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                                 Faq
For Playstation, Arcade, and Dreamcast

By JckHamr123  Version 2.0
Send you questions, or comments to JckHamr123@aol.com

Note:  All characters, character names, and everything Street Fighter in this 
faq is copyright of Capcom.  I am not working for Capcom of Japan, or Capcom 
of America.  Http://www.capcom.com

This faq may only be electronically reproduced with my permission.  If you 
want to use this faq, you must first ask my permission.  You must use the faq 
in its entirety if used.  This faq is not to be sold PERIOD!!

//////////////////////////////////////////////////////////////////////////////                                                                                                                                                 
Contents
//////////////////////////////////////////////////////////////////////////////
Section 1-  Version Updates
   -  Version Updates List
   -  Special Thanks

Section 2-  Explanation of Game
   -  Controls
           Playstation
           Arcade
           Dreamcast
   -  My recommended control set-up, and explanation why
           Playstation
           Dreamcast
   -  X-ism's
   -  A-ism's
   -  V-ism's
   -  Ism Quick Reference Chart

Section 3-  Explanation of original modes(PSX only, all modes are available in
   -  Arcade Mode                         the Dreamcast version...I believe.)
   -  Versus Mode
   -  Training Mode
   -  World Tour
   -  Entry Mode
   -  Option Mode

Section 4-  Explanation of Secret Modes
   -  Team Battle
   -  Survival
   -  Dramatic Battle
   -  Final Battle

Section 5-  Move Lists for original characters
   -  ***Key***
   -  Ryu
   -  Rolento
   -  Dan
   -  Blanka
   -  Sakura
   -  Birdie
   -  Charlie
   -  Akuma
   -  Bison
   -  Dhalsim
   -  Vega
   -  Adon
   -  Cody
   -  Cammy
   -  Zangief
   -  T. Hawk
   -  Rose
   -  Guy
   -  Honda
   -  Juni
   -  Gen
   -  Chun-Li
   -  Fei-Long
   -  Karin
   -  Juli
   -  Balrog
   -  Sodom
   -  Sagat
   -  Ken
   -  Dee Jay
   -  R. Mika

Section 6-  Move Lists for secret characters
   -  How to get the secret characters
   -  Guile
   -  Evil Ryu
   -  Shin Akuma

Section 7-  Secrets
   -  Playstation
           How to get secret modes
           Alternate Intro
           Classic Characters

   -  Arcade
           Dramactic Battle Mode
           Hidden Characters

   -  Import Dreamcast Version  (Known as Street Fighter Zero 3 in Japan)
           Final Battle fight vs. Shin Gouki
           Play as Shin Gouki
           6th - ISM Plus

//////////////////////////////////////////////////////////////////////////////
                  Section 1-  Version Updates, and Special Thanks
//////////////////////////////////////////////////////////////////////////////

  ////////////
 //Versions//
////////////

Version 1.0-  The very first version of this faq.  I wouldn't doubt if there 
where a good couple of mistakes.  Plus, I'm thinking of adding a couple of 
sections.

Version 1.2-  I tried fixing the controller.  I think it didn't work because I 
had tabs in it.  I'll just have to see if that fixed it.  Also, someone sent 
in what Dhalsim's Yoga Strike does.  I'm working on adding a huge section, so 
look for it!

Version 1.6-  I added the things that LordWyndia gave to me.  I also added the 
Ism Chart, and I added the strengths and weaknesses to Ryu only.  I only added 
it to Ryu so I could show you guys what I going to happen in the next update.  
The final thing, is I changed the title.  If you like the old one, well, to 
bad.  Its nowhere to be found on my computer!

Version 1.7-  LordWydia sent me some more things, and I added them.  Plus, the 
next Strengths, and Weaknesses was added to each character.  Look for the 
endings in the next update.

Version 1.8-  I decided not to add the endings because there is a faq out 
there with the endings in it already.  I've decided to make this faq as 
universal as I can.  So I'm adding Arcade, and Import Dreamcast codes to the 
codes section.  If the codes change for the US version I'll keep both 
different versions in the faq.  This also may be the last update until the US 
Dreamcast version finally does come out.  

Version 1.9-  I added a couple of things that made it a little more universal.

Version 2.0-  This faq is about as complete as I can get it.  I finally added 
the default configuration for the Dreamcast version because I finally got my 
paws around a demo version.  Let me tell you people, it kicks the crap out of 
the PSX, and Arcade version.  Don't let anyone online fool you, the D-Pad for 
this game works a hell of a lot better than it does on M vs. C, but I have an 
Arcade stick also works great!  But now we can only wait till January to play 
this masterpiece.......sigh........

  //////////////////
 //Special Thanks//
//////////////////

GameFaqs.com-  For posting this faq, and putting up for my constant updating.

GameSages.com-  For the codes in the Secrets section.

tEENtUM-  He sent in how what Dhalsim's Yoga Strike did.

LordWyndia-  Provided to much stuff to list here.  He was a huge help!  Thanks 
man!! :)

Tips & Tricks Magazine-  For the Arcade codes, and the Dhalsim's Wife code.

//////////////////////////////////////////////////////////////////////////////
                          Section 2-  Explantion of Game
//////////////////////////////////////////////////////////////////////////////

  ////////////  Note:  These are the default controls!
 //Controls//
////////////

                                    Playstation
                                    ===========

           /---------------\                        /----------  R1:  H. Punch
         /                  \                      /             R2:  H. Kick
        /                 /---\                 /---\
L1:  PPP                /-------\             /-------\			
L2:  KKK               /    /\   \-----------/    0    \    
                  ---- |  <    > |           |  0   O  |---Triangle:  M. Punch
                /      \    \/   /   0   >   \    O    /   Square:  L. Punch
              /         \-------/_____________\-------/     Circle:  M.Kick
D-Pad:  Move character	/       |   |    |    |       \      X:  L. Kick
                       /       /    |    |     \       \
                      /       /     /    |      \       \
                     /       /     /     |       \       \
                     \------/      |     |        \------/
                              ____/       \
                             /             \________
                      Select: Taunt                 \
                                                    Start:Pause

                                    Arcade
                                    ======

                 _______
                /       \
               /         \
               \         /             ______   ______   ______
                \_______/             |      | |      | |      |
                  |   |               |  LP  | |  MP  | |  HP  |
                  | U |               |______| |______| |______|
               UL | . | UR
                \ | . | /              ______   ______   ______
           L_____\|_._|/_____R        |      | |      | |      |
                 /  |  \              |  LK  | |  MK  | |  HK  |
                /   |   \             |______| |______| |______|
               DL   |   DR
                    D


        L Trigger:  Hard Punch     Dreamcast       R Trigger:  Hard Kick
                         |         =========         |
                         |     _________________     |
                         |    /    _________    \    |
                        \|/_/     |         |     \_\|/
                       |  ___     |         |          |
D Pad or Analog:       | |   |    |         |     _    |
       Move character  | |___|    |_________| _  |_|   |
       |               |                     |_|    _  |
       |               |    /\                  _  |_| |
       |             / |  <    >               |_|     |
       |____________/  |    \/                         |   X: Light Punch
                       |                               |   Y: Medium Punch
                       |               __              |   A: Light Kick
                       |              |  |             |   B: Medium Kick
                       |              |__|             |
                       |     _____________________     |
                       |    /                     \    |
                       |  /                         \  |
                       |/                             \|


////////////////////////////////
 //My Recomended Control Set-Up//
////////////////////////////////

                              Playstation
                              ===========

				L1:  L. Kick         R1:  L. Punch
				L2:  KKK             R2:  PPP

				Triangle:  H. Punch
				Square:    M. Punch
				Circle:    H. Kick
				X:         M. Kick

                               Dreamcast
                               =========
          L Trigger:  Light Punch     R Trigger:  Light Kick

                X:  Medium Punch        Y:  Hard Punch
                A:  Medium Kick         B:  Hard Kick

Why??-
I set the most used kind of attack to the easier to reach buttons.  For 
example, a good majority of the good Supers use the Punch buttons.  For me its 
easier to hit the R shoulder buttons will using the D-Pad, than the L shoulder 
buttons.  If this is not comfortable with you, change it to your liking.

  ///////////
 //X-ism's//
///////////

X-ism's are probably as close as your going to get to playing Super Street 
Fighter II Turbo in this game.  You only get 1 Super Combo out of all the 
Supers your character has.  Don't fret, most of the time, its the best one.  
You also, only get one huge super bar, that takes forever to fill. You get no 
custom combos, no air blocking, and no Alpha counters.  This -ism is 
definately for the old schoolers who want to kick it old school.

  ///////////
 //A-ism's//
///////////

This is basically the Alpha engine you grew to know, and love.  With one 
exception.  No custom combos.  To use Super Moves at different strengths, use 
a certain strength attack.  For example, to use a Level 3 Super Hadoken with 
Ryu, motion D, DR, R, D, DR, R, HP.  The lower the the strength of the attack 
button you use, the lower the power of the Super Move.

  ///////////
 //V-ism's//
///////////

WARING!!! EXPERTS ONLY IN THIS MODE!!!!!  You get no super moves at all, but 
you get everything else.  To activate a custom combo, hit a K, and a P of the 
same strength.  You can't block during a custom combo, and if you get hit the 
custom combo will end.



  /////////////////////////////  Note:  This in the manual.
 //Ism Quick Reference Chart//
/////////////////////////////

                       X-ism    A-Ism    V-Ism
|--------------------|--------|--------|-------|
|# of Super Combos   |   1    |2or more|   0   |
|Super Combo Levels  |   1    |   3    |   2   |
|Custom Combo        |   No   |   No   |  Yes  | 
|Air Block           |   No   |  Yes   |  Yes  | 
|Power               |  High  |  Mid.  |  Low  | 
|Defense             |  Low   |  Mid.  |  Mid. | 
|Alpha Counter       |   No   |  Yes   |  Yes  | 
|--------------------|--------|--------|-------| 

//////////////////////////////////////////////////////////////////////////////                                              
Section 3-  Explanation of Original modes
//////////////////////////////////////////////////////////////////////////////

  //////////
 //Arcade//
//////////

You'll face 10 opponents in a row.  If you beat all of them, you'll see your 
characters ending.  In Street Fighter Alpha 3, Bison is the boss.

  //////////
 //Versus//
//////////

Fight your friend.  If you are way to good for your friend, you can adjust the 
handicaps.

  /////////////////
 //Training Mode//
/////////////////

You, and a motion-less computer.  You can adjust the computer's:
	Action:  What the computer does the whole time.
	Guard:  Decide whether is blocks, or doesn't block.
	GP Gauge:  Decide how long it's Guard Power Gauge is.

  //////////////
 //World Tour//
//////////////

This mode is what adds the replay value to this game.  You'll travel around to 
every country, and fight challenges.  Some are plain 1 on 1 battles.  While 
other are more difficult and even multiple characters at once.  Once you 
defeat someone in battle, you'll gain experience for your character, and the-
ism you where using.  You can also balance on whether he is more offense 
orientated, or more defensive.

  //////////////
 //Entry Mode//
//////////////

This is a very useful mode.  Once you have built up a character in World Tour 
mode, use this mode to make him selectable in every mode.  Great to see if you 
built a better character than your friend.

  ///////////
 //Options//
///////////

Game Options
============
*  Difficulty-  1-8, the higher the number, the harder the computer is.

*  Time-  99, infinity, 30, or 60.  Set how long each round will last

*  Rounds(1p)-  3, 5, or 1.  Set the number of rounds in all single player 
modes.

*  Rounds(VS)-  1, 3, or 5.  Set the number of rounds in the Versus mode.

*  Damage-  1 - 4.  Set how much damage your moves will do.

*  S.C. Damage-  1 -4.  Set how much damage the Super Moves will do.

*  Speed-  Normal, Free 1 - 2, Turbo 1 - 7.  The higher the number, the faster 
the game will  	be.

*  S.C. Gauge-  0 or Max.  Set what amount the Super move meter starts out at 
the beginning.

*  Shortcut-  On or Off.  On, will shorten loading times.

*  Auto Save-  On or Off.  If set to On, it will save your game automatically. 

*  Music Volume-  0 - 127.  The higher the number, the louder the music will 
be.

*  Sound-  Stereo or Mono.  Choose depending on your speaker set-up.


Key Config
==========
Used to set the buttons the way you want them.

Display Adjust
==============
Adjusts where the "picture" sits on your TV

Memory Card
===========
Save or load a game off of your memory card.


//////////////////////////////////////////////////////////////////////////////
                      Section 4- Explanation of Secret Modes
//////////////////////////////////////////////////////////////////////////////

  ///////////////
 //Team Battle//
///////////////

Pick one, two, or three characters, then face off against your friends team.  
Once one of your characters is killed, a new one will be put in.

  ////////////
 //Survival//
////////////

Fight a string of fighters to see how many you can beat in a row.  The better 
you do during fight, the more health you will get at the end of the fight.  
The different sub-modes in the mode are:  Arcade, Original, Boss, 10 Battle, 
20 Battle, 30 Battle, 50 Battle, and Infinite Battle.

  ///////////////////
 //Dramatic Battle//
///////////////////

This has to be my favorite mode.  Did you ever think it was unfair how in the 
World Tour mode the computer could have the two man advantage, but you 
couldn't?  Well, now you can!  Pick to fight as Ryu & Ken, or Juli & Juni.  
Each character has their own life bar, but they share the same Super Bar.

  ////////////////
 //Final Battle//
////////////////

Easy way to see all of the endings.  You'll have single fight against Bison, 
and if you beat him you will see that characters ending.

//////////////////////////////////////////////////////////////////////////////
                   Section 5-  Move List for Original Characters
//////////////////////////////////////////////////////////////////////////////

  ///////
 //Key//
///////

LP = Light Punch	  LK =  Light Kick	P = Any Punch	
MP = Medium Punch	  MK =  Medium Kick	K = Any Kick
HP = Hard Punch	  HK =  Hard Kick

L = Left	DL = Down Left     {X} = X-ism only	(Level 3) = Requires 3 levels 
R = Right	DR = Down Right	 {A} = A-ism only		    on your super bar.
U = Up	UL = Up Left       {V} = V-ism only                 
D = Down	UR = Up Right      (Air) = Can be done in the air.  

(Charge) = Hold for 2 seconds


(Note:  All moves are listed as if your character was facing the right side of 
the screen, if you are facing the left side of the screen, reverse all L, and 
R, commands.

  ///////
 //Ryu// 
///////

Strengths-
  Come on, its Ryu!  He IS Street Fighter.  He has each "type of move."  He 
has a projectile, and good attack, and a move for hitting people who jump in.  

Weaknesses-
  Since he IS Street Fighter, almost everybody knows how to deal with these 
kind of characters.  But the computer is still as gullible as ever.  

Special Moves
=============

*  Fireball:  D, DR, R + P
The most basic Street Fighter move.  Used to keep enemy at bay.  If opponent 
throws a fireball at you, you can throw one at the fireball, and the two will 
cancel each other out.

*  Real Fireball:  L, DL, D, DR, R + P
Instead of it just being a regular fireball, its a real fireball.  You 
opponent will catch on fire if it hits him/her.  Does just a smidge more 
damage than a normal fireball.  Just like all fireballs, the farther you are 
away from the opponent, the less damage it will do.  Also, this will knock 
them down if you do it right next to your opponent.

*  Dragon Punch:  R, D, DR + P
Everyone knows what this move is best for, but in-case this is your first 
Street Fighter game. Use it on opponents who jumps in at you.  If you have 
fast fingers you can juggle your opponent with a LP Dragon Punch followed of a 
HP version.  (Only in corner!!)

*  Hurricane Kick:  D, DL, L +K
Good for getting yourself near the opponent without just walking in, and 
leaving your self open.  When done in the air, if you want it to get 
somewhere, it must be done during a forward flip.

Super Moves
===========
*  Shinku Hadoken:  D, DR, R, D, DR, R + P  {X}, {A}
Ryu will shoot out a super powerful fireball.  Only does good damage when you 
use 2 or 3 sections of your super bar.

*  Super Hurricane Kick:  D, DL, L, D, DL, L + K  {A}
Opponent needs to be at least a character length away.  But thats with a HP, 
the less sections of the super bar you use, the closer you have to be to your 
opponent.

*  Charging Shoulder:  D, DR, R, D, DR + K  (Level 3)  {A}
Not very good.  Might surprise new babies to the Alpha series, but pros will 
block it easily.  The only good thing about this move, is the fact that if you 
beat them with it, he will do a pose similar to the Evil Ryu pose.


  ///////////
 //Rolento//
///////////

Strengths-
  He has moderate speed, and a great variety of moves.  He has moves for 
beginners, and Street Fighter vets.  Plus, his moves can do great damage if 
you do them in the right situation.

Weaknesses-
  In a way, he strengths add to his weaknesses.  If you aren't the best at 
memorizing moves, you will often find yourself looking at this faq.

Special Moves
=============
*  Patriot Circle:  D, DR, R + P  (Repeat up to 3x)
Only gets good damage unless you do all three.  Only doing one or two isn't 
worth it.  But the first one is kind of high, so you may be able to use it 
against opponents that are jumping in.

*  Stinger:  R, D, DR + K then P or K
After you do the dragon punch motion, he will jump into the air.  When hes in 
the air, and you press a button, he will throw a knife.  What angle he throws 
the knife depneds on what button you press.  LP or K, and he will throw it 
almost straight down, HP or K, and he'll throw it almost to the other corner 
of the screen.  MP or K, is right in the middle.

*  Mekong Delta Attack:  PPP then P when landing
The strength of the second punch you press will determine how far he rolls.

*  Mekong Delta Air-Raid:  D, DL, L +P then P
The harder the punch you press will result in a farther jump at your opponent.  
Does o.k. damage.

*  Mekong Delta Escape:  D, DL, L + P or K
When you do the motion he will jump off of the side of the screen, then at 
your opponent.  The harder the punch of kick you press will result in a harder 
or soft attack.

Super Moves
===========
*  Hang Man:  D, DR, R, D, DR, R + P {X}, {A}
The harder punch you do will not only result in more damage, but his trip wire 
will go farther across the screen.

*  Minesweeper:  D, DL, L, D, DL, L + P  {A}
He will roll backwards throwing bombs as he goes.  If one hits it will throw 
your opponent into the next bomb, and etc.  The harder the punch you use, the 
more bombs he throws.

*  Steel Rain:  D, DR, R, D, DR, R + K   {A}
Rolento will throw a certain number of knives up in the air, depending on 
which kick you pressed.  All three versions do a good amount of damage.  If 
you do it up close, and follow it with a HP you will actually make this a good 
move.  It is very hard to time, but if you can get the HP to connect while the 
knives are raining down on your opponent it will do, at the most, 50% damage.  
Hard to do, so work on it in Training mode.

  ///////
 //Dan//
///////

Strengths-
  Even though some of his moves don't look that strong, they do just as good 
or better as everyone else's.

Weaknesses-
  His fireball can destroy other fireballs, but it don't go very far from his 
hand.  His Supers also are kind of weak in the visual department, making him 
feel weak.

Special Moves
=============
*  Gadoken:  D, DR, R + P
Doesn't go very far from his hand, so its kind of a "keep away" move.  It can 
be used on most jumping in attacks.  Even though it looks wussier than the 
other ninja's fireballs, it does the same damage.  All three versions do the 
same damage.

*  Koryuken:  R, D, DR + P
Dragon punch.  Only hits one time like Ryu's, and all three versions do the 
same amount of damage

*  Dankukyaku:  D, DL, L + K  {A} {V}  (Air)
If you use LK, he will only do a knee, if you do MK he will do a knee followed 
by a kick.  If you use HK, he will do the full three kick version.  Even 
though they differ in combo size, they do the same amount of damage.  A HK 
version done in the air, will get you all of the way across the screen

*  Saiko Defense:  While blocking  R + PPP   {V}
He pushes them away like in MSH vs SF.  If you don't usually use this move, 
don't worry, its not a must to win at this game.

Super Moves
===========
*  Hissho Buraiken:  D, DL, L, D, DL, L +K  {X} {A}
All three versions do good damage, but obviously the HK version does the most 
damage.  Plus, the move looks good to except for the stupid noise he makes.

*  Shinku Gadoken:  D, DR, R, D, DR, R + P  {A}
Only travels about 3/4 of the screen.  But when you get close enough to 
connest with it, it does major damage.  The MP, and HP version are the ones 
that do the damage worth doing the move.

*  Koryu Reppa:  D, DR, R, D, DR, R + K  {A}
His best super.  All three versions only do two uppercuts, but they all do 
great damage.


  //////////
 //Blanka//
//////////

Strengths-
  His Electric Thunder can be used as his defense against those who like to 
jump in.  His HK could also hit people out of the air.  Also, his rolling 
attack (unlike the previous versions of Street Fighter) is fast, and he will 
suffer no damage if he gets hit by the opponent during the move.

Weaknesses-
  He has no real projectiles.  Plus, almost all of his moves are Charge move, 
making him a slow character.  Also, his timing during his jumps are a little 
weird.  Meaning this, it doesn't travel at a constant speed.

Special Moves
=============
*  Electric Thunder:  P rapidly
All three versions do about the same amount of damage.  But the HP version is 
very hard to keep going, while the LP, and MP versions can go for as long as 
your finger can tap the button.

*  Rolling Attack:  L(Charge), R + P
LP version goes travels about half of the screen.  The MP version goes about 
3/4 of the screen.  The HP version goes the whole distance of the screen.  All 
three versions do about the same amount of damage.

*  Vertical Rolling Attack:  D(Charge), U + K
Obviously, this is his best move for countering those who jump in.  It can hit 
your opponent even if they don't jump, but they must be right next to you.  
All three versions do the same amount of damage, but the HK version, goes the 
highest.  But not by much though

*  Backstep Rolling Attack:  L(Charge), R + K
LP, goes just under half of the screen.  MK, goes exactly half a screens 
distance, and HP goes just a little under 3/4 of the screen.  This is a great 
counter move, but it will probably be more successful against a human 
opponent.

Super Moves
===========
*  Ground Shave Rolling:  L(Charge), R, L, R + P  {X} {A}
Just like his normal rolling attack, the strength of the attack used, will 
determine how far the move will travel.  The closer they are to you, the more 
damage the move will do.

*  Tropical Hazard:  DL(Charge), DR, DL, UR + K  {A}
Be careful when he jumps up into the air, you will be vulnerable for a couple 
of seconds.  The only difference in-between the three versions is the damage 
it does.  The LK version isn't even worth the effort.  After he does the move, 
there will be a water-melon on the ground, you can hit this at you opponent 
for very little damage.


  //////////
 //Sakura//
//////////

Strengths-
  He different fireball's help to keep the opponent thinking, since they can 
hit in different situations.  Her uppercut does a lot more hits than Ryu's, 
and in turn does more damage.  Her version of the hurricane kick can be used 
to hit them out of the air if timed correctly.

Weaknesses-
  Pros will hate the fact that her uppercut runs forward making it useless 
against those who like to jump in.  Her fireball doesn't reach the whole 
distance of the screen, but it does at least almost make it.

Special Moves
=============
*  Hadoken:  D, DR, R + P
Just a regular fireball with one HUGE exception.  After you perform the move, 
hit punch one for a bigger than normal fireball, that is stronger, but only 
goes about half of the screen.  Hit Punch twice after performing the move, to 
a huge, super strong fireball, than only goes a couple of inches away from 
Sakura.

*  Shouoken:  R, D, DR + P
I like her dragon punch a lot more than Ryu's.  Sakura charges forward first, 
cause her to get a few more hits in than a normal dragon punch.  Because of 
that though, its not very useful for people who jump in a lot.  Use the PP 
Hadoken for them instead of this move.

*  Shunpukyaku:  D, DL, L + K (Air)
The air version is basically useless.  When you do it on the ground though, it 
only goes about half of the screen.  She also does a little hop, so if someone 
is really really good, they could duck under it.

*  Sakura Otoshi:  R, D, DR + K then P  {A} {V}
This move is worthless.  Does weak damage, and leaves you open, so don't use 
it, unless you are a Sakura nut, that has to perfect her.

Super Moves
===========
*  Midare Zakura:  D, DR, R, D, DR + K  {X} {A}
Super dragon punch.  Just as good as all of the other characters, but it does 
just a little less damage.  The harder the K you use, the less dragon punches 
she will do, and in turn it will result in less damage being done.  But even 
the LK version does OK damage.

*  Shinku Hadoken:  D, DR, R, D, DR, R + P  {A}
Her version of the super fireball.  If they are far enough away from you when 
you perform the move, the fireball could shrink down into a regular fireball.  
Causing suck little damage you'll throw the controller in rage.

*  Haru Ichiban:  D, DL, L, D, DL, L + K  {A}
Probably will fake the @#$# out of an begginer.  She sets up like she is going 
to do her super dragon punch, but she goes low, and spins.  Only the last hit, 
hits high.  Probably her best finisher.


  //////////
 //Birdie//
//////////

Strengths-
  His HP does 2 hits when you are next to your opponent, and does almost a 
special moves amount of damage.  His Bull Head does a good amount of damage.  
His first few frames of the Bull Horn make him invincible, making it a good 
counter move.

Weaknesses-
  He is slow, and he doesn't have a very high jump.  Also, since he is big, he 
is bigger to hit.  His Bull Revenger could fly right over the opponent if 
he/she is in the right spot.

Special Moves
=============
*  Bull Head:  L(Charge), R + P
Charging head-butt, that does good damage for a special move.  The strength of 
the attack button will determine how far he travels.

*  Bull Horn:  PP, or KK(Charge), then release
Remember Balrog's charge move from Super Street Fighter Turbo 2??  Well, this 
is just like it. Except for the fact that it does have a limit on how much 
damage it does.  There is no difference between the PP, and the KK version.  
You are invincible during the first few frames of animation.

*  Murderer Chain:  360 + P
Does amazing damage for a special move.  The strength of the button you use 
doesn't affect how many times it hits, but it still does affect the damage the 
move does.

*  Bandit Chain:  360 + K
Weaker version of the Muderer Chain.  See above for details.

Super Moves
===========
*  The Birdie:  L(Charge), R, L, R + P  {X} {A}
Does awesome damage.  But if you are fighting a character from World Tour 
mode, and they have a Resistant Dizziness bonus, they could block the second 
half of the move.  That's only during the HP version.  The LP, and MP version, 
do not dizzy them in the middle of it.

*  Bull Revenger:  D, DR, R, D, DR + P or K  {A}
The strength of the button you use will determine how many hits he does.  The 
P version will make him jump about half of the screen, while the K version 
makes him go about the full distance of the screen.

  ///////////
 //Charlie//
///////////

Strengths-
  His Somersault Kick is great for hitting those who like to jump in, and when 
you are close to your opponent it will hit twice.  His Knee Bazooka is a fast 
move that could get you close to your opponent fast.

Weaknesses-
  His Sonic Boom is a weakness in itself.  Does almost no damage at all, and 
slow coming out.

Special Moves
=============
*  Sonic Boom:  L(Charge), R + P
Classic move.  Barely does any damage at all though.  Even with HP, and being 
right next to your opponent.  Be careful, because if you are a full screen 
away from your opponent, the move will literally do no damage at all.  More 
like Sonic Whisper.

*  Somersault Kick:  D(Charge), U + K
Another classic, but this one does good damage.  The HK version will hit twice 
if used right next to your opponent.  Even though HK hits twice, all three of 
them do the same amount of damage.

*  Knee Bazooka:  R, R + K  {A} {V}
Very fast knee.  Not very powerful, but still does more damage than the Sonic 
Boom. 

Super Moves
===========
*  Somersault Justice:  DL(Charge), DR, DL, UR + K  {X} {A}
Awesome some.  All three versions do good damage.  The harder that attack you 
use with it, the more times it will hit, and the more damage it will do.

*  Sonic Break:  L(Charge), R, L, R + P(Repeatedly)  {A}
I don't think it says repeadedly in the manaul.  If you don't hit punch a 
couple of times, he will just throw a single woosy Sonic Boom.  The harder the 
P button you use, the more hits that will be in the combo.  Don't even bother 
with the LP version, he just does two Sonic Booms, that doesn't do any damage 
at all.

*  Crossfire Blitz:  L(Charge), R, L, R + K  {A}
Good Super also.  The only two versions worth doing are MK, and HK.  Cause the 
LK version just barely does more damage than a Somersault kick.

  /////////
 //Akuma//
/////////

Strengths-
  Just mention the word Akuma around a Street Fighter vet, and domination 
immediately comes to mind.  This man has every move imaginable, and he has 
every situation covered, right down to being trapped in the corner.

Weaknesses-
  If you have to find a weakness in Akuma, its his air fireball.  Its kind of 
slow coming out.

Special Move
============
*  Gou Hadoken:  D, DR, R + P (Air)
On the ground, its just a normal fireball, but using it in the air is what 
made Akuma what he is today.  If you do it right next to your opponent it will 
knock them down.  Though, in the air, it seems to come out later than in other 
versions of the Street Fighters.  Meaning this, the timing is really different 
that the other SF with this move.  

*  Gou Shoryken:  R, D, DR + P
WOW!!!  Even the LP version does good damage.  Like Ryu, if you are really 
good, you can juggle them with two of these in a row.  Just do a LP version, 
followed by any other version.

*  Tatsumaki Zankukyaku:  D, DL, L + K  (Air)
His version of the hurricane kick is just like the other ones, except for one 
little tid bit.  It is the best for juggling, because (Un-like Ryu's) it hits 
them up, causing more juggles.

*  Hyakkishu:  D, DR, R, UR + P then P or K  {A} {V}
I find this move super annoying.  Sometimes when you mean to do a fireball, 
you do this move instead, and throw yourself into your opponents mercy.  Hard 
to pull off on purpose though.  But if you do, it does pretty d@mn good damage

*  Teleport:  R, D, DR + PPP or KKK
              L, D, DL + PPP or KKK
The PPP version will make you go behind your opponent, while the KKK version 
will keep you in front of them, unless they are right next to you.

*  Mega Fireball:  R, DR, D, DL, L + P
Definitely does a lot move damage than a normal fireball.  Plus, this fireball 
this multiple times, and it will always knock your opponent on the ground no 
matter how far away they are.

Super Moves
===========
*  Raging Demon:  LP, LP, R, LK, HP  {X} {A}
The move that made him famous, after the air fireball at least.  If you get 
hit in anyway while he is teleporting tward the opponent, he will stop the 
move, and you just waisted 3 leves of super bar.  Travels about 3/4 of the 
screen, and always 50% damage.

*  Messatsu Gou Hado:  R, DR, D, DL, L, R, DR, D, DL, L + P  {A}
The farther away you are from your opponent, the less damage it will do.  So 
definatily stay close is you are using the LP version, or else it does even 
less damage than a regular fireball.

*  Tenma Gou Zanku:  D, DR, R, D, DR + P (In air only)  {A}
All three versions do good damage.  But obviously the HP version hits the most 
time, and does the most amount of damage.

*  Messatus Gou Shoryu:  D, DR, R, D, DR + P  {A}
His version of the rising dragon wave seems to do a little bit more damage 
than Ken's.  The harder P you use, will result in more or less actual waves in 
the move.  All three versions still do good damage though.

  /////////
 //Bison//
/////////

Strengths-
  His sweep is probably the most powerful in the game.  His Double Knee Press 
is fast, and it does good damage.  Both of his Super Moves do great damage.

Weaknesses-
  He has no real attacks that could counter an opponent who is jumping in.  
Even though his sweep is powerful, that doesn't mean its good.  If your 
opponent blocks it, you will be right next to them, and open for attack.

Special Moves
=============
*  Psycho Shot:  L(Charge, R + P  {A} {V}
The farther you are from your opponent, the less damage the move will do.  
Also the weaker the punch you use, the weaker the attack will be.  So, a WP 
version from a full screens length away, literally does no damage at all.

*  Psycho Crusher:  L(Charge), R + P  {X}
The MP, and HP versions are basically the same thing.  But the LP version goes 
just a little bit less distance, and doesn't do as much damage.

*  Double Knee Press:  L(Charge), R + K
All three versions do the same amount of damage, but the weaker the K you use, 
the less distance the move will travel.

*  Head Press:  D(Charge), U + K
Does good damage by itself, but what the manual doesn't tell you is that you 
can add another hit onto this move.  After you stomp on their head, press any 
P to Judo Chop them on the way down.

*  Somersault Skull Diver:  D(Charge), U + P then P
To a human opponent this move will simply look like you are jumping over them, 
but when you hit P, you'll dive down at them with a Punch.  Hit the second P 
when you are a little past your opponent.

*  Bison Warp:  R, D, DR + PPP or KKK    or    L, D, DL + PPP or KKK  {A} {V}
The R,D,DR version put you either in front of, or in back of your opponent.  
The L,D,DL version will put a set distance from your opponent.  The only way 
to learn with one to do in which situation is by playing with Bison.

Super Moves
===========
*  Knee Press Nightmare:  L(Charge), R, L, R + K  {X} {A}
All three versions do good damage, but the best damage (obviously) is with the 
HK version.  Also the HK version does a low attack at the end, so if they 
block it you might at least get one hit in.

*  Psycho Crusher:  L(Charge), R, L, R + P  {A}
The HP version does a huge 50% damage!!!  The other versions do good damage 
too, but after you do the HP version, the other two will seem like crap.


  ///////////
 //Dhalsim//
///////////

Strengths-
  Yoga blast is a great move for those who jump in.  He also has all of his 
classic move from the previous Street Fighters.  All of his Super Moves do 
good damage, and the Yoga Stream often catches opponents off guard.

Weaknesses-
  Since his normal attacks stretch, his timing is very weird.  Also, almost 
all of his Supers require that your opponent be very close to you for them to 
hit.

Special Moves
=============
*  Yoga Fire:  D, DR, R + P
Weak move.  The HP version barely does any damage in the first place, but to 
top that, it doesn't even go the full distance of the screen.

*  Yoga Flame:  R, DR, D, DL, L + P  {A} {V}
                L, DL, D, DR, R + P  {X}
They all do the same amount of damage, but the HP version seems to last just a 
little bit longer than the LP version.

*  Yoga Blast:  R, DR, D, DL, L + K  {A} {V}
                L, DL, D, DR, R + K  {X}
His best move for defending against those who jump in.  Just like the Yoga 
Flame, all three versions seem to do the same amount of damage.  Also, the HK 
versions seems to last that little bit longer than the LK version.

*  Yoga Teleport:  R, D, DR + PPP or KKK    or    L, D, DL + PPP or KKK
The forward dragon punch version puts you on different sides of the opponent.  
While, the reverse dragon punch one just makes you disappear for a moment so 
you can avoid an attack.

Super Moves
===========
*  Yoga Tempest:  L, DL, D, DR, R, L, DL, D, DR, R + P  {X}
Does good damage with all three versions.  In fact, its hard to tell the three 
versions apart, because there is very little difference between the LP, and HP 
versions of the move.

*  Yoga Inferno:  D, DR, R, D, DR, R + P  {A}
The LP versions is so short, its not even worth doing it.  Stick with the MP, 
and HP versions.

*  Yoga Strike:  D, DR, R, D, DR + K  {A}
According to the person who sent it in, this move is for people who are in the 
air.  When they meet in the air, Dhalsim will slam them 1 3 three times 
depending on what K you use.  The HK does the most slams, and the rest I think 
you can figure out.

*  Yoga Stream:  D, DL, L, D, DL, L + P  {A}
The stream reaches about half-way across the screen.  LP does good damage, MP 
does great damage, and the HP version does awesome damage.  Probably the best 
out of all three of his {A} supers.


  ////////
 //Vega//
////////

Strengths-
  He is super quick, and his jump goes high, and far.  Also his regular 
attacks have good range so you may often catch your opponent off guard.

Weaknesses-
  Since he is fast, the game responds really really fast to your input, so 
doing some moves are hard to do.  Most of his Super Moves are hard to get to 
connect.

Special Moves
=============
*  Flying Barclona Attack:  D(Charge), U + K then P
To actually get the hit to connect, you have to hit the punch button right 
before you land.  It does good damage, but its not worth the effort of the 
timing.

*  Izuna Drop:  D(Charge), U + K then L or R + P
Same thing as the above, but the timing is completely different.  Much harder, 
but the pay off is about the same as the above move.

*  Rolling Crystal Flash:  L(Charge), R + P
All three versions do good damage, and the weaker the P you use, the shorter 
distance the move travels.  It only does good damage though, if all of the 
move connects.  So make sure they are close to you.

*  Sky High Claw:  D(Charge), U + P
The HP version you can move him D to try and hit the shorter characters, but 
all three version do the same amount of damage.  What side of the screen he 
bounces off of depends on with side of the screen you are in.  It doesn't 
matter what side your opponent is on.

*  Scarlet Terror:  DL(Charge), R + K  {V}
Its just a strange looking version of the flying Barclona Attack.  But with 
easier timing.

Super Moves
===========
*  Rolling Izuna Drop:  DL(Charge), DR, DL, RU + K then L or R + P  {X} {A}
After he bounces off of the wall if when you do the L or R + P.  For the most 
part this move does good damage, but there is a down point.  It is very hard 
to get to connect on a moving opponent.

*  Scarlet Mirage:  L(Charge), R, L, R + K  {A}
If you hit with with each and every hit, the move will do 50% damage, but that 
is with the HK version.  The MK, and LK versions still do good damage though, 
but just like above that only when all of the hits connect.

*  Red Impact:  L(Charge), R, L, R + P  (Level 3)  {A}
Cool move, but it does not do as much damage as the HK version of the Scarlet 
Mirage.  So stick to that move for the most damage.


  ////////
 //Adon//
////////

Strengths-
  Most of his moves start out slow, but they finish fast.  This keeps the 
opponent off guard, and also keeps them guessing.  All of this Special Moves 
do good damage.

Weaknesses-
  He has only one Super that does good damage.  Also, his timing on his 
Special moves is kind of weird.

Special Moves
=============
*  Jaguar Kick:  L, D, DL + K  {A} {V}
The harder the K you use the more damage the attack does.  Also the weaker the 
K you use, the farther the attack will go.  The HK version only goes about 1/4 
of the screen, the MK version goes about 1/2 of the screen, and the LK version 
goes almost 3/4 of the screen.

*  Jaguar Tooth:  R, DR, D, DL, L + K
All three do about the same amount of damage, but the difference is in how far 
the attacks goes.  HK can go the whole distance of the screen, the MK version 
can go about 1/2 the screen, and the LK version can only go about 1/4 the 
screen.

*  Rising Jaguar:  R, D, DR + K
All three version do about the same amount of damage.  The difference is that 
the stronger the K you use the higher the attack goes.  All three versions can 
hit up to twice.


Super Moves
===========
*  Jaguar Varied Assault:  D, DR, R, D, DR + P  {X} {A}
All three versions are weak.  The MP, and HP version do the same amount of 
damage, so don't waste the super bar on this move by using the HP version.

*  Jaguar Revolver:  D, DR, R, D, DR, R + K  {A}
The three different versions have the same differences, distance wise, as the 
Jaguar Kick.  But the HK version does almost 50% damage.


  ////////
 //Cody//
////////

Strengths-
  The Bad Stone does the same amount of damage not matter how far you are away 
from your opponent.  When he is holding his knife, all of his regular attacks 
do more damage.  Also, the Knife Throw is fast, and does the same amount of 
damage no matter how far he is from your opponent.

Weaknesses-
  Most of his Super's are easily blocked.  And that laugh of his is the most 
annoying sound in the game!

Special Moves
=============
*  Criminal Uppercut:  D, DL, L + P
The way to get the best damage out of the move is to stand right next to your 
opponent so that Cody's fist hits them right before the Tornado does.  OK move 
for hitting those opponents who jump in.

*  Ruffian Kick:  D, DR, R + K
The LK version will hit low, the MK version will hit mid, while the HK version 
hits high.

*  Bad Stone:  D, DR, R + P
Also, the weaker the punch you use, the less distance the stones will travel.  
If you perform the move while holding the knife, you will throw the knife 
instead.  Which always travels the same distance no matter which punch you 
use.

*  Knife Pickup:  D + PPP
The knife is usually sitting right in-between the two opponents when the match 
starts.  Most moves do more damage while Cody is holding the knife.

Super Moves
===========
*  Final Destruction:  D, DR, R, D, DR, R + P  {X} {A}
The strength of the punch will determine on how many hits the Super move does.  
The HP version does almost 50% damage!!  If you try to do the move while 
holding the knife, he will drop it before he starts the move.

*  Dead End Irony:  D, DR, R, D, DR, R + K  {A}
The strength of the K button you use will determine on how many hits the Super 
move does.  The HK version knocks them in the air high enough to juggle them.  
If you can add a Criminal Uppercut to the end, the move will do over 50% 
damage.  


  /////////
 //Cammy//
/////////

Strengths-
  She is very fast.  Her jump also goes high, and it also goes far.  She has 
moves to hit opponents who jump in, which is a must in the Street Fighter 
series.  Her Super moves do good damage too.

Weaknesses-
  Most of her Special Moves has strange timing, and often they are hard to 
remember unless you memorize her move list.

Special Moves
=============
*  Spiral Arrow:  D, DR, R + K
All three versions do OK damage.  The great thing about this move, is the fact 
that it hits low, making it very sneaky.

*  Cannon Spike:  R, D, DR + K
All three versions do good damage, and it is her best counter to an opponent 
who like to jump in a lot.

*  Spin Knuckle:  R, DR, D, DL, L + P  {X} {A}
Good move with good damage, but there is one down point.  She spins before she 
does the move, tipping off your opponent who could throw out a quick jab, 
stopping the move all together.

*  Hooligan Combination:  DL, D, DR, R, UR + P then P or K
OH MY GOSH!!!  This move is harder than hell to pull off.  If you do get it to 
work, and you press P, she will land, and hit them with a low attack.  But if 
you use K, she will abort the move, leaving her right next to your opponent.  
Also, if you press L, or R + K when you are near them, and still in the air, 
she will slam them for pretty good damage.

*  Cannon Strike:  (Jumping forward), D, DL, + K  {V}
Good move, maybe even faster than Akuma's.  It only works during a forward 
jump though limiting how sneaky you can get with the move.  Does very good 
damage though.

*  Cannon Revenge:  D, DL, L + P  {V}
"This is a counterattack that she has in X-Men vs. Street Fighter 
...unfortunately, it is horrible in this.  The timing of when to do it is 
impossible, plus if you actually get the counter to work, the Cannon Spike she 
performs usually misses." -LordWyndia

Super Moves
===========
*  Spin Drive Smasher:  D, DR, R, D, DR + K  {X} {A}
The HK version does almost 50% damage.  Very good move, except for the fact 
that if you want all of the hits to hit, you must be right next to the 
opponent.

*  Reverse Shaft Breaker:  D, DL, L, D, DL, L + K  {A}
The first hit, hits low, so you may be able to use this in a cheap way.  Pros 
will block low anyway, but on a new babie, this will hit all of the time.  If 
you smash the buttons really fast, you may get a couple more hits to connect.

*  Killerbee Assault:  DL(Charge), DR, DL, UR + K  (Level 3)  {A}
This move is a lot like Spiderman's Maximum Spider, but it does a lot more 
damage.  And the angle it comes in at is kind of confusing.  Worth all of the 
Super Bar it uses.


  ///////////
 //Zangief//
///////////

Strengths-
  HP does more damage than more character's Special Moves do!  Also, his HK 
can hits opponents out of the air if timed right.  Since he doesn't have a 
fireball, his Double Lariat makes up for it.

Weaknesses-
  He is slow, and almost never jumps far enough to jump over an opponent.  To 
win with him, you must take damage.  Which can be annoying, and frustrating to 
Street Fighter new babies.

Special Moves
=============
*  Double Lariat:  PPP
If you time it right, this move can help you dodge fireballs.  Also, if you do 
it right next to your opponent it will hit twice.

*  Quick Double Lariat:  KKK
This one can make him invincible to fireballs too, but it is such a short move 
that you often will stop the move while the fireball is on top of Zangief, and 
he will end up getting hit by it.

*  Banishing Flat:  R, D, DR + P  {A} {V}
                    R, DR, D + P  {X}
As far as I can tell, there is no difference in-between the 3 version of this 
move.  This move is kind of slow, so make sure you have the time to pull it 
off.  Also, this move is great for stopping projectiles dead.  Is it just me, 
or does that sound like a Raid commercial.

*  Screw Pile Driver:  360 turn + P
This is a classic.  Does great damage, but it is 200% easier to do if you have 
a joystick.  If you do have a D-pad only, the game will accept 270 v(3/4 of 
the way around).

*  Atomic Suplex:  360 turn + K (Near opponent)
Does good damage, but like all of the other moves that require a 360 motion, 
its harder than hell to pull off.

*  Flying Power Bomb:  360 turn + K (Far from opponent)
Same problem that I mentions above, but this move is different that the other.  
It doesn't do as much damage, and it leaves him wide open when he runs at 
them.  Don't use this move unless you area a Zangief master.

Super Moves
===========
*  Final Atomic Buster:  360 X 2 + P  {X} {A}
This move is a hell of a lot easier to do if you have a joystick.  If you 
don't have joystick, jump in the air, and while Zangief is in the air, do the 
motions, and when he lands press P.  When you finally get it to work, it does 
awesome damage.  Tip:  the game will accept on 1 and 3/4 motion, making this 
move a lot easier.

*  Aerial Russian Slam:  D, DR, R, D, DR + K  {A}
Does great damage, but the tricky part is timing it so you catch the opponent 
in the air.


  ///////////
 //T. Hawk//
///////////

Strengths-
  His moves do a ton of damage.  Raging Typhoon does a ton of damage.  

Weaknesses-
  He is slow, and some of his moves have pauses in them.  For example, the 
Condor Dive will pause for just a little time before he dives towards his 
opponent.  Also, he has only one Super Move that does good damage, and of 
course it ends up being a 360 X 2 motion move.

Special Moves
=============
*  Mexican Typhoon:  360 turn + P
Just like I said before, it is much easier to pull this move off with a 
joystick.  But its not a huge miss if you can't get this move to work.  It 
doesn't do much damage for all of the work it requires.  The weaker the P you 
use, the less damage the move will do.

*  Tomahawk Buster:  R, D, DR + P
His best move for opponents that jump in.  All three version do the same 
amount of damage.  The HP version will do 2 hits if you are right next to your 
opponent.  

*  Condor Dive:  (In jump)  PPP
This is his main offensive move.  It can connect from almost a full screen 
away.  It also does some very good damage.

*  Condor Spire:  L, D, DL + P  {A} {V}
The LP version doesn't travel at all, the MP version goes about 1/4 of the 
screen, and the HP version goes about 1/2 of the screen.  All three versions 
do the same amount of damage.

Super Moves
===========
*  Raging Typhoon:  360 turn X 2 + P  {X} {A}
The HP version does about 50% damage.  Since its so hard to pull off, you may 
want to stick with the HP version.

*  Canyon Splitter:  D, DR, R, D, DR, R + P  {A}
Kind of sad that this is the alternative for the Raging Typhoon.  Even the HP 
version does really bad damage for a HP.  So don't even bother if you can't 
use the HP version.


  ////////
 //Rose//
////////

Strengths-
  She is definatly a more defense oriented character.  Making her a great 
character for pros.  He attacks are quick, and do OK damage.

Weaknesses-
  She is kind of on the complicated side to learn, so new babies may find her 
useless.

Special Moves
=============
*  Soul Spark:  L, DL, D, DR, R + P
This is her really weak version of a fireball.  Even an up close HP version 
barely does any damage at all.  So don't bother getting in fireball fights, 
cause you WILL loose.

*  Soul Throw:  R, D, DR + P
You opponent must be in the air, you can't hit them why they are on the 
ground.  Since she does the move really fast, you'll have no trouble hitting 
them with it.  It also does very good damage.

*  Soul Reflect:  D, DL, L + P
This is her move that reflects fireballs.  Use this move instead of getting in 
a fireball fight.  But it also doubles as an attack.  All three version do the 
same amount of damage.  The LP version absorbs fireballs, and add them to hear 
Super bar.

*  Soul Spiral:  D, DR, R + K
Good move, and is much better than her fireball.  The HK version does the most 
amount of damage, but the LK is much quicker.

Super Moves
===========
*  Aura Soul Throw:  D, DR, R, D, DR + P  {X} {A}
The HP version does well over 50% damage!!!  The LP version can only be done 
to an opponent who is jumping in.  Still, it does very good damage, but its 
hard to time its just a matter of luck getting it to connect.

*  Aura Soul Spark:  D, DL, L, D, DL, L + P  {A}
The HP version does just a little bit less than 50%.  Actually all three 
version do good damage for a super move, except LP which even worth using up 
your super bar.  Beware, the farther you get from you opponent, the less 
damage the move does.

*  Soul Illusion:  D, DR, R, D, DR + K  {A}
This move is just like a custom combo.  The stronger the K button you use, the 
longer the move will last.  I've gotten up to 75% damage with this move, but 
you must be fast.  You can do super moves during this move.  It's a better pay 
off if you use a Level 1 Soul Illusion, and then any one of her Level 2 Super 
Moves.


  ///////
 //Guy//
///////

Strengths-
  He is super fast, and he jumps probably goes the farthest in the game.  His 
version of the Hurricane Kick (Bushin Senpukyaku)  is a good move for those 
who like to jump in.

Weaknesses-
  His Hurricane Kick is also really weak.  All of his moves, including his 
Special, and Super Moves, do really crappy damage.

Special Moves
=============
*  Hozanto:  D, DL, L + P
He will spin before he does the move, and that leaves you open.  So just make 
sure you can fake them out.  Also the weaker the P you use, then less distance 
the spin will travel.

*  Bushin Senpukyaku:  D, DL, L + K
All three versions do the same amount of damage.  The difference between the 
three is that the weaker P you use, the lower the move goes.

*  Bushin Izuna Drop:  D, DR, R + P then P
The weaker P you use for the first P, the less distance the move will travel.  
It doesn't matter which P you use for the second P.  It's a good move for 
getting out of the way, and it is very sneaky too.

*  Hayagake(Dash):  D, DR, R + LK then K
This is an even better move for getting out of the way.  When you hit K, Guy 
will stop running.

*  Kage Sukui:  D, DR, R + MK then K
Just like the move above, he dashes.  But the main difference is that he 
sweeps the opponent in stead of just stopping.  Its sneaky, but the regular 
sweep does more damage.

*  Kubikari:  D, DR, R + HK then K
WORTHLESS!!!!  He dashes like the above two move, but instead of doing a fast 
attack like the MK one he does a weak kick.  The worst part is that he stops 
and pauses before he does the kick.  So if you are playing someone good, 
you'll get stopped before you can even pull off the move.

Super Moves
===========
*  Bushin Musourenka:  R, DR, D, DL, L, R, DR, D, DL, L + P  (Level 3)  {X} 
{A}
Basically this is a weak Raging Demon.  He doesn't even slide toward the 
opponent, he just sticks his hand out, and if your opponent isn't right next 
to you, to bad!!  You just wasted 3 levels of your super bar.

*  Bushin Hassoken:  D, DR, R, D, DR + P  {A}
The MP, and HP version do good damage, but the LP version isn't even worth it.  
This Super move has to be performed when right next to your opponent.

*  Bushin Goraikyaku:  D, DR, R, D, DR + K  {A}
The different strengths vary how long the combo is.  It can be performed from 
far away, but then all of the hits won't connect, and you won't get all of the 
damage out of it.  It does good damage, and the LK version still does good 
damage.


  /////////
 //Honda//
/////////

Strengths-
  His Hundred Hand Slap is great for hitting opponents in the corner.  Even 
though he doesn't have a fireball, he can still compete with them because of 
his Sumo Smash.  Just time it, so he jumps over the fireball.

Weaknesses-
  He is slow, and doesn't jump very far.  His Hundred Hand Slap isn't even 
half as good as Super Street Fighter II Turbo because of the limitations that 
are put on it in this game.

Special Moves
=============
*  Hundred Hand Slap:  P(Rapidly)
None of the versions can be held forever.  Also, you can't walk with it like 
in the previous Street Fighter games.  But it still does good damage.  The 
weaker the P you use, the faster he will push himself away from his opponent.  
My advice is to stick with the MP version.

*  Sumo Head Butt:  L(Charge), R + P
His classic move.  All three versions do the same amount of damage.  The only 
difference between the three versions is the speed and distance they travel.  
The LP version goes about 1/4 of the screen.  The MP version goes about 1/2 of 
the screen.  Finally, the HP version does the full distance of the screen.

*  Sumo Smash:  D(Charge), U + K
This is a great move for countering fireballs.  Just time it so that when he 
jumps in the air, he jumps over the fireball.  The weaker the P you use, the 
less altitude the move will get.

*  Oicho Throw:  360 turn + P
If you where to just watch this move, there would be no difference.  The HP 
version does the best damage, while the LP, and MP version do the same amount 
of damage, but less than the HP version.  Don't get me wrong all three version 
do very good damage.

Super Moves
===========
*  Oni Muso:  L(Charge), R, L, R + P  {X} {A}
The LP version doesn't even get to the opponent if they are a full screen 
away.  If you aren't right next to your opponent when you do the move, all of 
the hits won't connect, and you won't get all of the damage.  When you hit the 
HP version when you are right next to your opponent you'll get a good 50% 
damage.

*  Fuji Drop:  L(Charge), R, L, R + K  {A}
If you aren't within 1 /4 of the screen of your opponent this move won't even 
connect.  The HK version does more than 55% damage.  The MK, and LK don't do 
as much, but they still do a good amount of damage.

*  Orochi Crush:  360 turn X 2 + P   (Level 3)  {A}
All three versions are exactly the same, and they do 50% damage.  You know how 
I hate these 360 X 2 moves, so just stick with the Oni Muso HP version if you 
want 50% damage.  Unblockable.


  ////////
 //Juni//
////////

Strengths-
  She is super fast, and her jump goes very far.  For how fast she is, her 
moves do good damage.  Her Super's are strong too.

Weaknesses-
  I don't know if its me or the game, but when I try the Psycho Crusher, I do 
the Mach Slide instead.  She isn't one of the strongest characters in the 
game.  Psycho Streak can miss if you are too close to your opponent.

Special Moves
=============
*  Psycho Shot:  D(Charge), U + K
This is her best move for hitting people out of the air.  You can hit people 
who aren't jumping, but they must be standing right next to you.  The only 
real difference in-between the different versions is how high the attack goes.  
They all do good damage.

*  Psycho Crusher:  L(Charge), R + K
Doesn't do very good damage.  I often did the Mach Slide instead of this move, 
so don't rely on it for your main offensive move.  Doesn't do very good damage 
when you get it to work in the first place.

*  Hookigan Combination:  DL, D, DR, R, UR + P  then P or K
First off, this move is harder to pull off then hell.  Put if you do get it to 
work, pressing P will make he land with a kick that hits low, and takes the 
opponent off of their feet.  If you press K, she will just land, and not do a 
move at all.

*  Mach Slide:  D, DR, R + K
Her teleport.  The difference between the three version is that the strength 
of the kick will determine the distance the move will travel.  The LK version 
just makes her disappear for a couple of seconds.

*  Earth Direct:  360 turn + P
Just like all 360 move, this move is very hard to pull off.  This move is her 
version of the Spinning Piledriver, but with a lot less damage done to the 
opponent.

Super Moves
===========
*  Psycho Streak:  L(Charge), R, L, R + P  {X} {A}
She has Bison come and do the dirty work for her.  Be careful, because if they 
are to close to you, Bison will perform the move right behind your opponent, 
leaving them with no damage done.

*  Spin Drive Smasher:  DL(Charge), DR, DL, UR + K  {A}
All three versions do very good damage, but the HK version does almost 50% 
damage.  The LK, and MK version don't do as much damage, but they still do 
good damage.


  ///////
 //Gen//
///////

Strengths-
  His two different styles are different making him able to be played in two 
different ways.  The Ki-style is very strong, but the So-style can be used for 
speed.

Weaknesses-
  Neither style's have very good moves.  Playing with him is a chore because 
you have to memorize two different move list, and learn to play with two 
different styles.

Different Styles
================
*  So-Style:  PPP  {A} {V}
This style is definitely the faster of the two, but it is weak.

*  Ki-Style:  KKK  {A} {V}
This is slower of the two, but it is a little stronger.  But that's not saying 
much, since Gen isn't all that strong in the first place.

Special Moves
=============
*  Hykurenko(So-style):  P(Rapidly)
Just about as fast, and okward to do as Honda's.  Except for the fact that its 
really easy to keep the MP version going for a long time.

*  Gekirou:(So-style)  R, D, DR + K then K(Rapidly)
If found no difference at all between the three different versions.  All of 
them do OK damage, but its nothing special.

*  Jasen(Ki-style):  L(Charge), R + P
The LP version goes about 1/4 of the screen, the MP version goes about 1/2 of 
the screen, and the HP version only goes about 3/4.  None of them do very good 
damage, but the HP does do the best.  This is only if your opponent is right 
next to you, and all of the hits connect.

*  Oga(Ki-style):  D(Charge), U + K
His jump onto the side of the screen is fast, but his kick off of it travels 
slow, and only goes about 1 /2 of the screen.  All three versions do the same 
amount of damage, and I see no difference in speed.

Super Moves
===========
*  Zanei(So-style):  D, DR, R, D, DR, R + P  {X} {A}
All three versions do good damage, but the best is obviously HP.  It does a 
little less than 50% damage.  The LP barely goes 1 /2 of the screen, the MP 
goes about 3 /4, and the HP can go the full distance of the screen.  How far 
you are away from your opponent doesn't affect how much damage the move does.

*  Shitenshu(So-style):  D, DL, L, D, DL, L + P  {A}
The move barely does any damage, but the real pay out is what happens after 
the move connects.  A timer will go over you opponents head, and when that 
timer reaches 0, they become dizzy.  All three versions cause your opponent to 
become dizzy for 9 seconds.  It also seems like your moves do more damage to 
your opponent while the timer is counting down.

*  Jakoha(Ki-style):  D, DR, R, D, DR + K  {A}
The LK version barely does more damage than a special move.  This is his only 
more for defending against those who jump in.  Its still a very cool looking 
move, but not the best in the game.

*  Koga(Ki-style):  D, DL, L, D, DL, L + K (Air)  {A}
If you catch your opponent with the first kick, the rest of the combo is 
almost guaranteed to connect.  If you miss with the first kick, you'll just 
jump around the screen like a retard.  Also it helps a lot if your opponent is 
in the center of the screen.


  ///////////
 //Chun-Li//
///////////

Strengths-
  She is probably one of the fastest characters in the game, and her jump goes 
a pretty good distance, and fast.  Her HP does good damage, and it pushes her 
opponent away from her.  Lightning Kicks are good to use against opponents who 
you have cornered.

Weaknesses-
  Her fireball is weak, and the LP version (the only one that can go the whole 
distance of the screen) barely does any damage.  Her Kikosho requires your 
opponent to be right next to you, since the move doesn't even leave her hands.

Special Moves
=============
*  Kikoken:  L, DL, D, DR, R + P  {V} {A}
This move is a little confusing.  The LP version travels the farthest, by 
going the whole distance of the screen.  But from a full screen away the move 
literally does no damage at all!

*  Tenshokyak:  D(Charge), U + K
Good move for those who jump in.  You also can hit your opponent with this if 
they are standing right next to you.  Does good damage for being so quick.

*  Lightning Kicks:  K(Rapidly)
This is HER move.  The HK version is the hardest to keep going for a while, 
but the LK, and MK versions can go forever.  The HK does do the most damage 
though.  Sadly, you can't move while performing the move.

*  Senenshu:  R, DR, D, DL, L + K  {A} {V}
All three versions do the same damage, but what is the point?  The move is 
slow, and leaves you open, and her just plain old HK does more damage.

*  Whirlwind Kick:  L(Charge), R + K  (Air)  {X}
Another one of her famous moves.  It can juggle if you connect right, and it 
does good damage.  The LK versions goes 1 /4 of the screen, the MK version 
goes about 1 /2 of the screen, and the HK version just barely goes the full 
distance of the screen.

*  Sohakkei:  L(Charge), R + P  {X}
The LP, and MP do the same amount of damage, but the HP version does the most 
amount of damage.  There is no difference, speed wise, with the three 
different versions, so stick with the HP version.

Super Moves
===========
*  Senretsukyaku:  L(Charge), R, L, R + K  {X} {A}
The {X} version does more than 50% damage, and it travels the whole length of 
the screen.  The three {A} versions are farely weak, so stick with a different 
move with {A}.

*  Hazan Tenshokyaku:  DL(Charge), DR, DL, UR + K  {A}
All right!!  Here is a good Super, the HK version does about 50% damage.  The 
MK, and LK versions aren't do bad themselves.  

*  Kikosho:  D, DR, R, D, DR, R + P  {A}
Her version of the Super Fireball.  It doesn't leave her hand, so you have to 
be right next to your opponent when you do the move.  The HP, and MP version 
do good damage, but the LP version isn't worth using your Super Bar.


  ////////////
 //Fei-Long//
////////////

Strengths-
  His Rekkeaken is good for catching human opponents off guard because they 
may try to attack after the first one, but if you did it fast enough, you will 
hit them before they hit you.  All of his Super Moves do good damage.

Weaknesses-
  He has Special moves for each situation, but there aren't that many, and 
depending on which -ism you pick, you will only be able to use 2 - 3 Special 
Moves.

Special Moves
=============
*  Rekkaken: D, DR, R + P  (Up to three times)
Three is no difference between the three versions.  The move only gets good 
damage when you hit them with all three in a row.  So don't just stop with 
one, even if they block, just keep going.

*  Shienkyaku:  L, D, DL + K
His best move for those who jump in.  Its kind of weird since it's the 
opposite direction as other dragon punches, but it still does good damage.  
Actually all three versions do good damage, and the only difference is how 
high the move goes.

*  Rekkukyaku:  L, DL, D, DR, R, UR + K  {X} {V}
The move does good damage, but the motion is very hard to do with a D-pad.  
The LK goes about 1/4 of the screen, the MK goes about 1/2 of the screen, and 
the HK goes about 3/4 of the screen.

Super Moves
===========
*  Rekka Shinken:  D, DR, R, D, DR, R + P  {X} {A}
This one of the few cases where the HP {A} version does more damage than the 
{X} version.  The rest of the versions still do good damage, but they do 
nothing compared to the HP's 50% damage.

*  Shien Renkyaku:  D, DL, L, D, DL, L + K  {A}
Wow!!  Fei-Long has gotten a lot better since his Super Street Fighter II 
Turbo days.  The Hk version of this easily does 50% damage.  The other two do 
very good damage also.

*  Ryuu Yassai-  D, DL, L, D, DL + P  (Level 3)  {A}
I have no idea where the person who sent it in got the name, but its better 
than no name.  If your opponent blocks the first hit of it, you just got 
screwed out of three levels of super bar.  As far as I can tell there is no 
difference in between the three versions.


  /////////
 //Karin//
/////////

Strengths-
  Almost all of her Special Moves hit multiple times.  This can aggravate 
human opponents, which will make them sloppy, and cause an easy victory.  She 
is very fast, and her jump goes pretty good length across the screen.

Weaknesses-
  Even though she is fast, she isn't the strongest fighter in the game.  Her 
Supers do a lot less damage than other character's do.

Special Moves
=============
*  Gurenken:  D, DR, R + P  then P or K
If you use P, you can extend the combo further, meaning this, you can hit P 
twice instead of only being able to hit K once.  So that means that the P 
version do a good amount more damage.  There is no difference between the 
different versions of the move.

*  Muninkyaku: R, D, DR + K
This is the same move as the K ending for the Gurenken.  Just like that move, 
there is no difference in-between the three versions.  This move do good 
damage, but it is a little bit on the slow side.

*  Hosho:  R, D, DR + P
This is no difference speed wise, or damage wise between the three versions.  
This move does good damage, and it is quite fast.

*  Ressenha;  D, DR, R, UR + K
The manual says D, DR, R, + K, but I don't think that's it.  Because I can't 
get the move to work with that motion.  If you do every figure out the right 
motion, the move is fairly powerful, and all three versions do the same amount 
of damage.  The only difference is in how far the move travels.

*  Yasho Counter:  D, DL, L + P (High)
                   D, DL, L + K (Lower)

Its exactly what it says it is.  Use the high one for high attacks, and the 
low version for the low attacks.

*  Arakuma Inashi:  360 turn + K
No real difference damage wise, but just like all of the other 360, it is 
hard as heck to do without a joystick.  Move does good damage, and with her 
speed you should be able to sneak one in now and then.

Super Moves
===========
*  Shinipi Kaibyaku:  D, DR, R, D, DR, R + P  {X} {A}
The HP version does a great 50% damage, but that's only if you are right next 
to your opponent.  If you aren't right next to them some of the attack with 
just hit air.  The LP version is really weak, so don't even bother with it.

*  Kouoken:  D, DR, R, D, DR, R + K  {A}
Its hard to believe this is her only real move for guarding against people who 
jump in.  Since it is a Super move that requires two motions, its hard to 
judge timing.  It'll take a lot of practice to get this move down.  It does do 
good damage when you do get it to connect.


  ////////
 //Juli//
////////

Strengths-
  She is kind of the opposite of most of the female characters in the game.  
Her moves do a lot of damage.  Her Cannon Spike is super fast, and great for 
hitting those who jump in.  Her Spine Drive Smasher Super move does great 
damage.

Weaknesses-
  She is kind of on the slow side for a female character.  It was like Capcom 
couldn't decide whether to make her weak or strong, because her Reverse Shaft 
Breaker is pretty damn weak.

Special Moves
=============
*  Cannon Spike:  R, D, DR + K
Almost the exact same move a Cammy.  This is her best move for hitting those 
opponents who like to just in a lot.  The stronger the K you use, the higher 
the move will go.  All three versions do the same amount of damage.

*  Sinping Arrow:  D, DR, R + K
A very fast move, and does a good amount of damage.  There is no difference 
damage wise with the three different versions.  The MK, and HK versions go the 
full distance of the screen, and the LK version goes about 3/4 of the screen.  
This is also as close to a fireball as you will come with her.

*  Spin Knuckly:  R, DR, D, DL, L + P
Once again there is no difference damage wise between the three versions.  
When she spins she leaves herself open for an attack, so don't use this move 
is you are low on energy.  The HP, and MP versions go about 1/2 of the screen, 
and the LP version goes about 1/4 of the screen.

Super Moves
===========
*  Reverse Shaft Breaker:  D, DL, L, D, DL, L + K  {X} {A}
Unbelievably weak!!  Plus, your opponent has to be right next to you or above 
you this move even connect.  If you mash the buttons you can get this move to 
hit a couple more times.

*  Spin Drive Smasher:  D, DR, R, D, DR + K  {A}
Stronger than the Reverse Shaft Breaker, but it still is fairly weak.  But you 
still have to be next to your opponent for most of the move to connect.  Don't 
even bother with the LK version, it does so little damage its not even funny.


  //////////
 //Balrog//
//////////

Strengths-
  WOW, he is pretty fast for a big character, and since he is a big character 
he does pretty good damage too.  A really good sneaky move is to hold PPP for 
a Turn Punch during the whole fight, and then when they leave themselves open 
let go of the buttons for some real damage.

Weaknesses-
  He has the worst jump in the game.  I swear that Zangief jumps farther than 
he does.  When ever you charge PPP or KKK for the Turn Punch, you can't do 
anything with the buttons you are holding.  This kind of limits him, making 
the Turn Punch not as wonderful as it sounds.

Special Moves
=============
*  Dash Straight:  L(Charge), R + P
The HP version does just a teeny tiny bit more damage than the other two 
versions.  The HP, and MP version go the full distance of the screen, and the 
LP version goes about 3/4.  A quick move that is definitely worth the wait for 
the charge.

*  Dash Ground Straight:  L(Charge), DR + P  {A} {V}
The LP version does just a little less damage than the other two.  This move 
is exactly the same as the above except for the fact that it hits low, and 
takes your opponent of his or her feet.

*  Dash Uppercut:  L(Charge), R + K
Distance is exactly the same as the Dash Straight, but is does a lot more 
damage.  There is no difference between the different strengths of K, damage 
wise.

*  Dash Ground Uppercut:  L(Charge), DR + K  {A} {V}
This move doesn't do as much damage as its high hitting counter part.  It 
still hits high, but it does take your opponent off of his or her feet.  Other 
than that, it is the same thing as the Dash Uppercut.

*  Turn Punch:  PPP or KKK  (Hold for as long as you want, then release)
You have to charge it for exactly 2 seconds for you to even get a move out of 
it.  If you are charging the PPP version you can't do move that require the P 
buttons, and vice versa.  There is no difference in-between the PPP, and the 
KKK version.  It seems to not do more damage than around 45%, if you try 
charging it past that point it will be in vein.  You seen the be invincible 
for the first few frames of animation of this move.

*  Buffalo Head:  D(Charge), U + P  (When getting up)  {A} {V}
I like this kind of move, I wish every character had a move like this.  
Perform the U + P part of the move during his getting up animation.  The move 
is quick, and is good for keeps really aggressive players from staying "on 
top" of you.

Super Moves
===========
*  Crazy Buffalo:  L(Charge), R, L, R + P  {X} {A}
Even the LP version does good damage.  The HP version does huge 50% damage.  
The only bad thing about this move is the fact that if you aren't near your 
opponent some of the punches will hit only air, and some of the move will be 
wasted.

*  Gigaton Blow:  L(Charge), R, L, R + K  (Level 3)  {A}
WOW!!!  If your opponent is right next to you, and you use the HK version you 
may get up to 60% damage!  Even the MK, and LK version do great damage. But 
since its Level 3 only, you may have to stick with the Crazy Buffalo for most 
of your fights.


  /////////
 //Sodom//
/////////

Strengths-
  He has a pretty high jump for a big man, and he does great damage with his 
moves.  His Tenchusatsu Super Move does a huge amount of damage, and its worth 
it even though it's a 360 X 2 move.

Weaknesses-
  Come on, he is a big guy, you should know by now that big guys are slow.  
Shiraha Catch doesn't catch anything because I can't even get the darn thing 
to work.

Special Moves
=============
*  Jigoku Scrape:  D, DR, R + P
All three versions do the same amount of damage, but only the HP version 
knocks your opponent off of his or her feet.  Be careful if this move is 
blocked, it takes him a while to get back to his normal stance leaving you 
open to attack.

*  Shiraha Catch:  R, D, DR + K
I've tried doing this move from every position, and every possible event, and 
I can't get the thing to do anything any thing.  Don't even bother trying to 
use this move, unless you know what the darn thing does.  Even when I'm told 
what it is for, I still can't get it to work.  Does it have to do with what 
Ism I'm using?

*  Butsumetsu Buster:  360 turn + P
The HP version does just a little more damage than the MP and LP versions so 
stick with the HP version.  As with every 360 rotation move, this is very had 
to pull off with the D-pad.  But to make it easier perform the 360 motion in 
the middle of a jump, and time it so you finish the motion, and hit HP at the 
same time as when you land.

*  Daikyo Burning:  360 turn + K
Just like the above move the HK version does the best damage.  Don't get me 
wrong, the MK, and LK version still do good damage. But to make it easier 
perform the 360 motion in the middle of a jump, and time it so you finish the 
motion, and hit HP at the same time as when you land.

*  Yaura Reverse:  L, D, DL + K
Man, whats with this guy, and having crappy moves.  He got beat with the 
crappy move stick.  I can't get this move to work either guys, so if you can 
help me out, it would be appreciated.  You will get credit if you help me out.

Super Moves
===========
*  Meido no Miyage:  D, DR, R, D, DR, R + P  {X} {A}
Good move.  All three versions do good damage, but the LP version is a little 
weird.  You kind of bounce of them giving it a weird "feel" to it.  Stick with 
the MP, and HP version.  But considering that his other Super is a 360 one, 
you may be stuck with this move.

*  Tenchusatsu:  360 X 2 + P  {A}
WOW!  If you can even get this difficult move to work, you will be rewarded 
with a huge amount of damage.  The HP version does a lot more damage, than 
50%!!!


  /////////
 //Sagat//
/////////

Strengths-
  He can hit some one with a HP from almost 1/2 a screen away!  No that's a 
reach!  His Tiger Crush is amazingly fast, and sometimes can hit opponents out 
of the air.

Weaknesses-
  Is it just me or do I remember the days when I could fill the screen with 
Tiger Shots, and the computer couldn't even get near me?  Well those days are 
gone since there can only be one fireball on the screen at a time.  This 
applies to all characters with fireballs.

Special Moves
=============
*  Tiger Shot:  D, DR, R + P
The stronger the P you use, the more damage the move will do.  Also, the 
closer you are to your opponent, the more damage the move will do.

*  Ground Tiger Shot:  D, DR, R + K
Same as the above except for the fact that it is low.  Mix up the height, and 
the speed of your fireballs to keep your opponent off balance.

*  Tiger Blow:  R, D, DR + P  {A} {V}
The stronger P you use, the higher the move will go.  Also the stronger P you 
use, the more damage the move will do.  This move does a lot more damage than 
the normal Dragon Punch, and it does a lot more hits too.  So it feels like a 
faster move.

*  Tiger Uppercut:  R, D, DR + P  {X}
Same thing as the above, but with less hits, and the old school sounds "Tiger 
Uppercut!!!".  Other than that, no difference.

*  Tiger Crush:  R, D, DR + K  {A} {V}
                 D, DR, R, UR + K  {X
This has to be the fastest move in the game!  There is no difference damage 
wise between the three versions, and there is no difference speed wise.  But 
this move does do good damage for being such a fast move.

Super Moves
===========
*  Tiger Genocide:  D, DR, R, D, DR + K  {X} {A}
All three versions do great damage, but the HK version does the best with 
almost 50% damage!!!  You have to be right next to your opponent for all of 
the move to hit, if you aren't you just wasted most of the move.

*  Tiger Cannon:  D, DR, R, D, DR, R + P  {A}
There farther you are away from your opponent, the less damage this move will 
do.  The weaker P you use, will result in less damage being done.  So don't do 
the LP version unless you are practically on top of your opponent.

*  Tiger Raid:  D, DL, L, D, DL, L + K  {A}
Probably his best super.  The HK version does well over 50% damage!  The whole 
Super move hits high except for the first hit, so you may get this move to hit 
those stupid "turtles" that just sit there and block.


  ///////
 //Ken//
///////

Strengths-
  His HP version of his Dragon Punch makes the opponent catch on fire, and it 
does a little bit more damage.  His Hurricane Kick hits multiple times, which 
makes it possible to juggle your opponent.

Weaknesses-
  If all the hits of the Hurricane Kick don't connect, it won't do as much 
damage as Ryu's.  His Vertical Dragon Wave Super is hard to get to connect 
because of the timing, and that fact that your opponent must be above you.

Special Moves
=============
*  Fireball:  D, DR, R + P
Just like all of the other fireballs, the closer you are to the opponent, the 
more damage the move will do.  The stronger P you use, the faster, and more 
damage the fireball does.

*  Dragon Punch:  R, D, DR + P
Obviously his best move for defending against those stupid opponents who like 
to jump in a lot.  The stronger the P you use, the more damage it will do.  
His Dragon Punch does a lot move damage than Ryu's.  But you can't juggle them 
in the corner like you can with Ryu's.

*  Hurricane Kick:  D, DL, L + K  (Air)
This one is faster, and hits more times than Ryu's.  I don't think it does 
anymore damage than his does.  The LK version goes about 1/4 of the screen, 
the MK version goes a little less than 1/2 of the screen, and the HK version 
goes a little more than 1/2 of the screen.

Super Moves
===========
*  Horizontal Dragon Wave:  D, DR, R, D, DR + P  {X} {A}
This is his best Super move in general.  It does the most damage, and it 
travels the longest distance.  If you aren't right next to your opponent the 
move won't do all of its damage since most of the hits will miss.  He is 
invincible for the first few frames of animation.

*  Vertical Dragon Wave:  D, DR, R, D, DR + K  {A}
Use this move if you opponent is right above you.  It will hit your opponent 
too if they are right next to you.  It doesn't do as much damage as the 
Horizontal version, so use that one if you want to hit an opponent who is on 
the ground.  Invincible for the first few frames.

*  Shippu Jinraikyaku:  D, DL, L, D, DL, L + K  (Level 3)  {A}
Doesn't go as good of damage as his other two Supers, but it does go faster.  
Also, it is much easier to get to connect.  Once again, he is invincible for 
the first few frames of animation.


  ///////////
 //Dee Jay//
///////////

Strengths-
  He plays exactly the same as in Super Street Fighter II, and Super Street 
Fighter II Turbo.  So if you where good with him in that game, you'll be good 
with him in this game.  All of his Supers do good damage.....

Weaknesses-
  .....except for the Sunrise Theme.  Also I don't like character's that all 
of their moves are charge moves (except for Guile and Charlie) so I don't 
really like him.  Charge moves just feel to slow to me.


Special Moves
=============
*  Air Slasher:  L(Charge), R + P
The stronger the P you use, the faster, and more damage the move does.  Don't 
bother with a MP, or LP version from a full screen away, cause it'll, 
literally do no damage at all!

*  Double Rolling Sobat:  L(Charge), R + K
The LK version only does one kick, while the MK, and HK version do two hits.  
That is the only difference between the three since they all do the same 
amount of damage.

*  Machine Gun Uppercut:  D(Charge), U + P(Rapidly)
You have to press P really really quick, or you won't notice a difference.  
When you press it rapidly, the time in-between the punches with become longer, 
and the move will do more damage.  The first part hits middle, while the last 
parts hits high.  If all of it connects, it will knock down your opponent.

*  Jackknife Maximum:  D(Charge), U + K  {X} {V}
This is his best move for those stupid opponents who like to jump in.  The HK 
version does 3 kicks, the MK version does 2 kicks, and the LK version does 1 
kick.  The stronger K you use, will result in more damage.

Super Moves
===========
*  Sobat Carnival:  L(Charge), R, L, R + K  {X} {A}
This is probably his best Super.  All three versions do great damage, and the 
HK version does just a little over 50% damage.  Since the weaker the K you use 
results in less hits, the weaker K you use will also result in less damage.

*  Sunrise Theme:  DL(Charge), DR, Dl, UR + K  {A}
This is a good Super move for hitting opponents who are in the air.  It will 
hit opponents who are right next to you, only if you are right next to them.  
This move is fast, and does good damage.

*  Climax Beat:  DL(Charge), DR, DL, UR + P  (Level 3) {A}
WOW!!!  This is definitely his best damage causing move.  The only reason its 
not his best is because of the limit of that your opponent has to be really 
close to you.  Even the LP version does great damage.  If you have your 
opponent stunned or they are near you, do this Super!!!!!!


  ///////////
 //R. Mika//
///////////

Strengths-
  She is fast, her jumps goes far, and her moves do O.K. damage.  She is 
defiantly built for the beginner.

Weaknesses-
  Her only good Super Move is here Rainbow Hip Rush.  The other two Super's 
try to be cinematic, and they end up paying with damage.

Special Moves
=============
*  Flying Peach:  D, DL, L + P
Probably as close to a fireball as you are going to get with her.  It does 
good damage for a special move, and its kind of weird too, because of the way 
she hops first.  So you may catch some people off guard.

*  Shooting Peach:  D, DL, L + K
Faster version of the flying peach.  It does the same amount of damage too, so 
stick with this version of the move.  But, and this is a big but, if you miss, 
she will literally fall on her ass, and she will rub it, leaving her open for 
a second or two.

*  Daydream Headlock:  360 turn + K(Rapidly)
Does a lot more damage than the Flying Peach.  Of course since it's a 360 
motion move, its a lot harder to do though.  Wrestling fans will instantly see 
that this is a Bulldog.

*  Paradise Hold:  360 turn + P
LOL, Capcom has a sick mind to call this move that.  Perverted name aside, 
this move does just a little less damage than the above, but it is a faster 
move, so its useful during the World Tour mode's Time Attack.

*  Wingless Airplane:  (In air) R, DR, D, DL, L + K
Your opponent must be in the air also for this move to work.  This is no 
difference in-between the three versions, so do which ever K is the more 
comfortable button to hit.

Super Moves
===========
*  Rainbow Hip Rush:  D, DR, R, D, DR, R + P  {A}
This is probably her most basic Super move.  It doesn't do that much damage, 
but it is fast, and long, so you may gets a couple of hits in at the end on 
lazy human players.

*  Heavenly Dynamite:  360 X 2 + P  (Rapidly)  {A}
This has to be the best move in the game(If you are a wrestling fan).  It 
doesn't do much damage, but it is very cool to watch.  Like all moves like 
this, it is very hard to do, too.

*  Beach Special:  D, DR, R, D, DR + K  {X} {A}
This Super is more of an innovation, than a good move.  Stick with her other 
Supers if you want to win.

*  Moonsault Press:  (After B.S.) P then P
If you have to do the move, this is the stronger of the two follow ups.

*  Missle Kick:  (After B.S.) P then K
This is the weaker of the two, and its stupid because you have to be right 
next to your opponent for the first part of it to work.  If you're a Street 
Fighter vet, you'll know what will happen when you are slow, and you are right 
next to an opponent.


//////////////////////////////////////////////////////////////////////////////
                    Section 6-  Move List for Secret Characters
//////////////////////////////////////////////////////////////////////////////

  ////////////////////////////////////
 //How to get the secret characters//
////////////////////////////////////

To get the secret characters, they must be unlocked from the World Tour mode.  
Around Level 30, you will fight a group of battles, with Charlie, then the 
final one of that stage will be with the infamous Guile.  Beat him to get him.  
The next two stages will be for Evil Ryu, and Shin Akuma.  TIP:  Put your 
characters balance all of the way to power.  If you stay aggressive, even
the blocking of your special moves, and Super moves will do ok damage.


  /////////
 //Guile//
/////////

Strengths-
  His Sonic Boom does more damage than Charlie's, and his Flash Kick (even 
though it only hits once) is also better.  Both of his Super Moves to great 
damage.

Weaknesses-
  He has only two real Special Moves, which kind of limit him.

Special Moves
=============
*  Sonic Boom:  L(Charge), R + P
Just like Charlie's it doesn't do very much damage.  But it still does more, 
just not that much more.  The harder the P you use will determine how fast, 
and how much damage the fireball does to your opponent.

*  Flash Kick:  D(Charge), U + K
All three versions do the same amount of damage.  The only difference between 
the 3 is that the harder the K you use, will result in a higher attack.  
Sadly, this move doesn't hit twice like it did in Super Street Fighter Turbo 
II.

*  Super Sweep:  D + K
OK, so this isn't a real special move, but Guile's is so good I had to mention 
it here.  His sweep has two actual sweeps in a sweep.  The first one does a 
normal distance, but his second go around goes a little bit farther than the 
first one.  So you will often catch human opponents off guard.

Super Moves
===========
*  Super Flash Kick:  DL,(Charge), DR, DL, UR + K  {A} {X}
Even the LK version does a good amount of damage.  This will hit them out of 
the air, but it won't do as much damage since they won't get all of the hits.  
The harder the K you use, the less hits he will do.

*  Super Sonic Boom:  L(Charge), R, L, R + P  {A}
Don't even bother doing the LP version.  Not even the HP or MP version do very 
good damage.  Its also weak cause it never leaves his arms.  In other words 
your opponent has to be right next to you. 


  ////////////
 //Evil Ryu//
////////////

Strengths-
  He is a little bit stronger than regular Ryu, and he has a teleport.  This 
is great for getting out of the corner.  He has very kind of Super Move that 
the Shotukan Four do.

Weaknesses-
  He still doesn't have an air fireball, which is all he needs to be perfect.  
He is also just a little bit weaker than Shin Akuma, but not by much.

Special Moves
=============
*  Fireball:  D, DR, R + P
This is a good move for keeping your opponent away from you.  The weaker P you 
use will result in slower speed, and less damage.  So just use the HP version, 
unless you need to use the other two for timing purposes.

*  Mega Fireball:  L, DL, D, DR, R + P
Same thing as the above, except it lights your opponent on fire.  It doesn't 
do anymore damage, it just looks cooler.

*  Hurricane Kick:  D, DL, L + K  (Air)
Great move.  Use it when you need to get close to your opponent, or when they 
are stuck in the corner.  The weaker K you use, the weaker the move, and the 
less distance it will travel.

*  Dragon Punch:  R, D, DR + P
This is the best move in the game to use against those who like to jump in a 
lot.  Just like all of the other Dragon Punch's, the weaker the P used, will 
result in the move not going as high.

*  Tele-port:  R, D, DR + PPP    or     R, D, DR + KKK
               L, D, DL + PPP    or     L, D, DL + KKK
PPP always puts you behind your opponent, while the KKK travels a set 
distance.  This move is great if you get stuck in the corner, and the computer 
is being cheap, and not letting you out.

Super Moves
===========
*  Raging Demon:  LP, LP, R, LK, HP  {X} {A}
Does seem to be as strong as Akuma's.  But the same rules apply:  watch out 
when he is "sliding" toward the opponent, he is open to attacks, and if they 
hit you, you just wasted a full Super Bar buddy!!!

*  Super Fireball:  D, DR, R, D, DR, R + P  {A}
The closer you are to your opponent the more damage the move will do.  The 
weaker P you use, will result in a slower fireball, and less damage.  Don't 
use the move unless you are relatively close to your opponent.

*  Super Hurricane Kick:  D, DL, L, D, DL, L + K  {A}
The weaker the K you use, will result in its "vacuum" not being as strong.  So 
you will have to be close to them if you want to use the LK version.  HK 
version does a big 50% damage, so that's the best version to use, if you must 
use this move.

*  Super Dragon Punch:  D, DR, R, D, DR, R + K  {A}
Same as Ken's, but I think it does a little more damage.

  //////////////
 //Shin Akuma//
//////////////
=======
=Note:= To pick Shin Akuma, you must first highlight Akuma, then press, and 
======= hold L2, and press any button.

Strengths-
  In my opinion he is the best character in the game.  He has move for every 
situation, and now his air fireball is actually two fireballs.  Also, unlike 
regular Akuma, his air fireball comes out immediately and could cause a two 
hit combo.

Weaknesses-
  LOL!!  That's good, a weakness for Shin Akuma.  Build him up in World Tour 
mode and you'll never loose a match again.

Special Moves
=============
*  Fireball:  D, DR, R + P  (Air)
Does good damage for a fireball, but the farther you are away from your 
opponent, the less damage the move will do.  When it is done in the air he 
shoots two fireballs!  Unlike the regular Akuma the air fireball comes out 
fast, making the timing much more easier.

*  Mega Fireball:  R, DR, D, DL, L + P
Definitely does a lot move damage than a normal fireball.  Plus, this fireball 
this multiple times, other than that, those are the only differences between 
the two.

*  Hurricane Kick:  D, DL, L + K  (Air)
The LK version travels 1/4 of the screen, the MK travels less than 1/2 the 
screen, and the HK version goes about 3/4 of the screen.  Because of these 
differences, the different versions won't hit as much as the stronger version, 
so in turn it causes less damage.

*  Dragon Punch:  R, D, DR + P
The MP, and HP version do the same amount of damage, and the LP version does 
just a little bit less.  This is his best move for those pesky opponents who 
like to jump in.  If you are really good you can juggle them in the corner 
with this move.  Just do a LP Dragon Punch, followed by any other version of 
it.

*  Teleport:  R, D, DR + PPP    or    R, D, DR + KKK
              L, D, DL + PPP    or    L, D, DL + KKK
PPP always puts you behind your opponent, while the KKK travels a set 
distance.  This move is great if you get stuck in the corner, and the computer 
is being cheap, and not letting you out.

Super Moves
===========
*  Raging Demon:  LP, LP, R, LK, HP  {X} {A}
Be careful when you are performing the move.  When he is tele-porting, you are 
open for an attack, and if you miss the move to bad.  You just wasted a full 
Super Bar

*  Super Dragon Punch:  D, DR, R, D, DR, R + P  {A}
All three versions do good damage, but the HP version do the best with almost 
50% damage.  The HP versions goes about the full distance of the screen, while 
the MP, and LP versions goes about 1 /2 of the screen.

*  Super Ground Fireball:  R, DR, D, DL, L, R, DR, D, DL, L + P  {A}
If you want to get the best damage out of this move you must perform it while 
right next to your opponent.  Example, is you do the HP version while right 
next to your opponent it almost does 50% damage, but if you do it a full 
screen away it only does 20% damage.

*  Super Air Fireball:  D, DR, R, D, DR, R + P  (Air Only)  {A}
Doesn't do very good damage, and it kind of hard to get to connect.  Stick 
with the Raging Demon, and the Super Dragon Punch.


//////////////////////////////////////////////////////////////////////////////
                          Section 7-  Secrets
//////////////////////////////////////////////////////////////////////////////
  ***************
 **Playstation** 
***************

  ///////////////////////////
 //How To Get Secret Modes//
///////////////////////////

Beat the game on Difficulty Level 8 and you'll get the modes.

  ///////////////////
 //Alternate Intro//
///////////////////

Bat the game with every character.  Including the secret characters.

  //////////////////////
 //Classic Characters//
//////////////////////

Get three hours of play time in the Options menu times.  Then press Select on 
the character, and you will play as the classic version of them.  This just 
means they have no Super Bar.

  //////////////////
 //Dhalsim's Wife//
//////////////////

To have Dhalsim's Wife cheer you on during battle:  Select Dhalsim, and hold 
Square + R1(This will be the same on any controller setting).  When you start, 
no matter what background you are playing on, Dhalsim's Wife will cheer him 
on!

  ********** 
 **Arcade** 
**********

  ////////////////////////
 //Dramatic Battle Mode//
////////////////////////

First insert your coins.  Then hold all three kicks, and then press Start.  
After you select your character, a random partner will be picked, and he or 
she will fight on your side!

  ///////////////////
 //Hidden Fighters//
///////////////////

For Balrog: Highlight Karin, stay there for a while holding start for 5 sec. 
Now go to any random box still holding start and press any button. 

For Juni:   Highlight Karin for 5 sec. go to any random box. If on the right 
side hold right, if on the left side hold left then press any button. 

For Juli:  Highlight Karin for 5 sec. go to any random box. If on the top hold 
up, if on the bottom hold down then press any button. 


  ******************** 
 **Import Dreamcast** 
********************

  /////////////////////////////////////
 //Final Battle fight vs. Shin Gouki//
/////////////////////////////////////

Select Final Battle, and do the normal routine.  But right after the "Select 
Speed" screen, hold all of the buttons except for the start button.  Gouki's 
picture should appear, and you will fight him instead of Vega.

  //////////////////////
 //Play as Shin Gouki//
//////////////////////

At the fighter select screen, highlight Gouki, hold start, and press any P or 
K button.  

  //////////////////
 //6th - ISM Plus//
//////////////////

Raise your character to level 32.  Then at the last stage, win or lose, it 
doesn't matter, just see the ending credits.  Save the game and there will be 
an asterisk next to your character. Go back and beat the Arcade mode with that 
character w/o continuing to receive the 6th ISM Plus "Guts".  "Guts" adds a 
little bit more to each stat of your character

  ******************
 **U.S. Dreamcast**
*****************

Coming soon!!!!  But it will probably be the same as the US version.