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    Super Combo Damage Guide by ozzy151629

    Version: 1.6 | Updated: 12/15/99 | Search Guide | Bookmark Guide

    Super Combo Damage Guide
    Street Fighter Alpha 3 (PSX)
    Copyright 1999 ozzy151629
    Version 1.6
    ozzy151629@aol.com
    
    Copyright Info
    --------------
    
    Under no conditions is this FAQ to be used for profit in any way. It may not 
    be reproduced in any way, which includes, but not limited to, publication in 
    a magazine or web site. It may not be sold in any way. If you want to 
    distribute it, you must ask me (I'll probably say no) and it is not to be 
    altered and/or sold. The only place this file should be in is 
    www.gamefaqs.com. This FAQ is protected by International Copyright Law. Any 
    and all violators will be prosecuted to the fullest extent of the law.
    
    -----------------
    Table of Contents
    -----------------
    
    1. Intro
      a. What's this FAQ for?
      b. Controls
      c. Notes
      d. Version history
      e. Special thanks
    
    2. Characters
      A. Adon
      B. Akuma
      C. Balrog
      D. Birdie
      E. Blanka
      F. Cammy
      G. Charlie
      H. Chun-Li
      I. Cody
      J. Dan
      K. Dee Jay
      L. Dhaslim
      M. E. Honda
      N. Evil Ryu
      O. Fei Long
      P. Gen
      Q. Guile
      R. Guy
      S. Juli
      T. Juni
      U. Karin
      V. Ken
      W. M. Bison
      X. R. Mika
      Y. Rolento
      Z. Rose
      a. Ryu
      b. Sagat
      c. Sakura
      d. Shin Bison
      e. Sodom
      f. T. Hawk
      g. Vega
      h. Zangief
    
    3. !!!WANTED!!!
    
    ------------
    Introduction
    ------------
    
    What's this FAQ for?
    
    I made this FAQ because people are confused about the power of certain SC, or 
    Super Combos. For example, people have said that Akuma's Shungokusatsu is 
    weak for a level 3 SC, but when tested for damage in Training mode, it is one 
    of the most powerful SC in the game! Confusion abounds, and I'm here to clear 
    it up.
    
    The Controls
    
    If you don't know, here are abbreviations of movements/buttons in this game 
    that I will be using.
    
    LK-------------------Light Kick
    MK-------------------Medium Kick
    HK-------------------Hard Kick
    LP-------------------Light Punch
    MP-------------------Medium Punch
    HP-------------------Hard Punch
    2qcf-----------------2 quarter circle forward (or 90 degree movement forward 
    if it helps) motions
    2qcb-----------------2 quarter circle backward motions
    2hcf-----------------2 half circle forward (or 180) motion
    2hcb-----------------2 half circle backward motion
    720------------------2 360 degree motions
    d--------------------Down
    u--------------------Up
    f--------------------Forward
    b--------------------Backward
    db-------------------Down Backward
    df-------------------Down Forward
    ub-------------------Up backward
    uf-------------------Up forward
    #--------------------charge (1.5 seconds)
    k--------------------kick
    p--------------------punch
    3p-------------------Press all three punch buttons at the same time
    3k-------------------Press all three kick buttons at the same time
    
    Notes
    
    Be sure to read these before e-mailing me. It will probably answer your 
    question.
    
    1. I performed all SC on Ken in Training Mode, since I can press start to 
    instantly go into battle. Before e-mailing me, test the move on A-ism Ken and 
    make sure you are on A-ism.
    
    2. Some characters, such as Juli, take more damage, while characters like 
    Zangeif take less damage. Experiment.
    
    3. For moves like Ken's Shinryuken that offer more damage if you tap buttons, 
    I used my fingers, not a turbo controller. If you got a higher damage rating 
    WITHOUT a turbo controller, I will probably add it.
    
    4. Each SC is set up like this:
    
    Name----how to perform the move
    Damage
    Number of Hits
    Brief Description
    
    5. Here is the universal set up for all characters I used: A-ism, Normal 
    Mode, vs. Ken, Normal speed. Note that one of Dhaslim's SC require that you 
    are on X-ism and is the only exception.
    
    6. ALL SC are the level 3 version.
    
    7. Might add ASCII art later, if I can make a good one. If you want to donate 
    one, be my guest. E-mail me at ozzy151629@aol.com with any questions, ASCII 
    donations/tips, and information in the !!!WANTED!!! section.
    
    8. For a more detailed descriptions of the SC animations, see individual 
    character files. 
    
    9. I won't do Shin Akuma, since his SC do the same amount of damage. I also 
    won't do Juli and Juni's Psycho Rolling and Death Cross Dancing SC because 
    since you must have both of them in your team, you cannot perform these two 
    SC in practice, and therefore, cannot be measured. Trust me, they are 
    pathetic and are not worth the effort to perform them. I also will not do the 
    Heki Hari Tsuki SC for Vega, since you must be on his stage, and you can't do 
    it in practice, and you cannot test to see the exact damage it does.
    
    10. All names are literal. Even though the Shungokusatsu is Japanese, I'm not 
    going to translate. They keep their Japanese names even though this is for 
    the North American release.
    
    11. To get more hits out of Cammy/Juli's Reverse Shaft Breaker, pause after 
    the initial hit, and then tap kick, left, and right like mad to get 22 hits! 
    Thanks to Anonymous for the tip.
    
    12. This note is thanks to Donnie Wells. If you put the turbo speed down in 
    the options, it's possible to get many hits out of moves that you tap the 
    buttons to get more hits. Thanks again to Donnie Wells.
    
    13. This is another note from Donnie Wells: "I almost made some discoveries.  
    For instance, you can juggle with several Shinryukens in a row in Training 
    mode.  I got 6 in a row for 145 damage and 42 hits.  In a real game you can 
    juggle between several level 1 Shinryukens or you can use a GameShark and 
    have infinite SC power if you want to cheat."
    
    14. Yet another note from the ever helpful Donnie Wells: "Also, some 
    characters (like Ken) take the same amount of damage from supers no matter 
    what ism they have.  For instance, A-ism Ken did 68 damage to another Ken in 
    all isms using Shoryureppa.  However, X-ism Ken did 77 to Ken in all isms.  
    But Zangief in the different isms would take 1-5 points less damage in each 
    ism.  Other characters (Juni for example)took the same damage as Ken from the 
    SC but more damage from normal attacks."
    
    15. Another note from Donnie Wells: "For all moves that can get more hits by 
    tapping buttons, you need to shake the joystick or D-pad back and fourth 
    rapidly to get more hits. With a turbo controller I could get 11 hits from a 
    Shinryuken but doing it manually and while tapping the D-pad I could get up 
    to 17.  It's best to occelate between left and right and hit all the buttons 
    at the same time you hit a direction to optimize damage."
    
    16. Here's the deal with Shin Akuma. Even though all his moves do the same 
    damage, they have better recovery time. His Shungokusatsu is twice as fast, 
    and travels across the entire screen. His Zankuu Hadoken now shoots twice, 
    but the super version of this does not. He is also somewhat faster. Takes 
    more hits to dizzy, and once dizzy he recovers almost instantly.
    
    17. This note is courtesy of Donnie Wells (look for his Rival School FAQ, 
    coming soon!). ALL SC cannot be air blocked, not just Shin Bison's Psycho 
    Drive Crusher SC.
    
    18. This note also courtesy of Donnie Wells. Even though R. Mika's Heavenly 
    Dynamite dizzies, it will still completly hit World Tour charaters with 
    Resist Dizzines and Shin Akuma.
    
    19. Noticed a bug that happens if you have the "Infinite SC Meter" Gameshark 
    code on. If you select Vega, and then you do his Scarlet Mirage SC, if you 
    stand still and press kick, he will automatically perform the special! Tried 
    this with other characters, put it doesn't seem to work.
    
    Version History
    
    1.6---12/15/99--VERY minor update in the sense of adding things, but an 
    important one. I accidently left the "s" out of GameFAQs URL, which leads to 
    a dirty site. Thanks for alerting that to me, Dallas. Anyways, I probably 
    won't update anymore, 'cause everything that needed to be said has been. 
    Thans for all the feedback and submissions, everyone! I'm working on some 
    other things, so look forward to me being a little more active.
    
    1.5---8/30/99---Fixed note 18. That was a mistake on my part. Thanks to KiD 
    TaNtRuM for other ways to do the Beach Special. I will list other ways to do 
    the Beach Special soon. 
    
    1.4---8/27/99---Added more notes, 2 thanks to Donnie Wells. Added more damage 
    for the "tap buttons for more hits and damage moves", except for R. Mika's 
    Heavenly Dynamite. Added more to Shin Bison's Psycho Drive Crusher SC's 
    description.
    
    1.3---8/26/99---Big update. Added dscriptions to the 720 moves and the 
    stats/description to R. Mika's Beach Special thanks to Donnie Wells. More 
    Notes. Added the damage Rose can do with a level 3 Soul Illusion + another 
    level 3 SC of her's. Since I added that, and for thourghness, I added Shin 
    Bison's moves.
    
    1.2---8/24/99---Kudos to Jesús Cabezas for the stats for the 720 moves! Added 
    those. Also thanks to Donnie Wells for alerting me that it IS possible to get 
    21 hit Shinryukens and other "tap the buttons for more hits and damage" 
    moves. Will be testing these soon.
    
    1.1---8/23/99---Added new note, polished look a little, and added new damage 
    + hits for Cammy/Juli's Reverse Shaft Breaker thanks to Anonymous. Changed a 
    few things.
    
    1.0---8/17/99---Just started. Missing a lot of things, will hopefully fix 
    that soon.
    
    Special Thanks
    
    Dallas----For alerting me to my URL mistake. I can't believe I overlooked 
    that :P... Thanks! :)
    KiD TaNtRuM----for giving me other ways to do the Beach Special for R. Mika.
    
    Jesús Cabezas----for getting the stats for the 720 moves. He was a huge help!
    
    Donnie Wells----for giving me info on how to get a lot of hits for Shinryken 
    type moves. Also for giving me the descrptions of the 720 moves, and a whole 
    mess of info on SC (see Notes for the complete list of info on SC he sent), 
    and sent the stats/descriptions for R. Mika's Beach Special. Whew! Man this 
    guy is a great help.
    
    Anonymous----for telling me the trick to get a lot of hits for Cammy/Juli's 
    Reverse Shaft Breaker.
    
    CjayC----for having such a great site to post game files like this.
    
    Capcom----for not only making the guide, but also for providing the real 
    names for the moves. (No more 'fireballs' and 'dragon punches'. Hurrah!)
    
    And without further ado… on with the show!
    
    ----------
    Characters
    ----------
    
    Adon
    ----
    The master of fireball of evasion, but lacks real practical use.
    
    Jaguar Revolver----2qcf, k
    67
    6-hit
    Be sure to start this a few steps back, other wise you will pass right over 
    him/her. Is a super version of the Jaguar Kick. Can dodge any projectile at 
    it's start!
    
    Jaguar Varied Assault----2qcf, p
    48
    6-hit
    5 punches followed by a rising knee.
    
    Jaguar Assassin----finish above combo by tapping k
    69
    8-hit
    Turns the rising knee into a 3-hit Rising Jaguar.
    
    Jaguar Thousand----finish Varied Assault by tapping p
    52
    13-hit
    Instead of doing a rising knee, he does a Hundred Hand Slap type move.
    
    Akuma
    -----
    The Demonic Akuma still has the same SC, but the Shungokusatsu has been toned 
    down, making him less cheap. Still is an over powered character, though.
    
    Shungokusatsu----LP, LP, f, LK, HP (Level 3 ONLY)
    70
    15-hit
    Screen turns white and you see hit flashes while Akuma pummels his opponent.
    
    Messatsu Gou Hadou----2hcb, p
    62
    8-hit
    Super version of the Hadoken
    
    Messatsu Gou Shoryuu----2qcf, p
    69
    8-hit
    Super version of the Shoryuken.
    
    Tenma Gou Zankuu----2qcf, p (in air)
    62
    8-hit
    Air version of the Messatsu Gou Hadou.
    
    Balrog
    ------
    The boxer is back, and as predictable as ever.
    
    Crazy Buffalo----#b, f, b, f, p, p or k.
    60
    5-hit
    Super version of the Turn Punch, but not chargeable.
    
    Gigaton Blow----#b, f, b, f, k
    68
    9-hit
    A 9-hit Turn Punch that sends your opponent doing somersaults in the air.
    
    Birdie
    ------
    Worse than R. Mika? You bet! Can you say "cheap turtler"? Thought so ;)
    
    The Birdie----#b, f, b, f, p
    64
    5-hit
    3 Bull Horns, the 3rd dizzies, taunt, Bull Head, Bull Horn. Note that Shin 
    Akuma and World Tour opponents with Resist Dizziness equipped can block or 
    counter the last 2 hits.
    
    Bull Revenger----2qcf, p or k
    64
    4-hit
    2 Bandit Chains, 2-hit Murder Chain. He leaps forwards and grabs the enemy. K 
    goes full screen, while p goes half distance.
    
    Blanka
    ------
    The most useless charge character is back with better moves.
    
    Tropical Hazard----#db, df, db, uf, k
    55
    5-hit
    Jumps, dives, and drills into opponent. Automatically homes into an opponent, 
    and also leaves a watermelon on screen, which causes 1 point of damage. Tap 
    kick to stay in the air longer, which drops more fruit. I haven't found a 
    good use for this yet, though.
    
    Ground Shave Rolling----#b, f, b, f, p
    59
    5-hit
    Super version of the Rolling Attack. If you hold punch once you start the SC, 
    the first part of the attack last longer. While this doesn't combo with the 
    second part of the attack, and doesn't add any damage, it's great for foes 
    that are jumping in. They'll get hit, then release punch for the second part 
    of the attack.
    
    Cammy
    -----
    The only one of the Cammy/Juli/Juni team that can use the Killerbee Assault.
    
    Reverse Shaft Breaker----2qcb, k, tap k for more hits and damage.
    58
    22-hit
    Jumps straight up while spinning.
    
    Killerbee Assault----#db, df, db, uf, k (Level 3 ONLY)
    60
    5-hit
    Jumps, dives down while spinning, and dives again for a throw.
    
    Spin Drive Smasher----2qcf, k
    58
    9-hit
    Super Spiral Arrow + Super Cannon Spike
    
    Charlie
    -------
    The Guile rip-off actually exceeds him in this game!
    
    Sonic Break----#b, f, b, f, p tap p for more Sonic Booms.
    54
    4-hit
    A punch followed by up to 3 Sonic Booms.
    
    Somersault Justice----#db, df, db, uf, k
    68
    10-hit
    Super version of the Somersault Shell.
    
    Crossfire Blitz----#b, f, b, f, k
    53
    6-hit
    5 knee/kicks followed by a crouching HP
    
    Chun-Li
    -------
    Kikoshou and Hazan Tenshokyaku are good air counters.
    
    Seretsukyaku----#b, f, b, f, k
    55
    7-hit
    Kicks followed by Hyakuretsu-kyaku
    
    Hazan Tenshokyaku----#db, df, db, uf, k
    68
    9-hit
    Super version of the Tenshokyaku
    
    Kikoshou----2qcf, p
    55
    10-hit
    A force ball that sends a small wave of energy in front of it.
    
    Cody
    ----
    Cody surprisingly keeps the same "feel" as he did in Final Fight.
    
    Dead End Irony----2qcf, k
    55
    7-hit
    A series of kicks that knocks the enemy into the air.
    
    Final Destruction----2qcf, p
    72
    18-hit
    A whole mess of jabs, followed by an uppercut.
    
    Dan
    ---
    The grand master of taunting and inventor of the Saikou-Ryuu is back to 
    infuriate opponents into insanity.
    
    Shinku Gadoken----2qcf, p
    45
    5-hit
    Super version of the Gadoken.
    
    Koryu Rekka----2qcf, k
    65
    6-hit
    Super version of the Koryuken.
    
    Hissho Buraiken----2qcb, k
    64
    11-hit
    A bunch of kicks/punches, finishes with a Koryuken.
    
    Dee Jay
    -------
    The kick boxing Jamaican actually has some decent SC.
    
    Sobat Carnival----#b, f, b, f, k
    65
    6-hit
    Super version of the Double Rolling Sobat
    
    Sunrise Theme----#db, df, db, uf, k
    53
    9-hit
    Rising Kicks
    
    Climax Beat----#db, df, db, uf, p
    69
    13-hit
    Super version of the Machine Gun Upper.
    
    Dhaslim
    -------
    Stretcho is back with various fire related SC.
    
    Yoga Tempest----2hcf, p (Cannot use in A-ism)
    59
    5-hit
    Super version of the Yoga Fire
    
    Yoga Stream----2qcb, p
    59
    5-hit
    A low hitting stream of fire
    
    Yoga Inferno----2qcf, p
    62
    13-hit
    Constant waves of fire that will destroy all projectiles and hit most 
    incoming attacks. Little range. Will destroy super projectiles and keep 
    going!
    
    Yoga Strike----2qcf, k
    71
    2-hit
    Anti-air move that grabs the opponent and slams him/her against the ground 
    twice.
    
    E. Honda
    --------
    The sumo has powerful, yet hard to hit with specials.
    
    Oni Musou-----#b, f, b, f, p
    59
    10-hit
    Super version of the Sumo Headbutt, followed by Hyakuretsu Harite.
    
    Fuji Drop----#b, f, b, f, k
    70
    6-hit
    Hits up, slams down.
    
    Orochi Crush----720, p (Level 3 ONLY)
    68 damage
    3-hits
    Double slam, sits on opponent.
    
    Evil Ryu
    --------
    All of his SC do the same damage as Ryu's and Akuma's, with the exception of 
    the Shungokusatsu. He lost his Metsu Shoryuken, and is replaced with Akuma's 
    Messatsu Gou Shoryu.
    
    Shungokusatsu----LP, LP, f, LK, HP (Level 3 ONLY)
    63
    12-hit
    See Akuma's description. A watered down of Akuma's Shungokusatsu.
    
    Fei Long
    --------
    The movie star looking for his big break has mediocre SC, except for the Ryu 
    Shin Yassai, which is practically impossible to use in battle.
    
    Ryuu Yassai----2qcb, p
    50
    3-hit
    2 punches, followed by a thrust kick
    
    Shien Renkyaku----2qcb, k (tap k for more hits and damage)
    67
    12-hit
    Super version of the Sheinkyaku
    
    Rekka Shinken----2qcf, p
    61
    5-hit
    Super version of the Rekkaken
    
    Ryu Shin Yassai----use Ryuu Yassai as far away as possible
    73
    8-hit
    Super version of the Ryuu Yassai.
    
    Gen
    ---
    Gen has the most offbeat SC in the game.
    
    So style
    
    Shitenshu----2qcb, p
    16
    7-hit
    Super version of the Hyakurenko, but with a twist. After he uses it, a 
    10-second countdown number appears above the opponent's head. With each 
    second, he/she loses more health (each second = a medium punch) until it hits 
    zero. The victim is thrown backward and dizzied. Shin Akuma and World Tour 
    characters with Resist dizziness will recover quickly, or not dizzied at all.
    
    Zanei----2qcf, p
    55
    6-hit
    Dashes forward, goes through the adversary, and the victim is hit by 6 
    invisible hits. Low hitting.
    
    Ki style
    
    Koga----2qcb, k (in air)
    35
    2-hit
    3 easily blocked diving kicks. Each kick = 35 damage, but the kicks don't 
    combo, and, as I've said earlier, is easily blocked.
    
    Jakoha----2qcf, k
    60
    3-hit
    Anti-air move that grabs, slams, and stomps on the opponent.
    
    Guile
    -----
    Less SC than Charlie and less damaging.
    
    Sonic Hurricane----#b, f, b, f, p
    56
    4-hit
    Wave of energy.
    
    Somersault Strike----#db, df, db, uf, k
    66
    10-hit
    See Charlie's description.
    
    Guy
    ---
    The Final Fight character remains all his moves from SFA2.
    
    Bushin Hassoken----2qcf, p
    49
    6-hit
    Series of punches that knock him/her into the air.
    
    Bushin Goraikyaku----2qcf, k
    51
    7-hit
    Punches/kicks, followed by a lunging kick.
    
    Bushin Musourenka----2hcb, p
    57
    10-hit
    White screen with a black silhouette of Guy beating the opponent.
    
    Juli
    ----
    A complete rip-off of Cammy, except replaces her Spiral Arrow with the 
    Sniping Arrow. Her SC do the exact same damage and hits, look the same, and 
    has the same motion, she doesn't have the Killerbee Assault.
    
    Juni
    ----
    While she does have the Spin Drive Smasher which looks the same, does the 
    same amount of damage, and her Spin Drive Smasher is now done by pressing 
    #db, df, db, uf, k, she does have original moves and is not a complete 
    rip-off of Cammy.
    
    Psycho Streak----#b, f, b, f, p
    45
    5-hit
    Summons M. Bison, who then does a REALLY watered down version of his Psycho 
    Crusher SC.
    
    Karin
    -----
    For such an unique character, she has pretty straightforward SC.
    
    Shinipi Kaibyaku----2qcf, k
    53
    9-hit
    Super version of the Ressenha, but only hits people in the air.
    
    Kouoken----2qcf, p
    61
    7-hit
    Super version of the Gurenken, but without the options.
    
    Ken
    ---
    Has completely different SC than Ryu, and his regular moves look different 
    and do different damage.
    
    Shippu Jinraikyaku----2qcb, k (Level 3 ONLY)
    58
    10-hit
    Punches/kicks, rising Tatsumaki Senpuu-Kyaku.
    
    Shinryuken----2qcf, k (Tap buttons for more hits and damage)
    59
    17-hit
    A corkscrew Shoryuken.
    
    Shoryu Reppa
    68
    7-hit
    Super version of the Shoryuken.
    
    M. Bison
    --------
    Still seeking World Domination, he returns with very powerful SC.
    
    Psycho Crusher SC----#b, f, b, f, p
    70
    6-hit
    Super version of the Psycho Crusher
    
    Knee Press Nightmare----#b, f, b, f, k
    69
    8-hit
    Super version of the Double Knee Press, followed by a sweep.
    
    R. Mika
    -------
    One of those damn 320/720 characters. Her Beach Special almost never hits.
    
    Rainbow Hip Rush----2qcf, p
    58
    10-hit
    She slams her butt into the opponent.
    
    Beach Special----2qcf, k
    57 (hit HP while running toward your opponent then hit nothing when
    jumping onto the turnbuckle or hit P again for the most damage)
    2-hit
    Clothesline, body press from the turnbuckle.
    
    Beach Special Version 2
    Thanks to KiD TaNtRuM for this alternate way to do the Beach Special: "press 
    any punch button while she's running toward her opponent.  she'll knock her 
    opponent down with either a drop kick or a low kick, depending on which 
    button you press, and then a wrestling ring will appear and she'll jump onto 
    the ring and do a flying elbow."
    
    Beach Special Version 3
    Thanks to KiD TaNtRuM for another version of the Beach Special: "move you can 
    do is run towards the opponent, flip over them and either do a german suplex 
    or a bulldog depending on which punch button you use next to the opponent.  
    and that's about it"
    
    Heavenly Dynamite----720, p (Swirl pad and tap buttons for more damage)
    60 damage
    12-hits
    Headbutts, opponent dizzy, Daydream Headlock suplex off turnbuckle.
    
    Rolento
    -------
    He brings his Minesweeper from Final Fight, and he has good defensive SC.
    
    Steel Rain----2qcf, k
    37
    7-hit
    Rolento throws knives into the air, and it rains down on the opponent. Good 
    for herding the enemy into a corner. Easily works into a combo.
    
    Minesweeper----2qcb, p
    56
    4-hit
    Rolls backwards while throwing grenades. Great for jumping-in foes.
    
    Take No Prisoners----2qcf, p
    60
    1-hit
    Sends a tripwire across the screen, which then puts the adversary on a hook, 
    and then Rolento hangs him/her. Low hitting.
    
    Rose
    ----
    With the exception of Soul Illusion, her SC can be used defensively very 
    well. 
    Her Soul Illusion + another SC only does good damage when the other SC is a 
    level 3 SC, which is impossible without a Gameshark.
    
    Soul Illusion----2qcf, k
    None
    None
    Creates 2 duplicates that mimic her attacks. Think of it as a Custom Combo 
    that uses your SC levels and each clone hits the victim.
    
    Aura Soul Spark----2qcb, p
    55
    4-hit
    At level 3, it starts with a super version of the Soul Reflect, which can 
    reflect SC fireballs, which then gets added to hers, which creates HUGE 
    damage. Super version of the Soul Spark.
    
    Aura Soul Throw----2qcf, p
    67
    3-hit
    Super version of the Soul Throw.
    
    Level 3 Soul Illusion + level 3 Aura Soul Spark
    55
    6-hit
    See Aura Soul Spark's description.
    
    Level 3 Soul Illusion + level 3 Aura Soul Throw
    74
    9-hit
    Only possible in Training or with a Gameshark. See descrption for Aura Soul 
    Throw.
    
    Ryu
    ---
    The original Street Fighter (along with Ken) has mediocre SC. Evil Ryu has 
    more SC (which are better than his current ones) but doesn't have the Metsu 
    Shoryuken.
    
    Metsu Shoryuken----2qcf, p (Level 3 ONLY)
    23
    3-hit
    Lunging elbow, followed by a 2-hit Shoryuken. Note that the farther away you 
    are when this connects, the more damage it does, until it becomes the…
    
    Shin Shoryuken----Finish the Metsu Shoryuken as far away as possible
    59
    4-hit
    Tacks on another hit to the Metsu Shoryuken, does a lot more damage.
    
    Shinku Hadoken----2qcf, p
    55
    5-hit
    Super version of the Hadoken.
    
    Shinku Tatsumaki Senpukyaku----2qcb, k
    62
    13-hit
    Revolving super version of the Senpuu Kyaku.
    
    Sagat
    -----
    Still seeking revenge for what Ryu did to his chest, the master of 
    projectiles returns with great offensive SC.
    
    Tiger Cannon----2qcf, p
    48
    6-hit
    Super version of the high Tiger Shot.
    
    Tiger Raid----2qcb, k
    66
    7-hit
    A series of punches/kicks.
    
    Tiger Genocide----2qcf, k
    69
    14-hit
    Super version of the Tiger Blow.
    
    Sakura
    ------
    The only Shotoken with unique versions of the fireball/hurricane kick/dragon 
    punch staple.
    
    Shinku Hadoken----2qcf, p
    45
    5-hit
    Super version of the Hadoken.
    
    Haru Ichiban----2qcb, k
    55
    7-hit
    6 low hitting revolving kicks followed by a standing HK.
    
    Midare Zakura----2qcf, k
    61
    7-hit
    Super version of the Shouoken.
    
    Shin Bison
    ----------
    A suped up version of M. Bison, thanks to his Psycho Drive. Only selectable 
    with a Gameshark. Knee Press Nightmare does the same damage and hits, and 
    looks the same.
    
    Psycho Drive Crusher SC----#b, f, b, f, p
    92
    9-hit
    Super version of the Psycho Crusher SC. If opponents are attacking in any way 
    beside teleportation or an invincible move, you will get hit. The only way to 
    avoid taking the huge damage beside teleporting or using an invincible move 
    (i.e. Vega's 3p or 3k move) is to block. It will take a huge chunk of Guard 
    Meter away, and if you get guard crushed during the move, you will get hit by 
    the remaining hits. Has the highest priority. Hits everywhere on the screen.
    
    Sodom
    -----
    Yet another one of those stupid 360/720 characters.
    
    Meido no Miyage----2qcf, p
    58 
    7-hit
    Super Jigoku Scrape, followed by a jumping HP.
    
    Tenchusatsu----720, p
    71 damage
    2-hits
    Double slam, short Carpet Bomb.
    
    T. Hawk
    -------
    See Sodom's description.
    
    Canyon Splitter----2qcf, p
    32
    6-hit
    Tomahawk Buster, followed by a Condor Spike. So weak, it should've been a 
    Special Technique.
    
    Raging Typhoon----720, p
    66 damage
    3-hits
    Triple Storm Hammer slam.
    
    Vega
    ----
    Has more SC than anyhone else if you're on his stage, but the only one with 
    real practical use is the Scarlet Mirage.
    
    Rolling Barcelona Attack----#db, df, db, uf, k then p
    46
    3-hit
    Super version of the Flying Barcelona Attack.
    
    Rolling Izuna Drop----#db, df, db, uf, k then p when close.
    60
    4-hit
    Super version of the Izuna Drop
    
    Scarlet Mirage----#b, f, b, f, k
    68
    9-hit
    Super version of the Scarlet Terror.
    
    Red Impact----#b, f, b, f, p (With claws and at Level 3 ONLY)
    53
    2-hit
    Stabs with claw, throws opponent in the air, victim falls on the claws.
    
    Zangief
    -------
    Even though he's a 360/720 character, his other SC does great damage (unlike 
    T. Hawk).
    
    Aerial Russian Slam----2qcf, k
    60
    1-hit
    Will only grab someone right above Zangief, this anti-air move grabs the 
    adversary and does a pile driver on him/her.
    
    Final Atomic Buster----720, p
    69 damage
    4-hits
    Double Suplex, double Screw Piledriver.
    
    --------------------
    !!!WANTED!!! Section
    --------------------
    
    I need the following things:
    Any corrections in spelling, damage, etc.
    ASCII art.
    
    Remember to read the notes section before sending any corrections. Any and 
    all corrections/submissions are greatly appreciated. You will get credit in 
    my FAQ for any accurate submissions. Send your 
    questions/submissions/corrections to my e-mail address: ozzy151629@aol.com. 
    Thank you.
    
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    End file
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