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    FAQ/Move List by DJellybean

    Version: Last | Updated: 04/17/03 | Printable Version | Search Guide | Bookmark Guide

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    For the Arcade, Dreamcast, Gameboy Advance, and Playstation gaming systems
    
    North American                        - Version of the Game
    www.dingojellybean.com                - My website
    Dingo Jellybean                       - My super cool, gotta have it alias
    Last                                  - Version of the guide.
    100%                                  - Projected progress of guide
    5/15/99                               - Date I FIRST started the guide.
    dingo_jellybean - @ - hellokitty.com  - Email address
    
    *****************************************************************************
    
    Version 6.0 - I've completely re-designed the FAQ, making it look a bit more
                  mature and deleting all my comments. I basically wrote this
                  guide when I was 15, I'm almost 18 now. :P The format should
                  really make it easier for people to find things now. I'll
                  format the other 4 characters when I get back(Bison, Karin,
                  Ken, R.Mika) from Sydney.
    
    Version Last - I think I've covered everything in the game, if there is
                   something missing(besides the button sequences for the
                   color uniforms, there's other guides for that), let me know.
                   I've added the Street Fighter Alpha 3 Upper movelists as
                   well as refurbished some of the older lists.
    
    ============================== [ Copyright ] ================================
    
      This FAQ was solely intended for the public use on the www. It cannot be
      reproduced, retransmitted, or re-written in any other form except by the
      notice  of the author.  Any violation of this code will result in strict
      penalty---and high fines susceptible  by law.  If this legal document is
      portrayed  in any  commercial use,  you are therefor  stricten under the
      code of law----and will be---punished.  In full contrast,  this document
      portrayed in the website found (www.gamefaqs.com) is to be used and only
      used by the public itself and cannot be sold.  Revisions of this FAQ are
      only to be done with notice of the author before hand and may be done so
      as long as the name of the author of the document appears in due credit.
      You may juxatpose this---document with other---documents as well without
      notice of the  author but it must not be used for sales and broadcasting
      or commercial  use.  This FAQ may not be---included in a promotional CD,
      magazine, or any other use of monetary product. This FAQ may not be used
      in a password protected area nor---in a high security area.  This FAQ is
      solely used and ONLY used for public---use only and may not be used in a
      promotional ad that sponsors any type of monetary use. This FAQ is to be
      used  "just like a book" meaning that it can be read over and over again
      by anybody who wishes to do so.  Just like a book it can be moved around
      from one person to another, but unlike a book the document can be viewed
      by more than one person at---once.  This FAQ is in no way possible to be
      plagerized,  doing so not only damages the person you had  intentionally
      forged,  but it also damages yourself in terms of self guilt or in terms
      of law,  whether the punishment be civil or  criminal law.  To put it at
      best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT
      MY PERMISSION!
    
    This document is copyright; Dingo Jellybean, 2000-2001.
    
    =========================== [ End of Copyright ] ============================
    
    - Introduction
    - Gameboy Advance, Street Fighter Alpha 3 Upper Changes
    - Legend
    - Characters
    
        - Adon            - Dan          - Juni          - Sakura
        - Akuma/Gouki     - Dee Jay      - Karin         - Shin Akuma
        - Balrog/M.Bison  - Dhalsim      - Ken           - Sodom
        - Birdie          - E.Honda      - M.Bison/Vega  - T.Hawk
        - Blanka          - Evil Ryu     - R.Mika        - Vega/Balrog
        - Cammy           - Fei Long     - Rolento       - Zangief
        - Charlie/Nash    - Gen          - Rose
        - Chun-Li         - Guile        - Ryu
        - Cody            - Guy          - Sagat
                          - Juli
    
    - Character Combos
    - ISMs
    - Game Engine
    - Extra Modes and Characters
    - World Tour ISM Pluses
    - Character Bios
    - Character Taunts
    - FAQ
    - Miscellaneous
    - Credits
    
    =============================================================================
    ----------------------------- [ Introduction ] ------------------------------
    =============================================================================
    
     I've completely re-designed the guide including re-editing(a lot of
     corrections to the game as well as move descriptions) to the guide as well.
     I was very unhappy with the guide for about a year after realizing how
     sloppy the guide had looked and how immature the guide had sounded as well.
     So basically less immaturity can be found in the guide with a much better
     looking and easier to read format. I've also decided to add in my
     Miscellaneous SFA3 guide to this guide as well, instead of having people
     click on multiple guides to find information.
    
     Deleted from the Misc. guide were the information about character
     appearences as well character 'ratings' since I really thought it was just
     useless stuff and I based my facts on opinions(which is a no-no).
    
     There will probably be one last update to this guide however, and that's
     the inclusion of the Gameboy Advance characters and extras...potentially.
     Once I get my copy of SFA3 Advance, I'll be sure to update the guide ASAP.
    
    - [ Using this guide ] -
    
     This guide was specifically designed for all levels of experience. The
     character's movelist is located at the top, while the 2nd portion of the
     movelists is that character's set of supers.
    
     Below it are move descriptions encased in boxes to help out those new to
     the game. Kao Megura also wrote a stunning guide on SFA3, you should check 
     it out at www.gamefaqs.com
    
     Also, I won't answer any emails with help in Street Fighter Alpha 3, sorry
     but I've done all I can in this guide, if you can't find the information
     you are looking for in this guide or at GameFAQs, then I don't know what to
     say.
    
    =============================================================================
    --------------------- [ Street Fighter Alpha 3 Upper ] ----------------------
    =============================================================================
    
     There have been a few chances to the Street Fighter Alpha 3 version on the
     GBA. For one, there are only 9 or so stages in the game, with the critical
     ones(like Vega's Spain stage or Bison's boss stage) intact. Not all poses
     are in the game, nor are all the pre-battle introductions either. Mid boss
     introductions and post battle reactions are gone.
    
     All characters have the same ending except Evil Ryu. The announcer is
     absent. Some of the music has been taken out, while the rest are digitized
     to midi quality. Some characters share the same voices. World Tour Mode is
     no longer available.
    
     Now, aside from the long list of minuses, there are a few list of pluses.
    
     Three new characters are included: Eagle, Maki, and Yun. You can convert
     the game's controls to Simple Mode to perform supers easier. Final Bison
     is available, which is good news for those who only owned the Playstation
     version.
    
     The game, despite it's short comings, is still a very good game to play.
     Though the difficulty is almost unmatched, you will find this especially
     true in Boss Survival Mode or 50 Battle Survivor Mode. The game itself
     in terms of controls, graphics, and gameplay is almost completely true to
     it's console counterparts that it is almost remarkable. The extras itself
     should warrant some fans to pick up a copy though.
    
    =============================================================================
    -------------------------------- [ Legend ] ---------------------------------
    =============================================================================
    
     These are the notation I will use for the guide. Most of it will appear as
     common sense to you, but for some notation that seems awkward, they'll be
     defined here.
    
    D     - Down
    F     - Forward
    U     - Up
    B     - Back
    DB    - Down-back(diagonal position)
    DF    - Down-forward(diagonal position)
    UF    - Up-forward(diagonal position)
    UB    - Up-back(diagonal position)
    JP    - Jab Punch
    SP    - Strong Punch
    FP    - Fierce Punch button
    SK    - Short Kick button
    FK    - Forward Kick button
    RK    - Roundhouse Kick button
    +     - Hit both buttons at the same time
    ?     - This means to press any strength of kicks or punches, the super you
           use will vary in strength depending on which button you use, except
           for level 3 supers and taunt supers(Dan).
    C.    - Crouching
    S.    - Standing
    J.    - Jumping
    ->    - Special or super attack cancellation from regular attack
    A-ISM - Available only in A-ISM mode
    X-ISM - Available only in X-ISM mode
    V-ISM - Available only in V-ISM mode
    (air) - This move can only be done in the air
    (lvl3)- Three levels of super are required.
    idle  - Do nothing
    
    - [ Gameboy Advance Notation ] -
    
    /     - This is usually after the move direction, this is only for GBA
            owners, this seperates the Classic and Simple Motions
    a     - A button
    b     - B button
    
    * NOTE: Do not confuse the uppercase and lower case "B" and "b". b is
            strictly for the b button on the GBA while B is stricky for "back."
    
    =============================================================================
    --------------------------------- [ Adon ] ----------------------------------
    =============================================================================
    
    
    - [ Adon ] - Warrior in Sagat's Shadow
    
    Jaguar Teeth       - B,D,DB+K(A-ISM and V-ISM)
    Jaguar Teeth       - B,D,DF+K(air)(X-ISM)
    Jaguar Tooth       - F,DF,D,DB,B+K
    Jaguar Knee        - F,D,DF+K
    
    Jaguar Crunch      - F+SP
    
    Jaguar Varied Assault    - D,DF,F,D,DF+(?)P(A-ISM and X-ISM)/D,DF,F+a+b
    Jaguar Varied Assault(P) - D,DF,F,D,DF+3P then P(A-ISM and X-ISM)(Level 3)
    Jaguar Varied Assault(K) - D,DF,F,D,DF+3P then K(A-ISM and X-ISM)(level 3)
    Jaguar Revolver          - D,DF,F [x2] +(?)K(A-ISM)/D,DB,B+a+b
    
    - [ Jaguar Teeth ] -
    
     Basically good surprise move against fireballers. The short version will
     have Adon going in an arc form but has little horizontal range, the Foward
     version goes at a lower arc but has more horizontal range, while the
     Roundhouse version has a lower 180 degree arc but has alot of horizontal
     range, try to figure out when to use each version to psych out the opponent.
    
    - [ Jaguar Teeth ] -
    
     This move is pretty much the same except that it can only be done in the
     air.
    
    - [ Jaguar Tooth ] -
    
     This attack will have Adon leave off the wall behind him and come down with
     a rather quick surprise attack against the opponent at an angle. You can
     counter this if you time your jumping attack to go over Adon just as he
     reaches you.
    
    - [ Jaguar Knee ] -
    
     His anti-air attack has good priority and can hit twice if up close to the
     opponent.
    
    - [ Jaguar Crunch ] -
    
     Ducking opponents cannot block this, watch for the start up, it starts out 
     slow and leaves Adon vulnerable to attacks.
    
    -- [ Jaguar Varied Assault ] --
    
     This is a quick attack against the opposition, but range is extremely
     limited. It'll combo well and go through projectiles initially through
     the first frames of animation.
    
    -- [ Jaguar Varied Assault ] --
    
     After a series of quick ground attack, Adon will hit the opponent in a
     Hundred Hand Slap like motion. To do this, press punch during the super at
     level 3.
    
    -- [ Jaguar Varied Assault ] --
    
     Pressing k when doing the level 3 version of this super will result in a 3
     hit Jaguar Knee after the ground attacks.
    
    -- [ Jaguar Revolver ] --
    
     A series of Jaguar Teeth attacks, won't hit a close crouching opponent
     however.
    
    =============================================================================
    --------------------------------- [ Akuma ] ---------------------------------
    =============================================================================
    
    - [ Akuma ] - Dark Warrior who seeks Ryu
    
    Gou Hadouken           - D,DF,F+P
    Gou Shoryuken          - F,D,DF+P
    Zankuu Hadouken        - D,DF,F+P(air)
    Tatsumaki Zankuu Kyaku - D,DB,B+K
    Tenma Kuujin Kyaku     - UF, D+FK
    Zugai Hasatsu          - F+SP
    Senpuu Kyaku           - F+FK
    Ashura Senkuu          - F,D,DF+3P or 3K
    Zenpou Tenshin         - F,DF,D,DB,B+P
    Hyakki Gou Shou        - D,DF,F,UF+P, then P(A-ISM and V-ISM)
    Hyakki Gou Sai         - D,DF,F,UF+P, then P(A-ISM and V-ISM)(up close)
    Hyakki Gou Sen         - D,DF,F,UF+P, then K(A-ISM and V-ISM)
    Hyakki Gou Tsui        - D,DF,F,UF+P, then K(A-ISM and V-ISM)(up close)
    Zenpo Tenshin          - D,DB,B+P(A-ISM and V-ISM)
    
    Messatsu Gou Shoryuu   - D,DF,F [x2] +(?)P(A-ISM)/D,DF,F+A+B
    Messatsu Gou Hado      - F,DF,D,DB,B [x2] +(?)P(A-ISM)/D,DB,B+a+b
    Tenma Gou Zankuu       - D,DF,F [x2] +(?)P(A-ISM)(air)/D,DF,F+a+b
    Shun Goku Satsu        - JP,JP,F,SK,FP[level 3 only](A-ISM and X-ISM)
                             /F,B+a+b
    
    - [ Gou Hadouken ] -
    
     The fireball that rivals Ryu's. Going at good speed it burns  the opponent
     with purple flames but like all Shatoken's it has a recovery delay and
     opponents can easily jump over it, so use  it on opponents who are far away
     or use it in an effective two-in-one combo.
    
    - [ Gou Shoryuken ] -
    
     Basically identical to Ken's because it hits multiple times and chips pretty
     well. But Akuma is open to attack after he lands. This is also an excellent
     anti-air attack which can deliver good damage and can keep opponents away.
    
    - [ Zankuu Hadouken ] -
    
     Just the air version of his fireball except it comes down a forty-five
     degree angle and Akuma should use it often even when he comes in for an
     attack because this can stop alot of anti-air attacks.
    
    - [ Tatsumaki Zankuu Kyaku ] -
    
     Much like a hurricane kick except it hits multiple times. It's also
     comboable and juggle friendly.
    
    - [ Zenpou Tenshin ] -
    
     The useles fireball from Street Fighter Alpha 2. It has huge start-up delay
     as it is easily seen but it hits three times and the damage is just little
     more than his regular fireball. Also a single fireball can nullify this
     projectile making it useless as keep away. But you can use it on opponents
     who have just gotten up so you can at least chip away a good amount of life.
    
    - [ Tenma Kuujin Kyaku ] -
    
     I find this move hard to do sometimes because it only works while Akuma is
     jumping foward. Basically Akuma will come down with his Roundhouse kick at a
     sixty degree angle and come down really fast at the opponent. This is
     basically a surprise attack and nothing else.
    
    - [ Zugai Hasatsu ] -
    
     Basically the anti-turtle move as you call it, because it is unblockable low
     but has a start up delay so use it on opponents woh just block low all day
     and use it on opponents when they have just gotten up from a knockdown.
    
    - [ Senpuu Kyaku ] -
    
     This is another one of this overhead counters. It comes out a bit slow so
     it's usually easy to read. He'll hop over most low attacks when he does
     this, making it a great, but tricky, counter to use against sweeping
     opponents.
    
    - [ Ashura Senkuu ] -
    
     Basically his teleport, he can move through anything with this as he is
     totally invincible but he does have a recovery delay from this and will get
     countered if you are not careful when using this.
    
    - [ Hyakki Gou Shou ] -
    
     Well this move is rather useless because you have to be close to your
     opponent to actually connect. After Akuma flips into the air press P right
     before you hit your opponent and he will sorta grunt while he hits the
     opponent with his fist. I wouldn't use this much at all.
    
    - [ Hyakki Gou Sai ] -
    
     This is an excellent anti-air attack because it comes out quick and does
     some serious damage. What Akuma will do is jump up into the air and if the
     opponent is in the air with him he will grab his opponent and then slam him
     down. This has good priority and comes out quite quick, but the recovery
     time is horrible so don't pull this out of nowhere.
    
    - [ Hyakki Gou Sen ] -
    
     Well what Akuma will do is flip into the air and perform a full collision
     body drop right on top of his opponent's head dealing good damage. However
     this will not hit in the air, but as it comes down it has good priority as
     well. But if Akuma misses he will be left open for an attack.
    
    - [ Hyakki Gou Tsui ] -
    
     Basically the same as Akuma's Hyakki Gou Sai, it will grab the opponent out
     of the air and slam the opponent down doing good damage and having good
     priority. But if Akuma misses he will be left open to attack.
    
    - [ (Ground Roll) ] -
    
     Well not much for this move though. You can roll through opponents with this
     move which is good for crossing up opponents but the roll is rather slow and
     doesn't really have much distance. This has no offensive purpose whatsoever
     and Akuma can be knocked down from it.
    
    -- [ Messatsu Gou Shoryuu ] --
    
     Just like Ken's its invincible during start-up and will beat out anything.
     After the first Dragon Punch he is vulnerable to certain attacks, but this
     is easily comboed.
    
    -- [ Messatsu Gou Hado ] --
    
     While the motion is a little hard to pull off, the damage result isn't too
     disappointing. While it is comboable, there is significant start up delay
     to give most human opponents a clue on when to jump or when to block.
    
    -- [ Tenma Gou Zankuu ] --
    
     This isn't really too effective since it's easily avoided. It does well
     as block damage, but my best advice as to when to use it is when your
     opponent is in the air, so you'll have to time your jump and execute the
     attack quickly as this attack cannot be blocked in the air.
    
    -- [ Shun Goku Satsu ] --
    
     This is only useful when you've gotten your opponent dizzy or when your
     opponent is about to get up from being grounded. Using this move is a bit
     gutsy due to the fact that it travels slow and cannot be comboed. It moves
     about half a screen's distance and while it is unblockable, your opponent
     can easily knock you out of it. I would really try to avoid using it unless
     you're into it for flash since it'll use up your entire meter.
    
    =============================================================================
    --------------------------------- [ Balrog ] --------------------------------
    =============================================================================
    
    
    - [ Balrog ] - Savage boxer who knows no rules.
    
    Dashing Straight        - B(charge 2 sec.)F+P
    Dashing Uppercut        - B(charge 2 sec.)F+K
    Dashing Ground Straight - B(charge 2 sec.)DF+P(A-ISM and V-ISM)
    Dashing Ground Uppercut - B(charge 2 sec.)DF+K(A-ISM and V-ISM)
    Turn Punch              - 3P or 3K(charge 2 sec.)
    Final Punch             - 3P or 3K(charge 3+ sec.)
    Buffalo Head            - D(charge 2 sec.)U+K(Counter Hit only)
    
    Crazy Buffalo           - B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)/
                              D,DF,F+a+b
    Gigaton Blow            - B(charge 2 sec.)F,B,F+3K(A-ISM)(Level 3)/
                              D,DB,B+a+b
    
    - [ Dashing Straight ] -
    
     This is a quick horizontal attack with high priority against most attacks.
     You can also combo in this move, but watch for recovery delay.
    
    - [ Dashing Uppercut ] -
    
     Another excellent move that Balrog has because this is a very nice anti-air
     attack and what Balrog will do is dash extremely fast with an uppercut that
     will easily knock opponents out of the air. This is also an excellent
     counter for missed Dragon Punches alike and missed supers and will trade
     hits with fireballers most of the time but you must be close to your
     opponent just like his Dashing Punch. If Balrog misses he will be left open
     to attack.
    
    - [ Dashing Ground Straight ] -
    
     An excellent attack because this is only blockable low. Its comes out just
     as quick and deals alot of damage and is an excellent counter for missed
     supers and Dragon Punches alike. Also the range on this move is shorter than
     his regular Dashing Punch. But if he misses he can be countered by low
     attacks or supers.
    
    - [ Dashing Ground Uppercut ] -
    
     A good counter against missed supers and Dragon Punches alike. It deals good
     damage and is highly comboable. But this move will not hit low even if the
     opponent is blocking high and the range is less than his regular Dashing
     Uppercut. This will also trade hits against fireball users but only if you
     are up close otherwise you will just eat a fireball during the middle of
     your dash towards your opponent and if he misses he will be left open to
     attack.
    
    - [ Turn Punch ] -
    
     What this move does is have Balrog charge a bit and then release a powerful
     punch to the opponent. However, it cannot be comboed and is often easily
     blocked. It will go through projectiles however and does quite a bit of
     damage to the guard meter. Depending on which set of attacks you hold, you
     can attack regularly using the attacks that are not charging.
    
    - [ Final Punch ] -
    
     Much like the Turn Punch except you can charge for up to 60 seconds and
     knock off as much as half of your opponent's life bar away. However, this
     will not go through projectiles...and to charge for this move, you must
     charge at least 3 seconds...anything under that will result in a Turn
     Punch instead.
    
    - [ Buffalo Head ] -
    
     This is a pretty good anti-air attack that's easily comboable and comes
     out very fast. The recovery time is minimal and will go through some
     projectiles.
    
    -- [ Crazy Buffalo ] --
    
     What Balrog will do is do a Dashing Punch into a Dashing Uppercut that does
     alot of damage and depending on the level used in A-ISM mode Balrog will do
     multiple Dashing Punches and Dashing Uppercuts, but if Balrog misses he will
     be left open to attack.
    
    
    -- [ Gigaton Blow ] --
    
     A very strong attack that deals a good amount of damage. This is an
     excellent counter for missed supers and Dragon Punches alike and has pretty
     good priority. This move chips a ton and can seriously damage that Guard
     Meter due to the fact that he rushes at you with his fist that hits multiple
     times, but if Balrog misses he is left open to attack.
    
    =============================================================================
    --------------------------------- [ Birdie ] --------------------------------
    =============================================================================
    
    - [ Birdie ] - Tough guy with hidden intelligence
    
    Bull Head      - B(charge 2 sec.) F+P
    Choke Chain    - 360 Degree Motion+P(up close)
    Bandit Chain   - 360 Degre Motion+K(up close)
    Bull Horn      - 2P or 2K(then hold and release)
    Bull Drop      - F+RK
    Body Crash     - D+FP(air)
    
    The Birdie     - B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)/D,DF,F+a+b or
                     D,DB,B+a+b
    Bull Revenger  - D,DF,F [x2] +(?)P or K(A-ISM)/B,F+a+b
    
    - [ Bull Head ] -
    
     A good surpise move that has alot of range and good priority. This also
     comboes nicely but if Birdie misses he will be attacked. This is also a good
     counter against missed supers or Draon Punches alike.
    
    - [ Choke Chain ] -
    
     This move does equal damage to Zangief's Spinning Pile Driver and has good
     range for a grab move. This is excellent for people who have missed a super
     or Dragon Punch if they are right next to you but try not to do this from a
     distance because if Birdie misses he will go into his miss pose and will be
     left open for an attack.
    
    - [ Bandit Chain ] -
    
     Birdie will grab his opponent and slam his opponent down three times doing
     good damage and it will throw the opponent to the opposite side of the
     screen. This is not as strong as his Choke Chain but its funnier to watch.
     But like his Choke Chain if he misses he will go into his miss pose and will
     be left open for an attack.
    
    - [ Bull Horn ] -
    
     This is similar to Balrog's Final Punch because he can charge infinitely and
     the more he charges the more damage he does and charging it for about 60
     seconds results in 70% of your opponent's lifebar gone. The only problem is
     is that its hard to connect when you want it to connect because it has a
     start up delay but this will do alot of block damage for a single hit and
     can easily knock away that Guard Meter. Also Ed has some very valuable info
     on this move as well:
    
     "Also, with Birdie's Bull Horn, you only have to charge 2P or 2K. Because of
     this, you can charge more than one at once as long as you always hold down
     at least one punch or kick. For example, if you hold all three punches you
     can release JP to do one Bull Horn, then while still holding SP, you can
     release FP to do a second. This can allow you to do two high level Bull
     Horns in a row. Besides all this, you can still attack with punches if
     you're charging kick or vice versa."
    
    - [ Body Crash ] -
    
     This is an overall fair jump in attack because it comes out quick but the
     priority of this move is not all that great. Practically almost any anti-air
     attack can counter it so becareful when you are using it.
    
    - [ Bull Drop ] -
    
     This is Birdie's overhead counter, it comes out a bit quicker than most
     normal overhead counters, but it can't be comboed.
    
    -- [ The Birdie ] --
    
     A good super that has tremendous range and it comes out quite fast as well.
     This is a good chipper and can counter missed supers and Dragon Punches
     alike. This will also juggle the opponent while they are in the air so all
     the hits will connect even if they are in the air, also if Birdie misses he
     will be left open for an attack. NOTE: On a level 3 after 3 hits Birdie will
     dizzy the opponent, you cannot escape the dizzy, then he will follow up with
     another two Bullhorn after he taunts.
    
    -- [ Bull Revenger ] --
    
     Well this is not a good super to use at all because of the fact that its
     hard to connect and you can also control the distance by moving the
     controller back or forward. If Birdie connects on level 1 it will look
     exactly the same as his regular Choke Chain and does the exact same amount
     of damage so unless you plan to use this make sure its a level 2. What
     Birdie will do is jump in the air and attempt to grab his opponent in his
     chain when he lands, while Birdie is jumping he is highly vulnerable to
     attacks because he cannot grab the opponent out of the air and a simple
     anti-air attack will knock Birdie out of this super, in my opinion a
     practically worthless super.
    
    =============================================================================
    --------------------------------- [ Blanka ] --------------------------------
    =============================================================================
    
    
    - [ Blanka ] - Creature of the Amazon, imbued with the power of electricity
    
    Rolling Attack    - B(charge 2 sec.)F+P
    Vertical Rolling  - D(charge 2 sec.)U+K
    Backstep Leap     - B(charge 2 sec.)F+K
    Electric Thunder  - P(rapidly)
    Amazon River Run  - DF+FP
    Surprise For./Bac - F+3K or B+3K/RK+JP or B+RK+JP
    
    Ground Shave Rolling - B(charge 2 sec.)F,B,F+(?)P(A-ISM and X-ISM)/D,DF,F+a+b
    Tropical Hazard      - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b
    
    - [ Rolling Attack ] -
    
     An excellent surprise attack that does good damage and has tremendous range.
     The only problem is is that he is vulnerable to fireballs, Dragon Punches,
     and other torpedo attacks like Bison's Psycho Crusher and E.Honda's Sumo
     Headbutt and knock Blanka out of it easily. If Blanka misses the opponent
     has a considerably ample amount of time to attack because he bounces off the
     opponent and into the air falling down unable to block. The Jab version goes
     extremely slow but can be used to psych out the opponent and Blanka can even
     land not hitting the opponent and immediately go into a throw.
    
    - [ Vertical Rolling ] -
    
     Basically the same as his Beast Roll but this can be used as an anti-air
     attack and it also has alot of priority as it can knock people out of the
     air even if they come down with a special move. Like his Beast Roll if he
     misses the opponent will have all the time in the world just to attack him.
     This can also hit opponents that are on the ground as well.
    
    
    - [ Backstep Leap ] -
    
     This move will have Blanka flip back and arch at the opponent with a
     Rolling attack. However, this move comes out too slow to ever be fully
     effective and leaves him very vulnerable to counter attacks if he misses.
     It was meant to sail through projectiles but it travels too slow to even
     catch the opponent before the block in time and the timing of this move
     is extremely tricky, having rare occurances of you even going over the
     projectile.
    
    - [ Electric Thunder ] -
    
     A fairly decent anti-air attack. Blanka will run all his electric currents
     through him as he becomes a giant block of electricity shocking all incoming
     opponents that touch him. The only problem is is that he can be swept out of
     hit but only if the opponent is a certain distance away and he is also
     vulnerable to fireballs. But he practically has no recovery time from doing
     this move.
    
    
    - [ Amazon River Run ] -
    
     What Blanka will do is glide with his fist and actually duck under most
     fireballs. Try to use this move within sweeping distance of the opponent,
     most likely you'll knock the opponent down before they even have a chance
     to recover, however only Dee Jay will be able to defend in time.
    
    - [ Surprise Forward/Backward ] -
    
     What Blanka will do is dash back or forward travelling only about 1/3
     screen's distance. Blanka cannot attack while he dashes though but it can be
     used to psych out the opponent sometimes I guess. This will go through
     opponents, making it a good set up for combos.
    
    -- [ Ground Shave Rolling ] --
    
     A good move that does good damage and it can also be used as an anti-air
     attack. Depending on how many buttons you use Blanka will either let out
     multiple hitting Beast and Vertical Rolls. If Blanka misses, he'll be left
     vulnerable to attack due to a rather lengthy recovery.
    
    -- [ Tropical Hazard ] --
    
     This move comes out very slow but can chip a good deal of damage. What
     Blanka will do is hop to a corner and drop a ton of fruit ot the floor and
     ramming the buttons makes him drop more fruit and afterwards you are
     wlecomed to knock around the fruit that is left. This super does good damage
     but really can't connect often because of its slow speed.
    
    
    =============================================================================
    --------------------------------- [ Cammy ] ---------------------------------
    =============================================================================
    
    - [ Cammy ] - Super enhanced soldier of shadowloo
    
    Spiral Arrow         - D,DF,F+K
    Cannon Spike         - F,D,DF+K
    Spin Kunckle         - F,DF,D,DB,B+P(X-ISM and A-ISM)
    Cannon Strike        - D,DB,B+K(Air)(V-ISM)
    Cannon Revenge       - F,DF,D,DB,B+P(V-ISM)
    Hooligan Combination - BD,D,DF,F,UF+P(X-ISM and A-ISM)
    
    Spin Drive Smasher    - D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)/D,DF,F+a+b
    Reverse Shaft Breaker - D,DB,B,D,DB,B+(?)K(A-ISM)/D,DB,B+a+b
    Killer Bee Assault    - DB(charge 2 sec.)F,B,UF+3K(A-ISM)(level 3)/B,F+a+b
    
    - [ Spiral Arrow ] -
    
     Well this is an excellent surprise attack because it has some speed and
     range and is also excellent for countering missed supers or Dragon Punches.
     This can do quite a bit of damage but if the opponent blocks this your in
     for some heat because just like it was in Super Street Fighter 2 you can be
     tripped afterwards or be eating a super. The Roundhouse version will hit
     twice if up close though.
    
    - [ Cannon Spike ] -
    
     An excellent anti-air attack move because it comes out quick and does good
     damage. Always use the short version unless the opponent is far away because
     this has extreme range potiential. Her Short Version will basically leave
     her safe because even if the opponent blocks this she will be pushed away
     and land safe enough to block afterwards. But if she comepletely misses she
     will fall unable to block.
    
    - [ Spin Kunckle ] -
    
     Well I love how Capcom has left this move alone since Super Street Fighter
     2. In Super Street Fighter 2 it was an excellent counter against up close
     fireballers, and this move can pass through projectiles. Also its really
     good for is block damage. Despite the fact that this hits two times it can
     really chip away at the lifebar and also if it connects its also really
     powerful. She basically has no recovery time from doing this but she can be
     swept when she is in the middle of this move.
    
    - [ Cannon Strike ] -
    
     Well you remember this move from XSF right? Well its an excellent jump-in
     attack because it comes out so darn quick and its extremely hard to knock
     her out of it because it just has alot of priority. But if blocked she will
     be opened to attack so try not to be so predictable.
    
    - [ Cannon Revenge ] -
    
     Well this is also her anti-air attack but doesn't seem to connect too often
     against low attacks. I would stick with the Cannon Spike instead because it
     has more range. But what Cammy will do is flash a little and if the opponent
     attacks Cammy during this move she will counter attack with a Cannon Spike
     and also this does not apply to jumping opponents, just remember this move
     from XSF.
    
    - [ Hooligan Combination ] -
    
     This has got to be one of the most confusing(and useful) tactics in the
     game. What Cammy will do is roll herself into a ball and spin at your
     opponent, when she lands she will do a slide kick that will immediately
     knock down an opponent. She can't hit in the air with this and this move
     cannot be comboed. Also the opponent has loads of time to attack her and its
     also a dead giveaway when she rolls into a ball. What you can do is go into
     her patented Frakensteiner by pressing F or B+2K and she will immediately
     slam the opponent. You can cancel this out by pressing a kick button anytime
     you want as well.
    
    -- [ Spin Drive Smasher ] --
    
     One of the more effective supers in the game, this super represents the
     Shoryuu Reppa somewhat. This is as easily comboed as Ken's Shinryuken or
     Shoyuu Reppa, it chains off practically all of her noraml attacks and is
     also a good counter against missed supers or Dragon Punches. Basically its a
     Cannon Drill into the Cannon Spike so if she misses she will fall unable to
     block.
    
    -- [ Reverse Shaft Breaker ] --
    
     This has got to be one of the coolest and best looking supers in the game.
     This can be used as anti-air attack and it also does alot of damage. Ramming
     the buttons results in more hits and significantly more damage, the trick is
     to hesistate for a second after the move starts and then ram the buttons.
     But you should wait until the opponent is close to you when they are jumping
     in so you can get more hits out of it. This doesn't have the vortex effect
     like Ken's Shinryuken so its horizontal range is pretty poor.
    
    -- [ Killer Bee Assault ] --
    
     Boy I cannot believe they have a crossover super in here! This super comes
     out almost three times faster than it did in the crossover series and but it
     hits only five times but it still ends in her patented Frankensteiner. Your
     opponent will have a hard time predicting when this super will come out
     because it comes out so fast almost like Shin Bison's X-ISM Psycho Crusher
     that counters anything.
    
    
    =============================================================================
    -------------------------------- [ Charlie ] --------------------------------
    =============================================================================
    
    
    - [ Charlie ] - Soldier armed for justice
    
    Sonic Boom       - B(charge 2 sec.)F+P
    Somersault Kick  - D(charge 2 sec.)U+K
    (Thrust Kick)    - B+RK or F+RK
    (Leap Kick)      - F+FK
    Knee Bazooka     - B+SK or F+SK(X-ISM and V-ISM)
    Knee Bazooka     - F,F+K(A-ISM)
    Forward Dash     - F,F(A-ISM and V-ISM)
    Backfist         - F+FP(A-ISM and V-ISM)
    
    Sonic Break        - B(charge 2 sec.)F,B,F+(?)P then P(A-ISM)/D,DF,F+a+b
    Somersault Justice - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b
    Crossfire Blitz    - B(charge 2 sec.)F,B,F+(?)K(A-ISM)/B,F+a+b
    
    - [ Sonic Boom ] -
    
     This move should be used often, because this projectile comes out fast and
     has almost no recovery delay! Charlie can immediately block after throwing
     this so there is no need to worry.
    
    - [ Somersault Kick ] -
    
     This move is one of Charlie's prime weapons but leaves him open to
     a Roundhouse trip or a super. This is also one of the best anti-air attacks
     in the game since it does alot of damage. If you catch the opponent in the
     air, it'll juggle them and depending on how low you catch them in the air
     will determine if they take the entire super or part of it.
    
    - [ (Thrust Kick) ] -
    
     Well this is the best thing to use after you have thrown your Sonic Boom
     cause this comes out very quickly with a small lack of start-up delay. This
     also has good priority so it can beat out alot of moves. But the problem
     with this move is that the range has been drastically shorten since Alpha 2.
     Also note that while it may look like the normal standing roundhouse, it
     isn't. It moves a bit as you hold the direction and Charlie doesn't make
     the grunt, in the GBA version at least.
    
    - [ (Leap Kick) ] -
    
     Charlie's anti-crouch counter. It comes out quicker than most anti-crouch
     counters and has little recovery delay.
    
    - [ Knee Bazooka ] -
    
     This knee bazooka is a somewhat of a weak attack, but if canceled quickly
     enough after his Sonic Boom, it will connect for a combo. The range is
     pretty good and while Charlie does hop to do the knee, he can be tripped
     in sequence of the duration of the move.
    
    - [ (Dash) ] -
    
     Well this move is new to Charlie in the Alpha series. It pretty much a basic
     dash and Charlie can follow up with a quick attack during his dash by
     pressing any of the attack buttons. Use the dash to give all your regular
     attacks a dashing attribute.
    
    - [ Backfist ] -
    
     The backfist is quick attack that can be followed after a Sonic Boom, though
     comboing it in is rather tricky since the Sonic Boom's small delay still
     puts Charlie in a position to use the Knee Bazooka instead, though the
     Backfist does more damage and requires you to be a little farther away from
     the opponent than the Knee Bazooka if you wish to combo it in.
    
    -- [ Sonic Break: B(charge 2 sec.)F,B,F+(?)P then P(A-ISM)
    
     Well I wouldn't use this too much because it because tend to block it too
     often. It comes out fast but alot of people sometimes forget to hit the
     extra punch button to throw out another Sonic Boom. But Charlie can follow
     up with some other attacks though, like a forward roundhouse or a backfist.
    
    -- [ Somersault Justice ] --
    
     This hits multiple times doing good damage but is also an excellent chipper
     but should be used sparingly unless you are positive it will connect.
     Although it comes out quite fast I myself sometimes have trouble doing this
     motion. Charlie does have recovery time from this as he can be tripped on
     the way down.
    
    -- [ Crossfire Blitz ] --
    
     An excellent surprise move and also good for missed supers as well. Charlie
     has basically no recovery time coming from this so feel free to use this
     because its an excellent chipper as well and is invincible during start-up.
    
    =============================================================================
    -------------------------------- [ Chun-Li ] --------------------------------
    =============================================================================
    
    - [ Chun-Li ] - Beautiful female warrior, seeks to avenge father's death
    
    Kikouken           - B,DB,D,DF,F+P(A-ISM and V-ISM)
    So Hakkei          - B(charge 2 sec.)F+P(X-ISM)
    Spinning Bird Kick - B(charge 2 sec.)F+K(X-ISM)
    Tenshokyaku        - D(charge 2 sec.)U+K
    Senenshu           - F,DF,D,DB,B+K(A-ISM and V-ISM)
    Hyakuretsukyaku    - K(rapidly)
    Yosou Kyaku        - D+FK(air)
    Kaku Kyaku Raku    - DF+RK
    Kohou Haiten Kyaku - DF+FK
    Triangle Jump      - Jump towards wall, F
    
    Kikoushou           - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
    Senretsu Kyaku      - B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)/B,F+a+b
    Hazan Tenshou Kyaku - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b
    
    - [ Kikouken ] -
    
     Well her projectile is pretty good but far from being the best. Her fireball
     has a bit of a start-up delay and is barely comboable. It does good damage
     in its own rights. But like all other fireballs she has a recovery time from
     this and opponents can easily jump over this.
    
    - [ So Hakkei ] -
    
     Well there is one disadvantage to this move and that is that it is not a
     projectile! Although it might have Chun-Li go into her fireball stun motion
     it can still hit the opponent, but it lacks alot of range but it can be
     comboed and does good damage but I don't think it can trade hits with
     projectiles though, but the recovery time is pretty good making it hard for
     opponents to counter.
    
    - [ Spinning Bird Kick ] -
    
     Well this move is almost identical to Ryu's Tatsumaki Senpuu Kyaku but
     except she spins upside down with her legs spinning around. This can hit up
     to multiple times doing good damage, but opponents can easily duck under
     this move. Well I wish the move was the charge down motion instead because
     she had the ability to control whether it was low Spinning Bird Kick or a
     High Spinning Bird Kick. She can do this in the air but she must bounce off
     a wall to do it because she won't have enough time to charge for the move
     unless she bounces off the wall.
    
    - [ Tenshokyaku ] -
    
     This is Chun-Li's anti air attack but it really isn't that strong and she
     will curve at a 60 degree angle but this will catch opponents basically 99%
     of the time. What Chun-Li will do is rise into the air kicking her opponent
     three times(depending on which kick button used). If she misses she is open
     to attacks and supers but she can pick opponents off the ground with this.
    
    - [ Senenshu ] -
    
     Well this is her anti-crouch attack but this is her strongest special move,
     this move is similar to Adon's Jaguar Teeth because her Short version will
     go into a high arc while the Roundhouse version is used to attack crouchers
     from long distances(or was it the other way around?). She basically has no
     recovery time from this so feel free to use it.
    
    - [ Hyakuretsukyaku ] -
    
     This is mainly the bulk of her offense, but she needs multiple hits to
     really rack up the damage because a single hit is rather weak. But this can
     really chip away at the life bar and can attack the guard Meter quickly. She
     has basically no recovery time from this but the range is serverely limited
     as she cannot move while in the middle of this move.
    
    - [ Yosou Kyaku ] -
    
     This is basically the stomp kick from the older games. It hits only once
     (I had it hit twice on Sagat before) and doesn't knock down an opponent.
     It does have decent priority and will beat out most regular anti-air
     attacks. I had up to three hits in the air against Sagat with this move.
     It generally hits twice while you and the opponent are in the air. If
     she misses once and the opponent blocks she'll just bounce off them,
     prompting you to land or to do another Yosou Kyaku.
    
    - [ Kaku Kyaku Raku ] -
    
     Well this is also her anti-crouch counter but it moves really slow but
     sometimes it confuses your opponent because she flips around and someimes
     the opponent will block the wrong way. This move does good damage but
     becomes extremely predictable after just a few uses so watch out.
    
    - [ Kohou Haiten Kyaku ] -
    
     This is is basically a flip kick that does two hits up close. It looks like
     a suitable anti-air attack but it has relatively low priority, though it
     can be comboed if timed right.
    
    -- [ Kikoushou ] --
    
     This move will have Chun-Li encase a idle fireball around her palms. It
     does good damage and is almost guaranteed to catch a jumping opponent.
     However, the range is lacking and the move is barely comboable, I would
     mainly use this to catch up close opponents who try to throw projectiles
     since the Kikoushou will absorb projectiles.
    
    -- [ Senretsu Kyaku ] --
    
     This move is strictly horizontal, so any air opponents will be able to
     easily knock her out of the super. However, it does come out very fast
     and is comboable off anything that she has. It does good damage and good
     block damage with decent range. The initial frames of animation will go
     through projectiles...even most projectile supers.
    
    -- [ Hazan Tenshou Kyaku ] --
    
     While the Kikoushou is a good counter measure against airborne attacks,
     it isn't her best. The Hazan Tenshou Kyaku has complete priority over
     ANY airborne attacks...including the Killer Bee Assualt. The initial
     frames of animation will go through projectiles, not to mention the fact
     that the move can be comboed in. However, the horizontal range is
     extremely limited to just a short distance in front of her and if he
     misses, she'll be vulnerable to counter attacks.
    
    =============================================================================
    --------------------------------- [ Cody ] ----------------------------------
    =============================================================================
    
    - [ Cody ] - Former street fighter turned criminal
    
    Criminal Upper - D,DB,B+P
    Bad Stone      - D,DF,F+P
    Ruffian Kick   - D,DF,F+K
    Bad Spray      - B,DB,D+P(after you have been knocked down only)
    Knife Pickup   - D+3P(over knife)/D+2P
    Crack Kick     - F+RK
    Sakeru         - B or DB(while being attacked, just block)(V-ISM)
    
    Dead End Irony    - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
    Final Destruction - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DB,B+a+b
    
    - [ Criminal Upper ] -
    
     What Cody will do is do an uppercut that sends a miniture tornado spinning
     just in front of him. This tornado is as big as he is but is a very poor
     anti-air attack. But this is easily comboed and the recovery time is next to
     zero. Really try to avoid using this to counter air attacks, it's priority
     isn't too high and Cody takes a while to recover from it.
    
    - [ Bad Stone ] -
    
     Well this is on the borderline of being a true projectile. What Cody will do
     is pick up a rock and throw it at the opponent in an upwards arc. This is a
     pretty good anti-air attack since it travels in a pretty high arc and this
     is also not good for countering projectiles because you simply cannot win
     because of the bit of start-up delay. This does do good damage and will
     connect most of the times against opponents who are far from you.
    
    
    - [ Ruffian Kick ] -
    
     Well using either button makes Cody do a foot sweep, head height kick, or a
     mid side kick. The best version has got to be the Short version since his
     foot slide can counter practically anything because it comes out so fast and
     its also comboable. Although the range is pretty fair it can trade hits with
     most projectiles and fireball supers as well. Although the Roundhouse
     version might look like an anti-air attack, its basically a worthless move
     against air attacks and lacks alot of range, which is unusual for Cody.
    
    - [ Bad Spray ] -
    
     Well like Sodom's Tengu Walking, this is a counter when Cody has been swept
     by a knockdown attack. Although the damage is very little this will knock
     the opponent away from you, however, you cannot use this immediately after
     you have gotten up like the Tengu Walking.
    
    - [ Knife Pickup ] -
    
     Well this is far from being a true projectile because what Cody will do is
     pick up the knife after looking at it for a while and then hold it in his
     hand. All of Cody's punches will change giving him a bit more range and more
     attack power, but he drops the knife after taunting or after the Final
     Destruction. You can throw the knife by performing the Hadouken motion
     (D,DF,F+P) once you've picked it up, though it starts up pretty slow and is
     easy to avoid and does half-decent damage.
    
    - [ Crack Kick ] -
    
     Sorta like Ryu's Hop Kick, Cody will hop a little over most crouching
     attacks and smack the opponent. Cody can go into a combo afterwards, because
     he basically has no recovery time making this both a safe and an effective
     move to use against opponents.
    
    - [ Sakeru ] -
    
     Well with this Cody can dodge alot of attacks, and most supers thus allowing
     him to escape chip damage and Guard Meter damage, a highly useful move and
     its so easy to do except he can't dodge low ground attacks like crouching
     kicks or punches.
    
    -- [ Dead End Irony ] --
    
     You should probably treat this super like the Crossfire Blitz. The move
     is strictly horizontal but has good range and is very comboable. The
     priority is decent and the roundhouse version will have Cody go up in the
     air after a few kicks. At the end of the super you can juggle the opponent
     with his (hop kick).
    
    -- [ Final Destruction ] --
    
     Although the first couple hits of the super are melodramatic, the super
     itself does plenty of damage to satisfy the player. It's a semi-quick
     super that has Cody rush towards the opponent and when he connects, he
     begins an auto combo that can hit as much as 18 times. The range is pretty
     much like the Shun Goku Satsu but moves a little quicker than it, but
     unless you're trying to combo in the super...stick with the Dead End Irony.
    
    =============================================================================
    ---------------------------------- [ Dan ] ----------------------------------
    =============================================================================
    
    - [ Dan ] - Carefree spirit with amazing fighting potential
    
    Gadouken           - D,DF,F+P
    Kouryuken          - F,D,DF+P
    Dankuu Kyaku       - D,DB,B+K
    Kuuchuu Dankukyaku - D,DB,B+K(air)(V-ISM and A-ISM)
    Saikyoryuu Bougyu  - F+3P(immediately during blocked 1st attack)(VISM)/
                         F+JP+RK
    Chouhatsu          - Select
    Zenten Chouhatsu   - D,DF,F+Select
    Kouten Chohatsu    - D,DB,B+Select
    Shagami Chouhatsu  - D+Select
    Tobi Chouhatsu     - Select(air)
    
    Shinkuu Gadouken   - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
    Kouryuu Rekka      - D,DF,F,D,DF,F+(?)K(A-ISM)/F,B+a+b
    Hisshou Biraiken   - D,DB,B,D,DB,B+(?)K(X-ISM and A-ISM)/D,DB,B+a+b
    Chouhatsu Densetsu - D,DF,F,D,DF,F+Select(A-ISM)
    Chouhatsu Shinwa   - D,DB,B,D,DB,B+Select then any button(A-ISM)(level 3)
    
    - [ Gadouken ] -
    
     Don't even bother using this. It has no range and unlike in MSHSF this is
     not one of the strongest projectiles. I would sorta call this Dan's S.Fierce
     with good range, but extremely poor range if you want to use it in a
     projectile.
    
    - [ Kouryuken ] -
    
     The Kouryuken is a very powerful anti-air attack, but it lacks a lot of
     horizontal range unlike his Shadtoken counterparts. It'll combo easily up
     close and has a lot of priority. If Dan flashes during the duration of
     this sequence, he is completely invincible from any attack.
    
    - [ Dankuu Kyaku ] -
    
     Short-A short Knee Hop
     Foward-A short Knee Hop with an extra kick
     Roundhouse-A short Knee Hop with two extra kicks
    
     Basically the same Gale Kick he had since his last Alpha encounter. An
     excellent move to counter miss supers and Dragon Punches. This is also a
     powerful 3 hit combo(Roundhouse version) that can drain your opponent's
     lifebar very fast. This is also an excellent chipper but sometimes Dan will
     land on the other side of the opponent, so try to keep note of that to
     prevent yourself from being crossed-over.
    
    - [ Kuuchuu Dankukyaku ] -
    
     Basically the same as his Dankukyaku except he can finally do a special
     attack in the air. This move can also be used as an excellent air escape
     tactic because Dan floats so high while doing this move and he also has some
     significant hang time while doint this move as well, but as he comes down he
     can be attacked. This is an all around good attack to jump in with if you
     use the Short version since Dan comes down very quickly and has decent
     priority.
    
    - [ Saikyo Defense or Saikyoryuu Bougyu ] -
    
     Well this isn't exactly Push Blocking like in the crossover series, but it
     does push the opponent back. You should use this immediately once your being
     attacked, unless you want to fight up close.
    
    - [ Chouhatsu ] - 
    
     A taunt...basically. It'll hit if you are in X-ISM, but you must be a
     jab's distance away for it to hit.
    
    - [ Zenten Chouhatsu ] -
    
     A rolling taunt. Timing on this is tricky, in X-ISM you can use this to
     hit if you land a jab's distance away.
    
    - [ Kouten Chohatsu ] - 
    
     A backwards rolling taunt. This will hit in X-ISM, but the timing is tricky.
     You must land about a jab's distance away for this to connect, doing this
     close will warrant just a taunt.
    
    - [ Shagami Chouhatsu ] -
    
     You can attack with this in X-ISM. It's basically a crouching taunt.
    
    - [ Tobi Chouhatsu ] -
    
     An air taunt.
    
    -- [ Shinkuu Gadouken ] --
    
     Well even though his Gadouken has no range whatsoever, on a level 3 this
     super can go up to 3/4 screens distance. Depending on which level you use
     will determine the range of this super(as well as strength). It does do alot
     of damage though, even more than other projectile supers. This can be a good
     ample chipper as well, so use it just before your opponent gets up.
    
    -- [ Kouryuu Rekka ] --
    
     If you want to use this super, use it when your at level 3. Level 1 has
     basically no range just like in MSHSF. Level 3 is just a brilliant super as
     it will easily chain off his C.Short. Level 3 can deal a ton of damage and
     it has pretty good range, but as usual...if he misses, he'll be a target
     for counter attacks.
    
    -- [ Hisshou Biraiken ] --
    
     This is an automated super that does not require Dan to make contact with
     the opponent. However, it does do a lot of damage and block damage and is
     very comboable. The major problem with this super is that if Dan doesn't
     connect, he will continue the animation for the super until the end, giving
     the opponent as much as 4 seconds to attack. The range is really limited,
     both vertical and horizontal.
    
    -- [ Chouhatsu Densetsu ] --
    
     I would definitely advise against using this super. It has Dan taunting for
     seconds and leaves him open to attack. At times opponents can build their
     own meter as Dan does his taunts. Only for show.
    
    -- [ Chouhatsu Shinwa ] --
    
     His taunt is much longer than his other one and this will cost you all of
     your super meter. Each button you press will have Dan perform a different
     vocal taunt. I would really try to avoid using this, it's strictly for
     embarrassment or stupidity.
    
    =============================================================================
    -------------------------------- [ Dee Jay ] --------------------------------
    =============================================================================
    
    
    - [ Dee Jay ] - Jamaican boxer who believes combining rythmn with fighting
    
    Knee Shot            - D+SK(air)
    Air Slasher          - B(charge 2 sec.)F+P
    Double Rolling Sobat - B(charge 2 sec.)F+K
    Machine Gun Uppercut - D(charge 2 sec.)U+P then P(rapidly)
    Maximum Jackknife    - D(charge 2 sec.)U+K(X-ISM and V-ISM)
    
    Sobat Carnival       - B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-ISM)/
                           B,F+a+b
    Climax Beat          - DB(charge 2 sec.)F,B,UF+(?)P then P(rapidly)(A-ISM)/
                           D,DF,F+a+b
    Sunrise Theme        - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DB,B+a+b
    
    - [ Knee Shot ] -
    
     This is a decent basically. It has decent priority and does moderate
     damage. You can combo off it if you can land right on the opponent's
     midsection with this move.
    
    - [ Air Slasher ] -
    
     An excellent projectile that has less recovery time than any other
     projectile that I have seen in this game. Even Charlie and Guile has
     recovery time from their projecetiles, but Dee Jay's just rocks. He can
     either immediately block or follow up with a combo and can even go into his
     Carnival Hook Kick. This is an excellent projectile to use all around
     because it does good damage and travels quite fast.
    
    - [ Double Rolling Sobat ] -
    
     This move will have Dee Jay perform one or two kicks, however, often at
     times the 2nd hit has trouble connecting after the first hit is scored.
     I would mainly use this in combos since the start up delay and priority
     is very minute.
    
    - [ Machine Gun Uppercut ] -
    
     This can be used as an air counter but it hits the opponent for really weak
     damage making it a not so impressive anti-air attack. What Dee Jay will do
     is do rapid upercuts real fast back and forth. If you have a Turbo Button
     Controller you can get up to 4 hits dealing decent damage, but you must
     be up close for the opponent to feel the effect. However this has alot of
     priority up close and will cancel out other moves, in the sequence of the
     initial frames of animation Dee Jay is invincible.
    
    - [ Maximum Jackknife ] -
    
     What Dee Jay will do is jump up at a 60 degree angle with a kick that can
     hit up to multiple times dealing good damage and is also an excellent air
     counter for opponents who like to jump in alot and this move is very similar
     to Chun-Li's incase your wondering what it looks like. You can also juggle
     the opponent with this. However if Dee Jay misses he will be left open to
     attack.
    
    -- [ Sobat Carnival ] --
    
     This is an all around excellent super because of its ability to combo and
     short the recovery time that it has. Also it is excellent for missed supers
     and Dragon Punches alike and it can also be used to chip away alot of life
     and take down a little bit of the Guard Meter. Basically what Dee Jay will
     do is multiple Double Dread Kicks in a row causing good damage and having
     good priority.
    
    -- [ Climax Beat ] --
    
     Well this is the super version of his Hyper Fist and it is also his
     strongest super because it produces alot of hits depending if you have a
     Turbo Button Controller. This will also chip alot of life and can easily
     take down that Guard Meter. The recovery time on this super is practically
     non-existant making it a safe move to use when up close otherwise don't use
     it from a far distance, and also it combos practically all of Dee Jay's
     standing and crouching attacks.
    
    -- [ Sunrise Theme ] --
    
     This is an excellent move to use in combos, juggles, and as an anti-air
     attack for those opponents who tend to jump in way too often. This will hit
     multiple times doing good damage and I do believe it is unblockable in the
     air as well. But like most anti-air attacks if he misses he will be left
     open for an attack or be eating a super.
    
    =============================================================================
    -------------------------------- [ Dhalsim ] --------------------------------
    =============================================================================
    
    - [ Dhalsim ] - His fight, fueled by the pain and suffering of his people
    
    Yoga Fire     - D,DF,F+P
    Yoga Flame    - F,DF,D,DB,B+P(A-ISM and V-ISM)
    Yoga Flame    - B,DB,D,DF,F+P(X-ISM)
    Yoga Blast    - F,DF,D,DB,B+K(A-ISM and V-ISM)
    Yoga Blast    - B,DB,D,DF,F+K(X-ISM)
    Drill Kick    - D+RK(air)
    Yoga Teleport - F,D,DF+3P/3K or B,D,DB+3P/3K(use 2K or 2P for GBA version)
    (Yoga Warp)   - B,DB,D+K(after you have been knocked down)(A-ISM)(V-ISM)
    Drill Zutsuki - D+FP(air)(X-ISM)
    
    Yoga Inferno - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b or F,B+a+b
    Yoga Stream  - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB,B+a+b
    Yoga Tempest - B,DB,D,DF,F,B,DB,D,DF,F+P(X-ISM)/B,F+a+b
    
    - [ Yoga Fire ] -
    
     His basic projectile move. It does good damage but travels slower than most
     projectiles. Like all projectiles, it should be used when far away from the
     opponent and should be avoided when near the opponent. You should use it
     when they get up so that they can take some block damage.
    
    - [ Yoga Flame ] -
    
     I'm not really sure why this was in the game, but it does do more damage
     than his Yoga Fire and is a bigger than his Yoga Fire but has very poor
     horizontal range making it useless for keep away. Try to avoid this move.
    
    - [ Yoga Flame ] -
    
     Basically the same move except its a different motion to do in X-ISM mode
     and it also does more damage and chipping damage as well.
    
    - [ Yoga Blast ] -
    
     This is his anti-air attack that deals quite a bit of damage. But if blocked
     opponents can tend to come in for an attack. Do not use this when your near
     your opponent because it'll most likely miss him or her. This also lacks
     alot of horizontal range as well.
    
    - [ Yoga Blast ] -
    
     Again basically the same move except this is the motion in X-ISM mode and it
     does more damage and chipping damage as well.
    
    - [ Yoga Spear ] -
    
     Short-twenty degree angle, has alot of horizontal range
     Forward-forty degree angle, has moderate horizontal range
     Roundhouse-eighty degree angle, extremely poor horizontal range, but good
                surprise attack
    
     Baiscally his attack that is used air borne and has good priority as it will
     cancel out alot of normal attacks use against him.
    
    - [ Drill Zutsuki ] -
    
     The same as his Short Yoga Spear except that it has more horizontal range
     and it moves quicker.
    
    
    - [ Yoga Teleport ] -
    
     He can also use this in the air as it will leave him safe to block because
     this has almost no recovery delay. Depending on which motion and which set
     of buttons you press, you will land either far away and behind your
     opponent, close and behind your opponent, far away in front of your
     opponent, or close and in front of your opponent. You should teleport right
     behind your opponent after you have thrown your Yoga Fire and immediately
     throw him or her as they are still in their block stance.
    
    - [ (Yoga Warp) ] -
    
     Just like Sodom's Jitte Counter. After you have been knocked down you can
     safely avoid being pressured by an opponent by teleporting out of the way.
    
    - [ Drill Kick ] -
    
     Well Dhalsim only has one Yoga Spear in this version but it has a fourty-
     five degree arc this time. Good for a jump-in attack.
    
    -- [ Yoga Inferno ] --
    
     This super really lacks some range, but it can deal out multiple hits doing
     good damage and block damage. This thing will sorta drag the opponent into
     it forcing them to take block damage. This super has sorta of a vortex
     effect that brings the opponent in giving it a little more range. When your
     opponent is low on energy you should use this and just chip him or her to
     death. On level three this thing seems to take forever because it deals out
     so much hits!
    
    -- [ Yoga Strike ] --
    
     Ouch! Even on Level 1 this thing hurts! This is obviously his strongest
     super but the opponent must be in the air for this to work even if the
     opponent is right next to Dhalsim he will miss. But this is an incredibly
     effective anti-air attack, but on level 3 this thing deals out a ton of
     damage as he slams the opponent down three times! But opponents can still
     hit Dhalsim out of it even though they are in the air but they often miss
     because this thing comes out so fast. I don't think this can be tech hit out
     of like in the crossover series because I tried and to no avail.
    
    -- [ Yoga Stream ] --
    
     This attack is only blockable low. Dhalsim will breathe fire on his
     opponent's feet. This is an excellent surprise move and you should use it
     just when the opponent gets up because they will most likely block low.
    
    -- [ Yoga Tempest ] --
    
     Well like it was from the original Super Street Fighter 2 Turbo, its almost
     identical to his Yoga Inferno but this does a ton of damage and can chip
     pretty nicely but it looks more like a super version of his Yoga Flame
     attack.
    
    =============================================================================
    --------------------------------- [ Eagle ] ---------------------------------
    =============================================================================
    
    - [ Eagle ] - The English street brawler with a flair to his style
    
    Manchester Black     - D,DB,B+P
    Canterbury Blue Low  - D,DF,F+FP(hold P to delay)
    Canterbury Blue Mid  - D,DF,F+SP(hold P to delay)
    Canterbury Blue High - D,DF,F+JP(hold P to delay)
    Oxford Red           - B,DB,D,DF,F+K
    Liverpool White      - D,DB,B+K
    St. Andrews Green    - F,D,DF+P
    
    Manchester Gold      - D,DB,Bx2+(?)P/D,DF,F+a+b(A-ISM, X-ISM)
    Union Jack Platinum  - D,DF,Fx2+(?)P/D,DB,B+a+b(A-ISM)
    
    - [ Manchester Black ] -
    
     Similar to Zangief's spinning lariat, this has Eagle spinning around,
     making it a great horizontal counter and is a great combo finisher. It'll
     juggle the opponent into the air, but the recovery time doesn't allow Eagle
     to combo afterwards.
    
    - [ Canterbury Blue Low ] -
    
     This move allows Eagle to counter attack the opponent, it's actually quite
     effective. You can also delay the move if you hold down the punch button
     afterwards. This is good for those sweeping attacks. What's nice about
     this is that it blocks supers and projectiles, making it the ideal move
     to use, but it only blocks until he cannot delay any longer(usually the
     delay lasts from 1-2 secs).
    
    - [ Canterbury Blue Mid ] -
    
     Much like CBLow, this counters mid section targetted attacks. This will
     block supers like the CBLow.
    
    - [ Canterbury Blue High ] - 
    
     Similar to the other two CBs, this is an ideal anti-air attack.
    
    - [ Oxford Red ] -
    
     This flashy move does quite a few hits and it's also very comboable. It does
     great block damage but its only setback is that it comes out slow and is 
     also slow to recover, usually the FK and RK versions anyways.
    
    - [ Liverpool White ] -
    
     This is a pretty useful move to have. It'll have Eagle jump over opponent's
     projectiles and then just attack from above. It's not a great move to use
     against those without projectiles since he is vulnerable to attacks
     momentarily after landing. The stronger the kick used the farther it goes.
    
    - [ St. Andrews Green ] -
    
     It's actually a better anti-air attack than it looks. Even when you connect
     with this on the ground the opponent will fly into the air, but the
     recovery time doesn't allow any time to follow up with another attack.
    
    -- [ Manchester Gold ] --
    
     Similar to the Shinkuu Tatsumaki Senpuu Kyaku, it'll have Eagle create a
     bit of a whirlwind and have him spin his sticks around multiple times. It
     does great block damage and is an excellent air defender, but it hits only
     a few times against airborne opponents. This will combo and it will even
     hit crouching opponents. However you can't add any extra attacks to it at
     the end, despite the opponent being thrown into the air, due to the
     recovery time.
    
    -- [ Union Jack Platinum ] --
    
     This is another dashing super, but a bit flashier than most others. It
     does a ton of block damage and a ton of hits, it's a great combo finisher
     and has little recovery delay. This should definitely be his primary
     super as it has tremendous horizontal range, and when timed right it can
     knock airborne opponents out of the air.
    
    =============================================================================
    -------------------------------- [ E.Honda ] --------------------------------
    =============================================================================
    
    - [ E.Honda ] -  His big body is dwarfed by a bigger spirit
    
    Hiza Geri         - F+FK
    Harai Geri        - F+RK
    Sumo Press        - D+FK(air)(X-ISM)
    Hundred Hand Slap - Push P rapidly
    Sumo Smash        - D(charge 2 sec.)U+K
    Sumo Headbutt     - B(charge 2 sec.)F+P
    Oicho Throw       - 360 Degree Motion+P
    
    Oni Musou    - B(charge 2 sec.)F,B,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
    Fuji Drop    - B(charge 2 sec.)F,B,F+(?)K(A-ISM)/D,DB,B+a+b
    Orochi Crush - 720 Degree Motion+P(A-ISM)(level 3)/B,F+a+b
    
    - [ Hundred Hand Slap ] -
    
     A tremendous chipper and also does a ton of damage, but this is Alpha 3 and
     its been towned down alot. This is still an adequete chipper and can deal
     some pretty good damage. E.Honda can move a little bit while he is in this
     but he is still left open to projectiles and a few jump-in attacks unless
     Honda stops, he can block safely as he has almost no recovery time.
    
    - [ Sumo Smash ] -
    
     On its way up it goes through pojectiles but on its way down it will sit on
     top of the opponent. This is an excellent move to use against constant
     fireballers as it can deal some good damage. But E.Honda has a small
     recovery delay afterwards and can be tripped when he comes down if your
     opponent is quick enough.
    
    - [ Sumo Headbutt ] -
    
     An excellent all around attack because its very fast and does an excellent
     amount of damage. Do not bother using the Jab version because it goes way
     too slow to really fool the opponent. Also E.Honda has little to no recovery
     time from doing this move, but he can be hit by Dragon Punches or
     projectiles and opponents can hit him from above.
    
    - [ Oicho Throw ] -
    
     Although not as strong as Zangief's Spinning Pile Driver this does alot of
     damage but the move must be done up close. This is really funny since
     E.Honda smash the opponent onto the ground and squashes him/her! I haven't
     found a way to combo this in yet nor do I think its possible, this is
     unblockable and opponents who turtle often should watch out.
    
    -- [ Oni Musou ] --
    
     A super version of his Sumo Headbutt, it does a good deal of damage and is
     also good for countering missed supers as well. This is a nice chipper as he
     does two headbutts that hits multiple times. E.Honda is still vulnerable to
     projectiles and high hits and Dragon Punches but E.Honda should be quick
     enough to counter before the opponent has time to react.
    
    -- [ Fuji Drop ] --
    
     Basically the super version of his Sumo Smash. It does pretty good damage
     but like the Sumo Smash the range is limited so use it on fireball happy
     triggers and smash him/her. Also E.Honda is still vulnerable to getting
     tripped or supered on the way down if he so happens to miss completely.
    
    -- [ Orochi Crush ] --
    
     This super is basically a grab super, much like the Final Atomic Buster.
     Once caught, E.Honda will slam the opponent on the ground and basically
     squash the opponent multiple times. It's a powerful super, but not as
     powerful or effective as the Final Atomic Buster.
    
    =============================================================================
    -------------------------------- [ Evil Ryu ] -------------------------------
    =============================================================================
    
    
    - [ Evil Ryu ] - Fated Warrior consumed by the dark side of Shatoken.
    
    - All of Evil Ryu's moves are the same as Ryu's moves except carrying a
      'Gou' name next to them.
    
    - He also carries the same supers except for the Shin Shoryuken. He does
      however, carry the Messatsu Gou Shoryuu and Shun Goku Satsu, both moves
      require the same motion that Akuma does.
    
    =============================================================================
    -------------------------------- [ Fei Long ] -------------------------------
    =============================================================================
    
    - [ Fei Long ] - A disciple of Kung Fu, he wishes to pass on his skills
    
    Rekka Ken             - D,DF,F+P(repeat x2 if neccessary)
    Shien Kyaku           - B,D,DB+K
    Rekkukyaku            - B,DB,D,DF,F,UF+K(X-ISM and V-ISM)
    Chokka Rakushu        - B or F+FK
    Engekishu             - F+RK
    
    Rekka ShinKen          - D,DF,Fx2+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
    Shien Hiryuu Kyaku     - D,DB,Bx2+(?)K(A-ISM)/D,DB+B+a+b
    Ryuu Yassai            - D,DB,Bx2+(?)P(A-ISM)(close)/F,B+a+b
    Ryuu Shin Yassai       - D,DB,Bx2+(?)P(A-ISM)(fierce punch distance away)/
                             F,B+a+b
    
    - [ Rekka Ken ] -
    
     I simply loved this move in SSF2 because it did a ton of damage and it was
     so easy to combo. This is also a nice confusion tactic because you can
     control whether you do one, two, or three Rekka Kens! When you do three
     Rekka Kens in a row opponents start to notice a patern then you can mess
     them up by doing two Rekka Kens in a row then throw him/her! If Fei Long
     manages to do all three Rekka Kens and he misses he will be left open for
     attack because the last Rekka Ken he poses while shaking his fist.
    
    - [ Shien Kyaku ] -
    
     Boy this has got to be the coolest looking anti-air attack move in the game!
     What Fei Long will do is knock the opponent to the ground on fire with his
     burning foot that causes a great deal of damage. The Roundhouse version will
     hit twice as well. But you should consider using the short version because
     it almost has no recovery time(except when your opponent is blocking up
     close) and Fei Long should be able to land and block safely.
    
    - [ Rekkukyaku ] -
    
     This attack is like his roundhouse animation except that it hits mulitple
     times and does good block meter damage and guard meter damage. This combos
     pretty well, but with the awkward motion involved it rarely does. the start
     up delay is pretty minimal while the recovery time isn't really all that bad
     making this a safe move to use.
    
    - [ Engekishu ] -
    
     What Fei Long will do is a hop kick that will hit twice. Although it has a
     bit of a start up delay it can be comboed and will often psych out
     opponents. Try using this in some combos because the kick is pretty strong
     and will push opponents away even if they block.
    
    
    - [ Chokka Rakushu ] -
    
     Well this is Fei Long's anti crouch counter as hit barely has start up delay
     and often connects. Its an awkward kick but yet its also advantageous as
     well because this will hop over practically all low attacks and basically
     has no recovery time from it.
    
    -- [ Rekka ShinKen ] -
    
     A very fast starting super that will beat out alot of moves because it has
     high priority and can also be comboed after Fei Long's S.CLSE.Fierce. A nice
     chipper to go along with as well. But if Fei Long misses he will definately
     be eating a super if the opponent has a super to spare.
    
    -- [ Shien Hiryuu Kyaku ] --
    
     An all around excellent anti-air attack. This easily chains off Fei Long's
     C.Short and is also his strongest super. You should use this whenever you
     use Fei Long's C.Foward because it just chains so perfectly, but if he
     misses he will fall unable to block so watch out.
    
    -- [ Ryuu (Shin) Yassai ] --
    
     This is Fei Long's auto super that does excellent damage as Fei Long sticks
     out a fist and if it connects he will continue to pummel the opponent with
     his fist on fire and end with a flaming kick. If you can connect at the peak
     distance of this move(meaning you are as far back away as possible while
     being able to connect), Fei Long will perform an auto 8 hit combo that does
     significantly more damage than his default version. The range isn't too
     good but the super can be comboed.
    
    =============================================================================
    ---------------------------------- [ Gen ] ----------------------------------
    =============================================================================
    
    
    - [ Gen ] - Aged warrior, seeker of Akuma
    
    * NOTE: You cannot switch styles in X-ISM, his attacks will be mixed
    
    - So Style: 3P/JP+RK(GBA)(A-ISM and V-ISM) -
    
    Hyakurenkou        - Press P rapidly
    Gekirou            - F,D,DF+K then K
    
    Zan'ei             - D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
    Shitenshuu:        - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB,B+a+b
    
    - Ki Style: 3K/SK+FP(GBA)(A-ISM and V-ISM)
    
    Jyasen             - B(charge 2 sec.)F+P
    Ouga               - DB(charge 2 sec.)UB or UF+K(A-ISM and V-ISM)
    Kyoretsu           - SP(up close)
    Low Strike         - FP(close)
    Saizu              - Jump over opponent, FK
    Counterpunch       - D+FP
    Satsu Jin          - D+SK
    Ukon               - RK, RK(air)(A-ISM and V-ISM)
    
    Jyakouha           - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
    Kouga              - D,DB,B,D,DB,B+(?)K(A-ISM)(Air)/D,DB+B+a+b
    
    - [ So Style ] -
    
     Well as you all know Gen has two different fighting styles and he can switch
     whenever he wants like when he's in the air or after a knock down. Having
     two different styles in his possesion makes him a very versatile player
     because each style plays comepletely different from each other as all his
     normal attacks, special attacks, and super combos are completely different.
     In this mode Gen is an all around combo master. He can successfully chain
     combos in a ZigZag motion like Jab, Short, Strong, Foward, Fierce,
     Roundhouse or even a reverse ZigZag(like Akuma in X-COTA) Short, Jab,
     Foward, Strong, Roundhouse, Fierce. But he can most likely chain up to four
     hits, but his attacks are really weak and it will take quite a bit of time
     and attacks for him to cause any real damage.
    
    - [ Hyakurenkou ] -
    
     This is exactly like E.Honda's Hundred Hand Slap, except Gen cannot move
     while in this. This does good damage and is way too easy to combo in. This
     also serves as an excellent chipper as well so feel free to knock that Guard
     Meter down.
    
    - [ Gekirou ] -
    
     This move juggles the opponent and does up to 7 hits. Once Gen connects he
     will kick the opponent and after a few hits he will do sorta a Lui Kang
     Bicycle kick diagonally in the air. This does alot of damage and will also
     catch ground opponents and also serves as an excellent anti-air attack
     because Gen practically has no recovery time from this. This is also a good
     chipper and can really knock down the Guard Meter.
    
    -- [ Zan'ei ] --
    
     What Gen will do is the souped up version of his Hyakurenkou as he barrages
     his fist that ends with him pointing his finger at his opponent. When it
     connects not only will it do a great deal of damage, it can steadily drain
     your life bar away with each count of the countdown above the opponent's
     head. When the counter reaches "0" the opponent automatically becomes
     dizzy(if he hasn't hit Gen during the duration of this timer) allowing you
     to do this trick all over again. Just way too cheap and it also takes a ton
     of the Guard Meter, rediculous! Capcom should have made this a complete
     level 3 super because of all the benefits it has. Also Gen players will also
     try to play keep away with you as well so just don't let this thing connect
     because the damage is herendous and it can be accomplished over and over
     again until your defeated.
    
    -- [ Shitenshuu ] --
    
     What Gen will do is glide across the floor and if he connects a series of
     internal explosions will explode inside the character causing massive
     damage. But if Gen misses he will can easily recover and also despite the
     opponent is blocking or not Gen will land on the other side of the opponent.
     However, the super does no guard damage towards the opponent.
    
    - [ Ki Style ] -
    
     Like his Preying Mantis Style he can switch different styles whenever he
     wants whether he is knocked down or in the air. This style is completely
     different from his preying Mantis because he can not chain combo as easily
     and often relies on one attack button to combo, the Roundhouse button. He
     can chain up to four consecutive Roundhouses in a row causing alot of
     damage. In this mode he also has alot of normal moves that leaves him open
     to attack but he is also a little stronger than in Preying Mantis mode.
     However whether your in Snake Style or Preying Mantis Style Gen will remain
     in that style until you lose the entire match or you decide to switch. Gen
     will always be in Preying Mantis style whenever you start a fresh battle,
     also you can notice which style Gen is in by his standing pose. When he is
     in Preying Mantis Mode he walks normally with his hands in a clamp form.
     When he is in Snake mode he will sorta stand on one leg.
    
    - [ Jyasen ] -
    
     Boy this has got to be the move that sets Gen apart from being lousy in his
     Snake Style. What Gen will do is roll into a ball and roll across the ground
     hitting up to five times for tremendous damage. This is too powerful of a
     move it easily equals the damage of most level 1 supers. This is also a
     really heavy chipper and can easily knock away that Guard Meter. It has a
     tiny bit of start up delay that is barely noticeable making it uncomboable.
     This is an excellent counter against missed supers as well as Dragon Punches
     alike. Gen is practically safe even if the opponent blocks.
    
    - [ Ouga ] -
    
     Sorta like the Cajun Strike and Jaguar Tooth combined. Gen will hop onto to
     a wall and you can do a ton of things while he is on the wall:
    
      -Don't do anything and Gen will do a jump kick towards the opponent
      -Press B to comepletely stop the move
      -Press F to have Gen do a longer jump kick towards the opponent
      -Press U to have Gen move towards the top of the screen
      -Gen does a head stomp when you do nothing when in ceiling
      -Press UB or UF and Gen will completely stop the move
      -Press F or B and Gen will do a dive kick
    
     Well this is sorta confusing but with a little practice and memory you can
     master this and confuse opponents in no time flat.
    
    - [ Kyoretsu ] -
    
     Basically this is Gen's anti-crouch counter. You'll have to be close to the
     opponent to pull it off, but like most crouch counters, it's a little slow
     and has a short recovery delay.
    
    - [ Satsu Jin ] -
    
     This is primarily used as a set up for his super Jyakouha. You must cancel
     quickly though. It can also be used to set up other attacks, especially
     in the corner where you can follow up with the Gekirou.
    
    - [ Low Strike ] -
    
     Not much to this move, it can be used as an overhead counter though, but
     the slow start may ward you off from it. In X-ISM this is a low strike,
     while in other ISMs it's just a regular attack.
    
    - [ Saizu ] -
    
     This kick is a bit odd. It's actually a regular attack that really requires
     no special motion. To perform this move jump over the opponent and his
     back leg will kick the opponent.
    
    - [ Counterpunch ] -
    
     Not much to this move, other than the fact that it comes out a bit slow and
     is primarily used against close opponents who have just used their
     projectiles.
    
    - [ Ukon ] -
    
     When Gen is in the air he can perform two consecutive Roundhouse kicks in a
     row. This is an all around excellent move to use because it can set up alot
     of combo possibilities. Sometimes the opponent blocks the first hit and then
     low blocks the second hit, but instead you cannot low block air attacks and
     thus making this a confusion tactic as well. Gen can immediately go into his
     S.Roundhouse after this as it will result in a nasty and powerful four-hit
     combo.
    
    * NOTE: It is much harder to pull this off on the GBA version. Your best
            chance of success is against Sagat, and even then you would have
            to aim high for the two hits to come out.
    
    -- [ Jyakouha ] --
    
     This is an excellent and also an extremely powerful air counter. This is
     similar to Dhalsim's Yoga Strike as Gen will grap the opponent with his feet
     and then stomp on the opponent. This doesn't have much priority all it
     really has is speed. But do not worry about the priority part because this
     thing travels very fast and can catch an airborne opponent most of the time.
     But moves like T.Hawk's Condor Dive or Cammy's Cannon Thrust Gen can be
     easily knocked out of the air by these. This is also easily comboed off his
     C.Short because it bounces the opponent into the air and is the perfect
     setup for this move.
    
    -- [ Kouga ] --
    
     Boy this is an all around worthless move. This is sorta like the Maximum
     Spider except for the fact that it won't juggle the opponent or do extreme
     damage. Each hit though is very powerful but the opponent always or mostly
     blocks the second hit. This super cannot combo within itself but is good for
     a surprise attack against fireballers and missed supers or Dragon Punches
     alike. This will however drain the Guard Meter down extremely fast and can
     chip pretty nicely but Gen can be hit out of it as he bounces off the walls.
    
    =============================================================================
    --------------------------------- [ Guile ] ---------------------------------
    =============================================================================
    
    
    - [ Guile ] - Justice binds his will to fight
    
    Sonic Boom         - B(charge 2 sec.)F+P
    Somersault Kick    - D(charge 2 sec.)U+K
    Knee Bazooka       - F+SK
    Spinning Backfist  - F+FP
    Rolling Sobat      - F+FK
    Reverse Spin Kick  - F+RK(close)
    
    Sonic Hurricane    - B(charge 2 sec.)F,B,F+(?)P(A-ISM)/D,DB,B+a+b
    Somersault Strike  - DB(charge 2 sec.)F,B,UF+(?)K(A-ISM)/D,DF,F+a+b
    
    - [ Sonic Boom ] -
    
     The sonic boom is much like Charlie's, but Guile has picked up some
     recovery time from his last appearence. It's very comboable and does good
     damage but it's one of the slower projectiles in the game.
    
    - [ Somersault Kick ] -
    
     Looks just like Charlie's and does good damage and can be easily comboed.
     This is a very good anti-air attack because the flash part of the kick gives
     Guile so much range. But if Guile misses he will be left open to attack.
    
    - [ Knee Bazooka ] -
    
     Well if Guile needed something to attack quick after his Sonic Boom this
     would be it. Actually Guile can practically chain anything after his Sonic
     Boom. This can also be used as a surprise attack since the fact that it
     comes out so quick, this also has good range because Guile hops forward a
     little. Did I mention this goes over low attacks and has basically no
     recovery delay? Such a simple move to do has alot of advantages.
    
    - [ Spinning Backfist ] -
    
     This can also be used after Guile has thrown his Sonic Boom for a quick
     attack. Although this might look like a regular attack this has alot of
     advantages to a regular attack. This attack comes out quick and will either
     beat out or trade hits with projectile throwing opponents up close. The
     recovery time is pratically non-existant making it a safe move to use.
    
    - [ Rolling Sobat ] -
    
     Well just like charlie's it has no recovery time and is good for using it as
     a crouch counter. Guile will just hop up a little and do a jump kick that
     goes over low attacks, which is good for overhead counters.
    
    - [ Reverse Spin Kick ] -
    
     This will have Guile turn upside down and kick, while it usually goes over
     most crouching opponents, it usually does go over many low attacks.
    
    -- [ Sonic Hurricane ] --
    
     The Sonic Hurricane is much like Chn-Li's Kikoushou from the Vs. series.
     A giant sonic wave will encircle Guile, it'll fill up 1/3 of the screen
     and is very comboable. It does good damage and can catch air opponents,
     but it has poor range and is easily avoidable.
    
    -- [ Somersault Strike ] --
    
     Pretty much a Guile version of the Shouryuu Reppa(or vice versa). This
     move comes out very quick, is very comboable, and does very good damage.
     The only problem is with the recovery delay.
    
    =============================================================================
    ---------------------------------- [ Guy ] ----------------------------------
    =============================================================================
    
    - [ Guy ] - A modern day ninja seeking truth
    
    Hayagake             - D,DF,F+K
    Hayagake: Kage Sukui - D,DF,F+K, then FK
    Hayagake: Kubikari   - D,DF,F+K, then RK
    Bushin Senpuu Kyaku  - D,DB,B+K
    Izuna no Hiji Otoshi - D,DF,F+P, then P
    Bushin Izuna Drop    - D,DF,F+P, then F+2P(up close)
    Hozanto              - D,DB,B+P
    Kubi Kudaki          - F+SP
    Kamaitachi           - DF+RK
    Hihi-Otoshi          - D+SP(air)
    Sankaku Tobi         - Jump towards wall, F
    
    Bushin Hassou Ken    - D,DF,F,D,DF,F+(?)P(A-ISM)
    Bushin Gou Rai Kyaku - D,DF,F,D,DF,F+(?)K(A-ISM)
    Bushin Musourenka    - F,DF,D,DB,B,F,DF,D,DB,B+P(A-ISM and X-ISM)
    
    - [ Hayagake ] -
    
     Well this is Guy's run and you can't pull off any normal attacks while in
     this stance and you cannot stop in the middle of it either, but hitting any
     other kick button will result in a different special move attack. You can
     canel this run if you press short kick.
    
    - [ Hayagake: Kage Sukui ] -
    
     A good surprise move that can easily tag opponents from screen distance and
     does a good amount of damage as well, the recovery time is excellent and you
     can also chip away at some life too, not to mention chipping away at the
     Guard Meter as well.
    
    - [ Hayagake: Kubikari ] -
    
     This is Guy's crouch counter that pops out of nowhere when the opponent
     least expects it. This does alot of damage but opponents see it coming way
     too often and the ability to combo it is non existant. The recovery time is
     pretty good though and the priority of this move is pretty high.
    
    - [ Bushin Senpuu Kyaku ] -
    
     Well as far as I can tell this is Guy's only special anti-air attack. While
     being far from being the best anti-air attack the move as alot of priority
     up close and does good damage while juggling the opponent in the air. The
     Roundhouse version basically misses all ground opponents but hits three
     times in the air, while the Foward version easily chains off his C.Forward.
     What Guy will do is do a Shatoken like Tatsumaki Senpuu Kyaku except his
     version has basically completely vertical range while lacking alot of
     horizontal range, also if Guy misses he will land back to the ground and be
     unable to block, so try to use this sparingly unless you are sure it will
     connect.
    
    - [ Izuna no Hiji Otoshi ] -
    
     After you have performed the Bushin Leap hit punch and Guy will do an Elbow
     Drop that does good damage and the recovery time on this is pretty good
     since its so hard to counter. But I don't think this will hit crouching
     block opponents though.
    
    - [ Bushin Izuna Drop ] -
    
     Well this has got to be one of the most intimidating moves Guy has. After
     you perfrom the Bushin Leap wait until you are close to your opponent and
     then hit F+P and Guy will suplex the heck out of the opponent doing alot of
     damage. Guy can also catch opponents out of the air as well. The only
     problem with this move is the timing, but if you give it a little practice
     you should easily pull it off.
    
    - [ Hozanto ] -
    
     Well this move does do alot of damage and it can be comboed even though it
     has a bit of a start-up delay it can still surprise opponents. What Guy will
     do is spin a little on the ground and then suddenly pop up with an elbow,
     and I think this either goes through projectiles or under them, I'm not sure
     because I have done this several times and have sometimes gone through
     projectiles. The recovery time is practically non-existant as well.
    
    - [ Kubi Kudaki ] -
    
     Well this is Guy's crouch counter and like most crouch counters this has a
     bit of a start-up delay and it can't be comboed. This anti-crouch counter
     only hits once but that hit easily matches up to Ryu's two hits and it comes
     out faster than Ryu's as well. Try not to be too predictable with this even
     though it comes out fast because when Guy starts this move anybody can
     easily sweep him.
    
    - [ Kamaitachi ] -
    
     A good attack that does decent damage and can also be used as an anti-air
     attack, but the priority of being an anti-air attack is fairly low. This can
     be used as a good surprise move and this will push Guy back leaving him safe
     to block incase he misses.
    
    - [ Hiji Otoshi ] -
    
     This is an air elbow that is similar to the Izuna no Hiji Otoshi except that
     it comes straight down. It's a great set up move for combos, but it's hard
     to connect on an active opponent.
    
    -- [ Bushin Hassou Ken ] --
    
     This is an excellent anti-air attack because its unblockable. Despite this
     being an anti-air attack this has tremendous ground range and can catch most
     standing opponents from 1/3 screen distance! What Guy will do is perfrom an
     auto-juggle air combo that does alot of damage, but it will not catch
     crouching opponents and if he misses he can easily be countered, so don't
     just pop this up out of nowhere and expect it to connect.
    
    -- [ Bushin Gou Rai Kyaku ] --
    
     Well if there was a cool super award, Guy would definately be a top
     contender. What Guy will do is come at the opponent with a series of attacks
     and ends the a thrust kick. This chips very nicely at the life guage and can
     bring down the Guard Meter real easily. This is also good for countering
     missed supers of Dragon Punches alike. Becareful when using this though,
     because right before Guy does that last kick he can be thrown out of the
     super, if the super is blocked though.
    
    
    -- [ Bushin Musourenka ] --
    
     This is one of the more flashier supers in the game. Once connected, Guy
     performs a 10 hit combo in pitch black as streaks of lighting forms from
     his strikes. While the damage is respectable, the range is not. This move
     is a throw move and is not blockable...you must be very close to the
     opponent to connect and this move has virtually no priority, so you'll
     really have to time your attack or get lucky.
    
    =============================================================================
    --------------------------------- [ Juli ] ----------------------------------
    =============================================================================
    
    - [ Juli ] - Lost, super enhanced Shadowloo soldier
    
    Sniping Arrow      - D,DF,F+K
    Cannon Spike       - F,D,DF+K
    Axle Spin Knuckle  - F,DF,D,DB,B+P
    Falling Arc        - F+MK
    Psycho Charge Beta - 3K(Dramatic Mode only)/JP+RK(GBA)
    
    Spin Dive Smasher     - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
    Reverse Shaft Breaker - D,DB,B,D,DB,B+(?)K, then K(A-ISM and X-ISM)(rapidly)/
                            D,DB,B+a+b
    Psycho Rolling        - D,DF,F,D,DF,F+P(Dramatic Battle Mode)/F,B+a+b
    Death Cross Dancing   - JP,JP,F,SK,FP(Level 3)(Dramatic Battle mode)/B,F+a+b
    
    - [ Sniping Arrow ] -
    
     Well I would not call this an excellent move, but it is a good move even
     though its uncomboable except through juggling because it does good damage
     and has excellent range. You can use this to tag opponents from as far as
     screen distance. There is a downside to this move though and that's the fact
     that she has a huge start up delay making it uncomboable. The good news is
     that once she starts this move there is no stopping her because it has very
     high priority and the recover delay is next to nothing! So if your opponent
     misses a super from a distance you can surely counter with this!
    
    - [ Cannon Spike ] -
    
     An overall excellent anti-air attack that does alot of damage. This anti air
     attack has excellent priority and has very mean range, I mean it probably
     has as much range as Dan's Roundhouse Dankukyaku, horizontally or course!
     This can tag practically any jumping attacker and is also very comboable and
     is perfect for missed supers and Dragon Punches alike. But like all anti air
     attacks if she misses she will fall back unable to block.
    
    - [ Axle Spin Knuckle ] -
    
     Well unlike Cammy's this does not go through projectiles and should only be
     used as the opponent gets up so they are forced to block and this move can
     chip away alot of life and take away some heavy Guard Meter damage as well.
     This move has a start up delay but if she hits a blocked opponent she can
     recover in time to block.
    
    - [ Falling Arc ] -
    
     Surprisingly this move does not have much start up delay like most anti
     crouch counters. This move does good damage and can fool the opponent
     sometimes if you don't use it much because it doesn't even look like it
     attacks over the head even though it does, but its a matter of opinion
     though. Again try not to be too predictable with this move because you can
     be countered.
    
    - [ Psycho Charge Beta ] -
    
     Well Juni must be near her for this move to work successfully as it will
     restore quite a bit of Health on the damage meter giving you the upper hand
     advantage, but the problem is that it leaves her open to attack for a full
     three seconds. Make usre Juni is near otherwise it will not work.
    
    -- [ Spin Dive Smasher ] --
    
     This is an all around excellent super because it deals out alot of damage
     and has extremely high priority. Its sorta like a multi hit Cannon Drill
     into a multi hit Cannon Spike. This comboes off anything and it can reach up
     to 2/3 screen distance making it practically a perfect counter against
     missed supers and Dragon Punches alike. Also this is one of the rare supers
     that you can air block, but if she misses she will fall unable to block.
    
    -- [ Reverse Shaft Breaker ] --
    
     This is also an excellent super and is mainly used as an anti air attack. If
     you ram the buttons you can get more hits, significantly more hits! The
     trick to doing this is that you must hesistate for just a second after the
     move starts then ram the buttons to get more hits out of it. This also
     comboes easily as well and is un airblockable. But if she misses she will
     fall unable to block.
    
    - [ Psycho Rolling ] -
    
     Well I'm not sure this is a good idea to ever use this super because it does
     very little damage and you must be near Juni to perform this move. This can
     also be used as an anti-air attack as both Juni and Juli form a ball
     together and hit the opponent multiple times. The recovery time is not bad
     but its not good either so you might want to save your super meters for
     the...
    
    - [ Death Cross Dancing ] -
    
     If this connects both Juni and Juli will start to pummel their opponent at
     the same time and end with each of them doing a Sniping Arrow kick. A truely
     impressive 16 hitter, but there are many downsides to this move. First off
     it is blockable, it can be Tech Hit out of, and it does pitiful damage for a
     level 3 super, probably a third of the damage of Akuma's Shun Goku Satsu.
     The good part about this super is that either Juni and Juli can do this move
     and they do not have to be near each other. The recovery time is not bad and
     the start up delay is pretty good making it a good counter for missed supers
     and Dragon Punches alike, and this super is extremely comboable.
    
    =============================================================================
    --------------------------------- [ Juni ] ----------------------------------
    =============================================================================
    
    Spiral Arrow         - B(charge for 2 sec.)F+K
    Cannon Spike         - D(charge for 2 sec.)U+K
    Cannon Thrust        - UF,D,DF,F+K(air)
    Psycho Shield        - Block, F+3P(2P on GBA)
    Psycho Shield        - Air block F+3P(2P on GBA)(V-ISM)
    Falling Arc          - F+MK
    Mach Slide           - D,DF,F+K
    Psycho Charge Alpha  - 3K(Dramatic Mode only)/FP+SK(GBA)
    Hooligan Combination - DB,D,DF,F,UF+P, then P or K(afar or close)
    Earth Direct         - 360 Degree Motion+P
    
    Spin Dive Smasher     - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF+F+a+b
    Reverse Shaft Breaker - D,DB,B,D,DB,B+(?)K, then K(A-ISM and X-ISM)(rapidly)/
                            D,DB,B+a+b
    Psycho Rolling        - D,DF,F,D,DF,F+P(Dramatic Battle Mode)/F,B+a+b
    Death Cross Dancing   - JP,JP,F,SK,FP(Level 3)(Dramatic Battle mode)/B,F+a+b
    
    
    - [ Cannon Drill ] -
    
     Well this move is exactly like Cammy's except for the fact that you have to
     charge for the move. The Roundhouse version hits twice and this move is also
     very comboable and has practically no start up delay. Also it is good to
     point out that it can also be used to counter missed supers and Dragon
     Punches alike incase you don't have a super on ya. Also if blocked or missed
     she will have a bit of recovery time leaving her open to attack.
    
    - [ Cannon Spike ] -
    
     Exactly like Juli's and Cammy's it has a load of range and can be easily
     comboed. Also it serves as an excellent anti air attack and can deal out
     alot of damage and the combo possibility is pretty high. Once again its that
     charge down move making it difficult for you to use it whenever you please.
     But then again like most anti air attacks if she misses she will fall unable
     to block.
    
    - [ Cannon Thrust ] -
    
     An excellent jump in attack that deals good damage and has very high
     priority as well. This often catches opponents by surprise because due to
     the fact that it comes out so quick and most people don't even know that she
     even has it! The recovery time is practically non-existant making it a good
     move to use, but it is counterable by Draon Punches alike and anti air
     supers.
    
    - [ Hooligan Combination ] -
    
     This move is basically very similar to Cammy's Hooligan Combination. She
     will sorta flip into the air towards her opponent, if you don't do anything
     during the duration of this move she will go into her Razor Edge Slicer, if 
     you press the punch or kick button away from the opponent she will cancel 
     the move altogether and when up close if you press either a punch or kick 
     she will go into her Cross Scissor Pressure(low) or Fatal Leg Twister(high). 
     Basically a surprise attack and should be used sparingly.
    
    - [ Earth Direct ] -
    
     This is a very painful move that is visually impressive as Juni will pick up
     her opponent and then rise high into the air and slam the opponent down.
     Since this is a throw it lacks alot of range but it is unblockable making it
     useful against turtlers. If she misses she will go into her missed pose
     leaving her open to attack.
    
    - [ Psycho Shield ] -
    
     Well in X-ISM she can only do this on the ground, but right after you block
     an attack Juni will sorta push block her opponent similar to Dan's as well
     as to the crossover series. An excellent move to use when you are trapped in
     the corner and should be used often unless you plan to punish a mistake.
    
    - [ Mach Slide ] -
    
     Well when I first saw this in the manual I thought it was an attack, but
     little did I know its her teleport. I think this is the first time Capcom
     has ever put a quarter circle motion into a teleport. The strength of the
     kick button will determine how far she will go, and she is completely
     invincible during this move but after she comes out of it she is left open
     to attack.
    
    - [ Falling Arc ] -
    
     Just like Juli's it can hit up to three times and can cause alot of Guard
     Meter damage as well and does good damage. This move doesn't quite have the
     start up delay like Ryu's Overhead Punch but it still has a start up delay
     and she will yell whenever she does this move making it even more
     predictable. Use this on crouch blocking opponents only or non blocking
     opponents, but like I said she can be attacked before she actually performs
     this move.
    
    - [ Psycho Charge Alpha ] -
    
     Well Juli must actually be near her for this to work as she will restore
     some lost Super Meter or Custom Combo Guage. However if she does this from a
     distance hopefully Juli can back her up because this will leave her open for
     a full three seconds leaving her open to attack so make sure it connects!
    
    - [ Psycho Streak ] -
    
     What Juni will do is give a salut and M.Bison will perform either level of
     his Psycho Crusher depending on which punch button strength you have used.
     This has a start up delay and its also a dead giveaway when she saluts, but
     it cannot be blocked while the opponent is in the air making it a good air
     counter. Also it doesn't really do much damage and also if you are too close
     to your opponent M.Bison will appear on the other side of the opponent not
     even attacking your opponent leaving Juni open to attack, but it can take
     down the Guard Meter very quickly and does good chipping damage and the
     recovery time is not half bad, but its not half good either.
    
    - [ Spin Dive Smasher ] -
    
     Well just like Cammy's and Juli's its a multi hitting Cannon Drill into a
     multi hitting Cannon Spike that does alot of damage and this is obviously
     Juni's strongest super. This is an excellent counter for missed supers and
     Dragon Punches alike as it will reach up to two thirds screen distance, but
     this is one of the rare supers that you can air block though. This also has
     a high combo ability factor, but the recovery time is quite bad as before
     Juni lands she will fall unable to block.
    
    
    - [ Psycho Rolling ] -
    
     Well I'm not sure this is a good idea to ever use this super because it does
     very little damage and you must be near Juni to perform this move. This can
     also be used as an anti-air attack as both Juni and Juli form a ball
     together and hit the opponent multiple times. The recovery time is not bad
     but its not good either so you might want to save your super meters for
     the...
    
    - [ Death Cross Dancing ] -
    
     If this connects both Juni and Juli will start to pummel their opponent at
     the same time and end with each of them doing a Sniping Arrow kick. A truely
     impressive 16 hitter, but there are many downsides to this move. First off
     it is blockable, it can be Tech Hit out of, and it does pitiful damage for a
     level 3 super, probably a third of the damage of Akuma's Shun Goku Satsu.
     The good part about this super is that either Juni and Juli can do this move
     and they do not have to be near each other. The recovery time is not bad and
     the start up delay is pretty good making it a good counter for missed supers
     and Dragon Punches alike, and this super is extremely comboable.
    
    
    =============================================================================
    --------------------------------- [ Karin ] ---------------------------------
    =============================================================================
    
    - [ Karin ] - Rival of Sakura seeks her own destiny
    
    GurenKen           - D,DF,F+P, then P or K(rapidly)
      GurkenKen           - After first GurenKen, P
      Daiso Kubarai       - After 1st or 2nd GurenKen, D+K
    Houshou            - F,D,DF+P [ after GurenKen F+P or after 2nd GurenKen, P ]
    Mujin Kyaku        - F,D,DF+K [ after 1st or 2nd GurenKen, K ]
    Ressen Ha          - D,DF,F,UF+K [ after 1st or 2nd GurenKen, U+K ]
    Arakuma Inashi     - 360 Degree motion+K
    Yasha Gaeshi(high) - D,DB,B+P [ After 1st or 2nd GurenKen, B+P ]
    Yasha Gaeshi(low)  - D,DB,B+P [ After 1st or 2nd GurenKen, B+K ]
    Ressen Chou        - B,D,DB+P,P [ After 1st or 2nd GurenKen, DF+P,P ]
    Elegant Kick       - F+FK
    
    Kanzuki-ryuu Kou'ou Ken     - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DB,B+a+b
    Kanzuki-ryuu Shinpikaibyaku - D,DF,F,D,DF,F+(?)K(A-ISM)/D,DF,F+a+b
    
    - [ Guren Ken ] - 
    
     Well this is like Fei Long's Rekka Ken except for the fact that it comes out
     just a bit slower and the combination of attacks she can add are huge. The
     above moves that have the motions in brackets are the moves she can perform
     after the the initial GurenKen.
    
    - [ Houshou ] -
    
     Well I'm not sure what this move is for but it basically sucks. What Karin 
     will do a knock her fist against her opponent and knock the opponent down 
     everytime. This move has very small range but it has excellent priority and 
     can easily trade hits with fireballers. Also she has a lengthy amount of 
     recovery time after this move as well while having practically no start up 
     delay.
    
    - [ Mujin Kyaku: ] -
    
     Well what this move will do is do a two hit combo that jacks the opponent up 
     a bit. The range is fair while the damage is pretty decent. You can set up 
     juggle combos with this move but I doubt that you can get alot of hits 
     afterwards or if any.
    
    - [ Ressen Ha ] -
    
     Well this funky move can deal good damage and also be used as a jump in 
     attack as Karin swirls her fist at her opponent. This is also a good anti 
     air attack and will most likely beat out or at least trade hits with normal 
     and special moves. Also the recovery time is barely noticeable and the start 
     up delay is practically non-existant making this move a safe move to use 
     without the fear of being counter attacked.
    
    - [ Arakuma Inashi ] -
    
     Well this move is rather weak for a 360 degree motion move but if she 
     catches her opponent she will hit the opponent twice and then throw the 
     opponent. Not actually the best looking move in the game though it does weak 
     damage for a 360 motion like I said but its also unblockable, but the throw 
     range on this move is not all that great.
    
    - [ Yasha Gaeshi(high) ] -
    
     Well not exactly the best move in the game, but a very useful move. Treat 
     this like you would Rose's Soul Reflect, getting the timing down to pat and
     hopefully you can predict if you opponent will hit high or low. If the 
     opponent hits her high while she does this move she will perform a counter 
     attack that knocks your opponent back that does good damage. This move is 
     unblockable low and try not to use this on jumping opponents because you 
     will rarely connect with this. Also if she does this move an the opponent 
     doesn't strike they can't wait until after and she also cannot counter 
     projectiles either.
    
    - [ Yasha Gaeshi(low) ] -
    
     Well not exactly the best move in the game, but a very useful move. Treat 
     this like you would Rose's Soul Reflect, getting the timing down to pat and
     hopefully you can predict if you opponent will hit high or low. If the 
     opponent hits her low while she does this move she will perform a counter 
     attack that knocks your opponent back that does good damage. This move is 
     unblockable high and try not to use this on jumping opponents because you 
     will rarely connect with this. Also if she does this move an the opponent 
     doesn't strike they can't wait until after and she also cannot counter 
     projectiles either. Okay so I copied this from the first one, but its 
     basically the same move except its a low attack counter.
    
    - [ Ressen Chou ] -
    
     What Karin will do is attack her opponent with her elbows into a two hit 
     combo. The range isn't really all that great and must be used in close 
     ranged combat and also the recovery time is a bit noticeable amking it 
     counterable. A good attack to put in combos though.
    
    - [ Elegant Kick ] -
    
     This is her basic anti crouch counter. It comes out quite fast for an anti
     crouch counter and it does good damage as well. Surprisingly this can take 
     away alot of Guard Meter damage as well, but there is still a bit of a start 
     up delay so she can be attacked before she attacks the opponent.
    
    -- [ Kanzuki-ryuu Kou'ou Ken ] --
    
     This is her rushing super and you should use this to counter missed supers 
     and Dragon Punches alike also it can do good Guard Meter damage and can chip 
     pretty decently as well. This super has practically no start up delay and 
     recovery time and can be comboed. The recovery time can be countered by 
     something quick as well though.
    
    -- [ Kanzuki-ryuu Shinpikaibyaku ] --
    
     Basically what this is, is an anti air attack and also its her strongest 
     super. You should wait until your opponent is just above you so you can get 
     the most hits out of the super. Also this has high priority and the start up 
     delay is practically non-existant, but this will not hit standing opponents 
     even if they block and also if she misses she will fall unable to block.
    
    =============================================================================
    ----------------------------------- [ Ken ] ---------------------------------
    =============================================================================
    
    - [ Ken ] - Ryu's fiercest rival, his burning vigor keeps him motivated
    
    Hadouken                - D,DF,F+P
    Shoryuken               - F,D,DF+P
    Tatsumaki Senpuu Kyaku  - D,DB,B+K
    Inazuma Kakato Wari     - F+FK
    Ushiro Mawashigeri      - F+RK(A-ISM and V-ISM)
    Forward Roll            - D,DB,B+P(A-ISM and V-ISM)
    Forward Collapse        - D,DF,F+Select
    
    Shoryuu Reppa           - D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
    Shinryuken              - D,DF,F,D,DF,F+(?)K then K(rapidly)(A-
                              ISM)/D,DB,B+a+B
    Shippu Jinrai Kyaku     - D,DB,B,D,DB,B+K(A-ISM)(Level 3)/B,F+a+b
    
    - [ Hadouken ] -
    
     Just like Ryu's fireball but not as fast. Use this whenever your far away 
     from the opponent and use it just when they get up so you can chip that 
     extra bit of life. Just watch out when opponents jump over this projectile 
     and come in for an attack which makes Ken vulnerable. Try to use this often 
     in an effective two-in-one like those old Street Fighter 2 days.
    
    - [ Shoryuken ] -
    
     Virtually the best anti-air counter in the game. This Dragon punch is very 
     powerful as it hits multiple times doing good damage as well as block 
     damage. He has less recovery time than that of anyone else's anti-air 
     attack. The stronger the button used the more hits will come out.
    
    - [ Tatsumaki Senpuu Kyaku ] -
    
     This version of the hurricane kick is mainly for combos rather than for
     priority over other attacks. The hits are relatively week, but it can hit
     up to five times and is very combo friendly. It does good block damage and
     has minimal recovery delay.
    
    - [ Inazuma Kakato Wari ] -
    
     Ken's crouch counter that has a start up delay and can be seen miles away. 
     Just use it on people who constantly block low and when opponents just get 
     up from a knockdown. It becomes predictable after a while, so try to use it 
     as a surprise move.
    
    - [ Ushiro Mawashigeri ] -
    
     Well basically what this is a kick going forward having a lot of horizontal
     range. But I'm not really sure what this is here for. It has a huge start up
     delay even longer than the Axe Kick and you will barely connect with this.
     If you want to use this for missed supers time it real early otherwise you 
     will miss.
    
    - [ Forward Roll ] -
    
     Well not much for this move though. You can roll through opponents with this
     move which is good for crossing up opponents but the roll is rather slow and
     doesn't really have much distance. This has no offensive purpose whatsoever 
     and Ken can be knocked down from it.
    
    - [ Forward Collapse ] -
    
     This is much like Ryu's fake fireball, it doesn't really do much good other
     than play mind games with your opponent(obviously human opponents). The
     recovery time is slow and leaves Ken open to attack for just over a second.
    
    
    - [ Shoryuu Reppa ] -
    
     One of the best supers in the game. This will beat anything out during 
     start-up. He is practically invincible during start-up as he rushes towards 
     the opponent with multiple Dragon Punches. After the first dragon punch he 
     is vulnerable to some attacks. Try using this in combos because it is very
     combo friendly and it does pretty good block damage as well.
    
    - [ Shinryuken ] -
    
     Same as the Shoryuu Reppa, its invincible during start-up and is a great
     anti-air attack because it cannot be air blocked and like all of his supers,
     they are easy to combo and follow up on. Also, to get extra hits out(you
     can have as much as 30 in some special cases) wait until just a split second
     after it starts and then ram the buttons, if you're fast enough and if you
     time it just right, you can end up pulling away almost 70% of your 
     opponent's life guage.
    
    - [ Shippu Jinrai Kyaku ] -
    
     It's a bit similar to the Shoryuu Reppa in terms of motion and range, but
     it's a bit more difficult to combo and does less block damage. If Ken 
     actually connects on the first hit without the opponent blocking, he'll
     proceed to do the entire super, regardless of whether the opponent blocks
     or not which is bad for Ken, but against blocking opponents, Ken will stop
     just before he does his hurricane kick.
    
    =============================================================================
    --------------------------------- [ M.Bison ] -------------------------------
    =============================================================================
    
    - [ M.Bison ]- Evil dictator set out for world conquest
    
    Psycho Crusher        - B(charge 2 sec.)F+P(X-ISM)
    Psycho Shot           - B(charge 2 sec.)F+P(A-ISM and V-ISM)
    Double Knee Press     - B(charge 2 sec.)F+K
    Head Press            - D(charge 2 sec.)U+K
    Psycho Fist           - Head Press, F+P
    Bison Warp            - F,D,DF or B,D,DB+3K or 3P(A-ISM and V-ISM)
    
    Knee Press Nightmare  - B(charge 2 sec.)F,B,F+(?)K(A-ISM and X-
                            ISM)/D,DF,F+a+b
    Psycho Crusher        - B(charge 2 sec.)F,B,F+(?)P(A-ISM)/D,DB,B+a+b
    
    - [ Psycho Crusher ] -
    
     You can only use this as a regular move in X-ISM. The Psycho Crusher can't
     combo too well, but it comes out rather quick and can be used as a surprise 
     attack. It hits up to three times and does good block damage. However, you
     can be knocked out of the move by a projectile.
    
    -[ Psycho Shot ] -
    
     This is basically Bison's projectile but its one of the worst projectiles in
     the game despite the fact that it goes screen distance. This fireball moves
     slow and has a bit of a start-up delay and a long recovery delay. Unless 
     you're trying to chip your opponent to death I suggest you try to stay away 
     from this move.
    
    - [ Double Knee Press ] -
    
     This is basically Bison's offensive move. It has good range and does good
     damage and comes out quite quick and quick enough to be comboed as well. 
     This hits twice and will knock the opponent down and can easily hack away at 
     the guard meter. But if Bison misses he will be left open to attack.
    
    - [ Head Press ] -
    
     This is a good surprise move because its Bison's anti-crouch counter except 
     it really isn't all that effective because it takes him quite a bit of time 
     to connect since he launches himself in the air. But it comes out quick and 
     does alot of damage.
    
    - [ Psycho Fist ] -
    
     This is a follow up move from Bison's head stomp and it cannot be comboed 
     but it can be pretty confusing since it looks like he jumps away and then he
     suddenly comes in at you, this is also a crouch counter but Bison can just
     steer the other direction if he does not want the chance of getting hit.
    
    - [ Somersault Skull Diver ] -
    
     This practically looks the same as his Psycho fist but instead Bison flies 
     over the opponent and comes down in a little arc. This is not a combo tactic 
     but more of a surpries move because sometimes the opponent blocks the wrong 
     way. But it can also be countered by anti-air attacks because this does not 
     have the greatest priority.
    
    - [ Bison Warp ] -
    
     This is Bison's teleport move and it can be useful because it takes him out 
     of sticky situations. F,D,DF+2/3K will have you move behind and far from 
     your opponent. F,D,DF+2/3P will have you move behind and close to your
     opponent. B,D,DB+2/3K will have you move in front of your opponent while
     B,D,DB+2/3P will have you move close in front of your opponent.
    
    
    -- [ Psycho Crusher ] --
    
     The super has a lot of range, but it still cannot absorb projectiles.
     It has great combo ability and does a lot of damage. The Final Bison version
     has the same combo attributes, but he is virtually invincible during
     the move and it comes out extremely quick, even if you do not connect with
     the Final Bison version, it still connects with block damage since you
     cannot escape from it unless an opponent teleports or pulls off a quick
     super (like the Shoryuu Reppa) to avoid block damage and such.
    
    -- [ Knee Press Nightmare ] --
    
     This is a heavy chipper and it also comes out fast doing solid damage and 
     hacks away at the guard meter real nicely. This also has alot of range and 
     can tag missed supers or Dragon Punches alike, the only problem with this is 
     is that Bison has considerally a ton of recovery time so an opponent can 
     easily counter.
    
    =============================================================================
    ---------------------------------- [ Maki ] ---------------------------------
    =============================================================================
    
    - [ Maki ] - Young Bushin Ninja out to prove she is a legitimate successor
    
    Short Stick              - D+SP(air)
    Genko                    - D,DF,F+P
    Hayagake                 - D,DF,F+K
      - Kyuteishi                      - SK
      - Chuu De Wazaga Hassei Sliding  - FK
      - Kyou De Wazaga Hassei Stamping - RK
    Saka Hayagake            - D,DB+B+K
      - Kyuteishi                      - SK
      - Front Jump                     - FK
      - Back Jump                      - RK
    Hassou Kyaku             - D,DB,B+P(air, near wall)
    Hassou Kyaku Modified    - D,DB,B+K(air, near wall)
    Reppuu Kyaku             - FP+SK
    
    Bushin Gouraiha          - D,DF,Fx2+(?)P/D,DF,F+a+b(A-ISM, X-ISM)
    Tesshin Hou              - D,DF,Fx2+(?)K,K/D,DB,B+a+b, then K(A-ISM)
    Ajara Tengu              - F,DF,D,DB,B,F,DF,D,DB,B,UB,U,UF+P(air)/
                               B,F+a+b(A-ISM)
    
    - [ Short Stick ] -
    
     Not much of a move. This will have Maki come down with her stick. It
     comes out pretty fast but has virtually 100% vertical range.
    
    - [ Genko ] -
    
     This move will have Maki lunge forward as she knocks her opponent down with
     her right arm. It does pretty good damage and can be used as a combo
     finisher, however her recovery delay makes her vulnerable to attacks if
     she misses.
    
    - [ Hayagake ] -
    
     This is basically running, what you hit afterwards will determine what she
     does. This is the offensive part of her running.
    
      Kyuteishi - Stops run
      Chuu De Wazaga Hassei Sliding - It's a bit of a trick move, this will
                                      have her slide and tackle the opponent
      Kyou De Wazaga Hassei Stamping - Like above, but must be blocked high
    
    - [ Saka Hayagake ] -
    
     This is a backwards run. This has more defensive tactics than her forward
     run.
    
      Kyuteishi - Stops run.
      Front Jump - She jumps a half screen forward.
      Back Jump - She jumps backwards.
    
    - [ Hassou Kyaku ] -
    
     This will have her jump forward off a wall, you can even do this against
     your opponent's wall.
    
    - [ Hassou Kyaku Modified ] -
    
     This has Maki just drop straight down, like her Hassou Kyaku above, she
     can't attack while she does this.
    
    - [ Reppuu Kyaku ] -
    
     Much like Zangief's Spinning Lariat, except she loses some health while
     doing this move. She can't kill herself using it though. This is a great
     anti-air attack since it has so much priority and it has good combo
     ability. It's a pretty strong attack that can hit up to three times.
    
    -- [ Bushin Gouraiha ] --
    
     A rush super that does a lot of damage. It deals good block damage and
     has great combo ability. The only drawback of this super is that it
     leaves Maki vulnerable to counter attacks if she misses. This super has
     great priority and will travel through projectiles through the first
     few frames.
    
    -- [ Tesshin Hou ] --
    
     This super is a bit tricky to use at first. I know some people make it
     a habit to just use the super and not press anything afterwards, but if
     you fail to press the kick button you'll have wasted the super. This super
     has a ton of range and is a great combo finisher. Try connecting this
     up close for more hits. It's similar to Sagat's Tiger Genocide. Recovery
     time is minimal.
    
    -- [ Ajara Tengu ] --
    
     This is a really tough move to pull off, and on top of that, it has short
     range and can only be done in the air. Kudos to those who can successfully
     connect this against a moving opponent in Classic Mode configuration. What
     this move does is have Maki grab her opponent and slam them across the room
     until she finally gives them a giant drop to the middle of the floor. It's
     quite a crowd pleaser, but like I said, it is very difficult to connect.
    
    =============================================================================
    --------------------------------- [ R.Mika ] --------------------------------
    =============================================================================
    
    - [ R.Mika ] - A female wrestler wishes to find her way to the top
    
    Flying Peach          - D,DB,B+P
    Shooting Peach        - D,DB,B+K
    Wingless Airplane     - F,DF,D,DB,B+K(air)
    Daydream Headlock     - 360 Degree motion+K, then K(rapidly)
    Paradise Hold         - 360 Degree motion+P
    Rainbow Body Drop     - D+FP(air)
    Diving Knee           - D+SK(air)
    Jumping Rainbow Slash - F+FK(A-ISM and V-ISM)
    
    Rainbow Hip Rush      - D,DF,F,D,DF,F+(?)P(A-ISM)
    Heavenly Dynamite     - 720 Degree motion+P, then P(A-ISM)
    Beach Special         - D,DF,F,D,DF,F+(?)K(A-ISM, X-ISM)
      - Drop Kick            - JP
      - Moonsault Press      - Lariat or Sliding, Idle/P
      - Sliding              - SP
      - Lariat               - FP
      - Missile Kick         - Run behind opponent, K
      - Wingless Airplane    - Drop Kick, F+P(when opponent gets up)
      - Rainbow Suplex       - Get close to opponent, F+P
      - Daydream Headlock    - Get behind opponent, F+K
    
    - [ Flying Peach ] -
    
     Well the odd thing about this move is that it is similar to the Shooting 
     Peach except this one has a bit of a start up delay. This move is 
     uncomboable and the good thing about this move is that it has no recovery 
     time at the end. This move does good damage and can be used to punish 
     mistakes if you can time it ahead of time.
    
    - [ Shooting Peach ] -
    
     This move is also odd because it is completely comboable and the start up 
     delay is nearly non-existant. This move does good damage and is an excellent 
     counter against missed supers and Dragon Punches alike. There is a 
     disadvantage to this move though and that is that it has poor recovery time 
     and the opponent has a full second to attack you. So you sorta have to mix 
     these two up and confuse the opponent in order to use them successfully.
    
    - [ Wingless Airplane ] -
    
     This move is incredibly strong but the only problem with this move is
     that your opponent must be in the air along with you and near you to
     successfully connect with this move. Treat this like you would an air
     throw(because that's basically what it is), catch your opponent right before
     they come down. If she misses she will fall unable to block so watch out.
    
    - [ Daydream Headlock ] -
    
     Well this move deals out a ton of damage as R.Mika repeatedly jerks at the
     opponents neck and then slams down her opponent. This move is unblockable as
     you expected but despite the fact that it is a throw/grab move it has decent
     range and can sometimes pull the opponent from some amazing distances. Do 
     not use this move far from your opponent because she will go into her missed 
     pose leaving you open to attack.
    
    - [ Paradise Hold ] -
    
     This move can act like Zangief's Running Bear Grab because it has tremendous
     range for a throw and surprisingly the priority of this move is exceptional.
     What R.Mika will do is flip torwards her opponent and then if she connects 
     she will clamp her opponent and slam him/her down causing servere damage. 
     Excellent against missed supers and Dragon Punches alike. Also I'm not 
     really sure if she is invincible to projectiles as well.
    
    - [ Rainbow Body Drop ] -
    
     This move is an excellent move for jump in's because it has good priority 
     and can set her up for some of her throws. Also try not to get too 
     predictable with this move because smart opponents can and will use their 
     anti air attacks or anti air supers.
    
    - [ Knee Drop ] -
    
     This is a more quicker way to get the jump and surprise on your opponent, 
     while it doesn't really cause much damage it can set up for her throws more 
     easily than her Rainbow Body Drop. Again try not to be too predictable and I 
     can't stress that enough because I find myself doing that all the time and 
     my brother constantly counters.
    
    - [ Jumping Rainbow Slash ] -
    
     Well I'm not sure what this move is for because it looks exactly like her
     regular S.Forward but she moves forward a little while yelling. This can be
     useful for jumping and attacking your opponent over low attacks though and
     that's about it. Not really much use with this move.
    
    -- [ Rainbow Hip Rush ] --
    
     This is her rushing super but it really doesn't have that much range like 
     other rushing supers but it can still counter missed supers and Dragon 
     Punches alike. This is also quite comboable and can deal good damage and 
     Guard Meter damage at the same time. She really doesn't have any recovery 
     time after this move but its still something to watch out for.
    
    -- [ Heavenly Dynamite ] --
    
     Well this is her grab super and it deals out a ton of damage and is 
     obviously her strongest super. This is also unblockable as she will grab the 
     opponent and start hammering away and after the last hit she will drop the 
     opponent in either way depending on which level you use. On level 3 a ring 
     comes out of nowhere as she climbs on top and takes her opponent down on the 
     pavement. Level 3 is visually impressive and can deal out major damage. 
     However if she misses she will go into her miss pose and also have wasted a 
     level(s) of super leaving her open to attack.
    
    -- [ Beach Special ] --
    
     Once you activate this move she will go into R.Mika fury as I would
     like to put it and then you control and after you have ran after your 
     opponent she will automatically grab your opponent then you can press either 
     K or P to grab or attack your opponent. You can do numerous moves while in 
     this mode and also she can jump off her ring and Elbow Drop her opponent, 
     but try this in training mode and see what happens and also this super is 
     rather weak even for a level 3 because you probably hit your opponent twice 
     before your R.Mika fury ends.
    
    =============================================================================
    -------------------------------- [ Rolento ] --------------------------------
    =============================================================================
    
    - [ Rolento ] - Patriot with thoughts of world domination
    
    Spike Rod             - D+FK(air)
    Fake Rod              - F+FK
    Trick Landing         - JP+RK(air)
    Patriot Circle        - D,DF,F+P(then repeat x3)
    Stinger               - F,D,DF+K then K
    Mekong Delta Air Raid - D,DB,B+P then P
    Mekong Delta Escape   - D,DB,B+K
    Mekong Delta Attack   - 3P then P/FP+SK,P or JP+RK,P(GBA version)
    High Jump             - D/DB/DF,UB/UF/U
    
    Minesweeper       - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB,B+a+b
    Take No Prisoners - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DF,F+a+b
    Steel Rain        - D,DF,F,D,DF,F+(?)K(A-ISM)/B,F+a+b
    
    - [ Spike Rod ] -
    
     This move isn't really useful for attacking, but it is useful for moving
     around. Once you're in the air you can keep doing this move as Rolento
     will bounce off the ground and all over the place.
    
    - [ Fake Rod ] -
    
     Despite it's name, this move will hit up close. It's similar to his Spike
     Rod, but he can't hop around in it.
    
    - [ Trick Landing ] -
    
     This move is similar to the Mekong Delta Attack, except you can do it in
     the air. But you can't attack afterwards. Just before Rolento lands press
     the button motion and he will leap backwards just after he touches the
     ground.
    
    - [ Patriot Circle ] -
    
     A good attack that should only be used up close. This move will do alot of
     chipping damage as Rolento spins his staff around. You can repeat this move
     up to three times in a row for a total of 11 hits. This move does alot of
     damage if it connects as it will knock the opponent down if the move is
     repeated three times in a row. If its block it totally uncounterable since
     the fact that it pushes the opponent back, but if he does not connect with
     this the opponent has loads of time to attack. This is also god for taking
     down that Guard Meter because it will bring down that Guard Meter very fast.
    
    - [ Stinger ] -
    
     Well this is Rolento's projectile but he can not win fireball fights with
     this move because it has a huge start up delay and also that the fact that
     his knife can be knocked away with a simple punch or kick. What Rolento will
     do is jump up into the air and hold out his knife, but you must hit kick
     button again to throw the knife. The one key advantage is that he can aim it
     at practically any angle he wants because he can throw the knife anytime he
     wants as long as he is in the air. Each kick button used at the start of
     this move will make Rolento throw it at a different angle. However if it
     does connect it will do alot of damage and can sometimes be considered as
     the strongest projectile in the game. He can be knocked out of it on the way
     up and also if he comes down and misses with the knife, he is left open for
     an attack.
    
    - [ Mekong Delta Air Raid ] -
    
     This is both a surprise attack and an escape tactic. What Rolento will do is
     jump backwards and put himself a good distance away from the opponent. If
     Rolento performs this move and he presses the punch button again he will
     automatically flip towards his opponent with a quick staff attack that does
     good damage and practically no recovery time afterwards making it a safe
     attack.
    
    - [ Mekong Delta Escape ] -
    
     This is an extremely excellent escape tactic because Rolento can put himself
     a great distance between him and the opponent, if you move either back or
     forth you can control where Rolento lands. Also Rolento has basically no
     recovery time from using this move but he cannot attack either and can be
     attacked while he is in the air.
    
    - [ Mekong Delta Attack ] -
    
     This is also another one of Rolento's escape and attack tactics. What
     Rolento will do is flip backwards sorta like Vega putting a good distance
     between the opponent and him, but however he is not invincible while doing
     this move. Then press any punch button, but after he has finished the flip
     and Rolento will roll towards his opponent with a quick attack and then
     bounce off hs opponent. This has almost no recovery time and the opponent
     must be close to you to counter effectively.
    
    - [ High Jump ] -
    
     Well he can't fly off the screen like in the crossover series but this is
     higher than your average jump. What Rolento will do is do a high somersault
     into the air either over his opponents head or to the wall behind him. This
     can be very useful for getting you of corner trap situations.
    
    -- [ Minesweeper ] --
    
     This super causes tremendous damage if it connects but it cannot be comboed
     and has huge start up delay due to the fact that Rolento rolls before he
     lets out the grenades. This will drag the opponent towards Rolento if it
     connects but he cannot attack the opponent while they are in the air, this
     also sets Rolento a good distance away from his opponent, but this does only
     a pixel of block damage and can't even push down the Guard Meter much.
    
    -- [ Take No Prisoners ] --
    
     Well this isn't the best of supers and its also one of the corniest looking
     supers in the game. This move cannot be comboed and but travels extremely
     quick and often connects because it catches opponents by surprise. However
     you can only block this move low and this is one of the strongest supers in
     the game as a little blade of some sort glides across the floor very slowly
     and if it connects the opponent is lifted into the air as he is hung by one
     of Rolento's men and then dropped. Not very much range either.
    
    -- [ Steel Rain ] --
    
     Well this super is a little odd and it also has a start up delay. What
     Rolento will do is drop a bunch of knives from the ceiling or sky I guess,
     and if they connect they will do major damage and excellent Guard Meter
     damage. Its also very hard to escape from this super because it sorta follow
     you, and probably only teleports will escape this move, also if Rolento is
     hit during the duration of this move the knives will still fall.
    
    =============================================================================
    --------------------------------- [ Rose ] ----------------------------------
    =============================================================================
    
    - [ Rose ] - She seeks the nature behind action and reaction
    
    Soul-Piette  - F+RK
    Soul Spark   - B,DB,D,DF,F+P
    Soul Reflect - D,DB,B+P
    Soul Spiral  - D,DF,F+K
    Soul Throw   - F,D,DF+P
    
    Aura Soul Spark - D,DB,B,D,DB,B+(?)P(A-ISM)/D,DB+B+a+b
    Aura Soul Throw - D,DF,F,D,DF,F+(?)P(X-ISM and A-ISM)/D,DF,F+a+b
    Soul Illusion   - D,DF,F,D,DF,F+(?)K(A-ISM)/B,F+a+b
    
    - [ Soul-Piette ] -
    
     This move will have Rose lunge forward with her leg in a semi circle. It's
     a quick attack and covers great range for a normal attack.
    
    - [ Soul Spark ] -
    
     Basically the same as all other projectiles. Use this when your far away and
     use it when opponents are just getting up. Don't use this up close cause
     otherwise opponents will jump over this and attack you from above. The
     recovery time is horrible like all fireballs.
    
    - [ Soul Reflect ] -
    
     Jab-Absorbs fireball and quickly refills SC meter.
     Strong-Reflects opponent's projectile
     Fierce-Reflects opponent's projectile upwards
    
     This is overall one of the best moves in the game. When your close to an
     opponent the opponent will have an extremely slim chance at blocking if they
     throw a projectile and Rose uses her Soul Reflect. But when she reflects her
     opponents' projectiles they hit the opponent but at half the damage that the
     projectile would normally do. Her Jab Soul Reflect is an excellent way to
     quickly gain your Super meter, her Fierce version can also be used as an
     anti-air attack because sometimes opponents tend to throw a fireball from a
     distance then come in and jump in at you, incase you suspect it use the
     fierce version because its practically uncounterable! I don't think you can
     reflect super fireballs though.
    
    - [ Soul Spiral ] -
    
     An excellent move to use when your opponent is low on energy. This hits
     multiple times and does good damage and is also an excellent chipper.
     Although this has a start up delay it can still be comboed in an effective
     two-in-one. The recovery time is horrible so don't use it too often.
    
    - [ Soul Throw ] -
    
     The Soul Throw is exactly what it says. It's a throw, meaning any attack
     can out-prioritize the throw. However, the attack is actually extremely
     fast and will usually catch an airborne opponent. However, any opponent
     on the ground will completely avoid the attack.
    
    -- [ Aura Soul Spark ] --
    
     Her fireball super goes extremely fast as it will eat other projectiles that
     are weaker than it. But each projectile it eats it gets weaker. Try to use
     this up close and it is comboable in an effective two-in-one combo.
    
    -- [ Aura Soul Throw ] --
    
     Her level 1 super is her Aura Throw which is just a bit stronger than her
     Soul Throw. While Level 2 and Level 3 are purely for ground combos. On these
     levels she will move an attack in awkward fashion as she does a flipkick and
     a bunch of other attacks and ends the combo with a Soul Spark on level 2 and
     on level 3 she ends the combo with a Aura Throw. This super is good for
     punishing mistakes.
    
    -- [ Soul Illusion ] --
    
     This super will have Rose create multiple images of herself, resulting in
     multiple attacks with one press of a button. She has virtually no recovery
     and start up delay on this move, allowing her to create some uber-cool
     combos.
    
    =============================================================================
    ---------------------------------- [ Ryu ] ----------------------------------
    =============================================================================
    
    
    - [ Ryu ] - The man seeking to become a true warrior
    
    Hadouken              - D,DF,F+P
    Shoryuken             - F,D,DF+P
    Tatsumaki Senku Kyaku - D,DB,B+K
    Senpuu Kyaku          - F+FK(A-ISM and V-ISM)
    Sakotsu Wari          - F+SP
    Seichu Nidan Tskui    - F+FP(X-ISM and V-ISM)
    Shakunetsu Hadouken   - B,DB,D,DF,F+P
    Hadouken Fake         - D,DF,F+Select(A-ISM and V-ISM)
    
    Shinkuu Hadouken              - D,DF,F,D,DF,F+(?)P(X-ISM and A-
                                    ISM)/D,DF,F+a+b
    Shinkuu Tatsumaki Senpu Kyaku - D,DB,B,D,DB,B+(?)K(A-ISM)/D,DB,B+a+b
    Metsu Shoryuken               - D,DF,F,D,DF,F+K(level 3)(up close)(A-ISM)/
                                    B,F+a+b
    Shin Shoryuken                - D,DF,F,D,DF,F+K(level 3)(far away)(A-ISM)/
                                    B,F+a+b
    
    - [ Hadouken ] -
    
     The basic projectile...combos well and comes out fast. The recovery time
     is decent...but the projectile is easily avoidable.
    
    - [ Shoryuken ] -
    
     The basic anti-air attack that is a great defender against air-borne
     opponents. This is a strong attack that can be used in combos but if he
     misses he will be left open to attack on the way down.
    
    - [ Tatsumaki Senku Kyaku ] -
    
     Ryu veers off as he lifts off the ground while spinning one leg in a
     helicopter motion and any opponent who gets hit will suffer moderate damage.
     This move only hits once but that one hit can equal the damage done by Ken's
     5 hit or Akuma's 3 hit hurricane. This is basically a safe move to use but
     don't use the roundhouse version from a distance or opponents will throw
     projectiles to counter and also don't use it against opponents who are
     ducking because Ryu can be hit by a regular anti-air attack like Ken's
     C.Fierce.
    
    
    - [ Senpuu Kyaku ] -
    
     Basically a short kick that is overlooked. This kick comes out quite fast
     and also goes over low attacks and has practically no recovery delay
     afterwards.
    
    - [ Sakotsu Wari ] -
    
     Don't use this too often because it has a long start up delay. Use this when
     opponents have nothing to do but crouch block all day. I would use this just
     as the opponent is coming up so they can't counter it(only by Alpha counters
     of course) if they block low and it is only blockable high.
    
    - [ Seichu Nidan Tskui ] -
    
     This move is much like the Overhead counter except it comes out faster and
     doesn't hit a low blocking opponent. It can be used as a small dash, but
     there really isn't much to using this move much.
    
    - [ Shakunetsu Hadouken ] -
    
     I don't really see any effect to this projectile other than the fire and
     the close knockdown. It's basically a more complicated way to do the
     Hadouken.
    
    - [ Hadouken Fake ] -
    
     This move will have Ryu fake a Hadouken, it's more to psyche the opponent
     out more than anything else. It would be more useful as a tactic if it
     didn't carry recovery time.
    
    -- [ Shinkuu Hadouken ] --
    
     A 3-5 hit Hadouken is basically what this is. It comes out fast and is very
     comboable. It'll do a good deal of damage and absorb projectiles but at the
     cost of the overall strength. However, you must be really close to make this
     move more effective since it's easy to jump over.
    
    -- [ Shinkuu Tatsumaki Senpu Kyaku ] --
    
     The hyper version of his hurricane kick goes as he pummels the opponent back
     and forth. This has absolutely no horizontal range whatsoever unless you are
     near the opponent. This move can possibly knock down an entire Guard Meter
     Guage and its also Ryu's strongest super because it does a ton of damage.
     You can easily chip alot of life out of the opponent when your near them
     though but if the opponent is far away they can throw a projectile at you.
     Don't worry this has practically no recovery time.
    
    -- [ Metsu Shoryuken ] --
    
     Not that super that you would prefer to use because for a level 3 super it
     has to do more damage than what this does. This thing does about as much
     damage as a level 2 Shinkuu Hadouken. Settle for the Shin Shoryuken instead.
     Well this super's damage can get higher as you are farther away, when your
     up close to your opponent this move does pitiful damage not even worthy of a
     level 2, but if your too far away you'll either miss your opponent or go
     into the Shin Shoryuken(which is the better alternative).
    
    -- [ Shin Shoryuken ] --
    
     Try to perform this about 1/3 screen distance away from your opponent. This
     has huge damage potiential but its only his second strongest super. If you
     perform this super from 1/3 distance away Ryu will rush forward against his
     opponent with his elbow and if it connects he will continue on with a four
     hit powerful Dragon Punch and also try not to waste this because its a level
     3. You must do this move so if it connects the tip of Ryu's elbow will
     barely connect, this causes Ryu to go into a four hit combo as Ryu finishes
     it off with a frontwards Dragon Punch(just like the one on the introduction)
     instead of a backwards Dragon Punch like his Metsu Shoryuken. Remember the
     timing is the key because I find this very difficult to connect with
     sometimes.
    
    
    =============================================================================
    --------------------------------- [ Sagat ] ---------------------------------
    =============================================================================
    
    
    - [ Sagat ] - Scarred from a Shoryuken, the Muai Thai master seeks revenge
    
    Tiger Shot      - D,DF,F+P
    Low Tiger Shot  - D,DF,F+K
    Tiger Flow      - F,D,DF+P(A-ISM and V-ISM)
    Tiger Uppercut  - F,D,DF+P(X-ISM)
    Tiger Knee      - F,D,DF+K(V-ISM and A-ISM)
    Tiger Knee      - D,DF,F,UF+K(X-ISM)
    
    Tiger Cannon   - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
    Tiger Genocide - D,DF,F,D,DF,F+(?)K(X-ISM and A-ISM)/D,DB,B+a+b
    Tiger Raid     - D,DB,B,D,DB,B+(?)K(A-ISM)/B,F+a+b
    Tiger Charge   - D,DF,F+Select(A-ISM)
    
    - [ Tiger Shot ] -
    
     One of the most feared projectiles in the game. This projectile is extremely
     fast and can easily counter missed supers. But sometimes opponents will duck
     under this because all opponents can duck under this and can avoid chip
     damage, but its very hard to jump over but if you like to use it on turtlers
     you can try the...
    
    - [ Low Tiger Shot ] -
    
     Same as above except this one goes low and opponents can easily jump over
     this. Just watch out when opponents jump over this because Sagat has alot of
     recovery time from this just like the Tiger Shot above.
    
    - [ Tiger Flow ] -
    
     This is one of the more unqiue anti-air attacks that does a lot of damage.
     Once connected Sagat can hit the opponent up to seven times and the move is
     very comboable. It'll do quite a bit of block damage for a special attack
     but it's recovery delay is unavoidable.
    
    - [ Tiger Uppercut ] -
    
     Sagat's old move hits once or twice but still deals out the same amount of
     damage(or more) to the opposition. That's pretty much the only difference
     to this move other than the name with the Tiger Flow.
    
    - [ Tiger Knee ] -
    
     A great anti-air move that does good damage and leaves him extremely safe to
     block. One of the more better anti-air attacks in the game, but this one has
     alot more horizontal range than his Tiger Flow though. In X-ISM, the move
     double hits if you use the roundhouse version and if you are up close to
     the opponent.
    
    -- [ Tiger Cannon ] --
    
     A souped up version of his Tiger Shot, but it has one major flaw, he uses
     the high version, so opponents can easily duck under this one and easily
     escape block damage. It's seldom that this super is effective when your
     opponent is on the ground, save it so you can time it to attack the
     opponent as they just about reach Sagat's head.
    
    -- [ Tiger Genocide ] --
    
     This move is like the Shouryuu Reppa but with shorter range. It does a lot
     of damage and can deal out a lot of hits as well as do solid block damage,
     but it's priority after the initial Tiger Knee becomes another issue. Sagat
     can be easily tripped out of the super after the first Tiger Flow is timed
     correctly and the recovery delay is rather lengthy.
    
    -- [ Tiger Raid ] --
    
     Sagat veers up as he unleashes a lighting fast jump kick and flys towards
     the opponent dealing a good amount of hits. It's a very horizontal attack
     that is comboable and very quick, recovery time isn't too much of an issue
     since the opponent will have enough trouble countering the attack if they
     decide not to use an Alpha counter. However, the problem with this is that
     this super has no anti-air protection, so jumping opponents can easily
     knock Sagat out of the move before they touch ground.
    
    -- [ (Tiger Rage) ] --
    
     This super will have Sagat power up his Tiger Flow, but it can only be used
     once. I personally would try to avoid using this since the damage on the
     Tiger Flow isn't increased significantly and Sagat is left completely
     vulnerable to attack in the sequence of the duration.
    
    =============================================================================
    --------------------------------- [ Sakura ] --------------------------------
    =============================================================================
    
    - [ Sakura ] - Obnoxious school girl, Ryu's potential female rival
    
    Hadouken      - D,DF,F+P (opt.)then P rapidly
    Shououken     - F,D,DF+P
    Shunpuu Kyaku - D,DB,B+K
    Sakura Otoshi - B,D,DB+K then P(A-ISM and V-ISM)
    Flower Kick   - F+FK
    
    Shinkuu Hadouken - D,DF,F,D,DF,F+(?)P(A-ISM)/D,DF,F+a+b
    Haru Ichiban     - D,DB,B,D,DB,B+(?)K(A-ISM)/D,DB+B+a+b
    Midare Zakura    - D,DF,F,D,DF,F+(?)K(A-ISM and X-ISM)/B,F+a+b
    
    - [ Hadouken ] -
    
     Well her projectile is pretty good but make sure you don't keep pressing the
     button afterwards because she will charge for her bigger fireball and it
     will take alot more time to bring out and it will have considerably less
     range but it will do more damage but its not too much more because the extra
     damage is barely noticable. Like all fireballers she has some recovery time
     after she has thrown it so watch out.
    
    - [ Shououken ] -
    
     Well this isn't exactly the best anti-air attack because she will glide
     across the floor before she actually goes into the Dragon Punch motion, but
     her Jab version is excellent for anti-air attacks. This can hit up to six
     times by itself and is highly comboable and does a good amount of chip
     damage as well as normal damage but if she misses she will fall back down
     unable to block.
    
    - [ Shunpuu Kyaku ] -
    
     Well unlike the Tatsumaki Senpuu Kyaku this goes in sorta of an awkward arc
     but the short version barely goes the distance while the Roundhouse version
     goes full screen in a 180 degree arc. This is barely comboable despite the
     fact that it has practically no start up delay so I guess the fact is that
     Sakura doesn't really have any attacks that will stun the opponent long
     enough for this move to connect. But if she misses she will be free to
     safely block because this move practically has no recovery time afterwards.
     While in X-ISM mode Sakura can do this in the air.
    
    - [ Sakura Otoshi ] -
    
     Well her only new move is quite awkward because its uncomboable and it
     leaves her in the air doing nothing if you do nothing. After you have done
     this motion and while Sakura is in the air hit the punch button rapidly and
     she will do a three hit combo. Basically its probably a confusion tactic
     rather than a surprise attack.
    
    - [ Flower Kick ] -
    
     Basically this is her anti-crouch counter but it has a bit of a start up
     delay making it uncomboable. But it can be used often just as the opponent
     just gets up from a knockdown so they have no chance of countering it unless
     they decide to waste a super and use an Alpha Counter.
    
    -- [ Shinkuu Hadouken ] --
    
     Just like Ryu's Shinkuu Hadouken, it comes out pretty fast, is highly
     comboable, and does a good amount of damage. She can not continously hit the
     punch button for a bigger fireball to come out though and this also has
     recovery time just like all other fireball supers.
    
    -- [ Haru Ichiban ] --
    
     A wicked funky ground based Tatsumaki Senpuu Kyaku kick that has Sakura
     spinning on the ground and coming fast towards her opponent hitting multiple
     times and causing good damage and a ton of chipping damage. This is an
     excellent super against missed supers or Dragon Punches alike even if the
     opponent is a half-screen distance away. USe this whenever you can because
     it is extremely comboable and has basically no recovery time.
    
    -- [ Midare Zakura ] --
    
     This is pretty much a Shoryuu Reppa done in Sakura-like fashion. It does
     about the same amount of damage with the same amount of distance and such.
     It'll come out quickly and is a good measure against air attacks, but like
     the Shoryuu Reppa, the recovery delay is quite long if she misses.
    
    =============================================================================
    ------------------------------- [ Shin Akuma ] ------------------------------
    =============================================================================
    
    - [ Shin Akuma ] - Dark Warrior consumed with evil and a deadly technique
    
    - Shin Akuma's moves are all the same as Akuma's.
    
    - His Zankuu Hadouken lets out two fireballs this time instead of one.
    
    - His Shun Goku Satsu is literally twice as fast and travels twice the
      distance. It's virtually impossible to escape after you performed the move
      just as the opponent is about to get up.
    
    =============================================================================
    --------------------------------- [ Sodom ] ---------------------------------
    =============================================================================
    
    
    - [ Sodom ] - American Samurai set in Japanese ways
    
    Jigoku Scrape         - D,DF,F+P
    Butsumetsu Buster     - 360 Degree Motion+P
    Daikyou Burning       - 360 Degree Motion+K
    Shiraha Catch         - F,D,DF+K
    Tengu Walking         - B,DB,D+K(after you have been knocked down)
    Yagure reverse        - B,D,DB+K(after you have been knocked down)
    Tengu Walking(get up) - D,DF,F+K
    
    Meido no Miyage       - D,DF,F,D,DF,F+(?)P(A-ISM and X-ISM)/D,DF+F+a+b
    Ten Chuu Satsu        - 720 Degree Motion+(?)P(A-ISM)/D,DB,B+a+b
    
    - [ Jigoku Scrape ] -
    
     A nice surpriese attack that can easily counter missed supers or Dragon
     Punches alike. each punch version you use will result in a different slash.
     Tehy all have the same qualities though except the Jab version can be used
     as an anti-air attack, but these are all comboable after his C.Fierce. The
     Fierce version will hit twiced if blocked, but it will leave Sodom open to
     attack.
    
    - [ Butsumetsu Buster ] -
    
     The damage that this thing does is pretty fair, it will do as much damage as
     his Jitte Strike, but its good because for a throw it has alot of range and
     will beat out alot of normal attacks. What Sodom will do is grab you and
     then slam you down in an emphatic way. Use this on people who tend to turtle
     often but if he misses he will go into his miss pose just like Zangief so
     watch out.
    
    - [ Daikyou Burning ] -
    
     This move will have Sodom run at the opponent with his Sai(or swords) and
     literally burn them across the floor. It does good damage and hits up to
     six times but unfortunately it is blockable and leaves Sodom vulnerable to
     attack.
    
    - [ Shiraha Catch ] -
    
     This is more of a tactical move than anything else. If your opponent can
     catch Sodom at the apex of his catch, he'll immediately grab his opponent
     out of their attack and throw them. It does good damage and can even take
     a few characters out of their supers. However, actually catching your
     opponent with this move is another story since timing is extremely tricky.
    
    - [ Tengu Walking ] -
    
     Joseph Parise's guide tells you that you can use this move as you come
     down, and he's right. It has a bit of a start up delay but its a great
     counter to attacks and will definitely surprise your opponent.
    
    - [ Yagure reverse ] -
    
     Well this is a shorter version of the Tengu Walking judging by the name of
     it and will probably hit once if the opponent is close. But Sodom cannot use
     this or his regular Tengu Walking after he has Tech Hit.
    
    
    - [ Tengu Walking(get up) ] -
    
     Much like Tengu Walking accept you must perform the motion for this move as
     you immediately get up. It'll act as a good suprise attack that has little
     recovery delay.
    
    -- [ Meido no Miyage ] --
    
     Well this is the super version of his Jitte Strike as he will do all thre
     versions of his Jitte Strike into one combo, on level 2 each strike hits
     twice while on level three he knocks the opponent up into the air and Slam m
     down with his Sai. This is also excellent if you want to balance your
     opponent up in the air. This is a good chipper but will leave you open to
     attack if miss.
    
    -- [ Ten Chuu Satsu ] --
    
     Well this is two Betsumatsu Busters combined into one while on level three
     he will do a Jab Betsumatsu Buster followed by a Fierce Betsumatsu Buster
     and then a Roundhouse Daikyou Shien. This has twice as much range than
     Zangief's Final Atomic Buster and can deal almost the same amount of damage!
     But he will waste levels of super if he misses.
    
    =============================================================================
    --------------------------------- [ T.Hawk ] --------------------------------
    =============================================================================
    
    - [ T.Hawk ] - Powerful native American with an unbound spirit for nature
    
    Condor Dive      - 3P(air)
    Tomahawk Buster  - F,D,DF+P
    Mexican Typhoon  - 360 Degree Motion+P(up close)
    Condor Spire     - B,D,DB+P(A-ISM and V-ISM)
    Body Press       - D+FP(air)
    
    Raging Typhoon   - 360 degrees [x2] +(?)P(X-ISM and A-ISM)/D,DB,B+a+b
    Canyon Splitter  - D,DF,F [x2]+(?)P(A-ISM)/D,DF,F+a+b
    
    - [ Condor Dive ] -
    
     A very powerful jump in attack that has alot of priority and comes out
     extremely fast. The only thing that will counter this are anti-air attack
     specials and some normal anti-air attacks. If T.Hawk misses he has a little
     bit of recovery delay as he will bounce off the opponent. Use this often to
     peck away at some life.
    
    - [ Tomahawk Buster ] -
    
     An excellent anti-air attack that has alot of range I mean it has more range
     than Ken's Shoryuken! This attack is quite powerful and will double hit with
     the Fierce version when up close. This is also a fairly good chipper but if
     he misses he will fall down unable to block.
    
    - [ Mexican Typhoon ] -
    
     This move will have T.Hawk grab his opponent by the neck and slam them
     hard after spinning the opponent 360. It does just as much damage as the
     Spinning Pile Driver and has just as much range. However, if T.Hawk performs
     this move out of range, he'll go into a miss pose leaving him open to
     attack.
    
    - [ Condor Spire ] -
    
     Well this is a move that tends be to overlooked because it does alot of
     damage as T.Hawk will sorta jump up in the air and give a little hack at the
     opponent's head. This is T.Hawk's anti crouch counter as it can also be used
     as a surprise attack, but you simply cannot combo it due to the fact that it
     has a start up delay. This also has high priority against certain anti-air
     attack moves like Guy's Bushin Senpuukyaku.
    
    - [ Body Press ] -
    
     An air borne attack with good priority against all standard non-special
     ground attacks.
    
    -- [ Raging Typhoon ] --
    
     This super will have T.Hawk slam his opponent multiple times using multiple
     Mexican Typhoons. It does a lot of damage but it cannot be comboed. Worst
     yet, when he misses he goes into his miss pose and loses his super guage.
     Your best bet to using this is to attack with the Body Press and as soon as
     you connect begin the motion for the super and cancel into it as you touch
     the ground...blocking opponent or not.
    
    -- [ Canyon Splitter ] --
    
     This super will have T.Hawk perform the Condor Spire into the Tomahawk
     Buster. It's a slow super to begin with and does very little damage.
     Personally, I really don't know what it's here for other than to give
     T.Hawk another super. It will hit low blocking opponents...but it comes
     out too slow to prove effective.
    
    =============================================================================
    ---------------------------------- [ Vega ] ---------------------------------
    =============================================================================
    
    - [ Vega ] - World's biggest narcissist and Spanish ninja.
    
    NOTE: Vega can lose his claw and mask, but can pick them up simply by walking
          over them. His attack power lowers as he loses his claw as well as
          lowering defense if he loses his mask.
    
    Ushiro Geri                 - F+HK
    Triangle Jump               - Jump towards wall, then F
    Roling Crystal Flash        - B(charge 2 sec.)F+P
    Sky High Claw               - D(charge 2 sec.)U+P
    (Wall Leap)                 - D(charge 2 sec.)UF or UB or U+K
    (Fence Climb)               - D(charge 2 sec.)U+3K(Spain Stage Only)
    Flying Barcelona Attack     - Wall Leap or Fence Climb, then P
    Flying Barcelona Izuna Drop - Wall Leap/Fence climb, F/B+2P(up close)
    Short Backslash             - 3K/JP+RK(GBA)
    Backslash                   - 3P/SK+FP(GBA)
    Scarlet Terror              - B(charge 2 sec.)F+K(V-ISM)
    Scarlet Rain                - F+RK(A-ISM and V-ISM)
    
    Barcelona (Leap)            - DB(charge 2 sec.)DF,DB,UF+3K(A-ISM and X-ISM)
                                  (Level 3)/D,DF,F+a+b
    Rolling Izuna Drop          - DB(charge 2 sec.)DF,DB,UF+(?)K,D+P(A-ISM and X-
                                  ISM)/D,DF,F+a+b, then D+P(close)
    Rolling Barcelona Attack    - Barcelona (Leap), P
    Scarlet Mirage              - B(charge 2 sec.)F,B,F+(?)K(A-ISM)/D,DB,B+a+b
    Red Impact                  - B(charge 2 sec.)F,B,F+3P(A-ISM)(Level 3)/
                                  B,F+a+b
    
    - [ Ushiro Geri ] -
    
     This isn't much of an attack, Vega leaps forward with a lateral kick that's
     a bit slow to start, so it's uncomboable. This covers good distance for a
     normal attack, but often you'll find yourself pulling this move by accident.
    
    - [ Triangle Jump ] -
    
     Not much going here. This allows Vega to jump the wall and then jump forward
     after launching himself from the wall. This can be used as an escape tactic.
    
    - [ Roling Crystal Flash ] -
    
     This is one of Vega's prime weapons and is a very heavy chipper and is a
     good counter for missed supers or Dragon Punches alike. This move has alot
     of range and does alot of damage. But Vega can be swept while doing this and
     he is vulnerable to projectiles, but it comes out so quick that opponents
     wouldn't have much time to do the motion for the projectile. What Vega will
     do is roll into a ball and while he rolls he attacks the opponents multiple
     times while ending with a very powerful claw to the opponents stomach, but
     Vega does have recovery time afterwards and it can also bring down the Guard
     Meter very quickly.
    
    - [ Sky High Claw ] -
    
     This is either a confusion move or a surprise attack because when Vega leaps
     back to the wall sometimes opponents think he is just Wall jumping so they
     wait until he gets close to knock him with their anti-air attack, but then
     Vega bounces off the wall and comes at the opponent real fast and attacking
     the opponent horizontally doing alot of damage. If Vega misses he is
     relatively left safe to block, but he can be knocked out of it if your close
     to him and if you are quick enough.
    
    - [ (Wall Leap) ] -
    
     Well what vega will do is jump towards either wall depending which direction
     you used and leap off of it giving you the option to do two different types
     of attacks as you may choose, but this move alone has no attack abilities
     whatsoever.
    
    - [ (Fence Climb) ] -
    
     Well what Vega will do is climb the fence in his home stage and move around
     and jump off, but also you can do two different moves as well. Its hard to
     control Vega while he is on the fence unlike when he was in SF2T where
     controlling him was a snap. Vega is also vulnerable to attacks while in this
     mode though so don't just pull it out of nowhere.
    
    
    - [ Flying Barcelona Attack ] -
    
     After the wall leap Vega will perform a diving slash in sorta of an arc form
     that does fair damage. This move is uncomboable obviously but it is a good
     surprise attack and will leave Vega safe to block after he lands from this
     attack.
    
    - [ Flying Barcelona Izuna Drop ] -
    
     An excellent move to use because its very quick and does a ton of damage.
     After the wall leap wait until Vega gets close to his opponent and the do
     the throw motion, this tactic works just like Guy's Bushin Leap. But while
     not attacking until Vega is close to the opponent leaves Vega open to alot
     of attacks. Also Vega can do this when the opponent is in the air as well,
     but then again the opponent can jump towards Vega with an attack and knock
     Vega out of it.
    
    - [ Short Backslash ] -
    
     An excellent escape move because Vega is invincible while doing this move,
     but the downside is that he can be hit at the very end of the flip, but the
     opponent has to be real quick about it, but sometimes an opponent can
     predict this move by throwing a Jab version projectile ahead of time. Also
     Vega cannot move forward with this move making it very difficult to escape
     corner traps, so doing this while your trapped in the corner just puts you
     at an even worst position.
    
    - [ Backslash ] -
    
     This puts Vega a good distance away from the opponent but then again
     opponents can time a projectile ahead of time. Vega is still invincible
     while doing this move, but a crucial downside is the fact that Vega cannot
     go forward with this move giving him a huge disadvantage for those players
     who can't seem to get out of corner traps.
    
    - [ Scarlet Terror ] -
    
     Well Vega's new move is truely amazing! Not only will it do good damage, and
     can combo, but it also serves as Vega's first true anti-air attack. Use this
     whenever you can if the opponent tries to jump in.
    
    - [ Scarlet Rain ] -
    
     Well a rather odd move for Vega has he takes a hop forward and performs a
     jump kick. This kick has huge start up delay and anybody can counter before
     he actually connects with this move. I'm not even sure if its an anti-crouch
     counter or not because I rarely connect with it.
    
    -- [ Rolling Inzuna Drop ] --
    
     Well this is only a set up move as Vega will jump towards the wall and jump
     off. This move alone does no damage whatsoever but like his regular Wall
     Leap it sets up two options you can decide what to do. Also Vega is
     invincible during the start-up move because he flashes.
    
    -- [ Barcelona 'Fence Climb' ] --
    
     Basically his fence climb except he is invincible while during the start-up
     of this move as he flashes. This move however will do no damage on its own
     though but just like his Fence Climb he has two different options to decide
     which move he will use or not.
    
    -- [ Rolling Izuna Drop ] --
    
     What Vega will do is slam the opponent multiple times doing a ton of damage
     and this move is unblockable, but Vega is easily knock out of this move
     though. But don't rely on this move to often to pull you victories because
     the priority on this move is very low.
    
    -- [ Rolling Barcelona Attack ] --
    
     The super version of his Barcelona attack that does good damage while
     hitting the opponent multiple times. A better option to the Barcelona Suplex
     because this has more priority and will connect more often then his
     Barcelona 'Suplex'.
    
    -- [ Scarlet Mirage ] --
    
     There really isn't too much to this move, though it is comboable and can
     be used as an anti-air attack. It doesn't travel very far or high on damage
     but it does do a decent job on block damage and has good priority on the
     ground.
    
    -- [ Red Impact ] --
    
     Well a rather odd super, but what Vega will do a give a good swipe at his
     opponent with his claw and if it connects the opponent will then be tossed
     into the air and the opponent falls back onto Vega's lifted claw. Does good
     damage but since its blockable and does pitiful block damage I wouldn't
     waste a level three for it unless you are well in the lead.
    
    =============================================================================
    ---------------------------------- [ Yun ] ----------------------------------
    =============================================================================
    
    - [ Yun ] - Yun leaves in hopes of finding Fei Long, supposedly drug dealing
    
    Rolling Kyaku          - F+FK
    Raigeki Shu            - DF+FK(air)
    Zesshou Hohou          - D,DF,F+P
    Tetsuzankou            - F,D,DF+P
    Kobokushi              - D,DB,B+P
    Senkyutai              - D,DF,F+K
    Zenpu-Tenshin          - F,DF,D,DB,B+K
    
    Sourai-Rengeki         - D,DF,Fx2+(?)P/D,DF,F+a+b
    You Hou                - D,DB,Bx2+(?)P/B,F+a+b
    
    - [ Rolling Kyaku ] -
    
     This move, although looks like an overhead counter, is not. It's much like
     Vega's Ushiro Geri, not much to this move except it covers good distance for
     a regular attack.
    
    - [ Raigeki Shu ] -
    
     This move is a bit hard to pull off sometimes as you MUST jump towards your
     opponent to pull it off. This move comes down pretty quickly, but it's hard
     to form a chain combo from. This is mainly a peck and run type of move since
     it does fairly moderate damage. It comes down at such a sharp angle so 
     quickly that it can catch your opponents off guard.
    
    - [ Zesshou Hohou ] -
    
     A bit of an odd move, it's actually a close range move, but it can cover
     large distances quickly. It combos nicely with virtually any of the medium
     to small regular attacks and has great priority. Recovery time is almost
     non-existent but Yun is still susceptible to porjectiles.
    
    - [ Tetsuzankou ] -
    
     Yun will wave his arms a bit into the air with this move. This attack
     looks like an ideal anti-air, but it really doesn't have much priority
     and doesn't juggle the opponent. It's a quick move that's a much better
     ground counter than an air counter, though it's recovery delay and lack
     of chain ability will ward you off from using it too much.
    
    - [ Kobokushi ] -
    
     This is a definite close range move. It knocks down every time and has
     great chain ability. One thing about this move is that it's a great
     counter, it comes out fast and has almost no recovery delay when you
     don't connect(basically when the opponent doesn't block and you miss).
    
    - [ Senkyutai ] -
    
     This is one of the few anti-air attacks that doesn't involved the standard
     dragon punch or charge motion. It's a great move since it has excellent
     anti-air capabilities and it can be easily comboed. Though you are 
     vulnerable to attacks on the way down.
    
    - [ Zenpu-Tenshin ] -
    
     This is another one of Yun's close moves. When performed Yun will flip to
     the other side of his opponent, leaving them momentarily stunned. This
     allows you to quickly pull in a combo, especially against those turtlers.
     It's a good move to use since it cannot be blocked and recovery time is
     virtually absent.
    
    -- [ Sourai-Rengeki ] --
    
     Similar to the Cross Fire Blitz, it's a rush super of quick physical attacks
     that's a great combo finisher. It does good block damage, but it leaves Yun
     open if he doesn't connect. It will go through projectiles with the first
     initial frames of animation, but it must be very early.
    
    -- [ You Hou ] --
    
     This super can only be done up close. This will knock the opponent into the
     air and during that time you can either quickly throw them in mid-air
     (if your timing is good) or finish off with a Senkyutai. It's not a good
     super to use since it lacks range and recovery time leaves Yun open to
     attacks. Although you can combo with this, it's usually better you stick
     with Yun's other super.
    
    =============================================================================
    -------------------------------- [ Zangief ] --------------------------------
    =============================================================================
    
    - [ Zangief ] - A wrestler of Russia who wishes to return pride to his home
    
     Spinning Clotheline    - 3P
     Spinning Lariat        - 3K
     Flying Power Bomb      - 360 Degree Motion+K(far away)
     Atomic Suplex          - 360 Degree Motion+K(close up)
     Spinning Pile Driver   - 360 Degree Motion+P(close up)
     Spinning Pile Driver   - 360 Degree Motion+P(close up)
     Banishing Flat         - F,D,DF+P(V-ISM and A-ISM)
     Banishing Flat         - F,DF,D+P(X-ISM)
     Diving Knee Drop       - D+FK or RK(air)
     Body Press             - D+FP(air)
     Gut Crunch             - U+SP or FP(A-ISM, X-ISM)
     Gut Crunch             - F+FP(X-ISM)
     Russian Kick           - DB+RK
     Dynamite Kick          - DB+FK
     Headbutt               - F+FP(X-ISM, V-ISM)
     Headbutt               - U+SP/HP(air)
    
    Aerial Russian Slam    - D,DF,F [x2] +(?)K(A-ISM)
    Final Atomic Buster    - 360 Degrees [x2] +(?)P(A-ISM and X-ISM)
    
    - [ Double Spinning Lariat ] -
    
     An excellent anti-air attack as Zangief spins his arms wildly hitting his
     opponent smack dab in the face. However despite this is a very strong attack
     it will not hit opponents that are low to the ground. Zangief can move while
     doing this but only back and forth and he is vulnerable to low attacks.
    
    - [ Spinning Lariat ] -
    
     Well this is exactly the same as his Spinning Lariat except this last
     twice as fast and the chances of any opponent knocking him down are very
     minimal. This isn't as good a anti-air attack move as his Spinning
     Clotheline but he can recover quicker from this though.
    
    - [ Flying Power Bomb ] -
    
     This is an extremely powerful move that can easily match the damage of most
     level 1 supers. Zangief will run and grab his opponent and drop him/her in a
     powerful flying motion. Zangief can reach 1/3 screen distance with this but
     its a little slow, but when up close its practically uncounterable. This is
     unblockable and the only way an opponent can escape is either by jumping or
     hitting Zangief quickly while he dashes at you.
    
    
    - [ Atomic Suplex ] -
    
     Zangief delivers a major headache with this one. He will slam the opponent
     two times, this is about 30% stronger than his Siberian Bear Crusher and can
     be easily comboed after his J.DWN.Foward.
    
    - [ Screw Pile Driver ] -
    
     This is probably the strongest special move in the game. You can easily
     decimate your opponent with this, but it must be used up close otherwise
     Zangief will go into his "missed" pose leaving him open for attack. I
     haven't found a way to combo this in yet, but its strong enough on his own
     as it can easily match the damage of some level 2 supers.
    
    - [ Banishing Flat ] -
    
     A pretty good move if used up close because Zangief has almost no recovery
     time from using this and it can eat fireballs and still hit the opponent in
     fireball stun motion at the same time. Do not use this much because it has
     very limited distance.
    
    - [ Banishing Flat ] -
    
     Basically the same as the one above except this is the motion for the
     X-ISM mode.
    
    - [ Double Knee Drop ] -
    
     A good jump in attack that can set up Zangief's Siberian Bear Crusher
     combos. However it is not dominating so try not to use it too often.
    
    - [ Body Press ] -
    
     An excellent jump in attack because it has more priority than his Knee Dive
     and is also very powerful, but it will push the opponent too far back for
     any of his special grabs to connect.
    
    - [ Gut Crunch ] -
    
     This move is an air attack that's a good counter to other air attacks,
     though you must connect when you are really close to the opponent.
    
    - [ Gut Crunch ] -
    
     Much like his other move, this move can be done on the ground but he can
     only do it in X-ISM mode. 
    
    - [ Headbutt ] - 
    
     It has Zangief lunging forward a bit, it has slow start up but minimal 
     recovery time. He can only do the air version in A-ISM mode.
    
    -- [ Aerial Russian Slam ] --
    
     Well this is almost as equally as damaging as his Final Atomic Buster. Level
     1 has him doing a grab similar to Rose's Aura Throw, Level 2 has him doing a
     piledriver which equally as damaging as most level 3 supers, and level 3 his
     extremely powerful as he will doing his Siberian Bear Crusher in the air.
     This should only be used while the opponent is above you and while they are
     in the air because it will not pick opponents off the ground. Zangief is
     left with a hefty amount of recovery time so try to be careful when using
     it.
    
    -- [ Final Atomic Buster ] --
    
     The only problem with this move is the range. While it has tremendous
     priority against most attacks, the problem is connecting with it since it
     has just about as much range as his jab...or even less. Once connected,
     Zangief will do a combination of his special grabs resulting in heavy
     damage to the opponent. However, if Zangief misses, not only will he
     lose part of all of his super guage, he will go into his miss pose and be
     vulnerable to attack.
    
    =============================================================================
    --------------------------- [ Character Combos ] ----------------------------
    =============================================================================
    
    Note that the combos done in this section all function on the Playstation
    version of the game. However, these combos may or may not work with other
    versions due to the increased number of animation on the Dreamcast, Saturn,
    and Arcade versions. So if you've practiced and it still hasn't worked,
    either you're not good enough or the combo simply cannot be done on another
    machine besides the Playstation.
    
    Also note, that for the GBA characters Maki, Eagle, and Yun that you may
    have to reconfigure your controls to pull off some of these combos. The
    combos listed here all work for all platforms unless otherwise noted.
    
    * NOTE: While there are plenty of combos listed here, there are still many
            more combos in the game. I haven't found all of them yet, but I'll
            see if I have any and add them here. Feel free to send me combos.
            Also note that some attacks are hard to cancel off of, especially
            cancelling into regular attacks(E.G. S.Jab, S.Fierce). They take a
            bit of practice to do, but most combos listed could be done with
            little effort.
    
    --------------------------------- [ Adon ] ----------------------------------
    
    Universal Combos
    
    1. S.Forward --> Jaguar Knee
    
    2. S.Jab, S.Short --> Jaguar Knee
    
    3. J.Forward \/ S.Jab, S.Short --> Jaguar Knee
    
    4. J.Forward \/ S.Jab, S.Short --> Jaguar Knee, S.Forward
    
    5. In corner: J.Forward \/ S.Jab, S.Short --> Jaguar Knee, Jaguar Knee
    
    -----
    X-ISM
    -----
    
    1. Jaguar Kick \/ C.Forward --> Jaguar Knee
       This one seems possible, I recall being able to pull if off once, but then
       again I could be wrong. Try to make the Jaguar Kick as low to the ground
       as possible.
    
    2. J.Forward \/ S.Forward --> Jaguar Varied Assault
    
    3. J.Forward \/ S.Jab, S.Short --> Jaguar Knee, Jaguar Varied Assault
       In this combo it works best if you are in the corner, but also works
       if you are out of the corner. This combo will juggle the opponent.
    
    -----
    A-ISM
    -----
    
    1. J.Fierce \/ S.Jab, S.Short --> Jaguar Knee, Level 1/Level 2 Jaguar Varied
       Assault
       Level 1 works best because all the hits will come out, level 2 works well
       also but on level 3 a hit or two will come out and that's it, so stick
       with level 1 or level 2. And this will juggle the opponent.
    
    -----
    V-ISM
    -----
    
    NOTE: All of these combos will require you to activate the Custom Combo
          mode, but I will tell you which one to use.
    
    
    1. Custom Combo Activation: (SP+FK)
       In corner: Short Jaguar Kick, C.Short, C.Short --> Short Jaguar Kick,
       C.Short, C.Short, etc.
       Basically that is it, you can score a bunch of hits with this if you
       can do it quick enough and be consistent with the cursed dragon punch
       motion. I got 46 hits once! So be proud of me!
    
    
    2. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Roundhouse Jaguar Tooth, S.Short --> Short Jaguar Knee,
       Forward Jaguar Knee, Roundhouse Jaguar Knee, Forward Jaguar Kick
       (juggle)
    
    
    3. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: J.Forward \/ S.Jab, S.Short, C.Forward --> Short Jaguar Kick,
       C.Short, C.Short(x10), Short Jaguar Knee(x3)(juggle)
    
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM PLUS requirement: Alpha Combo
       C.Short, C.Jab, C.Strong, C.Forward --> Jaguar Knee, Jaguar Knee(juggle)
    
    2. ISM PLUS requirement: Alpha Combo
       J.Forward \/ S.Jab, S.Forward --> Jaguar Knee, S.Forward(juggle)
    
    3. ISM PLUS requirement: Super Alpha Cancel
       J.Forward, S.Jab, C.Short --> Short Jaguar Kick --> Jaguar Varied
       Assault
    
    -------------------------------- [ Akuma ] ----------------------------------
    
    Universal Combos
    
    1. C.Strong --> Gou Hadouken
    
    2. Tatsumaki Zankuu Kyaku \/ Gou Shouryuken(juggle)
       The trick in this combo is to jump in with your hurricane kick and that
       should bounce the opponent up and you can go into your Gou Shoryuken as
       you land.
    
    3. J.Roundhouse \/ C.Strong --> Gou Hadouken
    
    4. Tatsumaki Zankuu Kyaku \/ S.Jab --> Gou Hadouken(juggle)
    
    5. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shoryuken, Gou
       Hadouken(juggle)
    
    6. Roundhouse Tatsumaki Zankuu Kyaku, Jab Gou Shouryuken, etc.(juggle)
       Can you belive that this is his infinite? Its so easy to do and
       Akuma breaks the "One juggle per combo only" law! The timing is
       extremely easy and takes little time to master.
    
    7. Zankuu Hadouken \/ C.Jab --> Gou Hadouken
    
    8. Jab Gou Shoryuekn, Jab Gou Shouryuken(juggle)
    
    9. J.Roundhouse \/ S.Jab, S.Short --> Tatsumaki Zankuu Kyaku, S.Stromg
       --> Gou Hadouken
    
    -----
    X-ISM
    -----
    
    1. C.Roundhouse --> Shun Goku Satsu
       The point of this combo is to already have the Shun Goku Satsu in
       motion and as the opponent gets up, they will try to counter only to be
       snuffed by the Shun Goku Satsu. Its more like strategy than any real combo.
    
    2. S.FWD.Forward --> Tatsumaki Zankuu Kyaku, S.Jab --> Tatsumaki Zankuu Kyaku
       (juggle)
    
    -----
    A-ISM
    -----
    
    1. S.Jab --> Messatsu Gou Shoryuu
    
    2. C.Forward --> Messatsu Gou Hado
    
    3. Tatsumaki Zankuu Kyaku, Messatsu Gou Shouryuu/Messatsu Gou Hado
       (juggle)
    
    4. In corner: Jab Gou Shouryuken, Messatsu Gou Shouryuu(juggle)
    
    5. Zankuu Hadouken \/ Messatsu Gou Shouryuu
    
    -----
    V-ISM
    -----
    
    1. Custom Combo activation: (JP+SK), (SP+FK)
       S.FWD.Forward, etc.
       This really isn't a combo but more of an annoyance move, use this to take
       down that guard meter!
    
    ---------------
    ISM PLUS Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Messatsu Gou Shoryuu
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ C.Short, C.Jab --> Level 1/Level 2 Messatsu Gou Shouryuu
       --> Tenma Gou Zankuu(juggle)
    
    3. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ S.Jab, S.Short --> Gou Hadouken --> Messatsu Gou Shouryuu/
       Messatsu Gou Hado
    
    -------------------------------- [ Balrog ] ---------------------------------
    
    Universal Combos
    
    1. C.Strong --> Dashing (anything)
    
    2. J.Roundhouse \/ C.Strong --> Dashing (anything)
       This combo is rather simple, just charge ahead of time.
    
    3. J.Jab \/ S.Jab, C.Jab, C.Jab --> Dashing (anything)
       This is just such a cheap, but easy combo, use this at will!
    
    -----
    X-ISM
    -----
    
    1. S.Short --> Crazy Buffalo
    
    2. J.Roundhouse \/ C.Jab, C.Jab, C.Short --> Crazy Buffalo
    
    3. J.Fierce \/ S.Strong --> Crazy Buffalo
    
    -----
    A-ISM
    -----
    
    NOTE: All of Balrog's X-ISM combos work in A-ISM, the only addition to
          this ISM is that he can use his Gigaton Blow instead of his Crazy
          Buffalo.
    
    -----
    V-ISM
    -----
    
    NOTE: The manual only says that you can use the Buffalo Head as a reversal
          only, what they do not mention is that it can be used freely in
          Custom Combo mode.
    
    1. Custom Combo activation: (JP+SK)
       In corner: Jab Buffalo Head, Jab Buffalo Head, etc.(juggle)
       Just repeat this until your Custom Combo guage runs out.
    
    2. Custom Combo Activation: (SP+FK)
       In corner: Jab Dashing Straight, S.Jab, Jab Dashing Straight, S.Jab,
       etc.
       This one will take quite a bit of practice, but it looks more stylish
       than the first one if you master it!
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Original Combo
       C.Jab, C.Short, C.Strong --> Dashing (anything) or any super
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Roundhouse \/ S.Jab, S.Short --> Dashing Straight --> any super
    
    3. ISM Plus requirement: Super Alpha Cancel
       Final Punch --> Any super
       This is one heck of a killer, depending on how long you have
       charged for the Final Punch you can actually kill your opponent with
       just this one combo no matter how much life they have even at full life!
    
    -------------------------------- [ Birdie ] ---------------------------------
    
    Universal Combos
    
    1. Punch Throw, Bull Head(juggle)
    
    2. S.Fierce, C.Fierce(juggle)
       Just make sure you are close to the opponent when the S.Fierce hits so
       that it launches the opponent.
    
    3. J.DN.Fierce \/ Bandit Chain/Murder Chain
    
    4. Punch Throw, Bull Horn(juggle)
       This is like the first combo except the damage on this combo is cumulative
       and will do more damage the longer you charge the Bull Horn.
    
    5. J.DN.CU.Fierce \/ S.Jab --> Banit Chain/Murder Chain
       This combo is difficult to connect, you have to cross up your opponent
       while jumping in and continue from there.
    
    6. J.DN.Fierce \/ C.Jab --> Bull Head
    
    -----
    X-ISM
    -----
    
    1. J.DN.Fierce \/ S.Strong --> The Birdie
    
    2. Punch Throw, The Birdie(juggle)
    
    -----
    A-ISM
    -----
    
    NOTE: All of Birdie's X-ISM combos work in A-ISM as well.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Jab Bull Head, etc.
    
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       J.DN.CU.Fierce \/ C.Jab, C.Forward, C.Strong --> The Birdie
    
    2. ISM Plus requirement: Alpha Combo
       J.DN.CU.Fierce \/ C.Jab, C.Forward, C.Strong --> Bull Head
    
    3. ISM Plus requirement: Super Alpha Cancel
       Bull Horn --> The Birdie(juggle)
       This combo is cumulative depending on how long you charge for the
       Bull Horn, and this combo is liable to do 70% damage!
    
    --------------------------------- [ Bison ] ---------------------------------
    
    Universal Combos
    
    1. S.Roundhouse --> Double Knee Press
       Basically you must cancel after the first hit, while the second hit will
       probably go over most characters in the game, you still must cancel after
       the first hit.
    
    2. J.Roundhouse \/ C.Forward --> Double Knee Press
    
    -----
    X-ISM
    -----
    
    1. S.Strong --> Psycho Crusher
    
    2. J.Fierce \/ S.Strong --> Psycho Crusher
    
    3. J.Roundhouse \/ S.Forward --> Scissors Kick Nightmare
    
    -----
    A-ISM
    -----
    
    NOTE: All of Bison's X-ISM combos work in A-ISM except you can replace the
          final hits with his Psycho Crusher super instead.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       Back to corner: Double Knee Press, Double Knee Press, etc.
       Basically like Hulk's Gamma Wave from the crossover series it works
       best if your back is to the corner and then you jsut keep repeating
       the Double Knee Press until you reach the end of the corner.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.JAb, C.Short, C.Forward --> Double Knee Press/Any Super
    
    2. ISM Plus requiremant: Super Alpha Cancel
       S.Roundhouse --> Psycho Shot --> Any Super
    
    -------------------------------- [ Blanka ] ---------------------------------
    
    Universal Combos
    
    1. J.Jab \/ Electric Thunder
    
    2. C.Short --> Rolling Attack/Vertical Rolling
    
    3. J.Roundhouse \/ C.Forward --> Vertical Rolling/Rolling Attack
    
    4. J.CU.Fierce \/ C.Forward --> Electric Thunder
       This combo is tough to execute, mainly with the jump in attack, it takes
       a lot of practice to time the J.Fierce to cross the opponent up. Try to
       make your fierce hit as late as possible while at the same time cross up
       the opponent. Remember, practice is the key!
    
    -----
    X-ISM
    -----
    
    1. J.CU.Fierce \/ C.Forward --> Electric Thunder/Ground Shave Rolling
       Just like number 4 above except you can add the Ground Shave Rolling
       instead.
    
    2. J.Roundhouse \/ Ground Shave Rolling
       Its an odd combo but effective, just don't hold onto the Ground Shave
       Rolling, otherwise you will mess up the combo.
    
    -----
    A-ISM
    -----
    
    NOTE: All of Blanka's X-ISM combos work in A-ISM, and I have not found a
          single way to combo in that Tropical Hazard, can anyone help?!
    
    -----
    V-ISM
    -----
    
    NOTE: I haven't really found an effective Custom Combo for Blanka and as
          you might have probably guessed, suggestions are always welcomed.
    
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Rolling Attack
    
    
    --------------------------------- [ Cammy ] ---------------------------------
    
    Universal Combos
    
    1. S.Jab --> Cannon Spike
    
    2. J.Roundhouse \/ S.Jab S.Short --> Cannon Spike
    
    3. J.CU.Short \/ S.Fierce --> Cannon Spike/Spiral Arrow
       The only tricky part about this combo is that you must be close to your
       opponent so that she does her close fierce punch, her close fierce
       punch will cancel into either attack, if her does her far fierce
       animation you did the combo uncorrectly! You must cross up the opponent
       with your jumping short kick to make the combo successful.
    
    -----
    X-ISM
    -----
    
    1. J.Fierce \/ S.Forward --> Spin Dive Smasher
    
    2. J.CU.Short \/ S.Jab, S.Short, S.Jab --> Spin Dive Smasher
       Once again you must cross up your opponent for this combo to work.
    
    -----
    A-ISM
    -----
    
    1. J.Fierce \/ S.Jab, S.Short --> Reverse Shaft Breaker
    
    2. J.Fierce \/ S.Fierce --> Reverse Shaft Breaker
       Once again she must be close to the opponent so that her close fierce
       animation comes out so you can cancel into the Reverse Shaft Breaker.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       In croner: Spin Knuckle --> Short Cannon Spike, Short Cannon Spike, etc.
       Basically just repeat the Cannon Spike until your Custom Combo guage
       runs out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.Fierce \/ S.Jab, S.Forward, S.Strong --> Cannon Spike/Spiral Arrow/
       Spin Dive Smasher
    
    2. ISM Plus requirement: Super Alpha Cancel
       Spin Knuckle --> Reverse Shaft Breaker
    
    -------------------------------- [ Charlie ] --------------------------------
    
    Universal Combos
    
    1. C.Jab --> Somersault Kick
    
    2. C.Strong --> Sonic Boom
    
    3. J.Fierce \/ C.Jab, C.Short --> Somersault Kick/Sonic Boom
       You can use a Roundhouse Somersault Kick if you want extra hits.
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ C.Strong --> Somersault Justice
    
    -----
    A-ISM
    -----
    
    NOTE: All of Charlie's universal combos and X-ISM combos work in A-ISM
          the only exception is that you can replace the last attacks with
          either his Somersault Justice, Cross Fire Blitz, or Sonic Break.
    
    1. J.Fierce \/ S.Forward --> Knee Bazooka
    
    2. J.Roundhouse \/ S.FWD.Forward --> Any Super
       This combo is difficult to master because you must go forward during
       the middle of your charge, but then again with practice this will be
       very easy to execute.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: Any
       In corner: Short Somersault Kick, Short Somersault Kick, etc.
       This combo is simple, just keep doing it until your Custom Combo
       guage runs out. Also note that once connected it connect be averted!
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       S.Forward, S.Forward, S.FWD.Forward
    
    2. ISM Plus requirement: Alpha Combo
       J.Fierce \/ S.Jab, S.Forward, S.FWD.Fierce
    
    3. ISM Plus requirement: Alpha Combo
       J.Roundhouse \/ C.Jab, C.Short, C.Strong, C.Forward
    
    4. ISM Plus requirement: Super Alpha Cancel
       J.Roundhouse \/ C.Jab, C.Short --> Sonic Boom --> Any Super
       This combo does require some time to master, but after practice this
       combo will seem like child's play.
    
    -------------------------------- [ Chun-Li ] --------------------------------
    
    Universal Combos
    
    1. S.Jab --> Hyaku Retsu Kyaku
    
    2. S.Fierce --> Hyaku Restu Kyaku
    
    -----
    X-ISM
    -----
    
    1. S.Jab --> Senretsu Kyaku
    
    2. J.Fierce \/ S.Fierce --> Hyaku Retsu Kyaku
       You must be close to your opponent when the second fierce comes out
       so she does her close fierce animation. If she does her far fierce
       animation you will not be able to cancel into the Senretsu Kyaku.
    
    3. DF.Roundhouse --> Hyaku Retsu Kyaku/Senretsu Kyaku(juggle)
    
    4. In corner: Whirlwind Kick, S.Strong(juggle)
    
    -----
    A-ISM
    -----
    
    NOTE: All of Chun-Li's X-ISM combos work in A-ISM except for the last one
          which is pretty obvious since she has no Whirlwin Kick in A-ISM.
    
    1. DF.Roundhouse --> Tenshou Kyaku/Hazan Tenshou Kyaku/Hyaku Retsu Kyaku/
       Kikousho/Senretsu Kyaku/Kikoken(juggle)
       Yep, that's right. She can juggle any one of her special attacks
       including any other of her regular attacks.
    
    2. DF.Roundhouse --> Tenshou Kyaku, Any attack(juggle)
       Yes you can pull off any normal attack as long as you are in distance
       but you will most likely be using a super instead right?
    
    3. J.Fierce \/ C.Short --> Hazan Tenshou Kyaku
    
    -----
    V-ISM
    -----
    
    1. Custom Combo requirement: any
       In corner: Forward Tenshou Kyaku, etc.
       That's it, just like Charlie's cheap combo this cannot be averted once
       connected unless you choose to stop!
    
    2. J.Short \/ Short Hyaku Retsu Kyaku
       Well Chun-Li can no longer juggle the opponent with her Hyaku Retsu Kyaku
       after knocking them down like she could in Street Fighter Alpha 2,
       but she can still drain a lot life with this combo even if blocked.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       J.Fierce \/ S.Jab, S.Short, S.Forward --> Hyaku Retsu Kyaku
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ S.Jab --> Hyaku Retsu Kyaku --> Senretsu Kyaku
    
    --------------------------------- [ Cody ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab --> Forward/Roundhouse Ruffian Kick
    
    2. S.FWD.Roundhouse --> Forward/Roundhouse Ruffian Kick(juggle)
    
    3. S.FWD.Roundhouse, S.Forward(juggle)
    
    4. Criminal Upper, Forward/Roundhouse Ruffian Kick(juggle)
    
    5. J.Roundhouse \/ S.Jab, S.Short --> Forward/Roundhouse Ruffian Kick
    
    -----
    X-ISM
    -----
    
    1. Final Destruction, J.Roundhouse \/ S.Jab, S.Jab, S.Jab, etc.(juggle)
       Well once you start the Final Destruction Cody goes into "Final Fight"
       mode, in which he cannot block and all his regular attacks become
       those street attacks in Final Fight. The J.Roundhouse will knock the
       opponent up, also it does not matter what attack you use because they
       are all the same kicks. On the ground just hit any other attack button
       and you should juggle them. Sometimes Cody might go into his 4 hit
       combo as he did in Final Fight and if he does that will completely mess
       up the combo, I'm not sure exactly what to do to get this combo
       accomplished, but it does work, but only until the Final Destruction
       mode wears off.
    
    -----
    A-ISM
    -----
    
    NOTE: All of Cody's universal combos work in A-ISM as you can expect but
          this time he can either throw in a Final Destruction of Dead End
          Irony instead of his regular and special attacks.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       Back to corner: Jab Criminal Upper, Jab, Criminal Upper, etc.
       Think of this like Magneto's Magnetic Shockwave, just keep balancing
       them until you are to the other side of the screen.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Jab, C.Forward, S.Roundhouse, S.FWD.Roundhouse
    
    2. ISM Plus requirement: Super Alpha Cancel
       Bad Stone --> Any Super
    
    ---------------------------------- [ Dan ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab --> Gadouken
    
    2. S.Jab --> Kouryuken
    
    3. Short Kuuchuu Dankuu Kyaku \/ C.Fierce --> Dankuu Kyaku(juggle)
    
    4. J.Roundhouse \/ S.Strong --> Gadouken
    
    5. J.Roundhouse \/ Kouryuken
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ Hisshou Buraiken
    
    2. J.Roundhouse \/ S.Jab --> Hisshou Buraiken, Kouryuken(juggle)
    
    -----
    A-ISM
    -----
    
    1. Level 3 Shinkuu Gadouken, Kouryuken(juggle)
    
    2. Short Kuuchuu Dankuu Kyaku \/ Hisshou Buraiken, Kouryuken(juggle)
    
    3. Short Kuuchuu Kyaku \/ Kouryuu Rekka(juggle)
    
    -----
    V-ISM
    -----
    
    1. Custom Combo activation: (JP+SK)
       In corner: Jab Kouryuken, Jab Kouryuken, Jab Kouryuken, etc.
       The timing in this combo is pretty tricky, but its very easy to
       execute, just keep on repeating the pattern over and over again and
       you will juggle them infinitely until the Custom Combo mode stops
       of course.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Shinkuu Gadouken
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Roundhouse \/ S.Strong -> Gadouken --> Any Super
    
    -------------------------------- [ Dee Jay ] --------------------------------
    
    Universal Combos
    
    1. S.Jab --> Air Slasher
    
    2. C.Jab --> MAchine Gun Uppercut
    
    3. Jab Air Slasher /\ J.Roundhouse \/ S.Jab --> Air Slasher
       This works best in long distances obviously and its one of the most
       sweestest looking combos you will ever see, I remember Guile being
       able to do a similar combo back in the old Street Fighter days but
       now Guile sucks and Dee Jay is the only one who can put two projectiles
       in one combo with out the help of a Super Alpha Cancel.
    
    4. C.Short --> Air Slasher, S.Roundhouse
    
    -----
    X-ISM
    -----
    
    1. Sobat Carnival, S.Roundhouse(juggle)
    
    2. Sobat Carnival, Machine Gun Uppercut(juggle)
       There really is no catch to this combo, just make sure you charge while
       the hits connect.
    
    3. J.Roundhouse \/ S.Jab --> Sobat Carnival, S.Roundhouse(juggle)
    
    4. J.Roundhouse \/ C.Jab, C.Short --> Jackknife Maximum
    
    -----
    A-ISM
    -----
    
    NOTE: All of Dee Jay's X-ISM combos work in A-ISM except for the last one
          of course since he has no Jackknife Maximum. They can be replaced by
          another super in stead of his Sobat Carnival.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK)
       Roundhouse Jackknife Maximum, Short Jackknife Maximum, Short Jackknife
       Maximum, etc.
       This combo is very simple, it works best OUT OF THE CORNER, since this
       will literally create a volleyball effect and bounce your opponent
       around like a giant volleyball!
    
    2. Custom Combo Activation: (JP+SK)
       Roundhouse Jackknife Maximum, J.Short, J.Short, J.Short, etc.
       Same as above but this one is easier to do, but there is more of a
       chance that your opponent will be able to escape this one more easily.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       C.Jab, C.Short, C.Strong --> Air Slasher
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Roundhouse \/ C.Jab --> Machine Gun Upper Cut --> Theme of Sunrise/
       Climax Beat(juggle)
    
    -------------------------------- [ Dhalsim ] --------------------------------
    
    1. C.Jab --> Yoga Fire
    
    2. J.Jab \/ C.Forward --> Yoga Fire
    
    3. Jab Yoga Fire, S.Fierce
       This combo works if you are about 2/3 screen's distance away
    
    -----
    X-ISM
    -----
    
    1. J.Jab \/ S.Jab --> Yoga Tempest
    
    -----
    A-ISM
    -----
    
    NOTE: All of Dhalsim's X-ISM combos work in A-ISM except this time you
          replace the Yoga Tempest with either a Yoga Inferno or Yoga Stream.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK)
       Jab Yoga Fire, C.Jab, Jab Yoga Fire, C.Jab, Jab Yoga Fire, C.Jab, etc.
       Basically this all Dhalsim can do in Custom Combo mode, this will push
       him back and eventually keep him out of range from the opponent.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Short, C.Jab, C.DB.Forward --> Yoga Fire
    
    2. ISM Plus requirement: Super Alpha Combo
       J.Jab \/ C.DB.Forward --> Yoga Fire --> Yoga Inferno/Yoga Stream
    
    --------------------------------- [ Eagle ] ---------------------------------
    
    Universal Combos
    
    1. C.Fierce --> Manchester Black/Oxford Red
    
    2. Jab/Strong Manchester Black -> Manchester Black
       This must be done in the corner.
    
    3. Strong Manchester Black /\ Throw
       After you juggle the opponent in the corner with the fourth hit, quickly
       jump in the air and throw them. This is a neat combo to do but difficult
       to pull off.
    
    4. J.Fierce \/ S.Jab -> Strong Manchester Black, Manchester Black/Throw
       A flashier version of of #2. But you can substitute the last attack
       with a throw for more damage. But like previous 2, this must be done
       in the corner.
    
    -----
    X-ISM
    -----
    
    Check universal.
    
    -----
    A-ISM
    -----
    
    Check universal, but note you can substitute special attacks with supers.
    
    -----
    V-ISM
    -----
    
    1. Activate RK+FP Custom Combo, J.Fierce \/ Jab Manchester Black, J.Jab,
       Jab Manchester Black, J.Jab, etc.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Original Combo
       C.Jab, C.Short, C.Strong --> Any super or special
       Cancel after the first hit of the strong.
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ C.Fierce -> Oxford Red -> Any super
    
    -------------------------------- [ E.Honda ] --------------------------------
    
    1. S.Jab --> Hundred Hand Slap
    
    2. C.Short --> Sumo Head Butt
    
    3. J.Roundhouse \/ S.Jab --> Hundred Hand Slap
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ C.Short --> Oni Muso
    
    -----
    A-ISM
    -----
    
    NOTE: All of E.Honda's X-ISM combos work in A-ISM except that this time
          you can replace his Oni Muso with his Fuji Drop.
    
    1. J.CU.Forward \/ Orochi Crush
       Basically cross them up with the sumo splash then when the splash hits
       quickly begin the 720 degree motion and press punch, see that wasn't so
       hard was it?
    
    -----
    V-ISM
    -----
    
    1. Custom Combo activation: any
       In corner: Sumo Smash, Sumo Smash, etc.
       That's it, just keep doing that until your Custom Combo guage runs
       out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       C.Jab, C.Short, C.Strong --> Sumo Headbutt/ Any Super
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Roundhouse \/ S.Jab --> Hundred Hand Slap --> Oni Muso/Fuji Drop
    
    ------------------------------- [ Evil Ryu ] --------------------------------
    
    Universal Combos
    
    1. C.Fierce --> Hadouken
    
    2. S.Strong --> Tatsumaki Senpuu Kyaku
    
    3. J.Jab \/ S.Jab --> Shouryuken
    
    4. J.Fierce \/ C.Jab, C.Short --> Hadouken
    
    5. Jab Shouryuken, Shoryuken(juggle)
    
    -----
    X-ISM
    -----
    
    1. C.Roundhouse --> Shun Goku Satsu
       This is more of a set up technique, while it is easily avoided its hard
       to counter without being caught by the Shun Goku Satsu.
    
    -----
    A-ISM
    -----
    
    NOTE: All of Ryu's Universal Combos can be replaced by either a Shinkuu
          Hadouken or a Shinkuu Tatsumaki Senpuu Kyaku or a Messatsu Gou
          Shouryuu at the last hit of the combo.
    
    1. Jab Shouryuken, Messatsu Gou Shouryuu/Shinkuu Hadouken/Shinkuu Tatsumaki
       Senpuu Kyaku(juggle)
    
    2. J.Fierce \/ C.Forward --> Shinkuu Tatsumaki Senpuu Kyaku
    
    3. Tatsumaki Senpuu Kyaku \/ Shinkuu Hadouken/Messatsu Gou Shouryuu/Shinkuu
       Tatsumaki Senpuu Kyaku(juggle)
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Jab Shouryuken, Jab Shouryuken, Jab Shouryuken, etc.
    
    2. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Tatsumaki Senpuu Kyaku, Tatsumaki Senpuu Kyaku, etc.
    
    NOTE: These two combos will juggle the opponent endlessly unless you decide
          to mess up somewhere along the line and its unescapable once connected!
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Cancel
       J.Fierce \/ C.Jab, C.Short --> Hadouken --> Shinkuu Hadouken/Messatsu Gou
       Shouryuu
    
    2. ISM Plus Requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Tatsumaki Senpuu Kyaku/Hadouken
    
    ------------------------------- [ Fei Long ] --------------------------------
    
    Universal Combos
    
    1. S.Jab --> Rekka Ken
    
    2. J.Roundhouse \/ S.Jab --> Shien Kyaku
    
    3. J.Roundhouse \/ S.Fierce --> Rekka Ken
       You must land your hit deep and Fei Long must go into his close fierce
       animation otherwise you will not be able to cancel into the Rekka Ken.
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ S.Fierce --> Rekka ShinKen
       Just make sure your hit is deep, and Fei Long must go into his close
       fierce animation, otherwise you will not be able to cancel.
    
    2. J.Roundhouse \/ S.Jab, S.Jab, S.Jab --> Rekka ShinKen
    -----
    A-ISM
    -----
    
    Note: Fei Long can do any one of his X-ISM in A-ISM except he can replace
          the Rekka Shinken with any other super he wishes.
    
    1. Level 2 Shien Renkyaku, Level 1 Shien Renkyaku(juggle)
       You can also vice versa this combo as well (^_^). Did I mention that
       this combo can literally take away about 60% of your opponent's life bar?
    
    -----
    V-ISM
    -----
    
    1. Custom Combo activation: (JP+SK)
       In corner: Short Shien Kyaku, Short Shien Kyaku, etc.
       Basically just keep doing this until your Custom Combo guage runs out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Cancel
       J.Roundhouse \/ S.Jab --> Rekka Ken --> Any Super
    
    2. ISM Plus requirement: Alpha Combo
       J.Roundhouse \/ S.Jab, S.Short, S.Strong --> Rekka Ken/Rekka ShinKen
    
    ----------------------------- [ Final Bison ] -------------------------------
    
    Universal Combos
    
    1. S.Roundhouse --> Double Knee Press
       Basically you must cancel after the first hit, while the second hit will
       probably go over most characters in the game, you still must cancel after
       the first hit.
    
    2. J.Roundhouse \/ C.Forward --> Double Knee Press
    
    -----
    X-ISM
    -----
    
    1. S.Strong --> Psycho Crusher
    
    2. J.Fierce \/ S.Strong --> Psycho Crusher
    
    3. J.Roundhouse \/ S.Forward --> Scissors Kick Nightmare
    
    -----
    A-ISM
    -----
    
    NOTE: All of Bison's X-ISM combos work in A-ISM except you can replace the
          final hits with his Psycho Crusher super instead.
    
    
    1. J.Roundhouse \/ C.Forward --> Psycho Crusher
    
    2. S.Fierce, S.Fierce --> Psycho Crusher
       You can only do this combo with Final Bison if your opponent is in the
       air. The fierce should connect just as the opponent comes towards
       Bison's head. Your opponent won't have much time to escape, so hit them
       with another fierce as they come down and quickly cancel before your
       opponent reaches below Bison's chest...any lower and your opponent will
       fall to the ground unscathed from the Psycho Crusher.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       Back to corner: Double Knee Press, Double Knee Press, etc.
       Basically like Hulk's Gamma Wave from the crossover series it works
       best if your back is to the corner and then you jsut keep repeating
       the Double Knee Press until you reach the end of the corner.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Double Knee Press/Any Super
    
    2. ISM Plus requiremant: Super Alpha Cancel
       S.Roundhouse --> Psycho Shot --> Any Super
    
    ---------------------------------- [ Gen ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab, C.Short, C.Short
    
    2. Kick Throw, S.Roundhouse(juggle)
    
    3. J.Roundhouse \/ S.Forward --> Gekirou
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ C.Jab, C.Short, C.Short --> Zanei
    
    -----
    A-ISM
    -----
    
    So-Style Combos
    
    1. J.Roundhouse \/ C.Short --> Zanei/Shitenshu
    
    2. J.Roundhouse \/ S.Jab, S.Short, S.Forward, S.Roundhouse
       This is just unbelievable, a 5 hit chain combo without the help of
       an Alpha Combo ISM Plus, you can replace the last roundhouse with a
       Hyaku Renko if you want.
    
    3. J.Roundhouse \/ C.Short --> Level 1 Shitenshu, wait until dizzy,
       Level 1 Zanei, Level 1 Zanei(juggle)
       Painful and powerful! Here this is just pretty straight forward, after
       the level 1 Zanei balance them with another!
    
    4. J.Roundhouse \/ S.Jab, C.Short, C.Forward --> Zanei, S.Roundhouse(juggle)
    
    Ki-Style Combos
    
    1. J.Roundhouse \/ C.Jab --> Jasen
    
    2. J.Roundhouse, J.Roundhouse \/ S.Roundhouse(2 hits)
       This combo is not only easy to do but it looks awesome! After two
       or 3 of these will do a guaranteed dizzy!
    
    3. J.Roundhouse, J.Roundhouse \/ C.Jab, C.Short --> Jakoha
       The C.Short sets the opponent up perfectly for the Jakoha to connect
       and this combo is simply devastating! Master it and you will be whooping
       competition!
    
    So-Style and Ki-Style Combos
    
    1. Ki-Style switch, J.Roundhouse, J.Roundhouse, So-Style switch \/ S.Jab,
       S.Short, S.Forward --> S.Roundhouse/Hyakurenko/Gekirou
       Oh my! I simply love this combo! This one not only looks sweet, but
       trust me, your opponent will be dazzled by this combo. While this combo
       is difficult to master, its the coolest one in the game!
    
    2. J.Roundhouse \/ C.Short --> Level 1/Level 2 Shitenshu, Ki-Style switch,
       J.Roundhouse \/ C.Short --> Jakoha
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       Gekirou, Gekirou, Gekirou, etc.
       Basically this is an infinite Custom Combo juggle, not hard to master
       and unavoidable once connected.
    
    2. Custom Combo Activation: (FP+RK)
       C.Roundhouse --> Fierce Hyakurenko, Ki-Style switch /\ J.Roundhouse,
       J.Roundhouse, So-Style switch \/ Hyakurenko
       The C.Roundhouse is the set up for the combo, you can't juggle them
       like you could in Street Fighter Alpha 2. After you knock your opponent
       down, just hope that they are real stupid and not block as they get up.
       Afterwards use your Hyakurenko and your trail images will repeat what you
       do, while your trail images keeps them stunned, jump into the air and
       perform a style switch and perform the double kicks, then quickly switch
       and perform the Hyakurenko as you land. While the combo does not last
       throughout the entire Custom Combo its safe to say that this combo is
       too cool!
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Combo
       J.Roundhouse \/ S.Jab --> Hyakurenko --> Any So-Style super
    
    --------------------------------- [ Guile ] ---------------------------------
    
    Universal Combos
    
    1. C.Jab --> Sonic Boom
    
    2. C.Forward --> Somersault Flash
    
    3. J.Fierce \/ S.Fierce --> Somersault Flash/Sonic Boom
    
    4. Jab Sonic Boom /\ J.Roundhouse \/ C.Short --> Somersault Flash
       This is mainly a fool's combo than anything else, be sure you are at a
       full screen's distance away and jump as early as possible.
    
    -----
    X-ISM
    -----
    
    1. J.Fierce \/ C.Jab, C.Short --> Somersault Strike
    
    -----
    A-ISM
    -----
    
    NOTE: All of Guile's X-ISM combos work in A-ISM, except for the fact that
          you can replace his Somersault Strike with his Sonic Hurricane.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       In corner: Somersault Flash, Somersault Flash, Somersault Flash, etc.
       That's it, just keep juggling them until your Custom Combo guage runs out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Sonic Boom/Any super
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Roundhouse \/ C.Jab, C.Short --> Sonic Boom --> Any Super
    
    ---------------------------------- [ Guy ] ----------------------------------
    
    Universal Combos
    
    1. S.Short --> Bushin Senpuu Kyaku
    
    2. J.Roundhouse \/ DF.Roundhouse
       The key to this four hit combo is to jump straight up over the opponent
       and time the flip kick just right so that it double hits while coming
       down, then go into the second flip kick as you land and thus you have a
       simple four hit combo!
    
    3. J.Roundhouse \/ S.Jab --> Bushin Senpuu Kyaku
    
    4. S.Short, S.Jab, S.Strong, S.Fierce
       Recognize this combo? Its the combo the computer always puts on me and it
       just looks cool!
    
    5. J.Roundhouse \/ S.Short, S.Jab, S.Strong, S.Fierce, S.Roundhouse, S.Jab
       --> Bushin Senpuu Kyaku(juggle)
       The hits in combo can range from 9 hits to 11 hits. This combo is quite
       possibly the biggest combo in the game. It involves chain hits and a
       juggle afterwards, just hit a jab after the roundhouse knocks them into
       the air and quickly cancel into the Bushin Senpuu Kyaku.
    
    6. In corner: J.Roundhouse \/ S.Jab, S.Strong --> Bushin Senpuu Kyaku,
       Kubikari(juggle)
    
    -----
    X-ISM
    -----
    
    1. J.Short \/ Bushin Musourenka
       The key to this combo is that you must quickly cancel into the
       Bushin Musourenka as you land and give as little time for the opponent
       to retaliate as you can.
    
    -----
    A-ISM
    -----
    
    NOTE: All of Guy's X-ISM combos work in A-ISM, they just can be replaced by
          the Bushin Hassoken or the Bushin Goraikyaku.
    
    1. J.Roundhouse \/ S.Jab --> Bushin Hassoken/Bushin Goraikyaku
    
    2. J.Roundhouse \/ S.Short, S.Jab, S.Strong --> Bushin Hassoken/Bushin
       Goraikyaku
    
    3. J.Roundhouse \/ S.Short, S.Jab, S.Strong --> Bushin Senpuu Kyaku,
       Bushin Hassoken(juggle)
       This combo is simple, make sure you jump straight up while performing
       the roundhouse so that he goes into the flip kick and continue the combo
       from there.
    
    4. J.Roundhouse \/ S.Short, S.Jab, S.Strong --> Level 3 Bushin Hassoken,
       S.Fierce --> Bushin Izuna Drop(juggle)
       This combo is just unbelievable!
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Bushin Senpuu Kyaku, Bushin Senpuu Kyaku, etc.
       That's it, just keep balancing your opponent until the Custom Combo
       guage runs off.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.Roundhouse \/ S.Short, S.Jab, S.Forward, S.Strong, S.Fierce,
       S.Roundhouse, S.Jab --> Bushinn Senpuu Kyaku
       The only thing the Alpha Combo adds to the combo is the forward, with this
       Guy is the only character who can chain in all 6 hits on the ground!
    
    --------------------------------- [ Juli ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab --> Cannon Spike
    
    2. J.Roundhouse \/ S.Jab --> Cannon Spike
    
    3. J.Fierce \/ C.Jab, C.Short --> Cannon Spike
    
    4. J.Fierce \/ S.Fierce --> Sniping Arrow
       This Sniping Arrow will only combo off of her fierce.
    
    5. In corner: Spin Knuckle, Cannon Spike(juggle)
    
    -----
    X-ISM
    -----
    
    1. S.Short --> Reverse Shaft Breaker
    
    2. J.Fierce \/ S.Fierce --> Reverse Shaft Breaker
    
    3. In corner: Spin Knuckle, Reverse Shaft Breaker(juggle)
    
    4. Sniping Arrow, Reverse Shaft Breaker(juggle)
       This works best if you are far away from your opponent and if your
       opponent is in the corner, then balance them with your Spin Dive Smasher
    
    -----
    A-ISM
    -----
    
    NOTE: All of Juli's X-ISM combos work in A-ISM, the only exception to that
          is that you can replace her Reverse Shaft Breaker with her Spin
          Dive Smasher if you want.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       In corner: Short Cannon Spike, Short Cannon Spike, etc.
       This combo works just like Cammy's and once connected it can't be
       averted by the opponent.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.CU.Short \/ C.Jab, C.Short, C.Strong --> Cannon Spike/Spin Dive Smasher
    
    --------------------------------- [ Juni ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab --> Spiral Arrow/Cannon Spike
    
    2. J.CU.Short \/ Earth Direct
    
    3. J.Fierce \/ C.Jab, C.Short --> Spiral Arrow/Cannon Spike
    
    4. Mach Slide, Earth Direct
       This is more of a tactic than any real combo, just time your teleport
       close to your opponent.
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ C.Strong --> Psycho Streak
    
    -----
    A-ISM
    -----
    
    NOTE: All of Juni's X-ISM combos work in A-ISM, the only exception is that
          she can replace her Psycho Streak super with her Spin Dive Smasher
          if she wishes.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo activation: any
       In corner: Short Cannon Spike, Short Cannon Spike, etc.
       That's it, just like Cammy's and Juli's you can keep balancing them
       until the Custom Combo mode is over.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Cancel
       Hooligan Combination, Hooligan Slide --> Any super
    
    2. ISM Plus Requirement: Alpha Combo
       J.CU.Short \/ C.Jab, C.Short, C.Strong --> Any super
    
    --------------------------------- [ Karin ] ---------------------------------
    
    Universal Combos
    
    1. S.Strong --> Gurenken
    
    2. Mujin Kyaku, Mujin Kyaku(juggle)
    
    3. Mujin Kyaku, Hosho
    
    4. J.Fierce \/ S.Strong --> Gurenken
    
    5. C.Jab, C.Short --> Hosho
    
    6. J.Forward \/ S.Jab, S.Short --> Mujin Kyaku, Mujin Kyaku(juggle)
    
    7. Mujin Kyaku /\ Any throw(juggle)
       This combo is odd, but effective. I do like how Capcom has included
       throws as the number of hits in this game though, and you should get
       three hits out of the combo and yes the throw counts as a hit.
    
    -----
    X-ISM
    -----
    
    1. J.Forward \/ C.Jab, C.Short --> Shinpi Kaibyaku
    
    2. J.Forward \/ C.Jab, C.Short --> Mujin Kyaku, Shinpi Kaibyaku(juggle)
       This combo is a bit risky because some times the opponent falls too
       early and that gives them enough time to counter.
    
    3. Ressenha, Shinpi Kaibyaku(juggle)
    
    -----
    A-ISM
    -----
    
    1. J.Forward \/ C.Jab, C.Short --> Mujin Kyaku, Kouoken(juggle)
    
    2. Level 2 Shinpi Kaibyaku, S.Jab --> Level 1 Kouoken(juggle)
       This combo is a bit tricky to do, you must cancel quickly otherwise
       your opponent will fall and then you cannot juggle after the jab.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       Back to corner: Mujin Kyaku, Ressenha, Ressenha, etc.
       Basically just keep repeating this until the Custom Combo guage runs
       out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.Forward \/ C.Jab, C.Short, C.Forward --> Mujin Kyaku, Mujin Kyaku/
       Shinpi Kaibyaku/Kouoken(juggle)
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Forward \/ C.Jab, C.Short --> Gurenken --> Shinpi Kaibyaku
    
    3. ISM Plus Requirement: Super Alpha Cancel
       J.Forward \/ C.Strong --> Gurenken(x2) --> Kououken
       Thanks to Aya Brea for amazing combo! Here is Aya's explanations:
    
    "Jumping forward, low strong (substitute in anything you like),
     Gurenken x2 then either the Palm thrust or double elbow ender -> her
     kick super. You have to be kinda quick though, or they'll fall to the
     ground."
    
    "What's better with this combo than linking the kick super after her hop
    kick ender is that Karin will be closer to the opponent therefore, does
    more hits/damage."
    
    
    ---------------------------------- [ Ken ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab --> Shouryuken
    
    2. C.Short --> Tatsumaki Senpuu Kyaku
    
    3. J.CU.Forward \/ C.Short, C.Jab --> Fierce Shouryuken
    
    4. Tatsumaki Senpuu Kyaku \/ S.Jab, S.Short --> Tatsumaki Senpuu Kyaku
       This combo is a bit tricky, you must aim the Tatsumaki Senpuu Kyaku
       at the very top of the opponent's head, then land and continue the
       combo on from there.
    
    5. J.Fierce/J.Roundhouse \/ S.Fierce/S.Roundhouse --> Tatsumaki Senpuu
       Kyaku/Hadouken/Shouryuken
       The only trick to this combo is that your fierce or roundhouse must
       be close to the opponent, this way Ken will go into his close fierce
       or roundhouse animation and thus you can cancel. If your hits were
       not deep enough Ken will go into his far fierce and roundhouse
       animation and thus you will not be able to cancel.
    
    -----
    X-ISM
    -----
    
    1. C.Forward --> Shouryuu Reppa
    
    2. J.Fierce \/ C.Jab, C.Short --> Shouryuu Reppa
    
    -----
    A-ISM
    -----
    
    NOTE: All of Ken's X-ISM combos work in A-ISM, the only exception is that
          you can replace his Shouryuu Reppa super with either his Shinryuken
          or his Shippu Jinra Kyaku supers if you wish.
    
    1. J.Fierce \/ C.Forward --> Level 1 Shinryuken, Level 2 Shinryuken(juggle)
       This combo is pretty straight forward, the one thing you must not do
       during this combo is ram the buttons to get the extra hits out during
       the first Shinryuken, otherwise the opponent will fall quicker. You
       can also switch the levels meaning you can start off with a level 2
       Shinryuken and end with a level 1 Shinryuken instead.
    
    2. J.Fierce \/ S.Fierce --> Level 1/Level 2 Shinryuken, Level 1/Level 2
       Shouryuu Reppa(juggle)
       Basically the second fierce must have Ken go into his close fierce
       animation, otherwise you will not be able to cancel.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Jab Shoryuken, Jab Shouryuken, Jab Shoryuken, etc.
       That's basically it and all there is to it, just keep repeating this
       combo until your Custom Combo guage runs out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.CU.Forward \/ C.Jab, C.Short, C.Strong, C.Forward --> Shouryuu Reppa
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Fierce \/ S.Jab --> Hadouken --> Any Super
    
    --------------------------------- [ Maki ] ----------------------------------
    
    Universal Combos
    
    1. S.Fierce -> Reppuu Kyaku/Genko
    
    2. Short Stick, S.Fierce -> Reppuu Kyaku/Genko
    
    -----
    X-ISM
    -----
    
    See Universal.
    
    -----
    A-ISM
    -----
    
    See Universal. You can cancel into supers instead of specials.
    
    -----
    V-ISM
    -----
    
    1. FP+RK Custom Combo, Reppuu Kyaku, S.Jab, Reppuu Kyaku, S.Jab, etc.
       Get up close to the opponent, then after the Reppuu Kyaku, move
       closer to the opponent and hit the standing jab, then repeat.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Original Combo
       S.Jab, S.Strong, F.Forward, S.Fierce -> Genko or Super
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Roundhouse \/ C.Fierce --> Genko --> Bushin Gouraiha/Tesshin Hou
    
    3. ISM Plus requirement: Super Alpha Cancel
       Genko --> Bushin Gouraiha/Tesshin Hou
    
    -------------------------------- [ Rolento ] --------------------------------
    
    Universal Combos
    
    1. C.Forward --> Patriot Circle
    
    2. J.Roundhouse \/ S.Fierce --> Patriot Circle
    
    -----
    X-ISM
    -----
    
    1. Take No Prisoners, Patriot Circle(juggle)
    
    NOTE: I haven't found much useful combos in this mode, I guess you will just
          have to stick with the Universal combos instead.
    
    -----
    A-ISM
    -----
    
    NOTE: Rolento's X-ISM combo works in A-ISM as well.
    
    1. Level 1/Level 2 Steel Rain, Level 1/Level 2 Minsweeper
       This combo is rather powerful and does about 60% damage, have fun!
    
    2. Steel Rain, Patriot Circle
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Actiavtion: (JP+SK), (SP+FK)
       Back to corner: Patriot Circle, Patriot Circle, Patriot Circle, etc.
       This is a simple combo and you can keep doing this until your Custom
       Combo guage runs out.
    
    2. Custom Combo Actiavtion: (SP+FK)
       In corner: J.Roundhouse, C.Jab, C.Jab, C.Jab, C.Jab, SJ.Roundhouse, etc.
       Just repeat this over and over again until your Custom Combo guage runs
       out. You must super jump after the four jabs and when you land repeat
       the four jabs.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.Roundhouse \/ C.Jab, C.Short, C.Forward --> Patriot Circle
    
    -------------------------------- [ R.Mika ] ---------------------------------
    
    Universal Combos
    
    1. S.Jab --> Shooting Peach
    
    2. J.DN.Fierce \/ S.Short --> Shooting Peach
    
    3. J.DN.CU.Fierce \/ Paradise Hold/Daydream Headlock
    
    4. In corner: C.Fierce, C.Fierce(juggle)
    
    -----
    X-ISM
    -----
    
    NOTE: I really haven't found any combos that she can only do in X-ISM,
          so help is highly appreciated.
    
    -----
    A-ISM
    -----
    
    1. J.DN.Fierce \/ C.Jab, C.Short --> Rainbow Hip Rush
    
    2. J.DN.CU.Fierce \/ Heavenly Dynamite
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK)
       In corner: Short Shooting Peach, Short Shooting Peach, etc.
       Just keep doing this until your Custom Combo guage runs out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Combo
       J.DN.Fierce \/ C.Jab --> Shooting Peach --> Rainbow Hip Rush
    
    --------------------------------- [ Rose ] ----------------------------------
    
    1. S.Fierce --> Soul Spark/Soul Spiral
       You must be close to the opponent so that her close fierce animation
       comes out, otherwise you can't combo in the Soul Spark or Soul Spiral.
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ C.Jab, C.Short --> Aura Soul Throw
    
    2. J.Fierce \/ S.Fierce --> Aura Soul Throw
       Once again you must be close to your opponent so that the close fierce
       animation comes out and so you will be able to cancel.
    
    -----
    A-ISM
    -----
    
    NOTE: All of her X-ISM combos work in A-ISM, the only exception is that you
          can use her Aura Soul Spark super instead.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       In corner: S.Jab, S.Strong --> Soul Spiral, C.Fierce --> Soul Throw
       This is sorta like a Custom Combo remake of her Aura Soul Throw super,
       you'll have to juggle the opponent with the Soul Throw because the
       game will not allow you to catch and throw them for some odd reason.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.CU.Forward \/ C.Jab, C.Short, C.Fierce --> Soul Spiral
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Fierce \/ S.Fierce --> Soul Spiral --> Aura Soul Throw/Aura Soul Spark
       Basically you must be close to your opponent as the close fierce animation
       comes out so that you will be able to cancel.
    
    ---------------------------------- [ Ryu ] ----------------------------------
    
    Universal Combos
    
    1. C.Fierce --> Hadouken
    
    2. S.Strong --> Tatsumaki Senpuu Kyaku
    
    3. J.Jab \/ S.Jab --> Shouryuken
    
    4. J.Fierce \/ C.Jab, C.Short --> Hadouken
    
    5. Jab Shouryuken, Shoryuken(juggle)
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ C.Fierce --> Shinkuu Hadouken
       This is more of a set up technique, while it is easily avoided its hard
       to counter without being caught by the Shun Goku Satsu.
    
    -----
    A-ISM
    -----
    
    NOTE: All of Ryu's X-ISM combos work in A-ISM, the only exception to this is
          that you can replace his Shinkuu Hadouken super with either his Metsu
          Shouryuken, Shin Shouryuken, or his Shinkuu Tatsumaki Senpuu Kyaku
          super.
    
    1. Jab Shouryuken, Mestu Shoryuken/Shinkuu Hadouken/Shinkuu Tatsumaki
       Senpuu Kyaku(juggle)
    
    2. J.Fierce \/ C.Forward --> Shinkuu Tatsumaki Senpuu Kyaku
    
    3. Tatsumaki Senpuu Kyaku \/ Shinkuu Hadouken/Messatsu Gou Shouryuu/Shinkuu
       Tatsumaki Senpuu Kyaku(juggle)
    
    4. In corner: Tatsumaki Senpuu Kyaku \/ Shinkuu Tatsumaki Senpuu Kyaku
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Jab Shouryuken, Jab Shouryuken, Jab Shouryuken, etc.
    
    2. Custom Combo Activation: (JP+SK), (SP+FK)
       In corner: Tatsumaki Senpuu Kyaku, Tatsumaki Senpuu Kyaku, etc.
    
    NOTE: These two combos will juggle the opponent endlessly unless you decide
          to mess up somewhere along the line and its unescapable once connected!
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Cancel
       J.Fierce \/ C.Jab, C.Short --> Hadouken --> Shinkuu Hadouken/Shinkuu
       Tatsumaki Senpuu Kyaku
    
    2. ISM Plus Requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Tatsumaki Senpuu Kyaku/Hadouken
    
    --------------------------------- [ Sagat ] ---------------------------------
    
    1. S.Short --> Tiger Crush
       Make sure you cancel immediately after the first hit of the knee, other
       wise it will no connect.
    
    2. J.Roundhouse \/ S.Roundhouse --> Tiger Shot/Low Tiger Shot
       Once again quickly cancel after the first hit so that you can cancel.
    
    3. J.Roundhouse \/ S.Fierce --> Tiger Shot/Low Tiger Shot/Tiger Crush
    
    -----
    X-ISM
    -----
    
    1. J.Roundhouse \/ S.Short --> Tiger Uppercut
       Once again you must cancel quickly into the Tiger Uppercut after the
       first hit, if the knee double hits you were too slow!
    
    2. J.Fierce \/ C.Short --> Tiger Genocide
    
    3. In corner: Jab Tiger Uppercut, Jab Tiger Uppercut(juggle)
    
    4. Jab Tiger Uppercut, Low Tiger Shot/Tiger Shot/Tiger Crush(juggle)
    
    5. In corner: Tiger Genocide, Tiger Uppercut(juggle)
    
    -----
    A-ISM
    -----
    
    1. S.Jab --> Tiger Cannon/Tiger Genocide/Tiger Raid
    
    2. Strong/Fierce Tiger Blow, Tiger Crush/Strong or Fierce Tiger Blow/Tiger
       Genocide/Tiger Cannon/Tiger raid/Tiger Shot/Low Tiger Shot(juggle)
    
    3. In corner: Tiger Genocide, Tiger Blow(juggle)
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: any
       In corner: Tiger Blow, Tiger Blow, Tiger Blow, etc.
       Basically just repeat until the Custom Combo guage wears off.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.Fierce \/ S.Jab, S.Strong --> Any Special Move or Super
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Fierce \/ S.Strong --> Tiger Shot --> Any Super
       The trick to pulling this combo off is that Sagat must go into his close
       strong animation, otherwise you will not be able to cancel into the Tiger
       Shot.
    
    -------------------------------- [ Sakura ] ---------------------------------
    
    Universal Combos
    
    1. C.Strong --> Shunpuu Kyaku
    
    2. C.Strong --> Hadouken
    
    3. J.Roundhouse \/ C.Jab, C.Short --> Shououken
    
    4. In corner: Roundhouse Shunpuu Kyaku, S.Jab --> Shunpuu Kyaku/Shououken/
       Hadouken
    
    -----
    X-ISM
    -----
    
    1. C.Short --> Midare Zakura
    
    2. J.Roundhouse \/ S.Jab, S.Short --> Midare Zakura
    
    -----
    A-ISM
    -----
    
    NOTE: All of Sakura's X-ISM combos work in her A-ISM mode, the only exception
          to this is that she can replace her Midare Zakura super with either her
          Shinkuu Hadouken super or her Haru Ichiban super if she wishes.
    
    1. In corner: Sakura Otoshi
       Well this isn't exactly a true combo, the Sakura Otoshi will hit multiple
       times if you are in the corner.
    
    2. J.Roundhouse \/ C.Strong --> Shunpuu Kyaku, S.Jab --> Forward Sakura
       Otoshi (juggle)
       This is the coolest combo Sakura can do, not only that her Sakura Otoshi
       will hit three times in this combo, but you must cancel very QUICKLY. If
       you fail to do so the Sakura Otoshi will not connect.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Acivation: (JP+SK)
       Back to corner: Strong Shououken, Strong Shououken, etc.
       Basically just keep doing this until your Custom Combo guage runs out.
       Also note that you will have to turn around after a few Shououkens in
       the corner.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       In corner: J.Roundhouse \/ S.Jab, S.Short, C.Strong --> Roundhouse
       Shunpuu Kyaku, S.Jab --> Forward Sakura Otoshi(juggle)
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Roundhouse \/ S.Strong --> Hadouken --> Any Super
    
    ------------------------------ [ Shin Akuma ] -------------------------------
    
    Universal Combos
    
    1. C.Strong --> Gou Hadouken
    
    2. Tatsumaki Zankuu Kyaku \/ Gou Shouryuken(juggle)
       The trick in this combo is to jump in with your hurricane kick and that
       should bounce the opponent up and you can go into your Gou Shoryuken as
       you land.
    
    3. J.Roundhouse \/ C.Strong --> Gou Hadouken
    
    4. Tatsumaki Zankuu Kyaku \/ S.Jab --> Gou Hadouken(juggle)
    
    5. J.Fierce \/ S.Jab --> Tatsumaki Zankuu Kyaku, Gou Shoryuken, Gou
       Hadouken(juggle)
    
    6. Roundhouse Tatsumaki Zankuu Kyaku, Jab Gou Shouryuken, etc.(juggle)
       Can you belive that this is his infinite? Its so easy to do and
       Akuma breaks the "One juggle per combo only" law! The timing is
       extremely easy and takes little time to master.
    
    7. Zankuu Hadouken \/ C.Jab --> Gou Hadouken
    
    8. Jab Gou Shoryuekn, Jab Gou Shouryuken(juggle)
    
    9. J.Roundhouse \/ S.Jab, S.Short --> Tatsumaki Zankuu Kyaku, S.Stromg
       --> Gou Hadouken
    
    -----
    X-ISM
    -----
    
    1. C.Roundhouse --> Shun Goku Satsu
       This is basically a killer strategy, this will 100% guaranteed to catch
       the opponent as they get up. Yes this super is this fast and 100%
       uncounterable and un escapeable as the opponent gets up!
    
    2. S.FWD.Forward --> Tatsumaki Zankuu Kyaku, S.Jab --> Tatsumaki Zankuu Kyaku
       (juggle)
    
    3. Zankuu Hadouken \/ Shun Goku Satsu
       Yes this does work thanks to Shin Akuma's Shun Goku Satsu speed!
    
    4. J.Fierce \/ S.Jab, S.Jab, F, S.Short, S.Fierce
       Notice this combo? I actually got 19 hits total out of this combo
       mainly with the first four hits and then the 15 hits from the Shun
       Goku Satsu.
    
    -----
    A-ISM
    -----
    
    1. S.Jab --> Messatsu Gou Shoryuu
    
    2. C.Forward --> Messatsu Gou Hado
    
    3. Tatsumaki Zankuu Kyaku, Messatsu Gou Shouryuu/Messatsu Gou Hado
       (juggle)
    
    4. In corner: Jab Gou Shouryuken, Messatsu Gou Shouryuu(juggle)
    
    5. Zankuu Hadouken \/ Messatsu Gou Shouryuu
    
    -----
    V-ISM
    -----
    
    1. Custom Combo activation: (JP+SK), (SP+FK)
       S.FWD.Forward, etc.
       This really isn't a combo but more of an annoyance move, use this to take
       down that guard meter!
    
    ---------------
    ISM PLUS Combos
    ---------------
    
    1. ISM Plus requirement: Alpha Combo
       C.Jab, C.Short, C.Forward --> Messatsu Gou Shoryuu
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ C.Short, C.Jab --> Level 1/Level 2 Messatsu Gou Shouryuu
       --> Tenma Gou Zankuu(juggle)
    
    3. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ S.Jab, S.Short --> Gou Hadouken --> Messatsu Gou Shouryuu/
       Messatsu Gou Hado
    
    --------------------------------- [ Sodom ] ---------------------------------
    
    Universal Combos
    
    1. C.Fierce --> Jigoku Scrape
    
    2. J.Fierce \/ S.Jab --> Daikyo Burning
    
    3. J.Fierce \/ C.Fierce --> Daikyo Burning/Jigoku Scrape
    
    4. J.CU.Short \/ Butsumetsu Buster
       The basis of this combo is more like strategy, immediately begin the
       motion once you have connected with the short.
    
    -----
    X-ISM
    -----
    
    1. J.Fierce \/ C.Fierce --> Meido No Miyage
    
    -----
    A-ISM
    -----
    
    NOTE: All of Sodom's X-ISM combos work in A-ISM as well, no variables here.
    
    1. J.CU.Short \/ Tenchusatsu
       Like his other combo, immediately start the motion once you have connected
       with the short and hopefully the opponent will fall for it.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK)
       Fierce Jigoku Scrape, C.Fierce /\ J.Fierce \/ C.Fierce /\ J.Fierce, etc.
       That's all you have to do, just keep balancing them until your Custom
       Combo guage runs out. Basically repeat the fierces.
    
    2. Custom Combo activation: (JP+SK)
       In corner: Strong Jigoku Scrape, Strong Jigoku Scrape, etc.
       Just keep repeating this until your Custom Combo guage runs out, and
       also you must be close to your opponent when you start this combo.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.Fierce \/ S.Jab, S.Short, S.Strong --> Jigoku Scrape/Meido No Miyage
    
    2. ISM Plus Requirement: Super Alpha Cancel
       J.Fierce \/ C.Fierce --> Jigoku Scrape --> Meido No Miyage
    
    -------------------------------- [ T.Hawk ] ---------------------------------
    
    Universal Combos
    
    1. S.Jab --> Tomahawk Buster
    
    2. J.DN.Fierce \/ S.Jab, S.Short --> Tomahawk Buster
    
    3. J.DN.CU.Fierce \/ Mexican Typhoon
       This combo is difficult, you have to hesistate when you come down and then
       pull it off. But you must hesistate for the smallest second, making it
       un-noticable.
    
    -----
    X-ISM
    -----
    
    1. J.DN.CU.Fierce \/ Raging Typhoon
       Like the combo above, just hesistate ever so slightly, while its not a
       true combo, it works effective though.
    
    -----
    A-ISM
    -----
    
    NOTE: All of T.Hawk's X-ISM combos work in A-ISM, there are no variables
          and I haven't found a single combo in A-ISM that can't be done in any
          other mode.
    
    -----
    V-ISM
    -----
    
    1. Custom Combo Activation: (JP+SK)
       In corner: Tomahawk Buster, Tomahawk Buster, etc.
       Basically just keep repeating this until your Custom Combo guage runs
       out.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.DN.CU.Fierce \/ S.Jab, S.Short, S.Strong --> Tomahawk Buster
    
    --------------------------------- [ Vega ] ----------------------------------
    
    Universal Combos
    
    1. S.Jab --> Rolling Crystal Flash
    
    2. J.Roundhouse \/ C.Forward --> Rolling Crystal Flash
    
    -----
    X-ISM
    -----
    
    NOTE: I have not found any X-ISM combos that he can't do in any other mode,
          and suggestions are welcomed.
    
    -----
    A-ISM
    -----
    
    1. J.Roundhouse \/ C.Forward --> Scarlet Mirage/Red Impact
    
    2. Rolling Barcelona Attack, S.Fierce(juggle)
    
    -----
    V-ISM
    -----
    
    1. J.Roundhouse \/ C.Forward --> Scarlet Terror
    
    2. Custom Combo Activation: (JP+SK)
       In corner: Rolling Crystal Flash, Rolling Crystal Flash, etc.
       That's it, just keep doing this until your Custom Combo guage wears off.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Super Alpha Cancel
       J.Roundhouse \/ C.Forward --> Rolling Crystal Flash --> Red Impact/Scarlet
       Mirage
    
    2. ISM Plus Requirement: Alpha Combo
       J.Fierce \/ S.Jab, C.Short, C.Forward --> Rolling Crystal Flash
    
    ---------------------------------- [ Yun ] ----------------------------------
    
    Universal Combos
    
    1. J.Fierce \/ S.Jab, S.Short, S.Strong -> Zesshou-Hohou or Super
    
    2. Zenpou Tenshin(SK), Combo #1
    
    3. Zenpou Tenshin(SK), RK, SP -> Special Attack or Super
    
    -----
    X-ISM
    -----
    
    See Universal.
    
    -----
    A-ISM
    -----
    
    You can do any combo in the Universal, but you can add supers instead of
    specials.
    
    -----
    V-ISM
    -----
    
    1. RK+FP Custom Combo, Kobokushi, J.Jab, Kobokushi, J.Jab, etc.
       This is a very tough combo to pull off. Once you're in the corner
       initiate the combo, then immediately after you do a Kobokushi, jump
       up with a jab, then when you land quickly walk forward and do another
       Kobokushi, etc.
    
    2. SK+JP Custom Combo, Senkyutai, J.Short, Senkyutai, J.Short, etc.
       Do this in the corner, but be wary of the timing, it's a bit tough.
       It is possible to do this with the FP+RK Custom Combo, but you can
       get more hits out of this version.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus requirement: Original Combo
       S.Jab, S.Short, C.Strong, S.Fierce --> Special or Super
    
    2. ISM Plus requirement: Super Alpha Cancel
       J.Fierce \/ S.Jab, S.Short, S.Strong --> Zesshou-Hohou --> any super
    
    -------------------------------- [ Zangief ] --------------------------------
    
    Universal Combos
    
    1. S.Jab --> Spinning Lariat/Spinning Clothesline
    
    2. J.DN.Forward \/ C.Short --> Spinning Clothesline/Spinning Lariat
    
    3. J.DN.Forward \/ Atomic Suplex
    
    4. J.DN.CU.Fierce \/ Spinning Pile Driver/Atomic Suplex
       You must hesistate for the slightest split second, making it un-noticable
       and then execute it, otherwise your opponent can escape from it.
    
    5. J.DN.CU.Fierce \/ S.Forward --> Atomic Suplex
    
    -----
    X-ISM
    -----
    
    1. J.DN.CU.Fierce \/ Final Atomic Buster
       Again, you must hesistate for the slightest split second, making it
       un-noticable, if you do it the moment you land you will have wasted
       your super.
    
    -----
    A-ISM
    -----
    
    NOTE: I have not found any combos in A-ISM that Zangief cannot do in any
          other mode and suggestions are always welcomed.
    
    -----
    V-ISM
    -----
    
    NOTE: I haven't found any true and effective combos for Zangief in V-ISM but
          he has a MUCH more easier time comboing in his throws, don't worry
          play him in V-ISM, turn on your Custom Combos and you will see what
          I mean.
    
    ---------------
    ISM Plus Combos
    ---------------
    
    1. ISM Plus Requirement: Alpha Combo
       J.DN.CU.Fierce \/ S.Jab, S.Strong, C.Roundhouse
    
    =============================================================================
    -------------------------------- [ ISMs ] -----------------------------------
    =============================================================================
    
    - [ A-ISM ] -
    
     This mode refers to the original Alpha style mode, you know the basics in
     Alpha 2, Alpha Counters, Tech hits, 3 levels of supers, characters having at
     least 2 different supers, taunt, and ground recovery. The damage guage on
     this mode is average, and there is also a Guard Meter which will be
     discussed later on. In this mode there is a Guard Meter underneath the life
     bar and that meter's length varies upon characters. Also I found it that
     this mode takes the longest to build the super meter, and I'm not sure why
     people were so easily confused that X-ISM mode gained your level the
     slowest. Also there are very few cancellable attacks, basically limited to
     Jabs, Shorts, and Strongs.
    
     - [ X-ISM ] -
    
     This mode is refered to classical mode. Thus meaning all characters play
     exactly like they did in Super Street Fighter 2 Turbo. This also goes the
     same for characters who were not in Super Street Fighter 2 Turbo. You cannot
     ground recover in this game, have Alpha cancels, and players are limited to
     only one level of super. Also you cannot Taunt in this mode with the
     exception of Dan and you can also air recover and tech hit as well. I don't
     know why they have a Guard Meter in this mode since Super Street Fighter 2
     Turbo never had a Guard Meter, but the Guard Meter in this mode for everyone
     is very high and thus making it harder to Guard Crush anyone and also the
     damage done in this mode is significantly higher than in other modes. Also
     the Supers in this mode look exactly like a level 3 A-ISM super like for
     example Ken's Shoryu Reppa is three waves instead of two waves like it was
     in the original Super Street Fighter 2 Turbo. Also the super meter builds
     significantly more quicker than in A-ISM, but less quicker than in V-ISM.
     Also you have more cancelable attacks, like Ryu can go from a crouching
     fierce into a Hadoukenm unlike him in A-ISM version.
    
    - [ V-ISM ] -
    
     This mode allows the character to perform custom combos, basically having
     a character with increase speed(but decreased strength) and allowing him or
     her to chain in virtually any attacks in any patterns. However, unlike
     Alpha 2, you cannot throw out more than 2 projectiles at once. Custom
     combos last for up to 7 seconds and you can infinitely juggle your opponent
     but unless you're using a special grab, chances are...your attacks will
     only do a few pixels to one pixel of damage per attack. In V-ISM however,
     your defense is higher than that of other modes but your attack power is
     weaker, also certain moves can only be done in this mode as well.
    
    ---- [ Bonus Modes ] ----
    
     Well these are modes that can be combined with any other ISM modes. There
     really isn't anything special about these modes except for Classical which
     will be discussed below. These modes can either hamper or improve your
     performance.
    
    - [ Normal Mode ] -
    
     This is the default game mode.
    
    - [ Mazi Mode ] -
    
     More like a double edged sword, this mode will boost your attack power
     signifcantly but your defense takes a deep plunge. Not only that, your
     guard meter is brought down quicker as well.
    
    - [ Saikyou Mode ] -
    
     This mode is a little odd. This will decrease your Guard Meter defense power
     making it easier for opponents to Guard Crush you. So if you were to block
     attacks it'll probably take a few seconds for the opponent to Guard Crush
     you! Also this is a weaker version of Mazi mode but is stronger than X-ISM
     mode alone. Also I found it extremely hard to cancel in this mode and I'm
     not sure if you can even cancel, so it is questionable whether I was having
     a bad controller day or something. Also this mode is a bit stronger than X-
     ISM mode alone meaning that your damage is little lower than than Mazi mode
     and your defense is higher than X-ISM mode alone, but in X-ISM mode alone
     your attack power is weaker but your defense is higher, see what I mean?
     Well to clarify things up here goes the nifty chart I made:
    
    - [ Rank(Power) ] -
    
    1.Mazi+X-ISM
    2.Saikyou+X-ISM
    3.Normal+X-ISM
    
    - [ Rank(Defense) ] -
    
    1.Normal+X-ISM
    2.Saikyou+X-ISM
    3.Mazi+X-ISM
    
    NOTE: 1 means its the strongest defense or attack power and 3 means its at the
    bottom. I'm only using this to refer to X-ISM mode though.
    
    
    - [ Classical Mode ] -
    
     This was the special mode I was referring to. This mode is more like the
     Super Street Fighter 2 type of play that was on the SNES and GENESIS if you
     all remember those good old memories. Sometimes your characters attacks may
     differ from Alpha mode because it refers back to before the Alpha series
     ever came out. In this mode, you are also given no super meter and no guard
     meter. Your attacks are a bit stronger than from X-ISM mode, but your
     defense is also weaker.
    
    =============================================================================
    ------------------------------ [ Game Engine ] ------------------------------
    =============================================================================
    
    -----------------------------------------------------------------------------
    Blocking: B(while being attacked)                 Mode: All modes
    -----------------------------------------------------------------------------
    
     This is your basic defense strategy. You probably won't win much battles
     without blocking so just block! Although you are blocking you can still
     recieve minimal damage from special move attacks and Super combos, and no
     damage from regular attacks. Just be warned throws are unblockable as well
     as other certain moves. You cannot block overhead hits or jumping attacks by
     blocking low but you can block these certain attacks by blocking high. Also
     you cannot block knockdowns or other low attacks, but you can block these
     attacks by blocking low. Also you will always be in proximity blocking mode
     which means you can actually move before the projectile hits you, instead of
     standing in your block stance long before an attack or projectile hits you
     like in previous SF games(Street Fighter 2, etc.).
    
    -----------------------------------------------------------------------------
    Air Blocking: B(while being attacked in the air)  Mode: V-ISM and A-ISM
    -----------------------------------------------------------------------------
    
     When you jump in you might not always want to attack because of the high
     priority of your opponent's anti-air attacks. Thus you can jump in while
     blocking. However you sometimes cannot block anti-air supers for some
     reasons, I don't know. Also launchers are un-airblockable like Ryu's
     Crouching Fierce or Chun-Li's Standing Roundhouse.
    
    -----------------------------------------------------------------------------
    Alpha Counter: F+P+K(same strength)               Mode: V-ISM and A-ISM
    -----------------------------------------------------------------------------
    
     When you are blocking an attack you can counter attack while either
     consuming one level of your Super Meter or 50% of your Custom Combo guage.
     This is an extremely quick attack and most likely your opponent will not be
     able to block it. They should have made it B,DB,D+P or K like in Street
     Fighter Alpha 2, but I guess they thought that the Alpha counter was done by
     accident too often. Each character has a certain Alpha counter in each of
     the two modes, and its up to you to find out when to use each counter.
    
    -----------------------------------------------------------------------------
    Taunt: Select                           Mode: A-ISM, V-ISM, X-ISM(Dan only)
    -----------------------------------------------------------------------------
    
     Taunts in the game are by no means meant to give you the upper hand in
     battle. They're mainly used to tease the opponent. Use it at your own
     risk. Note that only Dan is able to taunt in X-Ism.
    
    -----------------------------------------------------------------------------
    Guard Meter: (under life bar)                     Mode: All modes
    -----------------------------------------------------------------------------
    
     This is new to the Alpha series, and you will see a small guage under your
     character's life bar. This is known as the Guard Meter(I actually hate this
     idea) and it will slowly decrease as you take a hit while blocking, and the
     max amount will decease by one bar if you happen to use an Alpha counter. If
     your Guard Meter goes down to 0 your character is then "Guard Crushed"
     meaning that the opponent is dizzy until his or her Guard Meter guage
     refills. Also if you take serveral hits and then avoid contact with the
     opponent your Guard Meter guage will slowly regenerate itself. Also try to
     stay away from opponents if they are on V-ISM mode because it is known to
     hack away at that Guard Meter real quickly.
    
    -----------------------------------------------------------------------------
    Throw: B or F+2P or 2K                            Mode: All modes
    -----------------------------------------------------------------------------
    
     You use throws, you must be close to your opponent. Note that all characters
     have air throws, but if you miss with your throw, your character will be
     stuck in their "miss" animation for a short while.
    
    -----------------------------------------------------------------------------
    Tech Hit: B or F+2P or 2K(after thrown)           Mode: All modes
    -----------------------------------------------------------------------------
    
     If an opponent throws you you can cut the damage in half by performing the
     same motion as a throw to cut damage in half and the character will flip
     into an upright position and be able to air block or ground block. Grabs
     like Ken's knee bash the damage can be reduced completely if you anticipate
     it before it happens. This goes the same for all throws and grabs, you must
     perform the motion the instant you are thrown or a split second after you
     are thrown otherwise you will take the full effect of the throw.
    
    -----------------------------------------------------------------------------
    Reversal: Special move after knockdown/blocked attack   Mode: All modes
    -----------------------------------------------------------------------------
    
     This move can be done by anybody with any move as long as the move is a
     special attack like a Dragon Punch or a projectile or even a super. For
     example, when Charlie is knocked down he can still charge for his Somersault
     Kick, as Charlie gets up he can immediately press U+K and the opponent
     cannot counter unless the opponent is blocking. Even Ryu can perform his
     Dragon Punch motion in advance while he is knocked down. Also after you have
     blocked any one of an opponent's attack you must perform a special attack
     immediately, this is what I call the "2nd Alpha Counter." Only special moves
     are quick enough to counter before an opponent even recovers from a Jab.
     This is a much better use than the normal Alpha Counter because you do not
     need to consume one level of Super or 50% of your Custom Combo guage.
    
    -----------------------------------------------------------------------------
    Ground Reverse: 2K(after knockdown or before it)     Mode: A-ISM and V-ISM
    -----------------------------------------------------------------------------
    
     You can use this whenever you are knocked down or when you can anticipate
     it. Your character will roll to safety and avoid being attacked when you get
     up. You can sometimes cross the opponent with this move sometimes and have
     the upperhand in some battles also you can use this after a throw knocks you
     down, like Chun-Li's ground throw.
    
    -----------------------------------------------------------------------------
    Guard Crush: Continous blocked attacks               Mode: All modes
    -----------------------------------------------------------------------------
    
     Well this being new to the Alpha series, it takes away all the pride and joy
     of being a turtler. When you continuosly block an attack you take Guard
     Meter damage, when your Guard Meter empties out you are momentarily stunned
     for about a second while falshing blue. Afterwards one block of your Guard
     Meter is permanently down until the next round or battle. However the
     opponent can only knock down the Guard Meter until he or she has one block
     left, which makes it hazardous to block attacks. Also when your in Classical
     mode you don't have a Guard Meter, so you can block all you want and also
     when your fighting against two opponents at the same time like against Juni
     and Juli.
    
    -----------------------------------------------------------------------------
    Guard Crush Advance: Block just prior to attack      Mode: All modes
    -----------------------------------------------------------------------------
    
     Right before an opponent attacks you block, so that your Guard Meter will
     not be reduced. But often this proves fatal due to the fact that its hard to
     instantaneously block most supers, since supers come out so fast. But I
     myself have had trouble doing this sometimes because I'll always get hit
     before I block, so its better off you try to avoid being attacked instead.
     If you have done this correctly your character will flash blue.
    
    -----------------------------------------------------------------------------
    Damage Escape: Ram buttons and shake control pad     Mode: All modes
    -----------------------------------------------------------------------------
    
     You can reduce the damage of attacks if you 'go crazy' on the controller.
     While the damage reduced isn't really too favorable, chances are, it'll
     save you from defeat once in a while. Your character will flash red if you
     successfully performed the move.
    
    -----------------------------------------------------------------------------
    Counter Hit: Attack before/after opponent attacks    Mode: All Modes
    -----------------------------------------------------------------------------
    
     Well basically if you hit an opponent before they begin their attack you
     will recieve a message "counter hit." If you counter hit an opponent you
     will cause twice the damage that move normally would. Also Counter hits
     happen very often in a game even if you don't intend to do so. Also if you
     counter hit each other or if you or the opponent performs the counter hit to
     late you will both suffer twice the damage that move would normally would.
    
    -----------------------------------------------------------------------------
    Air Escape: F or B+2P or 2K after being launched     Mode: All modes
    -----------------------------------------------------------------------------
    
     I still don't know why they have this here either. Once your knocked into
     the air you should stay their until the opponent attacks you or if the
     opponent just lets you go. This is sorta like a Tech Hit, but it is only
     done in the air, after you have been launched by certain attacks do the
     throw motion and your character will flip out of his or her stun animation
     and be ready to perform a counter attack or just block before the opponent
     can continue to juggle the opponent.
    
    -----------------------------------------------------------------------------
    Variation: P+K(of same strength)                     Mode: V-ISM
    -----------------------------------------------------------------------------
    
     Custom combos have really taken a back seat since Alpha 2. Once initiated
     your character will have a series of shadows follow them(they also count
     for hits) and depending on the strength of the buttons used...your
     character's shadow will delay its attack. You can pretty much juggle your
     opponent infinitely during this sequence but note that the amount of
     projectiles you can throw out is limited to just 2-3. Your character cannot
     block during the custom combo but unlike Alpha 2, he or she can turn
     around. You can begin to use custom combos at 50%.
    
    -----------------------------------------------------------------------------
    Super Combos: Special Motion+P or K                 Mode: X-ISM and A-ISM
    -----------------------------------------------------------------------------
    
     These attacks drain your super meter(the guage at the bottom of the screen)
     and you can vary the amount that is drained as well as the strength of the
     super depending on the strength of the punch or kick used in the attack.
     In X-Ism however, your character will only be given one super.
    
    -----------------------------------------------------------------------------
    Juggle: Continous attack                               Mode: All modes
    -----------------------------------------------------------------------------
    
     Basically a form of a combo, as you attack sometimes you will get your
     opponent in the air...and assuming they don't pull off an escape, you can
     attack them again as they come back down. Note however that often at times
     you are limited to a set amount of consecutive juggle attacks.
    
    -----------------------------------------------------------------------------
    Launchers: Normal move anti-air attack                 Mode: All modes
    -----------------------------------------------------------------------------
    
     Launchers in this game cannot be blocked and can only be done if you attack
     your opponent of the air. Usually these 'launchers' are the stronger punches
     and kicks. You can add a juggle combo afterwards.
    
    -----------------------------------------------------------------------------
    Projectile strength: Fireball move that travels        Mode: All modes
    -----------------------------------------------------------------------------
    
     The strength of your projectiles depends on distance, the closer you are the
     more damage it will do. Far opponents taking the effects of a projectile
     won't take much damage, this is probably Capcom's response to the 'keep-
     away' tactics employed by so many before.
    
    =============================================================================
    -------------------- [ Extra Characters and Extra Modes ] -------------------
    =============================================================================
    
    **** [ Gameboy Advance ] ****
    
    Unlock          | How
    -----------------------------------------------------------------------------
    Classic Mode    | Win 50 Battle Survival Mode
    Mazi Mode       | Win 30 Battle Survival Mode
    Saikyo Mode     | Win 10 Battle Survival Mode
    Dramatic Battle | Finish Single Mode once
    Final Battle    | Win Boss Battle Survival Mode
    Survival Mode   | Win Dramatic Battle Mode
    Eagle           | Finish Single Mode with 11 different characters
    Evil Ryu        | Finish Single Mode with 3 different characters
    Guile           | Finish Single Mode with 5 different characters
    Maki            | Finish Single Mode with 7 different characters
    Yun             | Finish Single Mode with 9 different characters
    Shin Akuma      | Finish Single Mode with Eagle, Evil Ryu, Guile, Maku, Yun
    Final Bison     | Finish Single Mode on highest difficulty with Shin Akuma
    
    ISM Pluses         | How
    -----------------------------------------------------------------------------
    Alpha Combo        | Clear Final Battle with 1 character
    Alpha Cancel       | Clear Final Battle with 5 characters
    Alpha Counter+     | Clear Final Battle with 8 characters
    Air Guard          | Clear Final Battle with 7 characters
    Auto Guard         | Clear Final Battle with 2 characters
    Guage Plus         | Clear Final Battle with 10 characters
    Guard Destroy      | Clear Final Battle with 4 characters
    Hard Body          | Clear Final Battle with 12 characters
    Infinite Guard     | Clear Final Battle with 9 characters
    Limit Off          | Clear Final Battle with 3 characters
    Super Alpha Cancel | Clear Final Battle with 6 characters
    Super Guard        | Clear Final Battle with 11 characters
    
    * NOTE: You can sort of unlock two things at once. When you acquire Evil Ryu
            or Guile early on, and then Maki and others, you can beat the game
            with Maki, Yun, Guile, etc. When you do, you not only help unlock
            other characters but you can unlock Shin Akuma at the same time.
    
    *** [ Playstation ] ****
    
    - [ Guile ] -
    
      Finish World Tour Mode at level 27, you must defeat Guile on the last
      stage. You can acquire Guile if your game clock is run past 80 hours.
    
    - [ Evil Ryu ] -
    
      You must reach level 30 in World Tour Mode after defeating Guile. You can
      acquire Evil Ryu if your game clock is run past 120 hours.
    
    - [ Shin Akuma ] -
    
      You must defeat Shin Akuma after defeating Evil Ryu at level 32. You can
      acquire Shin Akuma if your game clock is run past 180 hours.
    
    - [ Classic Balrog ] -
    
      Finish World Tour mode or have game clock run past 8 hours.
    
    - [ Dramatic Mode ] -
    
      Finish the game at level 8 difficulty with any character.
    
    - [ Final Battle Mode ] -
    
      Finish Dramatic Battle Mode with both Juni and Juli and Ryu and Ken or
      have game clock run past 60 hours.
    
    - [ Dual Battle Mode ] -
    
      Finish Dramatic Battle Mode with Juni and Juli and Ryu and Ken or have
      game clock run past 30 hours.
    
    - [ Classical Mode ] -
    
     Finish the game at level 4 difficulty or have game clock run past two hours.
     To initiate the modes, hit select during character selection screens.
    
    - [ Mazi Mode ] -
    
     Finish the game at level 4 difficulty or have the game clock run past three
     hours. To initiate the modes, hit select during the character selection
     screens.
    
    - [ Saikyou Mode ] -
    
     Finish the game at level 5 difficulty or have the game clock run past five
     hours. To initiate the modes, hit select during the character selection
     screens.
    
    - [ Team Battle Mode ] -
    
     Defeat double Chun-Li in World Tour Mode in Hong Kong or have your game
     clock run past 15 hours.
    
    - [ Survival Mode ] -
    
     Finish Point 48106 in World Tour Mode or have your game clock run past
     20 hours.
    
    - [ Playstaion Version Introduction ] -
    
     Game clock must be past 48 hours.
    
    - [ Fight vs. Shin Akuma ] -
    
     Hold L1 and L2 during or after selectiong your character in Final Battle
     Mode.
    
    
    NOTE: There are times when your modes do not load up, even after auto-load.
          To remedy this problem, go back into World Tour mode and load up your
          characters and then exit out of World Tour mode. On the main menu, you
          should see the modes unlocked.
    
    =============================================================================
    ------------------------ [ World Tour ISM Pluses ] --------------------------
    =============================================================================
    
     During World Tour Mode you'll fight a series of battles and along the way
     certain modes and characters becomes unlocked. Also for each character you
     are given an ISM Plus, these are enhancements that you can use in any mode
     (ism) you are in. You can only use a maximum of 3 different ISM pluses for
     your characters. These pluses are used with characters that have been set
     in Entry Mode.
    
    *** [ Green Bar ] ***
    
      These ISM pluses consume up one bar.
    
    - [ Alpha Counter Plus(Green Bar) ] -
    
     This will increase the damage of your alpha counters.
    
    - [ Air Guard ] -
    
     This will allow an X-ism character to air block.
    
    - [ Guage Power Plus ] -
    
     This will increase the damage that you do to an opponent's guard meter.
    
    - [ Infinite Guard ] -
    
     You cannot be guard crushed as you are given unlimited Guard Meter.
    
    - [ Hard Body ] -
    
     Block damage is reduced and dizzying will take more effort from the
     opponent.
    
    - [ Super Guage Plus ] -
    
     Probably the best of all bars, period. This will gradually raise your
     Super guage, and doing special attacks at the same time will only increase
     the speed at which you will earn enough for a super.
    
    - [ Auto Guard ] -
    
     Allows the character to automatically block all upper attacks, lower
     attacks however still require manual operation.
    
    *** [ Red Bar ] ***
    
      These ISM pluses consume up two bars.
    
    - [ Alpha Combo ] -
    
     This will allow a character to chain in combos more easily, and this
     will allow characters do perform a 'magic' series as well, provided you
     are close enough to your opponent.
    
    - [ Super Alpha Cancel ] -
    
     This will allow you to 'EX Cancel' as you can chain in a special attack
     to a super attack.
    
    - [ Alpha Cancel ] -
    
     This allows you to cancel all your regular attacks into special attacks
     or super attacks.
    
    - [ Damage Plus ] -
    
     All of your character's attacks are given a slight boost in attack power.
    
    - [ Super Guard ] -
    
     Block damage cannot be incurred on the character.
    
    =============================================================================
    -------------------------- [ Character Win Poses ] --------------------------
    =============================================================================
    
    
    In this game each character has a certain win pose, to select which win pose
    you want follow these simple procedures:
    
    - Pick any character and play either Arcade Mode, Versus Mode, Dramatic
       Battle Mode, World Tour Mode, Survival Mode, or Team Battle Mode. Do not
       pick the other modes because they will not give you the opportunity to
       select your win pose.
    
    - Then in that mode that you have selected defeat your opponent.
    
    - Immediately when you have knocked out your opponent(in can be between
       rounds) hold the select button.
    
    - When you hold down the select button hit any other attack button you
       wish to see the win pose for.
    
    Below is a list of all 36 characters in the game, all these characters
    will include a listing of what win poses each character has depending on
    which button you press after your victory.
    
    
    NOTE: Certain characters will require you to be in a certain ISM to have a
          certain win pose, or it may change certain button selections for that
          certain win pose or win poses for the entire character.
    
    -- [ Adon ] --
    
    JP - Stands and gives his opponent a thumbs down.
    SP - Jumps up while he takes off his bandana and holds it while he looks at
         it
    FP - Stands and gives a menacing, but funny laughter.
    SK - Stands with back towards the screen and flexes both biceps in sorta
         being in a "Proclaiming to be a master" pose(sorta reminds me of Chou Li
         from Bloodsport).
    FK - Shakes his head for a while and then he kneels down and looks to the
         sky.
    RK - Stands there and tilts his head back and forth while having both his
         hands covering his face repeatedly(?).
    
    -- [ Akuma ] --
    
    JP - Stomps the ground and he goes into a ready pose.
    SP - Same as above.
    FP - Stands there with his back to the screen and the "ten" symbol lights up.
    SK - Same as above.
    FK - Stands in his ready pose but this time he shakes violently.
    RK - Same as SK and FP
    
    -- [ Balrog ] --
    
    JP - Stands in a boxing victory pose and laughs
    SP - Same as above
    FP - Same as above
    SK - Same as above
    FK - same as above
    RK - He flexes his muscle enough to rip his shirt and laughs
    
    -- [ Birdie ] --
    
    JP - Holds out his knife while he gives an awkward smile(?).
    SP - Holds out a thumbs up then quickly gives a thumbs down while sticking
         out his tongue. He also exclaims "Hey!...You!"
    FP - Stretches out his chains and licks it(?!).
    SK - Holds out two fingers and a thumb at the opponent, just like his level 3
         The Birdie.
    FK - Holds out 3 fingers out and exclaims "I, number one!" (shows you his
         intellect :P).
    RK - Stands in a "ready to dance" pose(?!).
    
    -- [ Bison ] --
    
    JP - Stands over his opponent and says "Bah, Nuruiwa!"
    SP - Same as his JP win pose above.
    FP - Same as his JP win pose above.
    SK - Same as his JP win pose above.
    FK - Same as his JP win pose above.
    RK - Same as his JP win pose above.
    
    -- [ Blanka ] --
    
    JP - Flips around repeatedly while laughing in his own amzonic way.
    SP - Same as above.
    FP - Same as above.
    SK - Same as above.
    FK - Same as above.
    RK - Same as above.
    
                       -- [ Blanka vs. Blanka ] --
    
    JP - Same as his regular taunt against a different opponent.
    SP - Eats a bunch of watermelons really fast and throws the trash at his
         opponent.
    FP - Drinks orange juice from his juice maker(?!).
    SK - Celebrates victory while throwing up his arms in the air repeatedly.
    FK - Same as above.
    RK - Same as SP.
    
    -- [ Cammy ] --
    
    JP - Swings her arm and gives a neutral look to the front of the screen.
    SP - Saluts M.Bison as he floats while laughing and exclaims "Yes Sir."
    FP - Stands in silence as M.Bison floats while laughing.
    SK - Stands with her back to the screen and gives a silent but quick thumbs
         up(funny!).
    FK - Stands with her back to the screen and turns around and gives a thumbs
         up while she smiles.
    RK - Same as JP.
    
    -- [ Charlie ] --
    
    JP - Puts on his glasses and goes "Hmph!"
    SP - Same as above.
    FP - Same as above.
    SK - Gives a sorta 2 finger salut and exclaims "Too easy!"(most intimidating
         of them all!).
    FK - Same as above.
    RK - Shaves his nails with something(?), whiffs his air with his breath and
         exclaims "Hmph!"
    
    -- [ Chun-Li ] --
    
    JP - Stands for a moment and bows a little with her hand out and exclaims
         "Gomen ne"
    SP - Same as above.
    FP - Same as above.
    SK - Same as above.
    FK - Same as above.
    RK - Same as above.
    
           --- [ X-ISM ] ---
    
    JP - Same as her A-ISM taunt.
    SP - Same as above.
    FP - Same as above.
    SK - Same as above.
    FK - Same as above.
    RK - Stands for a moment and does a few kicks and stops in the middle of her
         kick animation.
    
          --- [ V-ISM ] ---
    
    JP - Stares and then bows down in memory of her father.
    SP - Jumps up and cheers and exclaims "Yatta!"
    FP - Same as her X-ISM RK win pose.
    SK - Same as her JP win pose.
    FK - Same as her SP win pose.
    RK - Same as her RK win pose.
    
    -- [ Classic Balrog ] --
    
    JP - Stands in a boxing victory pose and laughs
    SP - Same as above
    FP - Same as above
    SK - Same as above
    FK - same as above
    RK - He flexes his muscle enough to rip his shirt and laughs
    
    
    -- [ Cody ] --
    
    JP - Cody uses a body language to exclaim "I don't know!" he also gives
        a smile and a wierd sigh of relief.
    SP - Same as his JP win pose.
    FP - Same as his JP win pose.
    SK - Same as his JP win pose.
    FK - Same as his JP win pose.
    RK - Same as his JP win pose.
    
                             -- [ Cody vs. Cody ] --
    
    JP - Same as his default win pose above.
    SP - Same as his default win pose above.
    FP - Same as his default win pose above.
    SK - Same as his default win pose above.
    FK - Same as his default win pose above.
    RK - Same as his default win pose above.
    UD - Cody stands there, then quickly he runs as a police officer brings out
         his gun and handcuffs as he chases after Cody(real funny!).
    
    NOTE: UD means "un-decided" meaning you cannot pick another win pose you
          will always have this win pose when you have won the entire match only.
    
    -- [ Dan ] --
    
    JP - Holds out his hand in a fist animation and exclaims "Bushai!"
    SP - His shirt tears a little and goes into the same fist animation as above
         and exclaims "Hisshou!"
    FP - Gives an awkward smile while facing towards the screen and gives a goofy
         looking thumbs up.
    SK - Holds out his hand in the same fist animation like his JP and SP pose
         and exclaims "Yahoo! I did it!" in Japaneese.
    FK - Same as his JP win pose.
    RK - Same as his JP win pose.
    
    -- [ Dee Jay ] --
    
    JP - Puts both his hands in his pants and exclaims "Thank you everybody!"
         afterwards he whistles a tune afterwards with musical notes coming out
         of his mouth, and also no, you cannot here the tune he is whistling.
    SP - Shakes his Morracas and exclaims something.
    FP - Shakes his Morracas, but he stops every few times and exclaims "Oh
         yeah!" and each time he does that he goes into a different pose, my
         favorite one yet!
    SK - Same as his JP win pose.
    FK - Shakes his Morracas and exclaims something different than his SP pose.
    
    -- [ Dhalsim ] --
    
    JP - Floats and exclaims "Yogagaaaaa...." with his hands together and his
         head tilting downwards.
    SP - Holds his hands together and tilts his head down and exclaims "Yoga."
    FP - Like his JP win pose except he is sitting in a similar fashion to indian
         style and his mouth moves along with "Yogagaaaaa...."
    SK - Floats like his JP and FP win pose except he exclaims "Namonte."
    FK - Stands with his hands together and head tilted down like his SP pose and
         exclaims "Namon."
    RK - Same as his FK win pose.
    
    -- [ E.Honda ] --
    
    JP - Cheers joyfully with laughter, similar to Balrog's boxing victory pose.
    SP - Goes into his Strong Punch animation and exclaims "Dol sai!"
    FP - Stands there and thinks and says something(a little help here?), very
         similiar to Sagat's win pose.
    SK - Gives a thumbs up and says something(a little help here?).
    FK - Same as his JP win pose.
    RK - Same as his JP win pose.
    
    -- [ Evil Ryu ] --
    
    JP - He stands and turns his back to the screen in silence.
    SP - He stands and stares the opposite direction of the opponent.
    FP - Same as his JP win pose.
    SK - Same as his SP win pose.
    FK - Same as his JP win pose.
    RK - Same as his SP win pose.
    
    -- [ Fei Long ] --
    
    JP - Does a few attacks and goes into the classic Bruce Lee win pose while
         providing the traditional yell(one of my favorites!).
    SP - Same as his JP win pose.
    FP - Same as his JP win pose.
    SK - Goes into a ready pose while shaking violently, similar to Akuma's win
         pose.
    FK - Same as his SK win pose.
    RK - Same as his SK win pose.
    
    -- [ Final Bison ] --
    
    JP - Stands over his opponent and says "Bah, nuruiwa!"
    SP - Same as his JP win pose above.
    FP - Same as his JP win pose above.
    SK - Same as his JP win pose above.
    FK - Same as his JP win pose above.
    RK - Same as his JP win pose above.
    
    -- [ Gen ] --
    
    JP - Puts his hands under his long sleeves and exclaims "You were big fool."
         (I love this one! It really rubs in your victory!)
    SP - Like the one above, he puts his hands in his sleeves and gives a
         menacing, but rather funny laugh(well funny to me!).
    FP - Same as his JP win pose.
    SK - Same as his SP win pose.
    FK - Same as his JP win pose.
    RK - Same as his SP win pose.
    
    -- [ Guile ] --
    
    JP - Brings a comb out of his pocket and exclaims "I'm impressed!"
    SP - Same as his JP win pose above.
    FP - Guile stands, looks towards the screen, and his Dog Tag shines.
    SK - Guile flexes his muscle while he smiles at the opponent and
         exclaims "Hmph!"
    FK - Gives a two finger salut while looking at the screen and exclaims
         "Too easy!"(Ha! The most intimidating of them all, like Charlie's!).
    RK - Same as his JP win pose.
    
    -- [ Guy ] --
    
    JP - Stands there and folds his arms over each other.
    SP - Faces the opponent holds out two fingers and says "Waruku Omouna."
    FP - Turns his back to the screen puts two fingers over his forehead and
         says "Kurezo...Bushinryu."
    SK - Same as his JP win pose.
    FK - Same as his SP win pose.
    RK - Same as his FP win pose.
    
    -- [ Juli ] --
    
    JP - Just like Cammy's win pose she saluts M.Bison while he is floating
         the only exception is that she does not say "Yes sir."
    SP - She stands there in silence as M.Bison floats by laughing.
    FP - Turns around with her back to the screen while giving a quick look at
         her opponent.
    SK - Same as her FP win pose.
    FK - Same as her JP win pose.
    RK - Same as her SP win pose.
    
    -- [ Juni ] --
    
    JP - Just like Juli's JP win pose, she saluts M.Bison as he floats by
         laughing and she does like say "Yes sir" like Cammy does.
    SP - Just like Juli's SP win pose, M.Bison floats by and she stands in
         silence.
    FP - Just like Juli's FP win pose, she turns her back to the screen while
         giving a quick look at her opponent.
    SK - Same as her FP win pose.
    FK - Same as her JP win pose.
    RK - Same as her SP win pose.
    
    -- [ Juni and Juli ] --
    
    JP - They each do their regular taunt and they both are facing the
         opposite direction.
    SP - They each do their regular taunt except they are facing each other
         and they form sorta like a unique diamond shape(its hard to describe).
    FP - Same as her JP win pose.
    SK - Same as her SP win pose.
    FK - Same as her JP win pose.
    RK - Same as her JP win pose.
    
    NOTE: As you can expect these are their win poses when they are in Dramatic
          Battle mode, I'm not sure who has the authority in determining the win
          pose here, 2nd player or 1st player, I guess its whoever does their
          win pose selection first. When you have a CPU controlled Juni or Juli
          you can select your own win pose.
    
    -- [ Karin ] --
    
    JP - Gives sorta like a rich, high class laugh in a very high tone with her
         hand over her mouth.
    SP - She stands there ponders and exclaims something(a little help?).
    FP - She stands there posing like she was a model or something.
    SK - Same as her FP win pose.
    FK - Same as her FP win pose.
    RK - Same as her FP win pose.
    
                            -- [ Karin vs. Karin ] --
    
    JP - Same as her JP win pose above.
    SP - Same as her SP win pose above.
    FP - Karin goes into her modelling pose as her butler rushes out to bring her
         glass of milk. He kneels in front of her handing her glass of milk with
         a straw in it like she was royalty, also the milk inside the glass
         shakes.
    SK - Karin goes into her modelling pose while her butler runs in and tries
         quickly to bring something out of his bag, its like if he fails he
         going to be fired or something!
    FK - Karin goes into her modelling pose while her butler runs about while a
         cat chases him.
    RK - Same as her FP win pose in a Karin vs.(other opponent) match up.
    
    -- [ Ken ] --
    
    JP - Goes into a victory pose very similar to Ryu's, he puts his hand up
         (depending on which side his opponent is on will determine which hand he
         puts up) and gives a victory smile.
    SP - Puts his hand over his face, moves his hand giving a thumbs up and
         exclaims "Yasuntai!"
    FP - Like his SP win pose he gives a thumbs up and exclaims "Yatta ze!" the
         only exception here is that he does not cover his face, he goes directly
         into his thumbs up pose.
    SK - Same as his SP win pose.
    FK - Same as his SP win pose.
    RK - Same as his FP win pose.
    
                                 -- [ V-ISM ] --
    
    JP - Same as his JP win pose above.
    SP - Same as his SP win pose above.
    FP - Same as his FP win pose above.
    SK - Same as his FP win pose above.
    FK - Same as his SP win pose above.
    RK - Same as his FP win pose above.
    
    NOTE: The only exception in V-ISM is Ken's Short Kick taunt, its a
          different win pose than is default win pose.
    
    -- [ R.Mika ] --
    
    JP - She jumps up repeatedly and cheers like she was a small girl.
    SP - Same as her JP win pose above.
    FP - Same as her JP win pose above.
    SK - Same as her JP win pose above.
    FK - Same as her JP win pose above.
    RK - Same as her JP win pose above.
    
                           -- [ R.Mika vs. R.Mika ] --
    
    JP - Same as her default win pose above.
    SP - Like her SP win pose, the golf car drives by with some mysterious person
         inside the golf cart, but R.Mika stops cheering after a short while.
    FP - She cheers just like her SP win pose except the person in the
         golf cart stops in front of her, I still don't know who he is!
    SK - She cheers just like her win poses above, the mysterious person in the
         golf cart rolls by and drops a giant tire. R.Mika attaches the tire to
         herself and runs off with it. I think that person must be her trainer!
    FK - Same as her SP win pose above.
    RK - Same as her FK win pose above.
    
    -- [ Rolento ] --
    
    JP - Rolento goes into his classic pose exclaiming "Mission Complete!"
         while at the same time 5 henchmen from above makes repeated stabs
         against the air while all hanging upside down.
    SP - Rolento laughs as he drops a grenade that rolls towards the opponent
         and explodes on them!(What a funny guy!)
    FP - Rolento snaps his fingers and goes into his classic win pose and
         exclaims "Mission Complete!" while his five henchmen hangs upside
         down stabbing at the air, except this time the second henchman from
         the right comes in a little late.
    SK - Rolento snaps his fingers and goes into his classic win pose and
         exclaims "Mission Complete!" Except this time the second henchman from
         the right comes in on time and later leaves.
    FK - Rolento snaps his fingers and goes into his classic win pose and
         exclaims "Mission Complete!" Except this time his henchmen does the so
         called "Wave" as seen in baseball games by audiences, but Rolento style
         as they stab against the air.
    RK - Rolento snaps his fingers and goes into his classic win pose and
         exclaims "Mission Complete!" The only exception is that his henchmen
         don't come out.
    
    -- [ Rose ] --
    
    JP - She stands and waves her index finger across sorta like she is saying
         "don't mess with me again" and says "Mada, mada ne."
    SP - Rose stands there and smiles as she holds out her scarf as it flows with
         Soul Power and she says something(once again I'm still a little puzzled
         as to what she is saying).
    FP - Its just like her JP win pose except this time she forms a mirror image
         upon both sides of her before she waves her finger.
    SK - Rose forms a mirror image of herself, leans against her mirror image
         and exclaims "Daijoubu?"
    FK - Rose takes a giant card which says "The Fool" and she flips it and
         she is wearing a fancy dress, something women would wear in the 1800's.
    RK - She stands as the wind blows and lets a tarrot card drop out of her hand
         and onto the ground.
    
    -- [ Ryu ] --
    
    JP - Ryu stands and holds up his hand and smiles at victory, just like
         Ken's win pose.
    SP - He stands there as the wind blows and looks at the other direction
         while giving a slight smile.
    FP - He stands there as the wind blows and looks at the other direction
         and a small single leaf blows by near his feet.
    SK - Same as his JP win pose above.
    FK - Same as his JP win pose above.
    RK - Same as his FP win pose above.
    
    -- [ Sagat ] --
    
    JP - He stands there and laughs while he is in his thinking pose.
    SP - Crosses his hands over his chest and laughs rather very menacingly.
    FP - Crosses his hands and gives a menacing laugh and stares at the other
         direction.
    SK - Same as his JP win pose above.
    FK - Same as his SP win pose above.
    RK - Same as his FP win pose above.
    
    -- [ Sakura ] --
    
    JP - She stands with her fist in the air and gives a cheerful laugh.
    SP - Does that funky little gliding dance(very cool!).
    FP - Does a few attacks and her shoe flies off as she is in her ready stance.
    SK - Like her win pose above except this time that her shoe does not fly off.
    FK - She stands and rubs her nose and says something(not sure what she says
         though).
    RK - The wind blows as she stands there like Ryu folding her arms(funny
         actually!).
    
    -- [ Shin Akuma ] --
    
    JP - Stomps the ground and he goes into a ready pose.
    SP - Same as above.
    FP - Stands there with his back to the screen and the "ten" symbol lights up.
    SK - Same as above.
    FK - Stands in his ready pose but this time he shakes violently.
    RK - Same as SK and FP
    
    -- [ Sodom ] --
    
    JP - He stands and gives a traditional bow towards the opponent.
    SP - He stands and holds out a fan that sprays water and says something
         "Apparei!."
    FP - He stands and holds out a fan that shoots little butterflies and
         says something(I will need help here).
    SK - Spins out his Sai in both hands and gives a grunt afterwards.
    FK - Just like his SK win pose except the Sais drop out of his hand and
         he shakes his head in disgust.
    RK - Just like his JP win pose above.
    
                                 -- [ X-ISM ] --
    
    JP - Just like his default JP win pose above.
    SP - Just like his default SP win pose above.
    FP - Just like his default FP win pose above.
    SK - Same as his FP win pose.
    FK - Same as his FP win pose.
    RK - Same as his default JP win pose above.
    
    -- [ T.Hawk ] --
    
    JP - He stands and whistles for his eagle and it rests on his hand, the funny
         part about this is that the eagle shakes his head, which is pretty
         intimidating!
    SP - He stands there and exclaims "whmp!"
    FP - Just like his SP win pose except this time the same eagle lands on his
         shoulder and shakes its head.
    SK - Just like his JP win pose above.
    FK - Just like his SP win pose above.
    RK - Just like his RK win pose above.
    
    -- [ Vega ]--
    
    JP - Quickly puts his claw down and gives a snickering laugh.
    SP - Stands and removes his mask in disgust at his opponent.
    FP - Same as his SP win pose above.
    SK - He jumps up and gives a menacing snickering laugh to himself.
    FK - Same as his JP win pose above.
    RK - Same as his JP win pose above.
    
    -- [ Zangief ] --
    
    JP - Stands and flexes his muscles and says "Bolschoy Tavieda!"
    SP - Same as his JP win pose above.
    FP - Same as his JP win pose above.
    SK - Its just like his JP win pose above except he just laughs this time.
    FK - Same as his SK win pose above.
    RK - Same as his SK win pose above.
    
                              -- [ X-ISM ] --
    
    JP - Same as his default JP win pose above.
    SP - Same as his default JP win pose above.
    FP - Same as his default JP win pose above.
    SK - Same as his default SK win pose above.
    FK - Same as his default SK win pose above.
    RK - Same as his default JP win pose above.
    
    NOTE: In X-ISM only Zangief's Roundhouse kick win pose differs from his
          normal default win pose.
    
    =============================================================================
    ---------------------------- [ Character Bios ] -----------------------------
    =============================================================================
    
    NOTE: I'm not sure if it was a translation error, but some of the bios look
          a bit off. For 7' and 237 lbs, Zangief definitely looks like he's
          at least 350 lbs instead. However, these are Capcom's official bios
          and not mines. Also, the bios for Shin Akuma, Evil Ryu, Classic Balrog,
          and Final Bison are all the same for their equal counterparts.
    
    - [ Adon ] -
    
    Height: 6'0"
    Weight: 161 lbs.
    Blood Type: B
    
    - [ Akuma ] -
    
    Height: 5'8"
    Weight: 177 lbs.
    Blood Type: ?
    
    - [ Balrog ] -
    
    Height: 6'5"
    Weight: 225 lbs.
    Blood Type: A
    
    - [ Birdie ] -
    
    Height: 7'1"
    Weight: 245 lbs.
    Blood Type: O
    
    - [ Bison ] -
    
    Height: 6'1"
    Weight: 212 lbs.
    Blood Type: O
    
    - [ Blanka ] -
    
    Height: 6'3"
    Weight: 216 lbs.
    Blood Type: B
    
    - [ Cammy ] -
    
    Height: 5'4"
    Weight: 102 lbs.
    Blood Type: B
    
    - [ Charlie ] -
    
    Height: 6'1"
    Weight: 185 lbs.
    Blood Type: O
    
    - [ Chun-Li ] -
    
    Height: 5'5"
    Weight: ?
    Blood Type: A
    
    - [ Cody ] -
    
    Height: 6'1"
    Weight: 177 lbs.
    Blood Type: O
    
    - [ Dan ] -
    
    Height: 5'8"
    Weight: 163 lbs.
    Blood Type: O
    
    - [ Dee Jay ] -
    
    Height: 6'0"
    Weight: 203 lbs.
    Blood Type: AB
    
    - [ Dhalsim ] -
    
    Height: 5'8"
    Weight: 106 lbs.
    Blood Type: O
    
    - [ Eagle ]
    
    Height: 6'0"
    Weight: 160 lbs.
    Blood Type: AB
    
    - [ E.Honda ] -
    
    Height: 6'1"
    Weight: 302 lbs.
    Blood Type: A
    
    - [ Fei Long ] -
    
    Height: 5'6"
    Weight: 132 lbs.
    Blood Type: O
    
    - [ Gen ] -
    
    Height: 5'4"
    Weight: 135 lbs.
    Blood Type: O
    
    - [ Guile ] -
    
    Height: 6'1"
    Weight: 190 lbs.
    Blood Type: O
    
    - [ Guy ] -
    
    Height: 5'9"
    Weight: 159 lbs.
    Blood Type: O
    
    - [ Juli ] -
    
    Height: 5'4"
    Weight: 108 lbs.
    Blood Type: B
    
    - [ Juni ] -
    
    Height: 5'3"
    Weight: 101 lbs.
    Blood Type: AB
    
    - [ Karin ] -
    
    Height: 5'3"
    Weight: 106 lbs.
    Blood Type: B
    
    - [ Ken ] -
    
    Height: 5'7"
    Weight: 159 lbs.
    Blood Type: B
    
    - [ Maki ] -
    
    Height: 5'5"
    Weight: 115 lbs.
    Blood Type: B
    
    - [ R.Mika ] -
    
    Height: 5'5"
    Weight: 137 lbs.
    Blood Type: O
    
    - [ Rolento ] -
    
    Height: 5'9"
    Weight: 179 lbs.
    Blood Type: O
    
    - [ Rose ] -
    
    Height: 5'8"
    Weight: 119 lbs.
    Blood Type: ?
    
    - [ Ryu ] -
    
    Height: 5'7"
    Weight: 143 lbs.
    Blood Type: O
    
    - [ Sagat ] -
    
    Height: 7'4"
    Weight: 240 lbs.
    Blood Type: B
    
    - [ Sakura ] -
    
    Height: 5'2"
    Weight: 92 lbs.
    Blood Type: A
    
    - [ Sodom ]-
    
    Height: 6'8"
    Weight: 238 lbs.
    Blood Type: A
    
    - [ T.Hawk ] -
    
    Height: 7'5"
    Weight: 358 lbs.
    Blood Type: O
    
    - [ Vega ] -
    
    Height: 6'1"
    Weight: 159 lbs.
    Blood Type: O
    
    - [ Yun ] -
    
    Height: 5'6"
    Weight: 137 lbs.
    Blood Type: B
    
    - [ Zangief ] -
    
    Height: 7'0
    Weight: 237 lbs.
    Blood Type: A
    
    =============================================================================
    ---------------------------- [ Misscellaneous ] -----------------------------
    =============================================================================
    
    In this section below are just small tidbits of info in Street Fighter Alpha
    3 that I've picked up myself as well as various sources that have spread by
    the mouth.
    
    - Acquiring Shin Bison can be done by using the Gameshark, the code can be
      found at the highly resourceful www.cmgsccc.com - Shin Bison is enhanced
      with a stronger fierce attack and his 'super' Psycho Crusher attack.
    
    - There are 'Shadowloo-ism' type characters in the game, but you cannot use
      them unless you have a Gameshark 2.4 or above. These characters are mainly
      the boss characters like Sagat or Vega and can use pretty much any super
      they wish in 'X-ism' mode, doing more damage than they normally do as well
      as taking less damage from attacks.
    
    - 'Evil' Sakura is not in the game.
    
    - Shin Akuma's ending is exactly the same as Akuma's, as is his storyline.
    
    - The manual in the U.S. version(Street Fighter Alpha 3) has mistakenly put
      Bison's official move names with Juni's movelist. Her Cannon Spike is
      placed as "Psycho Shot" and her Spiral Arrow is placed as "Psycho Crusher."
    
    - I think Chun-Li is the only character in the game with two alternate fight
      screen pictures. What I'm talking about is that in the top left and right
      corners of the screen during every battle is a small portrait of the
      character. Chun-Li's X-ISM picture is different than her A-ISM and V-ISM
      portrait.
    
    - The characters T.Hawk and Dee Jay carry their old Street Fighter moves list
      names. You can see their bios in arcade mode, instead of the Mexican
      Typhoon T.Hawk's name for that is the Storm Hammer, exactly like it was in
      Super Street Fighter 2. That goes the same for Dee Jay, so instead of
      Machine Gun Uppercut its called a Hyper Fist in his bio. Intentional or
      not, that's for Capcom to decide.
    
    - What really are the official names for the characters' move lists in the
      game? I mean I saw the bio for R.Mika and it said Daydream Slam instead of
      Daydream Headlock along with other different moves other than listed in the
      manual.
    
    - I wonder, is it just me or is it that if Cammy is supposedly a clone,
      wouldn't she have the same blood type as Bison? I mean I'm no geneticist,
      but I think if you were to clone somebody they would have the same blood
      type. I could be wrong though.
    
    - The US box has a screenshot of Street Fighter Zero 3 on the back, the one
      where Dee Jay is shown attacking Sodom. The "Z-ISM" is a clear indication
      of that.
    
    - In the GBA version, when Maki performs her special throws, you can hear
      Sagat like grunts that goes along with her throws. It's probably just a
      minor error.
    
    =============================================================================
    ------------------------------- [ Credits ] ---------------------------------
    =============================================================================
    
    -+- Capcom(www.capcom.com)
        For making the best fighting game of all time.
    
    -+- Kao Megura(www.gamefaqs.com/features/recognition/85.html)
        For his info on Vega(Balrog)'s claw...as well as Dan's official taunt
        names. His guide is definitely the best...check his guide out first.
    
    -+- Brady Games(www.bradygames.com)
        Thanks for their moves name list from their superb guide.
    
    -+- CJayC(www.gamefaqs.com)
        For posting this guide and his dedication.
    
    -+- Jerrold NG(jiyau@yahoo.com)
        For providing some of the World Tour Mode stuff, mainly the ISM Pluses.
    
    -+- Ed Derus(Cderus@worldnet.att.net)
        For the Birdie Bull Horn stuff.
    
    -+- Dallas(dallastm.cjb.net)
        For being one of the best authors on the net, a good friend online,
        and an inspiration to many.
    
    -+- Dingo Jellybean(www.geocities.com/dingojellybean2)
        Finally me for typing up this FAQ.
    
    =============================================================================
    
    Copyright(C) Dingo Jellybean; 1999-2003