
 A   Shippuujinrai Kyaku             qcb,qcb + K at Level 3

 Alpha Counter (A-ISM):    HP Shouryuuken
 Alpha Counter (V-ISM):    Standing HK
 V-ISM Variable Attacks:   b + MP / MK / HP / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xa    xa    xa    xav*  xav
  - standing (far)        xa
  - crouching             xa    xa    xa    xa    xa

  * In V-ISM, this move cancels on either hit.  In X- or A-ISM, you
    can only cancel into special moves on the first hit; however,
    you can cancel into a Super Combo on the first _or_ second hit.

 - The Inazuma Kakato Wari is an overhead attack.


-------------------------------------------------------------------------
M. BISON
-------------------------------------------------------------------------

XAV  Deadly Throw                    b / f + PP
XAV  Psycho Fall                     Any direction but u / d + PP  (air)

X    Psycho Crusher Attack           Charge b,f + P
 AV  Psycho Shot                     Charge b,f + P
XAV  Double Knee Press               Charge b,f + K
XAV  Head Press                      Charge d,u + K
XAV  Somersault Skull Diver          b / f + P after Head Press
XAV  Somersault Skull Diver          Charge d,u + P, b / f + P
 AV  Bison Warp                      f,d,df / b,d,db + PPP / KKK

XA   Psycho Crusher                  Charge b,f,b,f + P
 A   Knee Press Nightmare            Charge b,f,b,f + K

 Alpha Counter (A-ISM):    Bison Warp (behind opponent)
 Alpha Counter (V-ISM):    Standing Palm Thrust
 V-ISM Variable Attacks:   b + MP / HP / MK / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav         n/a
  - standing (far)        xav   XA          xav         xav1
  - crouching             xav   xav         xav   xav

 - When you use the Head Press or Somersault Skull Diver, ending them
   with with ub makes Bison fly backwards.  Using uf makes him fly
   forward, and using u makes him simply fly over his opponent.
                   

-------------------------------------------------------------------------
RAINBOW MIKA  (Mika Nanakawa)
-------------------------------------------------------------------------

XAV  German Suplex                   b / f + PP
XAV  Brain Buster                    b / f + KK
XAV  Headbutt                        db / df + PP
XAV  Hip Buster                      Any direction but u / d + PP  (air)
XAV  Neck Breaker                    Any direction but u / d + KK  (air)

XAV  Flying Peach                    qcb + P
XAV  Shooting Peach                  qcb + K
XAV  Paradise Hold                   Rotate 360 + P
XAV  Daydream Headlock               Rotate 360 + K, tap P / K rapidly
XAV  Wingless Airplane               In air, hcb + K
XAV  Flying Body Press               Jump b / f, d + HP
XAV  Knee Drop                       Jump b / f, d + LK
XAV  Rainbow Sobat                   f + MK  (b / f + MK in X-ISM)
XAV  Sliding                         d + HK

 A   Heavenly Dyanamite              Rotate 720 + P, tap P / K rapidly
 A   Rainbow Hip Rush                qcf,d,df + P
XA   Sardine's Beach Special         qcf,d,df + K
XA   Hashiru                         Move b / f after S.B.S.
XA   Dageki: J. Ocean Drop Kick      Press LP during Hashiru
XA   Dageki: Mika Sliding            Press MP during Hashiru
XA   Dageki: Mika Lariat             Press HP during Hashiru
XA   Tobikoshi                       Press K during Hashiru
XA   Tobikoshi                       Run into your enemy during Hashiru
XA   Haigotori                       Tap P / K during Tobikoshi, then...
XA   Moonsault Press                 Press P or do nothing after Dageki
XA   Missile Kick                    Press K after Dageki
XA   Paradise Hold                   Press b / f + P after Dageki
XA   Paradise Hold                   Hold b / f after Dageki
XA   Wingless Airplane               Press b / f + K after Dageki
XA   Enzui Lariat                    Press P after Haigotori
XA   Enzui Drop Kick                 Press K after Haigotori
XA   Rainbow Suplex                  Press b / f + P after Haigotori
XA   Daydream Headlock               Press b / f + K after Haigotori

 Alpha Counter (A-ISM):  Crouching HP
 Alpha Counter (V-ISM):  Crouching MK

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    xav   XAv         xav
  - standing (far)
  - crouching           xav         xav   xav

 - Mika's crouching HP knocks her opponent really high into the air.
   For that reason, you can follow it with just about anything, and
   in the corner, _everything_ (short of a 360 / 720 throw).  Of
   course, this only works if your opponent doesn't flip out, though.
 - Regarding the "hit area" on the Paradise Hold, it will only
   connect when Mika's legs are up in the air (this occurs shortly
   after the move begins).  Anything preceeding / following that
   won't connect.
 - The Flying Peach has lag at the beginning, while the Shooting
   Peach has lag at the end.  You'll have to mix them up in order
   to use them successfully against a smart opponent.
 - If you're caught in the Heavenly Dynamite, you can mash the buttons
   and the d-pad to try and escape.  However, if your opponent is
   rapping on his / her buttons to increase the hits, it'll also make
   it harder for you to break free.
 - Using the Sardine's Beach Special is a little confusing, but it gets
   easier with practice.  Below is a step-by-step guide for using this
   Super Combo:

      1.   Perform the Super Combo by inputting qcf,d,df + K.

      2.   Move back or forth by hold b / f.

      3.   While moving, press P for an attack (Dageki), or K for a
           head spring jump (Tobikoshi).  You can also perform the
           Tobikoshi automatically simply by running into your enemy.

      4a.  If you hit your opponent with a Dageki Attack, Mika will jump
           atop a wrestling ring post.  From there, perform one of the
           available finishers:

             - Do nothing or press P while on the ring post.
             - Press K while on the ring post.
             - Press b / f (or b / f + P) while on the ring post.
             - Press b / f + K while on the ring post.

      4b.  If you managed to connect with the Tobikoshi, tap P or K
           when Mika starts to leap, otherwise she'll go too high up.

      5.   After she lands behind her opponent, perform one of the
           available finishers:

             - Press P while behind your opponent.
             - Press K while behind your opponent.
             - Press b / f + P while behind your opponent.
             - Press b / f + K while behind your opponent.

 - Regarding the Dageki finishers, note that if your opponent is in
   the corner, Mika will always do the Moonsault Press.  Also, most
   of the Dageki moves will not combo unless you do them off the HP
   Dageki (the Mika Lariat).  This means that in some cases, a
   finisher will not hit, or your opponent may even be able to recover
   in time to avoid the attack or hit you out of it!
 - Regarding the Tobikoshi; it's possible to flip back to your
   opponent's front (so you are still facing them), and do one of the
   four finishers anyway.


-------------------------------------------------------------------------
ROLENTO SCHUGERG
-------------------------------------------------------------------------

XAV  Colonel Carrier                 b / f + PP
XAV  Deadly Package                  b / f + KK
XAV  Fatality Package                Any direction but u / d + PP  (air)

XAV  Patriot Circle                  qcf + P  (perform 3 times)
XAV  Stinger                         f,d,df + K, then press P / K
XAV  Mekong Delta Air Raid           qcb + P, then press P
XAV  Mekong Delta Escape             qcb + K, then move b / f + P / K
XAV  Mekong Delta Attack             Press PPP, then P when you land
XAV  Trick Landing                   Just before you land, (b / f) + KKK
 AV  High Jump                       Tap db~df,ub~uf
XAV  Spike Rod                       In air, d + MK  (can repeat)
XAV  Fake Rod                        f + MK

XAV  Take No Prisoner                qcf,qcf + P
 A   Steel Rain                      qcf,qcf + K
 A   Mine Sweeper                    qcb,qcb + P

 Alpha Counter (A-ISM):    Patriot Circle (final input)
 Alpha Counter (V-ISM):    Forward Leap (does no damage)
 V-ISM Variable Attacks:   b + MK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   n/a   xav   n/a   xav   n/a
  - standing (far)        xav           v   xav
  - crouching             xav               xav   xav

 - Rolento's Stinger knives can be destroyed if they are hit with
   an attack (any attack will work, whether it's a standing LK or
   a fireball, etc.)  You have to time it right, though, or else
   you'll take the hit.
 - The Spike Rod can be used repeatedly to keep Rolento bouncing.
   It can be used during a jump or High Jump, but not during the
   Mekong Delta Escape.  Much like the Trick Landing, you can control
   the direction in which you bounce by holding b~db or f~df right
   after you input the command for the move (or if you use db / df,
   during it).  If you're doing this move repeatedly, then you can
   even hop back and forth ;)
 - In X-ISM, Rolento won't bounce after the Spike Rod, but he can
   use it during the Mekong Delta Escape as well as during jumps.
   Speaking of which, his normal b / f jumps become High Jumps.
 - Like Sodom's Yagura Reverse, the Fake Rod can be used very
   effectively as a reversal.  Just do it as you're getting up and
   your would-be attacker is very likely to get Counter Hit.


-------------------------------------------------------------------------
ROSE
-------------------------------------------------------------------------

XAV  Soul Drain                      b / f + PP
XAV  Soul Fade                       Any direction but u / d + PP  (air)

XAV  Soul Spark                      hcf + P
XAV  Soul Throw                      f,d,df + P
XAV  Soul Reflect                    qcb + P
XAV  Soul Spiral                     qcf + K
XAV  Sliding                         df + MK
 AV  Soul-piette                     f + HK

 A   Aura Soul Spark                 qcb,qcb + P
XA   Aura Soul Throw                 qcf,d,df + P
 A   Soul Illusion                   qcf,d,df + K

 Alpha Counter (A-ISM):    Soul Collect (hop to other side)
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + MP / MK / HP / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav   xav   n/a
  - standing (far)        xav   xav         xav
  - crouching             xav   xav   xav   xav   xav

 - If you absorb a projectile using the Soul Reflect (see below), then
   the next Soul Spark you perform will do slightly higher damage if
   it hits.  This only works for one Soul Spark, though.
 - In addition to causing damage, the Soul Reflect can also be used
   against projectiles.  The LP version absorbs a projectile, giving
   Rose a small amount of SC power.  The MP version reflects a
   projectile directly forward.  And the HP version reflects a
   projectile at an up-forward angle.  If Rolento's Stinger knives are
   reflected, they go straight even if HP is used.  Rose cannot absorb
   or reflect Cody's Bad Stone and Bad Throw; instead, the rocks (or
   knife) simply hit the scarf and bounce off it and onto the floor.
   While Rose cannot use the Soul Reflect against an SC projectile,
   Dan's Shin Kuu Gadou Ken is an exception to this rule.
 - Rose can reflect any SC projectile during the Level 3 Aura Soul
   Spark.
 - During the Soul Illusion, Rose is trailed by illusions who add to
   the number of hits that any of her attacks inflict.  This move only
   ends once a certain amount of time has passed; Rose can be hit
   without having this SC end.


-------------------------------------------------------------------------
RYU
-------------------------------------------------------------------------
      
XAV  Seoi Nage                       b / f + PP
XAV  Tomoe Nage                      b / f + KK
XAV  Kuuchuu Seoi Nage               Any direction but u / d + PP  (air)

XAV  Hadou Ken                       qcf + P
 AV  Hadou no Kamae                  qcf + Start
XAV  Shakunetsu Hadou Ken            hcf + P
XAV  Shouryuu Ken                    f,d,df + P
XAV  Tatsumaki Senpuu Kyaku          qcb + K  (air)
X V  Seichuu Nidan Tsuki             f + HP
XAV  Sakotsu Wari                    f + MP
 AV  Senpuu Kyaku                    f + MK
XA   Shinkuu Hadou Ken               qcf,qcf + P
 A   Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K
 A   Metsu Shouryuu Ken              qcf,d,df + K at Level 3
 A   Shin Shouryuu Ken               Perform the M.S. from a distance

 Alpha Counter (A-ISM):    HP Shouryuu Ken
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + P / b + HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      xav   xav   xav   n/a   n/a   xB
  - standing (far)        xav         x
  - crouching             xav   xav   xav   xav   xav

 - The Sakotsu Wari is an overhead attack.
 - To change the Metsu Shouryuu Ken into the Shin Shouryuu Ken, you have
   to perform it from a bit ouside of Ryu's sweep range.  If you got
   the right distance, Ryu will hit with the very tip of his elbow and
   do four hits total (and inflict a lot more damage, as well).  Be
   warned, though, it's really hard to do!


-------------------------------------------------------------------------
SAGAT
-------------------------------------------------------------------------

XAV  Tiger Carry                     b / f + PP
XAV  Tiger Rage                      b / f + KK
XAV  Kuuchuu Tiger Carry             Any direction but u / d + PP  (air)

XAV  Tiger Shot                      qcf + P
XAV  Ground Tiger Shot               qcf + K
X    Tiger Uppercut                  f,d,df + P
 AV  Tiger Blow                      f,d,df + P
 AV  Tiger Crush                     f,d,df + K  (qcf,uf + K in X-ISM)
 AV  Fake Kick                       Quickly press MK twice

 A   Tiger Cannon                    qcf,qcf + P
 A   Tiger Raid                      qcb,qcb + K
XA   Tiger Genocide                  qcf,d,df + K
 A   Angry Charge                    qcf + Start

 Alpha Counter (A-ISM):    Standing Heel Kick
 Alpha Counter (V-ISM):    HP Tiger Blow
 V-ISM Variable Attacks:   b + MP / HP

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav   xav   n/a   n/a   n/a
  - standing (far)        xav               xav1        xav1
  - crouching             xav   xav         xav   x v

 - After using the Angry Charge, the next Tiger Blow that you perform
   will do increased damage if it hits.  This only lasts for one use
   of the Tiger Blow, though.


-------------------------------------------------------------------------
SAKURA KASUGANO
-------------------------------------------------------------------------

XAV  Sakura-jime                     b / f + PP
XAV  Sailor Shoot                    b / f + KK
XAV  Sailor Fly                      Any direction but u / d + KK  (air)

XAV  Hadou Ken                       qcf + P,P,P
XAV  Shou'ou Ken                     f,d,df + P
 AV  Sakura Otoshi                   f,d,df + K, tap P,P,P
XAV  Shunpuu Kyaku                   qcb + K  (air)
XAV  Flower Kick                     f + MK

 A   Shinkuu Hadou Ken               qcf,qcf + P
 A   Haru Ichiban                    qcb,qcb + K
XA   Midare-zakura                   qcf,d,df + K

 Alpha Counter (A-ISM):    MP Shou'ou Ken
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + MP / HP / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav   xav   n/a   n/a
  - standing (far)        xav   xav         xav
  - crouching             xav   xav   xav   xav

 - During Sakura's Hadou Ken, tapping P makes her delay the throwing of
   the fireball and it shortens the overall range, but it does make the
   fireball larger.  (qcf + P) gets you a small, long-range fireball;
   (qcf + P,P) makes Sakura throw a larger fireball that goes about half-
   screen, and (qcf + P,P,P) is for a large fireball that dissapates
   almost as soon as it is thrown.
 - The Flower Kick is an overhead attack.
 - After the initial hit of the Sakura Otoshi, you can add more hits
   by tapping any Punch button (this requires a bit of timing, though).
   Not only is the Sakura Otoshi invincible on the way up, but if
   you're about to land on a projectile and press P, it's possible to
   hit it and bounce off of it, even SC projectiles!  You can still
   press P (or P,P, depending) afterwards to hit your opponent.
 - The Haru Ichiban hits low and must be crouch-blocked.


-------------------------------------------------------------------------
SODOM
-------------------------------------------------------------------------

XAV  Shogun Throw (long toss)        b / f + PP
XAV  Shogun Throw (short toss)       b / f + KK
XAV  Daimyo Throw                    Any direction but u / d + PP  (air)

XAV  Jigoku Scrape                   qcf + P
XAV  Butsumetsu Buster               Rotate 360 + P
XAV  Daikyou Burning                 Rotate 360 + K
XAV  Shiraha Catch                   f,d,df + K
XAV  Yagura Reverse                  b,d,db + K
XAV  Kouten Okiagari                 f,df,d + P  (reversal only)
XAV  Tengu Walking                   b,db,d + K  (reversal only)
XAV  Tengu Walking                   While getting up, qcf + K
XAV  Sliding                         d + HK

XA   Meido no Miyage                 qcf,qcf + P
 A   Ten Chuu Satsu                  Rotate 720 + P

 Alpha Counter (A-ISM):    MP Jigoku Scrape
 Alpha Counter (V-ISM):    Sliding
 V-ISM Variable Attacks:   b + MP / HP

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   xav         n/a   n/a   n/a
  - standing (far)        xav     v         xav   xav
  - crouching             xav         xav   xav   XA

 - In X-ISM, Sodom's jitte are replaced by katana, giving his attacks
   a slightly longer range.
 - When the Daikyou Burning is performed, Sodom rushes forward with his
   jitte out.  If his opponent is on the ground, he'll grab them and
   ram them into the wall (if he's closer to the wall than the distance
   he could cover during this move, he'll turn and do it instead).
   However, if his opponent is airborne, and in other circumstances,
   Sodom's foe will simply bounce off the jitte and take less damage.
 - The Shiraha Catch is a counterattack move that can be used against
   overhead attacks or against jumping attacks.  If Sodom connects,
   he'll perform a throw.  However, this can be Tech. Hit out of.
 - The Yagura Reverse is a fake Tengu Walking.  Used out of the blue,
   it doesn't have much use since it can't hit non-attacking characters
   (there are a few exceptions, such as Honda).  However, it can be
   used as a reversal, and can hit characters who are attacking you,
   in most cases counting as a Counter Hit should it connect).  This
   is probably it's best use, for snubbing attacks, because you can
   then juggle someone afterwards.  It can also hit someone if Sodom
   blocked a move from up close (such as against a blocked Shou'ou Ken).
   It's cool and insulting to counter someone with it, just like hitting
   someone with Dan's taunts ;)
 - You can follow the short Shogun Throw with an attack, like the Jigoku
   Scrape, Daikyou Burning, or Meido no Miyage.  You can also use normal
   attacks (jumping HP looks wicked), and even Sodom's air throw.


-------------------------------------------------------------------------
VEGA
-------------------------------------------------------------------------

XAV  Rainbow Suplex                  b / f + PP
XAV  Stardust Drop                   Any direction but u / d + PP  (air)
XAV  Crescent Line                   Any direction but u / d + KK  (air)

XAV  Rolling Crystal Flash           Charge b,f + P
  V  Scarlet Terror                  Charge db,f + K
XAV  Sky High Claw                   Charge d,ub~uf + P
XAV  Flying Barcelona Attack...      Charge d,ub~uf + K, then...
XAV    ...(cont'd.)                  Move b / f, press P
XAV  Izuna Drop...                   Charge d,ub~uf + K, then...
       ...(cont'd.)                  Move b / f, any dir. + P when close
XAV  Kabe Hari Tsuki                 Charge d,ub~uf + KKK
XAV  Backslash                       Press PPP
XAV  Short Backslash                 Press KKK
XAV  Cosmic Smart                    f + HK
XAV  Sankaku Tobi                    Jump against a wall, press f

XA   Rolling...                      Charge db,df,db,ub~uf + K, then...
XA     ...Barcelona Attack           Move b / f, press P when close
XA     ...Izuna Drop                 Move b / f, any dir. + P when close
XA   Hari Tsuki Rolling...           Charge db,df,db,ub~uf + KKK, then...
XA     ...Barcelona Attack           Move b / f, press P when close
XA     ...Izuna Drop                 Move b / f, any dir. + P when close
 A   Scarlet Mirage                  Charge b,f,b,f + K
 A   Red Impact                      Charge b,f,b,f + P at Level 3

 Alpha Counter (A-ISM):  Standing Claw Swipe
 Alpha Counter (V-ISM):  Crouching HK

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a*  n/a   n/a   n/a   n/a
  - standing (far)      xav               xav   xav
  - crouching           xav               xav   xav

 * In X-ISM, this is a close attack (it still isn't cancellable,
   though).

 - Either Backslash move can be used to avoid projectiles or physical
   attacks.
 - When playing on Vega's stage (the one with the fence in the
   background), you can cling to the fence instead of the walls by
   performing the Kabe Hari Tsuki.  After grabbing the fence, Vega
   will automatically position himself before jumping, at which point
   you can use either the Flying Barcelona Attack or Izuna Drop.  The
   same can be done using the Kabe Hari Tsuki Rolling SC, which you can
   follow with either of his 'Rolling...' SC attacks.
 - Vega will lose his claw or his mask if he blocks or gets hit by  
   too many attacks.  You can re-equip either item by walking over it.
   You must have your claw in order to perform the Red Impact, otherwise
   nothing will happen when you input the command.  Otherwise, losing
   either item does not affect your offense or defense.  Interestingly
   enough, even if you have both the mask and claw equipped, Vega's OC
   and SC shadows will still be unmasked and unarmed.
 - When you use any of Vega's vertical charge moves, ending them with
   ub makes him go to the wall behind him, while uf makes him go to the
   wall in front of him.  Just using charge d,u makes him go to whatever
   wall is closest.
        

-------------------------------------------------------------------------
ZANGIEF
-------------------------------------------------------------------------

XAV  Back Drop                       b / f + PP
XAV  Kamitsuki                       b / f + KK
XAV  Stomach Claw                    db / df + PP
XAV  Piledriver                      db / df + KK
XAV  Flying Piledriver               Any direction but u / d + PP  (air)

XAV  Double Lariat                   Press PPP, move b / f
XAV  Quick Double Lariat             Press KKK, move b / f
XAV  Screw Piledriver                Rotate 360 + P
XAV  Flying Powerbomb                Rotate 360 + K
XAV  Atomic Suplex                   Rotate 360 + K when close
XAV  Banishing Flat                  f,d,df + P  (f,df,d + P in X-ISM)
XAV  Body Press                      Jump b / f, d + HP
XAV  Double Knee Drop                Jump b / f, d + LK / MK
XAV  Kuuchuu Headbutt                Jump up, u + MP / HP
XAV  Headbutt                        f + HP  (f + MP in V-ISM)
XAV  Dynamite Kick                   db + MK
XAV  Russian Kick                    db + HK

XA   Final Atomic Buster             Rotate 720 + P
 A   Aerial Russian Slam             qcf,d,df + K

 Alpha Counter (A-ISM):  Standing MK
 Alpha Counter (V-ISM):  Standing HP

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a   n/a   n/a   n/a   n/a
  - standing (far)      xa                xa
  - crouching           xa                xa
  - dynamite kick (xav)

 - Either Double Lariat move can be used to avoid projectiles.  The
   KKK version has a shorter duration but also offers limited
   invincibility against low attacks.
 - The Banishing Flat can negate non-SC projectiles.  You can actually
   combo this move from a Dynamite Kick, but it's hard to do.


=========================================================================
  3.  HIDDEN CHARACTER MOVES LIST
=========================================================================

 To select these characters, please refer to the "Secrets and Codes"
 section.

-------------------------------------------------------------------------
BALROG       
-------------------------------------------------------------------------

XAV  Head Bomber                     b / f + PP
XAV  Kuuchuu Head Bomber             Any direction but u / d + PP  (air)

XAV  Dash Straight                   Charge b,f + P
XAV  Dash Upper                      Charge b,f + K
 AV  Dash Ground Straight            Charge b,df + P
 AV  Dash Ground Upper               Charge b,df + K
 AV  Buffalo Head                    Charge d,u + P  (reversal only)
XAV  Turn Punch                      Hold and release PPP / KKK

XA   Crazy Buffalo                   Charge b,f,b,f + P / K
 A   Crazy Buffalo                   Charge b,f,b,f + P
 A   Gigaton Blow                    Charge b,f,b,f + K at Level 3

 Alpha Counter (A-ISM):    LP Buffalo Head
 Alpha Counter (V-ISM):    Crouching HK
 V-ISM Variable Attacks:   b + MP / HP / MK / HK

 Cancellable Attacks:     LP    MP    HP    LK    MK    HK
  - close / variable      n/a   n/a   n/a   n/a   n/a   n/a
  - standing (far)        xav   xav         xav   xav
  - crouching             xav   xav     v   xav   xav
   
 - The longer you charge the Turn Punch, the more damage it does, as
   shown below:

   Time that move is charged            Result

     0 - 2 seconds                      Level 1
     3 seconds                          Level 2
     4 - 6 seconds                      Level 3
     7 - 12 seconds                     Level 4
     13 - 18 seconds                    Level 5
     19 - 24 seconds                    Level 6
     25 - 30 seconds                    Level 7
     31 - 36 seconds                    Level 8
     37 - 42 seconds                    Level 9
     43+ seconds                        Final

   The times are listed in real-life seconds, not game timer ticks.  No
   matter what speed setting you use, you still have to hold down PPP
   for the number of seconds listed.  Charging this move results in more
   damage (we're talking 60% at Final, here) and increased range on the
   Turn Punch (at Final, it goes full-screen).  If the move is blocked,
   the amount of Guard Meter damage it does is also increased.
 - You can charge the Turn Punch before the round begins--you can charge
   it even more if you do so during a mid-boss conversation.
 - During the Crazy Buffalo, you can press and hold Kick to make
   Balrog perform multiple Dash Uppers, or hold Punch to switch him
   back to Dash Straights.


-------------------------------------------------------------------------
JULI
-------------------------------------------------------------------------

XAV  Hooligan Suplex                 b / f + PP
XAV  Frankensteiner                  b / f + KK
XAV  Flying Neck Hunt                Any direction but u / d + PP  (air)
XAV  Air Frankensteiner              Any direction but u / d + KK  (air)

XAV  Sniping Arrow                   qcf + K
XAV  Cannon Spike                    f,d,df + K
XAV  Axle Spin Knuckle               hcb + P
XAV  Falling Arc                     f + MK

XA   Reverse Shaft Breaker           qcb,d,db + K, tap P / K rapidly
 A   Spin Drive Smasher              qcf,d,df + K

     The following moves only work in Dramatic Battle Mode:

XAV  Psycho Charge Beta              Press KKK
XAV  Psycho Charge Gamma             CPU Juli only
 A   Psycho Rolling                  qcf,qcf + P
 A   Death Cross Dancing             LP,LP,f,LK,HP at Level 3

 Alpha Counter (A-ISM):  HK Mach Slide
 Alpha Counter (V-ISM):  HK Cannon Spike

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a   n/a   n/a   n/a   n/a                    
  - standing (far)      xav   xav   xav   xav   xav
  - crouching           xav   xav         xav

 - The Falling Arc is an overhead attack.
 - The Psycho Charge Beta will restore lost life.
 - The Psycho Charge Gamma can only be used by CPU Juli.  She'll
   summon Juni to help heal her if Juni isn't attacking.
 - Both characters are required in order to use the Psycho Rolling
   or Death Cross Dancing.


-------------------------------------------------------------------------
JUNI
-------------------------------------------------------------------------

XAV  Hooligan Suplex                 b / f + PP
XAV  Frankensteiner                  b / f + KK
XAV  Flying Neck Hunt                Any direction but u / d + PP  (air)
XAV  Air Frankensteiner              Any direction but u / d + KK  (air)

XAV  Spiral Arrow                    Charge b,f + K  (air)
XAV  Cannon Spike                    Charge d,u + K
XAV  Mach Slide                      qcf + K
XAV  Cannon Strike                   Jump forward, qcf + K
X    Psycho Shield                   Block b / db, then f + PPP
 AV  Psycho Shield                   Block b / db, then f + PPP  (air)
XAV  Hooligan Combination            hcf,uf + P  (press K to cancel)
XAV  Razor Edge Slicer               Do nothing after after H.C.
XAV  Fatal Leg Twister               b / f + K when close after H.C.
XAV  Cross Scissor Pressure          Do F.L.T. when low to the ground
XAV  Earth Direct                    Rotate 360 + P
XAV  Falling Arc                     f + MK

XA   Psycho Streak                   Charge b,f,b,f + P
 A   Spin Drive Smasher              Charge db,df,db,uf + K

     The following moves only work in Dramatic Battle Mode:

XAV  Psycho Charge Alpha             Press PPP
 A   Psycho Rolling                  qcf,qcf + P
 A   Death Cross Dancing             LP,LP,f,LK,HP at Level 3

 Alpha Counter (A-ISM):  HK Mach Slide
 Alpha Counter (V-ISM):  HK Cannon Spike

 Cancellable Attacks:   LP    MP    HP    LK    MK    HK
  - close / variable    n/a   n/a   n/a   n/a   n/a   n/a                    
  - standing (far)      xav   xav   xav   xav   xav
  - crouching           xav   xav         xav

 - The Falling Arc is an overhead attack.
 - Using the Psycho Shield will push an enemy across the screen.  You
   can combine this move with a Guard Protected block if someone comes
   at you with an attack and you block it just as it reaches you.
 - After you begin the Hooligan Combination, doing nothing will result
   in the Razor Edge Slicer.  If you press b / f + K when Juli is
   higher than her opponent's midsection or if they are crouching,
   she'll perform the Fatal Leg Twister.  If you press b / f + K when
   Juli is lower than her opponent's midsection, or if her enemy is
   in the air, she'll use the Cross Scissor Pressure.  Alternately,
   you can press K while in the air to cancel the Hooligan Combination
   and land on your feet.
 - The Psycho Charge Alpha will restore lost SC / OC power.
 - Both characters are required in order to use the Psycho Rolling
   or Death Cross Dancing.
             

=========================================================================
  4.  SECRETS AND CODES
=========================================================================

 ---------------------------------------------------------------------
 TITLE COLOR CHART
 ---------------------------------------------------------------------

 The color of the title screen denotes what secrets are currently
 available.  After a few weeks of play, the title screen will change
 color, so in a few months after your SFA3 machine has been installed,
 it should reach the final color (light blue).  The explanation of
 the colors is shown below:

   Screen Color         Secret made usable
   -------------------------------------------------------------
   Cream                None  (default color)
   Green                Classical Mode
   Red                  Balrog, Juni, and Juli become playable
   Dark Blue            Mazi Mode
   Purple               Saikyou Mode
   Light Blue*          Can select one of the three Battle Modes

  Note that the beta arcade machines always have a cream-colored title
  screen, irregardless of how long they've been activated.

  * The SFA3 machine that I usually play has been activated for
    months, and I can use all the modes and hidden character, but I
    can't get the Battle modes to work.  Go figure.


 ---------------------------------------------------------------------
 RANDOM SELECT
 ---------------------------------------------------------------------

 The Random Select squares are normally invisible.  There are two for
 the first player and two for the second.  The 1P squares are located
 in the upper-right corner of the diamond and the lower-right.  The 2P
 squares are in the upper-left corner and the lower-left corners
 (shown here as 1R for the first player and 2R for the second):
 
                               Bison
             1R       Charlie  Chun-Li  Sagat   2R
             Dan      Guy      Mika     Birdie  Akuma
        Ryu  Honda    Cody     Karin    Vega    Blanka   Ken
             Dhalsim  Sodom    Cammy    Adon    Zangief
             2R       Rolento  Sakura   Gen     1R
                               Rose
 
 When you've highlighed a Random Select square, it will show each
 character's portrait quickly, and when you press the button, you'll
 get whatever character was shown at the time.  When selecting a
 normally-playable character via Random Select, the button you press
 determines the ISM chosen (thanks to Nicholas Cheung and Onaje
 Everett for this info.):

                - Pressing LP or LK selects X-ism.
                - Pressing MP or MK selects A-ism.
                - Pressing HP or HK selects V-ism.

 If you've used the Random Select square to pick a hidden character,
 then you still get to select their ISM manually from the menu.  This
 doesn't apply (for either normal or hidden characters) if you've
 previously selected Classical Mode.  Note that there are two colors
 for your character's clothing in either ISM (depending on whether
 you use Punch or Kick to choose your character).


 ---------------------------------------------------------------------
 HIDDEN CHARACTERS
 ---------------------------------------------------------------------

 The three hidden charactes are Balrog, the boxer, and Juni and Juli,
 two prototype "dolls" created by Bison's Shadowloo organization.
 Once the game's title screen has become red-colored, their score
 listing will show up in the High Score listing and they become
 playable:

   To choose Balrog, pause on Karin for five seconds, then move to any
   Random Select square, hold the Start button, and press any button.

   To use Juli, pause on Karin for five seconds, then move to any
   Random Select square.  If the square is on the left side of the
   screen, choose her by holding Left and pressing any button.  If
   the square is on the right side, then hold Right and press any
   button instead.

   To use Juni, pause on Karin for five seconds, then move to any
   Random Select square.  If the square is on the top of the screen,
   choose her by holding Up and pressing any button.  If the square
   is on the bottom, then hold Down and press any button instead.


 ---------------------------------------------------------------------
 HIDDEN MODES OF PLAY
 ---------------------------------------------------------------------

 There are three secret modes that affect basic gameplay.  Once the
 game's title screen has become the proper color (see "Title Color
 Chart", above), you can select a hidden mode to use.

   To use Classical Mode, insert your money, hold down HP + HK, and
   press Start.  You can release HP + HK once you're at the Player
   Select Screen.  Then, pick your character.

   To use Mazi Mode, insert your money, hold down MP + MK, and press
   Start.  You can release HP + HK once you're at the Player Select
   Screen.  Then, pick your character.

   To use Saikyou Mode, insert your money, hold down LP + LK, and press
   Start.  You can release HP + HK once you're at the Player Select
   Screen.  Then, pick your character.
                          

 ---------------------------------------------------------------------
 HIDDEN BATTLE MODES
 ---------------------------------------------------------------------

 Thanks to Ura no Ura for this information, and to Madman's Cafe for
 some additional info.  I can't get any of the codes to work myself,
 (the machine hasn't turned the proper color, still!) so try at your
 own risk:

  FINAL BATTLE MODE
  After picking your ISM, hold Start + LP + MK + HP.  You'll fight
  Final Bison for one battle only.  It's just like the last battle;
  win and you get your ending, lose, and you get the bad ending.
  I guess if Final Bison isn't your last boss, then you fight whoever
  it would normally be.

  DRAMATIC BATTLE MODE
  Hold LK + MK + HK, then press Start.  Keep holding those buttons at
  Player Select Screen for a moment.  You'll fight a 2 on 1 battle for
  6 rounds, in which you face two CPU-controlled opponents.  I assume
  that if a second person joins in, then it's you and him/her against
  one CPU-controlled opponent.

  SURVIVAL MODE
  Hold LP + MP + HP, then press Start.  Keep holding those buttons at
  Player Select Screen.  You'll get to fight all 27 characters in
  continuous one-round battles.  Furthermore, you carry over any life,
  SC, or CC energy to each new battle, instead of getting it
  replenished after the battle (although you can earn life back by
  how well you fight, just like in the King of Fighters series).  If
  you lose, then the game ends without you being able to continue.

  Professor H. of Madman's Cafe states that all of the codes can be
  done by holding Start and simply pressing the buttons until you're
  in the Player Select screen.  Like I've already said, I have no
  way to verify this, though.  He also says that if the title screen
  hasn't changed to light blue yet, you can do this manually by
  pressing and holding Start when you start your game (After you
  win or lose your game, the screen color will change, I suppose).
  Haven't been able to get that to work, either.


 ---------------------------------------------------------------------
 SECRET MESSAGES
 ---------------------------------------------------------------------

 This trick only works on Japanese SFZ3 machines.  After winning a
 battle, press and hold Start as well as any other button.  Between
 battles, a message will appear on the screen, depending on the button
 you're holding.

   
=========================================================================
  5.  MISCELLANEOUS
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ISM INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 One of SFA3's new features is the ISM select.  After you pick your
 character, you pick a particular ISM to use.  Each ISM has different
 properties and changes the way your character plays, from giving them
 new moves and abilities to disabling Alpha Counters and air-blocking.
 Each ISM has its' own strengths and weakness; it's up to you to discover
 which one works best with your favorite characters.  An explanation of
 each ISM is listed below:

 ------------------------------------------------------------------------
 X-ISM  (Simple Mode)
 ------------------------------------------------------------------------

  The name "X-ISM" comes from SSFIIX, the Japanese name of our SSF2T
  game.

  MODE BENEFITS
   Like in other modes, your Guard Power Gauge length depends on the
   character.  However, all GPGs are longer in X-ISM than in other
   modes, making it harder for an X-ISM character to get Guard Crushed.
   Also, your attacks (punches, kicks, special moves, etc.) do more
   damage in this mode, excluding SCs, which do the same damage as in
   A-ISM (why, I have absolutely no idea).

  MODE LOSSES
   You cannot air block, use the ground recovery roll, or Alpha Counter.
   You cannot taunt either (excluding Dan, as usual).  X-ISM characters
   have only one, predetermined Super Combo.  They also take slightly
   more damage from attacks (blocked or not) than in other ISMs.


 ------------------------------------------------------------------------
 A-ISM  (Standard Mode)
 ------------------------------------------------------------------------

  The name "A-ISM" comes from the title of the SFZ series (the SFA
  series in the States).

  MODE BENEFITS
   A-ISM characters have just about everything available to them that
   other modes lack: air blocking, both ground and air recoveries,
   Alpha Counters (these cost 1 level of SC power and 1 notch of your
   Guard Power Gauge), and taunting (once per round only, excluding
   Dan).  Plus, their SC gauge charges up at a decent pace, compared
   to X-ISM's slow-filling Super Combo gauge.  They also have access
   to all of their Super Combos (excluding Dhalsim).

  MODE LOSSES
   Characters in this mode do an average amount of damage per hit, but
   this is less than in X-ISM.  Each character's Guard Power Gauge
   varies depending on who you're using, which means that it's easy
   for certain characters to get Guard Crushed.


 ------------------------------------------------------------------------
 V-ISM  (Variation Mode)
 ------------------------------------------------------------------------

  The name "V-ISM" comes from the Original / Variable combos used in
  this ISM.

  MODE BENEFITS
   Like A-ISM characters, they have full access to special abilities
   such as air blocking, ground and air recoveries, Alpha Counters
   (these cost 50% of a full OC gauge and drain 1 notch from your
   Guard Power Gauge), and taunting (again, once per round only,
   excluding Dan).  Also, you can determine which range of attacks
   you'll use (far or close), by leaving the controller neutral or
   holding it back when you press a Punch or Kick button (this doesn't
   apply to all characters).  The OC gauge also charges very quickly
   in this mode, giving you more frequent access to Original Combos.
   Most obvious is that you can use Original Combos, although this
   works in place of Super Combos.

  MODE LOSSES
   All characters in this mode do less damage per hit than in any other
   mode, making this the worst mode damage-wise.  Plus, it costs half
   an OC gauge to use an Alpha Counter, which is still worse than
   A-ISM's requirements, even though the OC gauge fills quickly.
                             

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
ABILITY INFORMATION
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section explains abilities and features available to each
 character.  Some of them may not be available to a character depending
 on who he / she is and what ISMs they're using.  More information on
 the ISMs can be found in the next section.

  ---------------------------------------------------------------------
  BLOCK                        (air blocking is not available in X-ISM)
  ---------------------------------------------------------------------

  COMMAND:
   Hold b to block most standing attacks, jumping attacks, and
   overheads.  Hold db to block most standing and low attacks.  Note
   that you won't block unless the attack your opponent is using is
   relatively close to you.  You can also block in air by performing
   the block command while jumping or after an air recovery.

  NOTES:
   When you block, you take no damage from normal moves, and reduced
   damage from special moves and Super Combos.


  ---------------------------------------------------------------------
  GROUND RECOVERY                      (this is not available in X-ISM)
  ---------------------------------------------------------------------

  COMMAND:
   When you're knocked down, or if you've just air-blocked an attack,
   press any two Kick buttons as you're falling.  To do the roll behind
   Ground Recovery, do f + KK instead.  Then keep holding f and you'll
   roll all the way behind your opponent, even if they're in the corner.

  NOTES:
   By using the ground recovery, you can pass through your opponent or
   simply move closer towards them.  It's useful for escaping from
   corners and so that your foe can't attack you as you get up.


  ---------------------------------------------------------------------
  AIR RECOVERY
  ---------------------------------------------------------------------

  COMMAND:
   When you're knocked up into the air, press any two Punch buttons to
   flip upright and land a short distance away.  After some
   experimentation, I've noticed that b + PP makes you move further
   back upon flipping, while f + PP makes you stay in your same
   tragectory when you flip.  I've noticed that the PP flip cannot be
   done normally (?) unless you get hit while in the air.  I'm really
   not sure about this, but that's what my efforts resulted in, so
   perhaps someone can clear this up for me.

  NOTES:
   Normally, you can be juggled by another of your enemy's attacks
   when you're knocked into the air.  However, once you've flipped, you
   can air block (in certain modes), or perform an attack to prevent
   this from happening.  It's also a useful way to land on your feet
   rather than your back.


  ---------------------------------------------------------------------
  TAUNT                                (this is not available in X-ISM)
  ---------------------------------------------------------------------

  COMMAND:
   Press Start while standing or crouching.  Birdie, Cody, Akuma,
   Shin Akuma, Ken, Charlie, and Ryu all have a second taunt which is
   done by pressing f + Start.  Birdie has a third taunt which is done
   by pressing b + Start.

  NOTES:
   Realistically, taunts have no practical use since they leave you
   open to attack and can't be cancelled.  Rose has a random,
   alternate saying for her taunt, and the following characters have
   damaging taunts: Birdie, Chun-Li, Dan (only in X-ISM), Akuma, Shin
   Akuma, Rolento, Sakura, and Sodom.  These cause minor damage, but
   they can kill someone.  Dan and Dhalsim have an air taunt which can
   be done by pressing Start while in the air.  Dan can also taunt
   when he's crouching.  You can taunt once per round (Dan can taunt
   infinitely in each round).  You can also cancel a normal move into
   your taunt animation, if that move is normally cancelable.  Dan
   earns small amounts of SC energy from his crouching and standing
   taunts, as well.

                                           
  ---------------------------------------------------------------------
  THROW 
  ---------------------------------------------------------------------

  COMMAND:
   Press b / f + any two Punch buttons (some characters can also use
   any two Kick buttons).  This can be done in air.  Some characters
   have 'holding' ground throws, in which you can rap on the buttons
   to increase the number of times your enemy is squeezed / choked /
   bitten / etc.  You'll know if tapping the buttons is paying off
   as your character will shine white when an extra hit has been
   added.

  NOTES:
   If you're not close enough to your opponent, you'll go into a
   "missed throw" animation that leaves you vulnerable to attacks.
   Your opponent can reduce the damage he or she takes from a throw by
   doing a Tech. Hit (f + PP / KK when thrown), which also makes them
   land on their feet.  If you miss a throw, you'll still earn SC
   power, or if you're using V-ISM, you'll earn quite a bit of OC
   power (since your gauge charges the fastest in V-ISM).


  ---------------------------------------------------------------------
  REVERSAL-ONLY MOVES
  ---------------------------------------------------------------------
                     
  Several characters have reversal-only moves.  However, these moves
  can be used in many different situations, not just when you're
  getting up after being knocked down:

   Chun-Li and Balrog can use their reversal-only moves (the Buffalo
   Head and X-ISM Tenshou Kyaku) in the following situations:

    - When knocked down.
    - When coming out of hitstun (after being damaged).
    - When coming out of blockstun (after blocking an attack).

   Cody and Dhalsim can use their reversal-only moves (the Bad Spray
   and Yoga Escape) under the following conditions:

    - When knocked back into the air (i.e. getting hit by Sakura's
      HK Shunpuu Kyaku would work, but getting sweeped by her d + HK
      kick would not).  The general rule with this is that if you
      can air recover (PP flip) out of a move, you can probably use
      the Bad Spray or Yoga Escape, instead.
    - After an air block (it doesn't matter how close or far you are
      from the floor, you'll only do it once you hit the ground).

   Sodom (the King of Reversals), can use his b,db,d + K Tengu Walking
   and Kouten Okiagari under these conditions:

    - When knocked down.
    - When coming out of hitstun (after being damaged).
    - When coming out of blockstun (after blocking an attack).
    - When knocked back into the air (i.e. getting hit by Sakura's
      HK Shunpuu Kyaku).  Again, if you can air recover (PP flip)
      out of a move, you can probably use the Tengu Walking instead.
    - After an air block (it doesn't matter how close or far you are
      from the floor, you'll only do it once you hit the ground).

   He can use his qcf + K Tengu Walking while getting up off the floor
   (like a normal reversal).


  ---------------------------------------------------------------------
  ALPHA COUNTER                        (this is not available in X-ISM)
  ---------------------------------------------------------------------

  COMMAND:
   While you're blocking an attack on the ground, press f + the same
   Punch and Kick buttons.  You need to have at least 1 level of your
   SC gauge filled (in A-ISM), or 50% or higher of your OC gauge filled
   (in V-ISM), in order to do this.  You also need at least one spare
   notch in your Guard Power Gauge.  When you use an AC, the animation
   will pause briefly and you'll stop blocking and perform a preset
   attack.  The attack you use changes depending on what "-ISM" you're
   using.

  NOTES:
   ACs are handy if your opponent is aggressive or is trying to kill
   you via block damage and you want to get away from them.  ACs do
   little damage but can kill someone.  However, because they shorten
   the length of your GPG, they're best saved for do-or-die situations,
   as a small Guard Power gauge is not a good thing to have.


  ---------------------------------------------------------------------
  SUPER COMBO                          (this is not available in V-ISM)
  ---------------------------------------------------------------------

  COMMAND:
   The command for a SC changes depending on the character.  Usually
   it's a double motion (like qcf,qcf), plus a Punch or Kick button.
   The button used has no purpose in X-ISM; in A-ISM, it affects the
   level of power used (LP / LK for Level 1, MP / MK for Level 2, HP
   / HK for Level 3).  Some A-ISM characters have SCs that can only be
   used at Level 3--in that case, the button used is unimportant.  If
   you have one level of power and use a Medium or Hard attack, you'll
   still do a Level 1 SC; the same applies to using HP or HK if you
   have only 2 levels.

  NOTES:
   Super Combos share many traits: they are generally faster and have
   more priority than normal moves; they can juggle an opponent, and
   they hit multiple times and usually do lots of damage.  In A-ISM,
   these traits improve depending on the level of SC energy expended
   (so a Level 3 SC costs more but does more damage, etc. than a Level
   1 SC).  X-ISM SCs do the same amount of damage as a Level 3 SC in
   A-ISM.


  ---------------------------------------------------------------------
  ORIGINAL COMBO                      (this is only available in V-ISM)
  ---------------------------------------------------------------------

  COMMAND:
   Press the same strength Punch + Kick buttons together.  You need to
   have at least 50% of your OC energy built up in order to use this.
   When you activate an OC, you are trailed by shadows that mimic your
   every action, but only the last one (it's colored differently) can
   actually hit an opponent.  What strength P + K you use determines
   the amount of space between each shadow; use LP + LK for them to be
   close together, MP + MK to space them further apart, and HP + HK
   for a wide gap between each shadow.  Basically, the closer your
   last shadow is to you, the sooner it attacks after you perform an
   attack.

  NOTES:
   OCs are very different from the way they were in SFA2.  You can't
   block during an OC, and you can taunt infinitely and use charge
   moves without charging (i.e. simply tap b,f + P for Birdie's
   Bull Head).  You can still juggle an opponent easily with your
   attacks, and can cancel normal attacks (not special moves, although
   there's still no delay time after performing one so you can go into
   another move faster than you could normally).  Unlike a SFA2 CC,
   you can walk wherever you want to or jump without always moving
   forward.  Also, you can throw / air throw during a OC as well.  If
   you're hit while your OC is activated, it ends, and you lose all
   remaining OC power above 50%  (more if you were closer to reaching
   50%).  If you started with 50%, then you lose it all if you're hit.


  ---------------------------------------------------------------------
  GUARD POWER GAUGE
  ---------------------------------------------------------------------

  NOTES:
   When you block or air block an attack, this gauge decreases
   slightly.  If you keep blocking attacks, it will keep decreasing
   until it empties.  If this happens, your character gets Guard
   Crushed and will become dizzy (and open to an attack) for a moment
   before it recharges.  However, when it recharges, it's overall
   length is reduced by a notch, making it easier for you to be Guard
   Crushed.  When not blocking, the GPG refills slowly, but only to the
   current length of the GPG and not any further if you've lost a notch
   or more.  Another way to lose GPG notches is to use a Alpha Counter.
   If your opponent can block in the air, you can Guard Crush them in
   the air, although they'll fall to the ground after getting GC'd.


  ---------------------------------------------------------------------
  COUNTER HIT
  ---------------------------------------------------------------------

  COMMAND:
   Hit your opponent with an attack while they're in the midst of
   performing their own attack.

  NOTES:
   When you perform a Counter Hit, the hit sound is much louder and the
   action pauses for a brief moment.  A move that becomes a Counter Hit
   does more damage than it normally would, and you can juggle them
   easily after the hit.


  ---------------------------------------------------------------------
  DAMAGE REDUCTION
  ---------------------------------------------------------------------

  COMMAND:
   When getting hit by an attack, press in any direction plus any
   button.  Sometimes it's possible to do this with just a joystick
   press, I don't know why.

  NOTES:
   Doing this slightly reduces the amount of damage you take from an
   attack.  You'll know if it worked because you'll flash red while in
   your 'damaged' pose.  This can be done repeatedly against multi-hit
   attacks in order to conserve more life.

   Furthermore, if you're in the midst of an attack and are hit, you
   can perform the Damage Reduction and your character will continue
   the attack, instead of going into hitstun.  Think of it like the
   Super Armor found in the VS. games.  Thanks to gdawson@angelfire
   for this bit of info.

   LBDanGC@aol.com also suggests that doing the Damage Reduction
   command can result in your attacker taking added damage (sort of
   like a Counter Hit).  I haven't been able to confirm this, but
   it's entirely possible.


  ---------------------------------------------------------------------
  GUARD CRUSH PROTECTION
  ---------------------------------------------------------------------

  COMMAND:
   Try to block an attack as it comes out instead of blocking it in
   advance (like parrying in reverse).  This works against high and
   low attacks, and can be done in the air as well, if your character
   can air block.

  NOTES:
   Doing this reduces the amount of Guard Power you lose from your
   Guard Power Gauge.  Your character will flash blue if you've done
   this properly.
                                  

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
CHARTS A PLENTY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 This section contains a bunch of short charts showing the abilities
 of different characters.
   
 This chart illustrates who takes the most damage from attacks:

 ------------------------------------------------------------------------
 DAMAGE RANKING         WHO FALLS UNDER WHICH RANKING
 ------------------------------------------------------------------------

 Least Damage        :  Zangief

 Less Damage         :  Birdie, Dan, E. Honda, Gen, Ken, R. Mika,
                        Ryu, and Sodom

 Average Damage      :  Everyone else, mainly:  Adon, Blanka, Cammy,
                        Cody, Chun-Li, Dhalsim, Akuma, Guy, Karin,
                        Charlie, Rolento, Rose, Sagat, Sakura, Balrog,
                        and M. Bison.

 More Damage         :  Vega, Juli, and Juni


 This one shows how large each character's Guard Crush gauge is (all
 the information is according to Jack Lin):

 ------------------------------------------------------------------------
 PERSON                                      GAUGE SIZE (IN POINTS)
 ------------------------------------------------------------------------

 Birdie, Zangief                              :  80  (8 points is approx.
 Karin, Sakura, Vega                          :  76  half a Guard Meter
 Adon, Cody, Honda, Gen, Mika, Sodom, Bison   :  72  section, so 16 is
 Vega, Cammy, Chun-Li, Charlie, Juni, Juli    :  64  one full "block" of
 Everyone else                                :  68  guard power).

 What's written is for the Guard Meters in A-ISM.  If you're playing
 with an X-ISM character, add 8 points to the numbers shown.  If
 you're using V-ISM, subtract 8.  The lone exception is V-ISM Cody,
 his V-ISM ranking is 48 points (this is because he has the dodge and
 so it's harder to get him to block).  So, Zangief and Birdie have
 the largest guard meter, and V-ISM Cody has the smallest.

 Personally, it seems to me that people in V-ISM have the same size
 Guard Crush meter, but I think this info. was for the Arcade version,
 which might explain why.

 The last of the charts shows who gets dizzied the easiest:

 ------------------------------------------------------------------------
 PERSON            NEEDED TO DIZZY (IN POINTS)
 ------------------------------------------------------------------------

 Akuma            :    34
 Blanka           :    43
 E. Honda         :    44       I'm not sure if the points are damage
 Sodom            :    46       points or what, but what it basically
 Birdie           :    48       means is that Akuma is easy to dizzy,
 Zangief          :    50       and Zangief is not.
 Everyone else    :    40

 Thanks to Jack Lin for this info (guard size and dizzy info.), and to
 Dan GC for reposting it for me.
   
 ------------------------------------------------------------------------
 Doujioshi SP  (Simultaneous Press Special)
 ------------------------------------------------------------------------

 This is an ability limited to certain characters (though I'm sure there
 are more undiscovered combinations).  What it basically allows you to
 do is link two attacks together, by pressing LP / LK, then pressing that
 button plus HP / HK as the light attack ends.  This only works for
 X-ISM characters.  If a character has a long range / close range
 attack, you can use either one.  If the finishing HP is comboable, you
 can cancel it into a special move or Super Combo.

 Below is a listing of the various types of Doujioshi SP attacks and
 who can use them:

 d + LK, LK + HP:       Ryu, Ken, Akuma, Gen, Karin, Sakura, Cammy,
                        Juni, Juli
 d + LK, d + LK + HP:   Ryu, Ken, Akuma, Gen, Karin, Sakura, Cammy,
                        Juni, Juli
 LK, LK + HP:           Guy, Cammy, Juni, Juli
 LK, d + LK + HP:       Guy, Cammy, Juni, Juli
 LP, LP + HP:           Balrog
 LP, d + LP + HP:       Balrog
 LP, LK + HP:           Adon, Chun-Li

 There are more than just these--I was in the process of writing them
 all down and I lost the paper I had put my notes on :)  It sucked too,
 since that paper had a list of KoF '98 cancellable attacks I had been
 compiling on the other side ;(  Now I gotta do it all over again, argh.
 So, look for a more complete listing in the next update, eheheh.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
BOSS BATTLE CHART
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 SFA3's game progression has been changed significantly from SFA2.  It
 works like this:

  - After picking a character, you'll get to see a little intro
    explaining who they are and what they're up to.
  - Your 5th battle is against your mid-boss.  There are no special
    requirements to fight him / her, it's automatic.  The only thing
    notable about a mid-boss battle is that you will exchange some
    words with your opponent before the fight begins and sometimes,
    after it ends.
  - Your 9th battle is against your second mid-boss.  Nothing too
    special about this, either.
  - Your 10th battle is usually against Final Bison, a really powerful
    version of M. Bison.  Some characters will fight someone else for
    their 10th battle, in which case they will then proceed to an
    extra 11th match against Final Bison.
  - If you beat your 10th/11th match, you beat the game and get to
    see your character's ending.  Lose to any character and the game
    ends, but lose to Final Bison and you get to watch a bad ending
    while the credits scroll ;)

 Below is a listing of each character's mid-bosses and final boss:

 Name           5th Battle     9th Battle     10th Battle    11th Battle
 -----------------------------------------------------------------------
 Adon           Ken            Rose           Final Bison
 Akuma          Adon           Guy            Final Bison
 Birdie         E. Honda       Blanka         Balrog         Final Bison
 Blanka         Dan            Zangief        Balrog         Final Bison
 Cammy          Dhalsim        Vega           Juli & Juni    Final Bison
 Charlie        Cammy          Rolento        Final Bison
 Chun-Li        Birdie         Cammy          Juli & Juni    Final Bison
 Cody           Birdie         Guy            Final Bison
 Dan            Chun-Li        Sagat          Balrog         Final Bison
 Dhalsim        Rose           Birdie         Juni & Juli    Final Bison
 E. Honda       Ryu            Sodom          Final Bison
 Gen            Ryu            Akuma          Final Bison
 Guy            Karin          Gen            Final Bison
 Karin          Blanka         Sakura         Juni & Juli    Final Bison
 Ken            Karin          Sakura         Final Bison
 M. Bison       Akuma          Sagat          Ryu
 R. Mika        Karin          Zangief        Balrog         Final Bison
 Rolento        Sodom          Cody           Balrog         Final Bison
 Rose           Guy            Vega           Juni & Juli    Final Bison
 Ryu            Rose           Ken            Final Bison
 Sagat          Dan            Ryu            Final Bison
 Sakura         E. Honda       Ryu            Final Bison
 Sodom          Rolento        Chun-Li        Final Bison
 Vega           Zangief        Cammy          Final Bison
 Zangief        Rolento        Chun-Li        Final Bison

 (Hidden characters) ----------------------------------------------------

 Juli           Akuma          Sagat          Ryu
 Juni           Akuma          Sagat          Ryu
 M. Bison       Akuma          Sagat          Ryu


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
WIN POSE LIST
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 Below is a listing of each character's win pose.  Some win poses can
 be gotten by using more than one button, but because it can be random
 in some cases (like using MK with Ryu), use with caution.  For some
 characters, you can only get all poses if you're in a same player
 vs. same player match.  Thanks to NRX for correcting the Japanese
 listed here and providing me with quotes and their meanings.


 -----------------------------------------------------------------------
 ADON
 -----------------------------------------------------------------------
  
 LP  Adon laughs and gives his opponent a thumbs down.
 MP  Adon flips back, takes off his tong, and says "Yeah!"
 HP  Adon crosses his arms and laughs.
 LK  Adon turns away, holds out his arms, and looks over his shoulder,
     his teeth gleaming.
 MK  Adon rocks back and forth, then prostrates himself on one knee.
 HK  Like in MK, but he keeps rocking back and forth.


 -----------------------------------------------------------------------
 AKUMA
 -----------------------------------------------------------------------

 LP, MK  Akuma gets into the horse stance and begins shaking.
 MP, HK  Akuma gets into the horse stance and the screen shakes.
 HP, LK  Akuma turns away and the kanji 'Ten' (heaven) appears on his
         back.  He says "Shoushi!" (Pathetic!)


 -----------------------------------------------------------------------
 BALROG
 -----------------------------------------------------------------------

 P, LK, MK  While chuckling, Balrog turns towards the screen and flexes
            his arms.
 HK         As with LK, but Balrog rips off his shirt and flexes once.
          

 -----------------------------------------------------------------------
 BIRDIE
 -----------------------------------------------------------------------

 LP      Birdie takes out his knife and flips it open.
 MP, HK  Birdie gives a thumbs up, then sticks out his tongue and gives
         a thumbs down as his mohawk gets messed up.
 HP      Birdie licks his chain and says "I'm number one."
 LK      Birdie holds up two fingers and says "...to heaven."
 MK      Birdie holds up three fingers and says "I'm number one."


 -----------------------------------------------------------------------
 BLANKA
 -----------------------------------------------------------------------

 LP      While grinning, Blanka jumps and rolls in place.
 MP      Blanka howls while thrusting his arms into the air.
 HP      Blanka uses his electric powers to start up a blender, then
         drinks the fruit juice inside.
 LK, MK  Blanka does the MP pose repeatedly, without howling.
 HK      Blanka eats a piece of fruit then throws the rind/skin/core
         (depending) onto his opponent's body.  He keeps doing this so
         that soon there's a little pile of stuff lying atop his foe ;)


 -----------------------------------------------------------------------
 CAMMY
 -----------------------------------------------------------------------

 LP, HK  Cammy poses and then looks towards the screen.
 MP      Cammy salutes Bison, who appears in the air, and says "Yes,
         sir!"
 HP      As with MP, but she simply stands at attention and says
         nothing.
 LK      Cammy turns her back to the screen, gives a thumbs up, and
         looks behind her.
 MK      As with LK, but she turns around and smiles while giving a
         thumbs up at the end.


 -----------------------------------------------------------------------
 CHARLIE
 -----------------------------------------------------------------------

 P       Charlie puts on his glasses and says "Hmph!"
 LK, MK  Charlie turns away, runs a hand through his hair, and says,
         "Too easy!"
 HK      Charlie adjusts his jacket, squints, and says "Hmph!"
 

 -----------------------------------------------------------------------
 CHUN-LI
 -----------------------------------------------------------------------

 LP, LK  Chun-Li crosses her arms and bows her head.
 MP, MK  While laughing, Chun-Li jumps up and down.  She stops, shakes
         her head, and flashes a peace sign while saying "Yatta!"
         (I did it!)
 HP, HK  Chun-Li performs several swift kicks, then draws her leg back
         while shouting.
 *       Chun-Li does her taunt and says "Gomen ne!" (Sorry!"

 *       You'll always get this pose if you get a Perfect Victory.


 -----------------------------------------------------------------------
 CODY
 -----------------------------------------------------------------------

 Any  Cody holds his arms out in an "I dunno" gesture and says "Whew!"
 *    Cody looks behind him and runs off screen.  Edi. E runs onscreen,
      shouts, and fires his gun before chasing after Cody.  Cody then
      runs back, Crack Kicks Edi. E offscreen, and does his LP pose.
 *    Same as above, but Edi. E just chases Cody offscreen, and that's
      it.

 *  Usually, you can get this by holding any button (except LP) after
    winning the final round.  But which pose you get is random, and
    you may just get his "Whew!" gesture anyway.

 
 -----------------------------------------------------------------------
 DAN HIBIKI
 -----------------------------------------------------------------------

 LP, HK  Dan flexes an arm and shakes it while saying "Yoshaa!"
         (Alright!)
 MP      Dan frees his arm from his gi, taunts, and says "Rakushou!"
         (Easy win!)
 HP      Dan stands with his legs close together and with one hand by
         his side.  He gives a thumbs up with his other shaking hand
         and says "Yoyuussu!"  (Piece of cake!) - I guess?
 LK      Same as the LP pose, but Dan is crying and says "Yattaze,
         oyaji!" (I did it, father!)
 MK      Same as the LP pose, but Dan says "Hyaah!"
                   

 -----------------------------------------------------------------------
 DHALSIM
 -----------------------------------------------------------------------

 LP      Dhalsim floats in air while mumbling.
 MP      Dhalsim bows his head and clasps his hands while saying "Yoga!"
 HP      Dhalsim floats in his taunt pose while mumbling quickly.
 LK      Same as LP, but Dhalsim says "Samadhi...."  (It's a state of
         enlightment)
 MK, HK  Same as MP, but Dhalsim has the same quote as in LK.


 -----------------------------------------------------------------------
 E. HONDA
 -----------------------------------------------------------------------

 LP, MK, HK  Honda stands up, lifts his arms up, and laughs.
 MP          Honda sticks out an arm and rotates his neck, and says
             "Dosukoi!"  (No real meaning,  it's a traditional sumo
             kiai.)  According to Wanderer, a 'kiai' is something said
             while you attack in martial arts.  The principle is that
             you exert more force when you do something while shouting.
 HP          Honda stands up and holds his arms in a thinking pose,
             with one hand on his chin.  He says, "Sekai wa hiroi nou!"
             (The world is large! - referring to the great number of
             worth opponents)
 LK          Honda gives a thumbs up and says "Donna mon jai!"
             (Anything! - referring to his believe that he can outdo
             anything thrown at him.)
                   

 -----------------------------------------------------------------------
 GEN
 -----------------------------------------------------------------------

 LP, MK, HP  Gen folds his arms and says, "You are a big fool."
 MP, LK, HK  Gen folds his arms and laughs.
          

 -----------------------------------------------------------------------
 GUY
 -----------------------------------------------------------------------

 LP, LK  Guy crosses his arms.
 MP, MK  Guy turns away, holds an arm up, then lets it fall.  He says
         "Waruku omou na."  (Don't think badly of me)
 HP, HK  Guy holds his other arm by the wrist, with his fingers pointed
         up.  He says "Korezo, Bushin-ryuu!"  (This is Bushin style!)


 -----------------------------------------------------------------------
 JUNI / JULI
 -----------------------------------------------------------------------

 LP, MK  Either one does a salute and M. Bison appears in mid-air.
 MP, HK  Either one stands at attention and M. Bison appears in mid-air.
 HP, LK  Either one stands in a slightly-turned pose to reveal her back.


 -----------------------------------------------------------------------
 KARIN KANZUKI
 -----------------------------------------------------------------------

 LP  Karin covers her mouth while laughing.
 MP  Karin rests her cheek on her hand with her eyes closed.  She
     says, "Kono Karin ni kateru to omotte?"  (Did you think you
     could beat me?)
 HP  Karin poses, and her servant runs up and kneels, offering her a
     drink.
 LK  Karin poses, and her servant runs up with a first aid kit and
     begins looking worriedly over Karin's opponent.
 MK  Karin poses and her servant runs by with a dish, a poodle
     following him.
 HK  Karin poses as in her HP win pose.
                  

 -----------------------------------------------------------------------
 KEN
 -----------------------------------------------------------------------

 LP, LK  Ken lifts an arm into the air.
 MP, MK  Ken runs a hand through his hair, gives a peace sign, and
         says "Yattaze!" (I did it!)
 HP, HK  Ken holds out his arm and gives a peace sign while saying
         "Yattaze!"


 -----------------------------------------------------------------------
 M. BISON
 -----------------------------------------------------------------------

 LP, LK  Bison looks towards the screen and drags a thumb across his
         throat.
 MP, MK  Bison crosses his arms and says "Hmph, nurui wa!"  (You suck!)
 HP, HK  Bison teleports into the air and floats there while laughing.
          

 -----------------------------------------------------------------------
 RAINBOW MIKA
 -----------------------------------------------------------------------

 LP          Mika jumps up and down with her arms out while saying
             "Katta!"  (I win!)
 MP, MK, HK  Same as LP, but Mika stops afterwards while her trainer
             drives by in a little cart, holding a wooden sword.
 HP          Same as LP, but her trainer drives up and nods.
 LK          Same as LP, but her trainer leaves behind a tire which
             Mika ties to herself before running off-screen.


 -----------------------------------------------------------------------
 ROLENTO
 -----------------------------------------------------------------------

 LP  Rolento turns around, snaps his fingers, and says "Mission
     complete!"  While this is happening, a row of El Gatos descend and
     stab their knives downwards.
 MP  Rolento tosses a grenade at his foe and laughs when they're hit.
 HP  As in the LP win, but one of the El Gatos stabs out of sync.
 LK  As in the HP win, but the same El Gato instead drops down with the
     Take No Prisoner hook, then pops offscreen.
 MK  As in the LP win, but the El Gatos come down repeatedly in a wave
     formation.
 HK  Rolento turns around, snaps his fingers, and says "Mission
     complete!"


 -----------------------------------------------------------------------
 ROSE
 -----------------------------------------------------------------------

 LP  Rose waves a finger while wind ruffles her scarf and says "Mada
     mada ne."  (You're too slow.)
 MP  Rose lets her scarf drape to the ground and an orb of Soul Energy
     runs along it.  She then says, "Yaru janai."  (Not bad.)
 HP  Rose creates a double and both perform her LP pose with a
     different quote, "Soreja, dame."  (That won't do.)
 LK  Rose creates a double and they lean against each other.  Rose
     opens her eyes while the double's remain closed.  Rose then
     says, "Daijobu?"  (Are you all right?)
 MK  Rose erects a large tarot card in front of her.  It flips around
     and vanishes, momentarily obscuring her.  When it's gone, she's
     wearing a ballgown and is holding several tarot cards.  She then
     says "Ciao!"  (Goodbye!)
 HK  While the wind blows her hair and scarf, Rose takes out a tarot
     card, examines it, and lets it fall from her hand.  Rose remarks,
     "Nattenaiwa...."  (I'm not sure....)


 -----------------------------------------------------------------------
 RYU
 -----------------------------------------------------------------------

 LP, LK  Ryu raises one arm into the air.
 MP, MK  Ryu crosses his arms and wind ruffles his hair.
 HP, HK  Same as MP, but he notices a leaf blowing by his feet.
 *       Ryu turns his back to the screen.

 *  Only happens if you kill someone with the Metsu Shouryuu Ken or
    Shin Shouryuu Ken (I thought you got a different pose for each?)


 -----------------------------------------------------------------------
 SAGAT
 -----------------------------------------------------------------------

 LP, LK  Sagat gets into a thinking pose, grins, and laughs.
 MP, MP  Sagat looks towards the screen, crosses his arms and laughs.
 HP, HK  Sagat crosses his arms, then looks away and laughs.

           
 -----------------------------------------------------------------------
 SAKURA
 -----------------------------------------------------------------------

 LP  Sakura lifts an arm up while laughing, the wind blowing her
     clothes.
 MP  Sakura sways back and forth, doing a little dance.
 HP  Sakura throws several kicks while yelling, and her shoe flies off
     and hits her in the head.
 LK  Same as her HP pose, but her shoe stays on.
 MK  Sakura rubs her nose and then waves her hand while saying
     "Konna toko da ne!"  (That's how it's done!)
 HK  Sakura crosses her arms and looks away ala Ryu, the wind blowing
     her skirt up.
             

 -----------------------------------------------------------------------
 SODOM
 -----------------------------------------------------------------------

 LP, HK  Sodom bows to his opponent.
 MP      Sodom takes out a fan and waves it, making a font of water
         emerge.  He says "Appare!"  (Bravo!)
 HP      Sodom takes out a fan and waves it, making some butterflies
         appear.  He says "Bureiko!"  (According to Nick Des Barres,
         he has no idea why Sodom says this.  The term means
         "dispensing with formalities," and is used to describe the
         attitude at special company parties, etc. in Japan, when
         bosses and underlings can party together, forgetting about
         rank entirely for one day).
 LK *    Sodom crouches and spins his weapons around.
 MK *    Same as in LK, but the weapons come out of his hands and he
         looks around.

 *  X-ISM Sodom has his LK and MK poses replaced with his MP and HP
    poses, respectively.


 -----------------------------------------------------------------------
 VEGA
 -----------------------------------------------------------------------

 LP, MK, HK    Vega stands up, giggles, and sweeps outward with either
               hand.
 MP, HP        Vega stands up and removes his mask.
 LK            Vega jumps up, then crouches and giggles.
 MP (no mask)  Vega stands up and puts a rose in his mouth and says
               "Adios."  (Goodbye.)
 HP (no mask)  Vega stands up and hangs his braided tail over his
               chest and says "Adios."


 -----------------------------------------------------------------------
 ZANGIEF
 -----------------------------------------------------------------------

 LP  Zangief throws his arms up and grunts.
 MP  As with LP, but he has a quote.
 HP  Zangief flexes his chest muscles, then poses and grins while
     saying "Bolishoi paveida!"  (Big victory!) - I think! ;)  
 LK  As with HP, but he laughs instead.
 MK  Zangief takes a flask of vodka from his belt, drinks it, and
     breathes out a blast of fire.  While he's breathing, Blanka drops
     down and holds out a fish so that Zangief ends up cooking it.
     Blanka goes off-screen with a grin, and Zangief looks back at the
     screen, grinning, his face covered in ash.
 HK  As with MK, but Blanka stays hanging from the ceiling along with
     the fish, both of them charred.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
PRE-FIGHT ANIMATIONS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 Rather than attempt to list every situation under which you can see
 these pre-fight animations, I'm just going to list what works.
 Furthermore, it doesn't matter who is first or second player (i.e.
 Gen vs. Akuma or Akuma vs. Gen will both work, if the conditions are
 right).


  ----------------------------------------------------------------------
  ANYBODY vs. CPU BALROG
  ----------------------------------------------------------------------

  Description:  There is a punching bag hanging from the ceiling; Balrog
                comes running in with a Dash Straight and destroys it.
                He then punches his hands together ala his taunt, and
                throws a quick series of punches at his opponent.
                                               

  ----------------------------------------------------------------------
  GEN vs. AKUMA
  ----------------------------------------------------------------------

  Conditions:   One character must be computer controlled.
  Description:  Akuma tries to surprise Gen with a Shun Goku Satsu,
                but Gen counters it and then tries his Zan'ei, which
                Akuma similarily blocks.  Although the characters start
                off on the wrong sides of the screen, they end up in
                their proper positions once they've finished attacking
                each other.


  ----------------------------------------------------------------------
  RYU vs. KEN
  ----------------------------------------------------------------------

  Conditions:   Won't work during Ryu's boss fight with Ken (it will if
                you lose and continue, though).
  Description:  Ken is giving Ryu a noogie; Ryu responds by throwing
                Ken aside, who lands on his feet on the other side of
                the screen.  While nooging Ryu, Ken says, "Tataki
                tsubushite yaruze!" which means "I'll beat you
                senseless!"


  ----------------------------------------------------------------------
  GUY vs. CODY
  ----------------------------------------------------------------------

  Conditions:   One character must be computer controlled.
  Description:  On Cody's side of the screen, there are a pyramid of
                oil drums.  He walks on screen, destroying the drums as
                he goes with his Final Destruction combo (including the
                F.D. throw).  While this is going on, Guy is standing on
                the other side of the screen in his MP win pose.  A
                bunch of oil drums fall down on top of him, draining
                some of his life.  He then performs a Bushin Senpuu Kyaku
                (Final Fight-style) to destroy them all.  Left behind on
                the ground is a piece of food (gum, beef, etc.), which
                Guy then walks over, thereby restoring his missing life
                back to full.  Just like in Final Fight, a picture of the
                food item taken and it's name will appear beneath Guy's
                life gauge.


  ----------------------------------------------------------------------
  ADON vs. SAGAT
  ----------------------------------------------------------------------

  Conditions:   One character must be computer controlled.
  Description:  Adon and Sagat are close to each other, throwing kicks
                which they both counter.  Their final attacks cancel
                out as if they had been Alpha Countered.  Sagat does his
                LP pose, while Adon stands triumphantly and yells, his
                teeth gleaming while he gives a thumbs up.


  ----------------------------------------------------------------------
  RYU vs. SAGAT
  ----------------------------------------------------------------------

  Conditions:   Sagat must be computer controlled.  The version of Ryu
                used and ISM of Sagat affects this animation.
  Description:  (Ryu vs. X-ISM Sagat)
                Sagat is standing nearby holding Dan in his PP throw.
                There is a flash of light and the screen turns black as
                Sagat performs a LP Tiger Uppercut on his opponent.  He
                then leaps back, rubs his scar (which glows), and laughs.

                (Ryu vs. A-ISM Sagat)
                Sagat is standing nearby.  He leaps back, rubs his scar,
                (which glows), and laughs.

                (Ryu vs. V-ISM Sagat)
                Sagat is standing nearby, and Dan is lying on the ground,
                his head held by Sagat.  Sagat tosses Dan aside and his
                geta fall off and bounce against the floor.  Sagat then
                leaps back, rubs his scar (which glows), and laughs.

  
  ----------------------------------------------------------------------
  DAN vs. SAGAT
  ----------------------------------------------------------------------

  Description:  While Sagat is doing his LP win pose, Dan rolls up and
                performs his MK win pose.


  ----------------------------------------------------------------------
  DAN vs. BLANKA
  ----------------------------------------------------------------------

  Conditions:   (Still unknown)
  Description:  The truck that Blanka comes out of is onscreen, but
                instead Dan bursts out of it, rolls to a stop, and
                taunts.  Blanka then hops out of the back of the truck
                and bounces atop Dan's head dizzying him, before
                landing on the other side of the screen.


  ----------------------------------------------------------------------
  DAN vs. SAKURA
  ----------------------------------------------------------------------

  Conditions:   One character must be computer controlled.
  Description:  Dan does his normal introduction, but Sakura stands
                there and scratches her forehead, looking uneasy.


  ----------------------------------------------------------------------
  SODOM vs. HONDA
  ----------------------------------------------------------------------

  Conditions:   (Still unknown, may not even exist)
  Description:  I haven't ever seen this one.  Supposedly Honda and
                Sodom do traditional Sumo poses prior to the round
                beginning (remember that in Sodom's SFA2 ending, he
                appeared to fight Honda [aka Fujinoyama]).


  ----------------------------------------------------------------------
  SAKURA vs. KARIN
  ----------------------------------------------------------------------

  Conditions:   One character must be computer controlled.
  Description:  Karin hops out of a helicopter and waits for it to
                leave.  Sakura stands there and scratches her forehead,
                looking uneasy.


  ----------------------------------------------------------------------
  GUY vs. KARIN
  ----------------------------------------------------------------------

  Conditions:   (Still unknown, may have been cut out)
  Description:  Guy does nothing, Karin leaps out of a helicopter.


  ----------------------------------------------------------------------
  MIKA vs. ZANGIEF
  ----------------------------------------------------------------------

  Conditions:   (Still unknown)
  Description:  Mika and Zangief do their normal intros, but there is
                a spotlight shining down on both of them.
                  

  ----------------------------------------------------------------------
  ROSE vs. FINAL BISON
  ----------------------------------------------------------------------

  Description:  While Bison is descending from the air, Rose gets pushed
                back by his Psycho Power.  She repsonds by throwing a
                tarot card at him, which he deflects.


  ----------------------------------------------------------------------
  CAMMY vs. FINAL BISON
  ----------------------------------------------------------------------

  Description:  Bison is standing on the ground with his cape
                surrounding him.  He gestures at Cammy with a glowing
                hand, then gets into his normal stance.


  ----------------------------------------------------------------------
  CHARLIE vs. FINAL BISON
  ----------------------------------------------------------------------

  Description:  Charlie's Harrier jet flies overhead and he drops down
                from it, tugs on his jacket, then turns to face Bison.


  ----------------------------------------------------------------------
  CHUN-LI vs. FINAL BISON
  ----------------------------------------------------------------------

  Description:  Chun-Li threatens Bison with a pistol, then tosses it
                aside.
                                                                                       
 Nicholas Cheung adds:  "Some of the special intros will not happen
 the first time you face the CPU form of the character if it is one of
 your mid-bosses.  If you lose to that character, then if you continue,
 you will get to see the special intro when you face that character
 again.  (Example is Ryu vs. CPU Ken on Stage 9)"
                

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
TRANSLATIONS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 These were done mostly by me and so may not be correct.  Some move
 names are omitted if they've appeared previously in the list or if I
 don't have the kanji and so can't make a proper translation.

 AKUMA

 Tomoe Nage                     Comma Throw
 Jigoku-guruma                  Hell Wheel
 Gou Hadou Ken                  Great Surge Fist
 Zankuu Hadou Ken               Air Slashing Surge Fist
 Shakunetsu Hadou Ken           Scorching Heat Surge Fist
 Gou Shouryuu Ken               Great Rising Dragon Fist
 Tatsumaki Zankuu Kyaku         Air Slashing Tornado Kick
 Zenpou Tenshin                 Forward Roll
 Ashura Senkuu                  (evil demonic spirit) Air Flash
 Hyakki Shuu                    Hundred Demon Raid
 Hyakki Gou Zan                 Hundred Demon Great Slash
 Hyakki Gou Shou                Hundred Demon Great Raid
 Hyakki Gou Sen                 Hundred Demon Great Edge
 Hyakki Gou Sai                 Hundred Demon Great Smash
 Hyakki Gou Tsui                Hundred Demon Great Crash
 Tenma Kuujin Kyaku             Demon Air Blade Leg
 Zugai Hasatsu                  Skull Destroyer
 Senpuu Kyaku                   Whirlwind Kick
 Messatsu Gou Hadou             Great Surge Deadly Attack
 Messatsu Gou Shouryuu          Great Rising Dragon Deadly Attack
 Tenma Gou Zankuu               Great Demon Sky Killing
 Shun Goku Satsu                Imprisoning Death Flash

 BALROG

 Kuuchuu Head Bomber            Mid-Air Head Bomber

 CHUN-LI

 Koshuu Tou                     Attacking Tiger Overthrow
 Ryuusei Raku                   Shooting Star Drop
 Kikou Ken                      Chi Fist
 Sen'en Shuu                    Spinning Circle Kick
 Hyakuretsu Kyaku               Hundred Rending Kicks
 Tenshou Kyaku                  Heavenly Ascention Kick
 Sou Hakkei                     Dual Internal Energy Release
 Kouhou Kaiten Kyaku            Backward Spinning Leg
 Kaku Kyaku Raku                Crane Leg Drop
 Yousou Kyaku                   Eagle Talon Kick
 Kikou Shou                     Chi Palm
 Senretsu Kyaku                 Thousand Rending Kicks
 Hazan Tenshou Kyaku            Supreme Mountain Heavenly Ascention Kick

  - 'Chi' is a person's internal energy.

 CODY
  
 Tokushu Koudou: Knife Hiroi    Special Ability: Knife Pick-Up
 Tokushu Koudou: Knife Kougeki  Special Ability: Knife Attack
 Tokushu Koudou: Knife Nage     Special Ability: Knife Throw
 Yoke                           Evading

 DAN HIBIKI

 Seoi Nage                      Shoulder Throw
 Otoko Nage                     Masculine Throw
 Gadou Ken                      Self-Taught Fist
 Kouryuu Ken                    Shiny Dragon Fist
 Dankuu Kyaku                   Sky Cutting Kick
 Kuuchuu Dankuu Kyaku           Mid-Air Sky Cutting Kick
 Zenten Chouhatsu               Forward Rolling Taunt
 Kouten Chouhatsu               Backward Rolling Taunt
 Saikyou-ryuu Bougyo            Strongest Style Defense
 Shagami Chouhatsu              Crouching Taunt
 Kuuchuu Chouhatsu              Mid-Air Taunt
 Shin Kuu Gadou Ken             Quaking Sky Self-Taught Fist
 Hisshou Burai Ken              Certain Victory Trustless Fist
 Kouryuu Rekka                  Shiny Dragon Conflageration
 Chouhatsu Densetsu             Legendary Taunt
 Chouhatsu Shinwa               Mythical Taunt

  - 'Saikyou-ryuu' is also the name of Dan's self-made fighting style.

 DHALSIM

 Drill Zutsuki                  Drill Headbutt

 EDMOND HONDA

 Tawara Nage                    Straw Bag Throw
 Saba Ori                       Mackerel Snapping
 Tsuriyane Nage                 Hanging Roof Throw
 Hyakuretsu Harite              One Hundred Rending Stretched Hands
 Super Zutsuki                  Super Headbutt
 Super Hyakkan Otoshi           Super Hundredweight Drop
 Ooichou Nage                   Gingko Tree Throw
 Flying Sumo Press              Flying (Japanese wrestling) Press
 Hiza-geri                      Knee Kick
 Harai-geri                     Sweep Kick
 Oni Musou                      Unrivaled Demon
 Fuji Oroshi                    Wind from Mt. Fuji
 Orochi Kudaki                  Great Serpent Smasher
     
 GEN

 Ansatsu Ken: Sou-ryuu          Assassin Fist: Mourning Style
 Juraku                         Arresting Graze
 Houzen                         Sealing Front
 Shuuga                         Neck Bender
 Hyakurenkou                    Hundred Rapid Capture
 Gekirou                        Reverse Cascade
 Zan'ei                         Cruel Phantom
 Shitenshuu                     Death Point Curse
 Ansatsu Ken: Ki-ryuu           Assassin Fist: Mourning Style
 Jasen                          Serpent Drill
 Ouga                           Wandering Fang
 Kyoutetsu                      Cursed Chew
 Onkyou                         Dark Shout
 Kirou                          Dangerous Play
 Satsu Jin                      Quick Kill
 Saizu                          Head Smash
 Uken -> Shakudan               Evil Blade -> Stature Cutter
 Kouga                          Wandering Fang
 Jakouha                        Snake Bite Opening


 GUY

 Tsukami Nage                   Holding Throw
 Izuna Otoshi                   Izuna Drop
 Bushin Izuna Otoshi            Bushin Izuna Drop
 Houzantou                      Mountain Demolishing Dipper
 Bushin Senpuu Kyaku            Bushin Whirlwind Kick
 Hayagake                       Rapid Running
 Hayagake: Kyuuteishi           Rapid Running: Quick Stop
 Hayagake: Kage Sukui           Rapid Running: Shadow Scoop
 Hayagake: Kubikari             Rapid Running: Neck Cutter
 Hiji Otoshi                    Elbow Drop
 Kubi Kudaki                    Neck Breaker
 Kamaitachi                     (a type of weapon)
 Bushin Gokusa Ken              Bushin Imprisoning Fist Chain
 Bushin-ryuu Seoi Nage          Bushin-style Shoulder Throw
 Bushin Hassou Ken              Bushin Eight Paired Fist
 Bushin Gourai Kyaku            Bushin Strong Lightning Kick
 Bushin Musou Renge             Bushin Unparallelled Rapid Reap

 - 'Bushin' translates as 'God of the Military Arts'.
 - In the SFZ3:PP manual, Guy's Level 3 SC is spelled 'Musou Renka'.
   In the SF Collection manual, it's 'Musou Renge'.  Since I've seen
   'Musou Renge' elsewhere, I'll keep the spelling as it is, unless
   someone can correct me.  After all, the SFZ3:PP manual also lists
   Vega's Scarlet Terror move as "Charge db,f"! ;-)

 KARIN KANZUKI

 Yashiro Kuzushi                Shrine Demolisher
 Homura-geri                    Fire Kick
 Abise Yashiro Kuzushi          Deluged Shrine Demolisher
 Guren Ken                      Crimson Lotus Fist
 Hou Shou                       Demolishing Palm
 Mujin Kyaku                    Infinity Kick
 Ressen Chou                    Violent Sharp Receival
 Ressen Chouchuu                Violent Sharp Summit Receival
 Ressen Ha                      Violent Massacre Destroyer
 Yasha Gaeshi (Joudan)          Demoness Return (Upper Level)
 Yasha Gaeshi (Gedan)           Demoness Return (Lower Level)
 Arakuma Inashi                 Wild Bear (inashi?)
 Tsumuji-gari                   Reaping Whirlwind
 Kanzuki-ryuu Kou'ou Ken        Moon God Style Emperor Fist
 Kanzuki-ryuu Shinpikaibyaku    Moon God Style Creation of God's Door
 Guren Chouchuu                 Red Lotus Summit Receival
 Guren Kusabi                   Red Lotus Wedge

 - 'Kanzuki-ryuu' is also the name of Karin's fighting style.

 KEN MASTERS

 Jigoku Fuusha                  Hell Windmill
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Zentou                         Front Collapse
 Inazuma Kakato Wari            Lighting Flash Heel Split
 Ushiro Mawashi-geri            Backward Spinning Kick
 Shouryuu Reppa                 Rising Dragon Render
 Shinryuu Ken                   Divine Dragon Fist
 Shippuujinrai Kyaku            Swift as Lightning Kick
                           
 RAINBOW MIKA

 Hashiru                        Running
 Dageki                         Strike
 J. Ocean Drop Kick             Japanese Ocean Drop Kick
 Tobikoshi                      Hop Over
 Haigotori                      Grab From Behind
 Enzui Lariat                   Afterbrain Lariat

 ROLENTO SCHUGERG

 - The 'Mekong Delta' is a real place in Vietnam.

 RYU

 Kuuchuu Seoi Nage              Mid-Air Shoulder Throw
 Hadou no Kamae                 Pretend Surge
 Seichuu Nidan Tsuki            Mid-Level Two-Part Thrust
 Sakotsu Wari                   Collarbone Splitter
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
 Metsu Shouryuu Ken             Rising Dragon Fist of Destruction
 Shin Shouryuuken               True Rising Dragon Fist

 SAGAT

 Kuuchuu Tiger Carry            Mid-Air Tiger Carry

 SAKURA KASUGANO

 Sakura-jime                    Sakura's Strangle
 Shou'ou Ken                    Cherry Blossom Fist
 Sakura Otoshi                  Sakura's Drop
 Shunpuu Kyaku                  Spring Breeze Kick
 Midare-zakura                  Cherry Trees Blossoming in Profusion
 Haru Ichiban                   First Storm of Spring

  - 'Sakura' means 'cherry tree' or 'cherry blossom'.

 SODOM

 Shogun Throw                   (emperor's follower) Throw
 Daimyo Throw                   (feudal lord) Throw
 Jigoku Scrape                  Hell Scrape
 Butsumetsu Buster              Unlucky Day Buster
 Daikyou Burning                Worst Luck Burning
 Shiraha Catch                  White Blade Catch
 Yagura Reverse                 Oar Reverse
 Kouten Okiagari                Roll Backwards and Get Up
 Tengu Walking                  (type of demon) Walking
 Meido no Miyage                Present from Hades
 Ten Chuu Satsu                 Death in the Midst of Heaven?

  - I always assumed 'Ten Chuu Satsu' meant 'Destruction of the Pillars
    of Heaven'.  However, in Sodom's stage, the kanji is shown, and the
    'chuu' kanji represents 'middle' instead of 'pillar'.  Then again,
    this could be an intentional misspelling, just like the kanji on
    Sodom's outfit (which is probably supposed to be the kanji for
    'death', but was apparently mispelled by Sodom).
                           
 VEGA

 Kabe Hari Tsuki                Attach and Cling to Wall
 Sankaku Tobi                   Triangle Hop
 Hari Tsuki Rolling...          Attach and Cling Rolling

 ZANGIEF

 Kamitsuki                      Biting
 Kuuchuu Headbutt               Mid-Air Headbutt


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
ENDINGS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-

 Just a note; I don't bother watching intros / endings for characters,
 and usually don't get a chance to since I don't care for fighting the
 CPU.  So, all the endings listed here are sent in by various people,
 thanks guys!

 ADON
  Bison's on the floor and Adon gloats over him.  Bison then asks why
  Adon would like to know why he wanted to know the Shun Goku Satsu.
  While Adon is shocked by the fact that Bison knew this, he
  demonstrated the strength of his Psycho Power by hitting Adon with a
  Psycho Crusher.  As Bison stood over Adon, a mysterious figure came up
  behind Bison and did the Raging Demon on him (gee I wonder who that
  could be).  Anyway, Bison blows up as usual, and Adon gets up and
  whines at the fact that he missed the chance to observe the technique
  in action.  The "camera" then leaves Adon and shows the "mysterious
  figure" perched on a cliff.
  
 AKUMA
  Great ending.  Akuma performs the Raging Demon upon Bison's sorry butt,
  destroying him (cue face-burning portrait.)  He then describes how the
  Raging Demon works; the more pain one has inflicted on others, the
  more pain one feels when his is attacked by the Raging Demon.  Gen then
  appears, and the pair decide to finish their feud once and for all,
  both performing their supers simultaneously (and in slow motion.)
  Picture fades to white before the moment of impact.  However, we also
  get the victory portrait of Akuma at the very end.

 BIRDIE
  Birdie can't find the Psycho Drive, so he decides to check out the
  strange underground base.  When he reaches the Psycho Drive, he goes
  inside it to gain Bison's power, but the machine drains him instead,
  to the point where he can't move.  Cut to Charlie, who says that the
  source of the energy has changed.  He decides to check it out, and
  Chun Li heads in on foot.  When they reach the Psycho Drive, they
  find a captive (Birdie) and free him.  (This scene is strange, Birdie
  never moves).  Birdie wonders aloud why the machine drained him
  instead of making him like Bison.  Charlie and Chun Li immediately
  chase him, noting that he knows about Bison, and Birdie claims that
  he hasn't done anything.
  
 BISON / BALROG / JULI / JUNI
  All of these characters get you the bad ending if you win (you see
  Ryu get put into the Psycho Drive).

 BLANKA
  He finds Dan and Sakura who want to destroy Bison's base.  Dan often
  refers to Sakura as his best pupil throughout this ending, and Sakura
  is often surprised because she doesn't consider herself his student.
  Dan seems rather dim as he doesn't know how to destroy something as
  big as Bison HQ, but Sakura suggests that they could blow up the
  power source or something.  They find the Psycho Drive eventually, and
  Dan gets this stroke of genius.  He asks Blanka to jump in the Drive
  and do his Electricity move as to overcharge it, causing the Drive to
  explode.  Big mushroom cloud, etc, THE END.

 CAMMY
  After Cammy wins, the picture of Bison's face melting is shown.
  He is in disbelief that Cammy defeated him and asks "How can the
  original be beaten by a copy?"  Cammy suddenly realizes she has one
  more task to do.  Cammy goes into Psycho Drive headquarters where
  she meets Chun Li.  Chun asks who she is.  Cammy replies that she
  must save "them" and runs off, leaving Chun confused.  In the main
  room, Cammy says "We're not just dolls..." and transports Juli,
  Juni, and all the other clones out of the lair as it is exploding.
  Meanwhile, Chun reports info to Charlie as Bison's headquarters
  explodes.  INTERPOL (I think) reports that an investigation took
  place, but no one every found the mysterious girl Chun Li swore she
  saw....

 CHARLIE
  Bison flies away taunting Charlie that his efforts were in vain.
  Charlie gets to his harrier jet and pursues Bison back to Shadaloo
  HQ. Bison descends into the Psycho Drive to recharge. Just as the
  security doors are closing, Charlie releases several bombs into the
  base. The Psycho Drive chamber blows up as does the entire base.
  Charlie then notices Bison emerging from the flames. Bison laughs
  proclaiming his "immortality". Charlie responds by firing the guns of
  his jet. After getting riddled with bullets, Bison explodes. Charlie
  flies away, vowing he will carry on the fight against evil.

 CHUN-LI
  After Chun defeats Bison, he scoffs and says she can't stop him.
  He flies off into the sky using his Psycho Crusher.  Charlie radios
  Chun Li asking her to inform him of the situation.  Chun decides to
  sneak into Bison's lair and Charlie tries to talk her out of doing
  something foolish. She reconfigures the Psycho Drive to shoot the
  beam at Bison (still Psycho Crushing in the air) instead of the
  satellite.  Slow motion of Bison and the beam connect.  Bison
  screams, then there's a picture of Bison's face melting.
  Afterwards, Chun Li returns to a dizzying Cammy and asks if she's
  okay.  Charlie then says "Good job" or something along those lines.
  
 CODY
  After the fight, Bison retreats to the Psycho Drive to recharge his
  power. At that moment, Guy joins Cody and suggests they stop Bison.
  Cody declines, stating that "the excitement is gone," and that he no
  longer cares about Bison. Angered, Guy dashes toward the base,
  leaving Cody behind. Bison descends into the Psycho Drive tube and
  gloats as he begins to regain his lost strength. In the corridor, Guy
  is surrounded by two Junis and a Juli. Suddenly, the dolls collapse
  and Cody reappears (think back to Final Fight when your character
  dies then returns). Guy is pleased to see that Cody changed his mind,
  and they both head toward the Psycho Drive chamber.  Once in the
  chamber, Cody and Guy come upon a shocked and helpless Bison. Cody
  destroys the Psycho Drive with his Final Fight Punch Super (Bison
  explodes). Guy notes that the base is about to explode, and they
  both run through the corridor (Guy dashes, Cody runs like he does in
  his "cop" win pose). The Shadaloo base explodes.  Outside (daytime),
  Guy asks Cody where he is going next, noting "some guys would like to
  get a piece of (him)." Cody calmly says he will "get away for a
  while." Guy bids him farewell, knowing they will one day meet again.

 DAN HIBIKI
  Bison can't believe he lost to a kid (referring to Dan), then Dan
  rolls towards Bison and then does his Hisshou Burai Ken SC on Bison
  and then we see the standard half normal, half flame face of Bison,
  and Bison explodes, and then there are a few things that Dan says
  (such as: "I'm going to use your base for the Thailand extension of
  my Dojo!").  He also talks about his Saikyo-Ryuu style of fighting.
  He then appears at the Psycho Drive along with Blanka, who he calls
  Jimmy, and then teaches him how to roll the right way, and then they
  both roll (Jimmy doesn't get the hang of it at first, once he does,
  Dan says that he's a true student of Saikyo-ryuu).  Cut to Charlie
  and his airplanes outside Shadaloo HQ, and then Charlie says that
  this will be the last day of Shadaloo and prepares to blow up the HQ,
  except that Chun Li tells Charlie not to, as there are signs of life
  inside the base (ie Blanka and Dan) while Blanka and Dan keep rolling
  around. (and yelling "Whooohooo!").  Dan claims that Saikyo-ryuu will
  live forever.

 E. HONDA
  Honda doesn't recognize him and bison tells him he is impressed by
  his sumo power and wants to use it to give energy to his psycho drive.
  Honda says it makes bison sound like a bad guy in the end bison says
  he is invincible with the psycho drive still in place and Honda
  is trying to stop him.  Bison does a psycho crusher and Honda does a
  shadow headbutt saying that Bison's psycho crusher is outclassed. The
  face burning portrait shows and then another one shows where M. Bison
  blows up.  Juni and Juli show up out of thier "trance" they don't know
  who they are but Honda tells them they can come and train with him as
  long as they want.  There are a bunch of Juni and Julis doing low
  strongs and Honda is in the front of them showing them how to do a
  palm slap he says they will become the best he has ever taught.
     
 KEN
  When you beat Bison, he is shown lying on the ground and talking to
  himself.  Ken says, "Now's my chance to use Ryu's move." and then
  Bison tries a massive Psycho Crusher on him but he uppercuts it away.
  Bison's face is shown; half of it is normal and the other half is
  covered in flame.  Then it shows Charlie in a plane and he says "What
  the....!?  We've lost track of Bison's Psycho Energy!?  ...Could he
  be!?!"  Finally, Ken is shown standing on a cliff saying that he's
  not strong enough to fight Ryu yet.

 M. BISON
  Bison takes Ryu into his laboratory and puts him into some sort of
  tube.  A statue of Buddha is seen next, and the head of the Buddha 
  becomes skull-like before a beam made out of Ryu's power shoots
  forth from it.  The beam flies into a Shadowloo satellite and the
  satellite sends rays all across the Earth's surface, killing (or
  hypnotizing) people.  Bison says that "The world will be mine / The
  world will be under Shadowloo".

 ROLENTO
  Rolento breaks into the Secret Shadaloo HQ in search of the Psycho
  Drive.  He was prepared for a battle, but was disappointed when the
  security in the HQ was non-existent.  He then finds the Psycho Drive
  and says that is no way to lead a nation/country by brain-washing its
  people.  He then tinkers with the Psycho Drive, then leaves when dawn
  comes up.  Sodom then appears and gives Rolento a ride out.  Then the
  Psycho Drive (and the HQ also) explodes in flames, and then Rolento
  says "My comrade Sodom!"  Sodom says "Follow Me!"

 ROSE
  Rose does a Soul Spiral on Bison's chest, then Rose says it wasn't
  supposed to end this way, but she said that Bison was her master and
  now she has to destroy him with her own hands.  Bison says
  "Impressive", but grabs her hand and says "Ha!", then tells Rose to
  look at her future on the ground and asks if she sees it, and asks her
  if she knows who will stand victorious over the doom, then Rose says
  Bison will...and then says she will...then Bison asks if she knows who
  granted the powers to them.  Bison then says that two different bodies
  share the same soul and says that they will go back to where they
  belong, as their wish was.  All of a sudden, Bison's face is now half-
  normal, half-flame.  Then Guy carries Rose, and says he was wise to
  hurry to this place, and says that Rose's wound does not seem fatal,
  but she needs to be taken care of immediately, and then he says that
  Bison is no longer a danger to this world, but then we see a black and
  white flash of Bison and Guy then asks himself if that was in his
  mind, and asks what is this sudden chill.  Presumably Rose does not
  die as we see her victory pose superimposed over her stage (her home
  in Italy).

 RYU
  After defeating Bison, Bison believes he has found the heir to his
  over-abundant Psycho Energy.  When he tries to place it into Ryu
  (there's a scene with the Bison sprite doing his fireball move into
  Ryu's chest) Ryu fights it visibly, making his eyes go red and growling
  like a beast.  Ryu recalls all his friends (in their victory portraits)
  and rejects Bison's "gift," which somehow destroys him (it's the
  portrait where half his face burns away in blue flames.)  Chun Li and
  Charlie believe Bison finally dead.  Ken thanks Ryu (on Ryu's stage)
  for saving him from Bison's influence (when Ryu beat 7 types of crap
  out of him earlier.)  Ryu's cool about it, and the pair do some male
  bonding.

 SAGAT
  After Sagat beats Bison, Bison says that Ryu's power is the ultimate
  form of the Psycho Power.  He then forces his energy into Ryu (in the
  form of numerous Psycho Shot sprites) and tells Sagat that he's next.
  Sagat tells Ryu to fight back and Ryu is shown with red eyes.  Ryu
  manages to overcome Bison's power and he sends the energy back to
  Bison who is promptly destroyed (the same old burning face shot.)
  Afterwards, Sagat and Ryu are standing together in Ryu's stage. Sagat
  tells Ryu that he is not a true master yet since Bison's power almost
  killed him.  Ryu tells Sagat to wait for him to grow stronger and
  Sagat says Ryu is the only one worthy of fighting him.

 SAKURA
  Bison gets up and heads toward the unconscious Ryu, giving his usual
  speech about Ryu's body.  Sakura blocks him, claiming that Bison will
  have to go through her first.  Bison goes through her first, knocking
  her to the side.  Ryu gets angry at this, and Shoryukens Bison (cut
  to Shoryuken scene, cut to face burn scene, etc.)  Sakura is talking
  to Ryu, upset that she didn't get a real fight with Ryu.  Ryu says
  that they shall fight the next time they meet.

 SODOM
  In Sodom's ending, Chun Li and Charlie are talking about how Bison
  is invincible as long as the Psycho Drive remains.  Sodom then
  drives his semi from his Alpha 2 background into the Psycho Drive.
  He shouts about how he will finally get to use the Kamikaze
  technique.  It shows the same mushroom cloud as the other endings.
  Charlie and Chun Li talk about how brave he is then Rolento is shown
  and he says that Sodom couldn't have died in the blast.

 VEGA
  Bison says that his body has outgrown his use and goes inside Cammy
  (shows the face burning part).  Vega does a low fierce claw swipe to
  the psycho drive and she is free.  Vega puts his mask on her saying
  she is beautiful and takes her away.  Outside, Charlie in his jet
  getting ready to bomb the "secret" base but it explodes before he
  can do so.  Chun-Li tells him good job but Charlie doesn't know what
  happened.  Then it shows Vega with an unconcious Cammy.
                                    
 ZANGIEF
  After defeating M. Bison, E. Honda showed up and told Zangief stuff
  about Psycho Drive.  Zangief decided to destroy Psycho Drive in order
  to show his loyalty to mother-Russia...Then E. Honda guided him to
  Psycho Drive.  However, Psycho Drive is operating when they reach
  there.  Bison is on progress of recovering.  Then the crazy thing
  happens.....Zangief says "Are you ready my friend?"  "Anytime",
  responded by E. Honda.  'Gief grabbed E. Honda and did SPD over and
  over to break down Psycho Drive, then Bison dies....(I think it makes
  sense because E. Honda has that headbutt move)  'Gief and Honda
  hugged like buddies and caption says something like....every one in
  Russia will remember what their hero does...and his sidekick from
  Japan.


-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
VICTORY SYMBOLS
-+----+----+----+----+----+----+----+----+----+----+----+----+----+----+-
 
 Nicholas Cheung asked for a seperate section for this info., so here ya
 go, Nick!  What's listed here are the various victory symbols you get
 after winning a round and what they signify:
 
 Blue square with a 'V' in it:
  - Indicates that you won using an Original Combo.
 
 Red square with a 'V' in it:
  - Indicates that you won using a punch or kick, command attack, or a
    PP or KK throw.
 
 Orange square with a 'S' in it:
  - Shows that you won by killing someone with a special move (includes
    damaging taunts and command throws, but excluding throw-based SCs).
 
 Orange 'C' in lower-left corner of a square:
  - Indicates that you won via block damage (cheap victory).  This
    obviously doesn't apply to wins using non-special moves or winning
    by time out.
 
 Red 'P' in upper-left corner of a square:
  - Indicates that you got a Perfect Victory (no life lost).
 
 Purple square with a 'T' in it:
  - Indicates that you won via time out.
 
 Blue square with a lightning bolt and 1, 2, or 3 stars:
  - Indicates you won via a Level 1, 2, or 3 SC in A-ISM.
 
 Blue square with a 'V' and a lightning bolt:
  - Indicates that you won using a Original Combo.
 
 Blue square with a 'X' and a lightning bolt:
  - Shows that you won using a Super Combo in X-ISM.
                                                   

=========================================================================
  7.  AUTHOR'S NOTE
=========================================================================

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
REVISION HISTORY
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

 Version 2.2  (July 14, 1999)
   - Okay, the FAQ has been completely redone, based mainly off of my
     SFZ3:PP FAQ v0.7.  Anyway, enjoy!

 Version 2.1  (May 5, 1999)
   - "A few more days", eh? :)  Actually (hopefully!) you've been reading
     my SFZ3:PP FAQ instead of this one (it can be gotten at all the same
     sites).  Like it says in the note at the top, this is just a quickie
     update, the big (maybe final?) revision will happen sometime in the
     future now that my SFZ3:PP FAQ is pretty much done.

 Version 2.0  (December 19, 1998)
   - Battle Mode stuff added, more corrections and additions
     otherwise.  The next update will be in a few days as I'll be
     adding in PSX-related information. 

 Version 1.9  (December 9, 1998)
   - More corrections, Shin Shouryuuken stuff corrected at last.

 Version 1.8  (November 24, 1998)
   - Some minor updates and additions.

 Version 1.7  (November 20, 1998)
   - Further additions and corrections.  Special thanks to Jack Yu-Hon
     Lin for lots of information straight from Gamest.

 Version 1.6  (October 15, 1998)
   - More general corrections.

 Version 1.5  (October 4, 1998)
   - Information for the Classical and Maji Modes (formerly N-ism and
     M-ism), have been confirmed from Capcom's FAX section.  Special
     thanks goes to Ultima for discovering the properties of Gen's
     crouching HP.

 Version 1.4  (September 28, 1998)
   - More updates, nothing special.

 Version 1.3  (September 13, 1998)
   - More of the ususal fixes and corrections, etc.  I'd like to
     thank Ignacio de Lucas for setting me straight on using Gen's
     Kouga, too. ^^;

 Version 1.2  (September 9, 1998)
   - More additions and corrections.  N-ism info. has been removed
     because it's exactly like X-ism in terms of moves.  The information
     on it and the two other hidden "-isms" is now in it's own section
     along with the other secrets and codes.

 Version 1.1  (September 2, 1998)
   - All information for Juni, Juli, and Balrog has been confirmed from
     Capcom's FAX section (www.capcom.co.jp).

 Version 1.0  (August 31, 1998)
   - The majority of the FAQ has been rewritten, more corrections, etc.
     Quite a bit of unconfirmed info. has been incorporated into the
     rewrite; I'll try to get this stuff confirmed in the next few
     updates.  Throw names have been temporarily removed as I don't
     have any names for the new characters and this only creates a lot
     of confusion.  Many of the character notes have been removed--I
     plan to re-add them in a seperate section later, for clarity.

 Version 0.9  (August 26th, 1998)
   - A whole slew of minor corrections!  Whew!

 Version 0.8  (August 24th, 1998)
   - Just more of the usual (updates, fixes, etc.)  I was going to add
     a "quotes" section for the boss battles, but there's way too many
     of them! ^^;  Perhaps I'll add them in later or something.  This
     FAQ's getting too cluttered for my tastes so look for a rewrite in
     a while.

 Version 0.7  (August 15th, 1998)
   - The codes to use Balrog, Juni, and Juli have been added, as well
     as more misc. corrections and additions.

 Version 0.6  (August 6th, 1998)
  - Some corrections from Capcom of Japan's SFZ3 page, not to mention
    the usual correction, additions, etc.  This update started off very
    cool as I confirmed a lot of stuff, but then I got lots of new
    untested info. so I had to go try it out....

 Version 0.5  (August 1st, 1998)
  - More general info. added, all of it gleaned from Capcom's fax files
    (found at www.capcom.or.jp).  The "-ism" section has been rewritten
    for clarity, and the usual general corrections / additions have
    been made.

 Version 0.4  (July 27th, 1998)
  - More info on Blanka, Cammy, Dan, Karin, and Rolento added, not to
    mention some other misc. stuff.

 Version 0.3  (July 21st, 1998)
  - A couple more corrections and additions.  Hopefully we'll get the
    final version soon.

 Version 0.2  (July 5th, 1998)
  - More corrections and additions.

 Version 0.1 created July 1st, 1998

 This FAQ was based on my 'Street Fighter Zero 3: Perfect Package' FAQ,
 from version 0.1 (December 30, 1998) to version 0.7 (June 10, 1999).
 Of course, that, in turn, was based on information from this FAQ, from
 Version 0.1 (July 1, 1998), to Version 2.0 (December 19, 1998).


+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
SPECIAL THANKS
+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

  I'd like to thank everyone who contributed to the SFZ3:PP FAQ for all
  their help and information.  I'd also like to thank:

 Erik Struiksma                                   <estruiks@cc.cc.ca.us>
 Long Ba Le                            <lbl2f@server3.mail.virginia.edu>
 Edgard Aedo                                     <ead9989@pom.devry.edu>
 Miguel Raya                               <foreignermiguel@hotmail.com>
 J Chen                                               <alecson@ucla.edu>
 1JJC0814                                       <1JJC0814@ibm.mtsac.edu>
 Lee E.                                             <tinostar11@aol.com>
 Ed Derus                                           <geki91@hotmail.com>
 John Lange                                 <falconpain@my-dejanews.com>
 Capt. Faust                                  <capt_faust@geocities.com>
 Michael Park                           <macgamer@hercules.panworld.net>
 Space Coyote                                 <space_coyote@sprynet.com>
 Toebe                                                 <toebe33@aol.com>
 King Kung                                      <kingkung@earthlink.net>
 Elusive                                         <eluMinate@hotmail.com>
 Hsien Chang                                   <hsien-i@mail.utexas.edu>
 Onaje Everett                                    <teverett@pacbell.net>
 John Halili                                           <jhalili@usa.net>
 Viscant                                               <viscant@aol.com>
 Ignacio de Lucas                                   <de_lucas@yahoo.com>
 Jack Yu-Hon Lin                             <jacklin@students.uiuc.edu>
 Jon                                           <jonwnklr@concentric.net>
 Chap                                            <chap@arcademaster.com>
 KJ Sampson                                <c721329@showme.missouri.edu>
 pnt                                           <drward@richmon.infi.net>
 Carlos Alexandre                                 <c_alex@geocities.com>
 Nicholas Cheung                              <ncheung@lynx.dac.neu.edu>
 Ziggy                                              <JDBerg1031@aol.com>
 Deathbed                                    <pgerrard@pacificcoast.net>
 Shinnosuke                                     <chrisbry@ix.netcom.com>
 RockMan X                                        <rdswear@pipeline.com>
 David Spence                                <bj890@freenet.carleton.ca>
 Zany Wizard                                    <zanywrzd@rogerswave.ca>
 Ryan Hilman                                    <rhilman@oasis.quay.com>
 Chojin                                               <chojin19@aol.com>
 Tom Cannon                                           <webguy@inked.com>
 Ultima                                         <ultima1@concentric.net>
 Darklancer                                     <gamer@technologist.com>
 RpM                                             <rpm39788@bayou.uh.edu>
 Michael Nash                                   <michael@express.net.au>
 John Denny, Jr.                                 <greylaugh@hotmail.com>
 Ura no Ura                                    (www2.airnet.ne.jp/~tac/)
 Bakasama                                             <bakasama@aol.com>
 LordBBH                                               <lordbbh@aol.com>
 John Choi                                               <jchoi@jps.net>
 Team Red Herring                                     <hammad@jaring.my>
 Shaandre Stinson                               <drestinson@hotmail.com>
 joecho                                              <joecho@deshaw.com>
 Harris Bias                                       <hbias@earthlink.net>
 ShinJN                                                 <shinjn@aol.com>
 Zvi                                       <zbarkoc@midway.uchicago.edu>
 Hiro                                    (www.alles.or.jp/~hiros/zero3/)
                               
 Unpublished work Copyright 1998-2001 Chris MacDonald