## Combo FAQ by JVega

Version: 1.0 | Updated: 01/01/70 | Printable Version

```STREET FIGHTER ALPHA/ZERO 3
-Combo Compilation-

Ver. 1.0
1999 JVega
<jvega@geo.net.co>

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
========================================================================
INTRODUCTION
------------------------------------------------------------------------

This Combo Compilation English version is not a complete translation to
the Spanish version. For now, it has enough for you to understand it.
The little things missing (most of them explanation notes) will be added
as soon as I have time to translate them. (or might never be translated
depending on the difficulties the english readers have)
You can contact me at:

jvega@geo.net.co

or

ssj5vga@yahoo.com

Also send mail if you find any NON-TRANSLATED text.

Jesús Alejandro Vega

========================================================================
1. COMMANDS AND NOTATION
------------------------------------------------------------------------

-Directional Commands-

f  :  (forward)
b  :  (back)
d  :  (down)
u  :  (up)
df :  (down-forward)
db :  (down-back)
ub :  (up-back)
uf :  (up-forward)

-Normal Attacks-

HK : (hard kick)
HP : (hard punch)
MK : (medium kick)
MP : (medium punch)
LK : (light kick)
LP : (light punch)

-Special Moves-

qcf : quarter circle forward (d,df,f)
qcb : quarter circle back    (d,db,b)
hcf : half circle forward    (b,db,d,df,f)
hcb : half circle back       (f,df,d,db,b)
360 : rotate 360 degrees. (b,db,d,df,f,uf,u)
(f,df,d,db,b,ub,u)
720 : rotate 360 degrees twice.

** As you can see, rotation moves don't need to complete a full circle.

** This is a very generic notation, and you'll surely find it familiar, as
a lot of movelist use it.

-Extra Notation-

J. : Next attack has to be done in mid-air (ex: J.HK is a jumping HK )
C. : Next attack has to be done crouching (ex: C.HK is a crouching HK)
Lv.1     : Next movement must be done in Lv.1
Lv.2     : Next movement must be done in Lv.2
Lv.3     : Next movement must be done in Lv.3
PPP      : Push all the 3 Punch buttons at the same time.
KKK      : Push all the 3 Kick buttons at the same time.
(SC)     : SUPER COMBO.
P rep.   : Push P repeatedly.
(P rep.) : If you push P rep. the move will connect more hits.
K rep.   : Push K repeatedly.
(K rep.) : If you push P rep. the move will connect more hits.
(;1)     : This attack hits twice but has to be canceled in first hit.
(;2)     : This attack hits twice.
(#+)     : Hits more than # times. (ex: 12+ means it hits more than 12
hits depending on how much times you push P/K.

========================================================================
COMBO COMPILATION
------------------------------------------------------------------------

Before starting:

Remember the name's variations between the japanese and the american
version of this game.
Also remember the ISM modes. Some moves don't work in certain ISM modes.

Now... let's start!

========================================================================
RYU
------------------------------------------------------------------------

-Moves-

Tatsumaki Senpuukyaku         : qcb + K
(SC) Shinkuu Hadouken              : qcf,qcf + P
(SC) Shinkuu Tatsumaki Senpuukyaku : qcb,qcb + K
(SC) Metsu Shoryuuken              : qcf,d,df + K (only Lv.3)
(SC) Shin Shoryuuken               : Metsu Shoryuuken from certain
distance.

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Shinkuu Hadouken Lv.3, C.HP, Tatsumaki Senpuukyaku
(11)
2. J.HK, HK(;2), Shinkuu Hadouken Lv.3, C.HP, Tatsumaki Senpuukyaku (11)
3. J.HK, C.LP, C.LK, Shinkuu Hadouken Lv.2, C.MP, Shinkuu Tatsumaki
Senppuukyaku Lv.1 (12)
4. J.HK, C.LK, C.LP, Shinkuu Tatsumaki Senpuukyaku (15)
5. J.HK, C.MK, Shin Shoryuuken (6)
6. J.HK, C.LP, C.LK, Metsu Shoryuuken (6)

________________________________________________________________________

- Combo 1 is a juggle. It must ne done into a corner.

- Combo 2 is a juggle. It must be done into a corner, besides,
it can be done only in X-ISM.

- Combo 3 is a juggle. It must be done into a corner.

- Combo 5 must be done with precision. Both kicks must be done with
exact timing, so the qcf,d,df + K motion connects a Shin Shoryuuken
and not a Metsu Shoryuuken.

========================================================================
KEN MASTERS
------------------------------------------------------------------------

-Moves-

(SC) Shinryuuken        : qcf,d,df + K (P rep.)
(SC) Shoryuureppa       : qcf,d,df + P
(SC) Shippu Jinraikyaku : qcb,qcb + K (Lv.3)

________________________________________________________________________

-Combos-

1. J.HK, LP, LK, Shinryuuken Lv.3 (10+)
2. J.MK, Shinryuuken Lv.1, Shinryuuken Lv.1, Shinryuuken Lv.1 (21+)
3. J.HK, C.LP, C.LK, Shippu Jinraikyaku (13)
4. J.HK, MK(;2), Shippu Jinraikyaku (15)
5. J.MK, Shinryuuken Lv.1, Agarre aéreo. (7)
6. J.MK, Shinryuuken Lv.1, Shoryuureppa Lv.2 (12)
7. J.HK, LP, LK, Shoryuureppa (10)

________________________________________________________________________

- Combos 1, 5 and 6 are juggles. It's better to do them into a corner.

========================================================================
KARIN KANZUKI
------------------------------------------------------------------------

-Moves-

Gurenken                    : qcf + P,P
Guren Mujinkyaku       : qcf + P,P,K
(SC) Kanzuki-ryuu Kououken       : qcf,d,df + K
(SC) Kanzuki-ryuu Shinpikaibyaku : qcf,qcf + P

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Guren Mujinkyaku, Kanzuki-ryuu Kououken Lv.3 (16)
2. J.HK, LP, LK, Kanzuki-ryuu Shinpikaibyaku Lv.3 (10)
3. J.HK, LP, LK, Kanzuki-ryuu Shinpikaibyaku Lv.2, C.LP, Kanzuki-ryuu
Kououken Lv.1 (13)
4. J. HK, LP, LK, Kanzuki-ryuu Shinpikaibyaku Lv.2, C.LP,
Guren Mujinkyaku (14)

________________________________________________________________________

- Combos 1, 3 y 4 are juggles. It must be done into a corner.

========================================================================
CHUN LI
------------------------------------------------------------------------

-Moves-

Tenshoukyaku       : d (charge),u + K (in X-ISM just works as
reversal)
Spinning Bird Kick : b (charge),f + K (only X-ISM)
(SC) Senretsukyaku      : b (charge),f,b,f + K
(SC) Hazan Tenshoukyaku : db (cargar,df,db,uf + K
(SC) Kikoushou          : qcf,qcf + P

________________________________________________________________________

-Combos-

1. C.MP, Senretsukyaku Lv.3, C.LP, Tenshoukyaku (12)
2. C.MP, Senretsukyaku Lv.2, C.LP, Hazan Tenshoukyaku (15)
3. C.MP, Senretsukyaku Lv.3 (ó Lv.2), Agarre aéreo.
4. C.MP, Senretsukyaku Lv.2, C.LP, Kikoushou (14)
5. C.MP, Hazan Tenshoukyaku Lv.2, C.MP, Hazan Tenshoukyaku (16)
6. C.MP, Hazan Tenshoukyaku Lv.2, C.MP, Kikoushou (14)
7. C.MP, Hazan Tenshoukyaku Lv.3 (10)
8. Senretsukyaku Lv.3, C.LP, Spinning Bird Kick (11)

________________________________________________________________________

- Combos 1, 2, 3, 4, 5, 6 and 8 are juggles. They must be done into a
corner.

- Chun Li's moves are hard to connect into a combo, due to their charge
nature. But if you think you can, try to replace the C.MP of combos
1, 2, 3, 4, 5, 6 and 7 with J.HP, LP, LK.

========================================================================
AKUMA/GOUKI
------------------------------------------------------------------------

-Moves-

Tatsumaki Zankuukyaku : qcb + K
(SC) Messatsu Gou Shoryuu  : qcf,d,df + P
(SC) Tenma Gou Zankuu      : qcf,qcf + P (in mid-air)
ó qcf,qcf,uf + P
(SC) Shun Goku Satsu       : LP,LP,f,LK,HP (only Lv.3)

________________________________________________________________________

-Combos-

1. J.HK, LP, LK, Messatsu Gou Shoryuu Lv.3 (11)
2. J.HK, C.LP, C.LK, Tatsumaki Zankuukyaku, Tenma Gou Zankuu Lv.3 (15)
3. J.HK, C.LP, C.LK, Tatsumaki Zankuukyaku, Messatsu Gou Shoryuu Lv.1
(10)
4. J.HK, C.LP, C.LK, Tatsumaki Zankuukyaku, Messatsu Gou Shoryuu Lv.3
(12)
5. J.HK, C.LP, C.LK, Tatsumaki Zankuukyaku, C.HP, Messatsu Gou Shoryuu
Lv.3 (13)

________________________________________________________________________

- Combos 2, 3, 4 and 5 are juggles. They must be done into a corner.

========================================================================
CHARLIE/NASH
------------------------------------------------------------------------

-Moves-

Sommersault Shell   : d (charge),u + K
(SC) Sommersault Justice : db (charge),df,db,uf + K
(SC) Sonic Break         : b (charge),f,b,f + P (P,P,P)
(SC) Crossfire Blitz     : b (charge),f,b,f + K

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Crossfire Blitz Lv.3 (9)
2. J.HK, LP, LK, Sommersault Justice Lv.3 (13)
3. J.HK, LP, LK, Sonic Break Lv.2, P, P, Sommersault Jusice Lv.1 (12)
4. J.HK, LP, LK, Sonic Break Lv.1, P, Sommersault Justice Lv.2 (13)
5. J.HK, LP, LK, Sonic Breal Lv.2, P, P, Sommersault Shell (8)
6. J.HK, LP, LK, Sonic Breal Lv.2, Crossfire Blitz Lv.1 (10)
7. Agarre aéreo, Sommersault Shell (3)

________________________________________________________________________

========================================================================
CAMMY
------------------------------------------------------------------------

-Moves-

Axle Spin Knuclke     : hcb + P
(SC) Spin Drive Smasher    : qcf,d,df + K
(SC) Reverse Shaft Breaker : qcb,d,db + K (K rep.)

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Spin Drive Smasher Lv.3 (12)
2. J.HK, LK, LP, Spin Drive Smasher Lv.3 (12)
3. Axle Spin Knuckle, Reverse Shaft Breaker Lv.3 (10+)
4. Axle Spin Knuckle, C.MP, Reverse Shaft Breaker Lv.3 (11+)
5. J.HK, C.MP, Reverse Shaft Breaker Lv.3 (11+)

________________________________________________________________________

- Combos 3 and 4 are juggles. They must be done into a corner.

========================================================================
SAGAT
------------------------------------------------------------------------

-Moves-

Tiger Blow (Tiger Uppercut en X-ISM)    : f,d,df + P
(SC) Tiger Genocide                          : qcf,d,df + K
(SC) Tiger Raid                              : qcb,qcb + K
(SC) Tiger Cannon                            : qcf,qcf + P

________________________________________________________________________

-Combos-

1. J.HK, C.LK, Tiger Genocide Lv.3, LP, Tiger Blow (22)
2. J.HK, C.LK, Tiger Genocide Lv.2, C.LP, Tiger Raid Lv.1 (16)
3. J.HK, C.LK, Tiger Raid (9)
4. J.HK, C.LK, Tiger Blow, LP, Tiger Blow (16)
5. J.HK, C.LK, Tiger Blow, MP, Tiger Genocide Lv.3 (19)
6. J.HK, C.LK, Tiger Blow, C.MP, Tiger Cannon Lv.3 (16)
7. J.HK, C.LK, Tiger Blow, C.MP, Tiger Raid Lv. 3 (15)
8. J.MK, HP, Tiger Cannon Lv.3 (8)

________________________________________________________________________

- Combos 1, 2, 4, 5, 6, and 7 are juggles. They must be done into a
corner.

- In Combos 1, 2, 4, 5, 6 and 7 the Tiger Blow must be done with HP.

========================================================================
VEGA/BALROG
------------------------------------------------------------------------

-Moves-

Rolling Crystal Flash    : b (charge),f + P
(SC) Scarlet Mirage           : b (charge),f,b,f + K
(SC) Red Impact               : b (charge),f,b,f + P (only Lv.3)
(SC) Rolling Barcelona Attack : db (charge),df,db,uf(ó ub) + K,P

________________________________________________________________________

-Combos-

1. C.MK, Scarlet Mirage Lv.3 (10)
2. C.MK, Red Impact (3)
3. Rolling Barcelona Attack Lv.3, C.LP, Rolling Crystal Flash

________________________________________________________________________

- Combo 3 is a juggle. It must be done into a corner and needs a lot of
precision.

========================================================================
CODY
------------------------------------------------------------------------

-Moves-

Criminal Upper    : qcb + P
(SC) Dead End Irony    : qcf,qcf + K
(SC) Final Destruction : qcf, qcf + P

________________________________________________________________________

-Combos-

1. J.HP, C.LP, C.LK, Dead End Irony Lv.3 (10)
2. J.HP, HP, Final Destruction Lv.3, C.HP, Criminal Upper (26)
3. J.HP, LP, LK, Criminal Upper, C.MP, Dead End Irony Lv.2 (14)
4. Final Destruction Lv.2, C.MP, Dead End Irony Lv.1 (18)
5. J.HP, C.LP, C.LK, Dead End Irony Lv.3, C.MP, Criminal Upper (16)

________________________________________________________________________

- Combos 2, 3, 4 and 5 are juggles. They must be done into a corner.

- In Combos 2, 3 y 5 the Criminal Upper must be done with HP.

========================================================================
GUY
------------------------------------------------------------------------

-Moves-

Tsukami Nage       : f (ó b) + KK (close) (KK grab)
(K rep.)
Bushin Senpuukyaku : qcb + K
(SC) Bushin Hassoken    : qcf,d,df + P
(SC) Bushin Gouraikyaku : qcf,d,df + K

________________________________________________________________________

-Combos-

1. J.HK, LP, LK, Bushin Senpuukyaku, Bushin Hassoken Lv.3 (13)
2. J.HK, LP, LK, Bushin Gouraikyaku Lv.3 (10)
3. Tsukami Nage, Bushin Hassoken Lv.3 (13+)
4. J.HK, LP, LK, Bushin Gouraikyaku Lv.3, LP, Bushin Senpuukyaku (15)

________________________________________________________________________

- Combos 1, 3 and 4 are juggles. Combos 3 y 4 must be done into a
corner.

========================================================================
ROLENTO
------------------------------------------------------------------------

-Moves-

Patriot Circle   : qcf + P (can be done 3 times)
(SC) Take no Prisoner : qcf,qcf + P
(SC) Steel Rain       : qcf,qcf + K

________________________________________________________________________

-Combos-

1. J.HK, C.MK, Patriot Circle (3 times) (13)
2. Steel Rain Lv.2, C.MK, Take no Prisoner Lv.1 (2)
3. Steel Rain Lv.3, C.MK, Patriot Circle (3 veces) (19)

________________________________________________________________________
========================================================================
SODOM
------------------------------------------------------------------------

-Moves-

Daikyou Burning : 360 + K
(SC) Meido no Miyage : qcf,qcf + P

________________________________________________________________________

-Combos-

1. J.HK, C.MK, Meido no Miyage (7)
2. J.HK, MK, Daikyou Burning (8)

________________________________________________________________________
========================================================================
SAKURA KASUGANO
------------------------------------------------------------------------

-Moves-

Shunpuukyaku     : f,d,df + P
(SC) Haru Ichiban     : qcb,qcb + K
(SC) Midare-zakura    : qcf,d,df + K
(SC) Shinkuu Hadouken : qcf,qcf + P

________________________________________________________________________

-Combos-

1. J.HK, LP, LK, Haru Ichiban Lv.3 (10)
2. J.HK, LP, LK, Shinkuu Hadouken Lv.3 (8)
3. J.HK, LP, LK, Midare-zakura Lv.3 (10)
4. J.HK, C.MP, Shunpuukyaku, Shinkuu Hadouken Lv.3 (10)
5. J.HK, C.MK, Shunpuukyaku, Midare-zakura Lv.3 (10)

________________________________________________________________________

- Combos 4 and 5 are juggles. They must be done into a corner.

========================================================================
DAN HIBIKI
------------------------------------------------------------------------

-Moves-

Kuchuu Dankuukyaku : qcb + K (in mid-air)
(SC) Hisshou Buraiken   : qcb,qcb + K
(SC) Shinkuu Gadouken   : qcf,qcf + P
(SC) Koryuurekka        : qcf,d,df + K

________________________________________________________________________

-Combos-

1. C.HP, Hisshou Buraiken Lv.3 (12)
2. J.HK, C.HP, Hisshou Buraiken Lv.3 (13)
3. J.HK, C.MP, Hisshou Buraiken Lv.3 (13)
4. J.MK, C.MK, Shinkuu Gadouken Lv.3 (7)
5. Kuchuu Dankuukyaku, C.LP, Hisshou Buraiken LV.1 (4)
6. Kuchuu Dankuukyaku, C.LP, Hisshou Buraiken Lv.3 (7)
7. Kuchuu Dankuukyaku, C.LP, Gadouken (4)

________________________________________________________________________

- Combos 5, 6 and 7 are juggles. They must be done into a corner.
Besides, the Kuchuu Dankuukyaku must be done with MK and connect
twice.

========================================================================
JULI
------------------------------------------------------------------------

-Moves-

Axle Spin Knuckle     : hcb + P
(SC) Spin Drive Smasher    : qcf,d,df + K
(SC) Reverse Shaft Breaker : qcb,d,db + K (K rep.)

________________________________________________________________________

-Combos-

1. J.HK, LK, LP, Spin Drive Smasher Lv.3(12)
2. J.HK, C.MP, Reverse Shaft Breaker Lv.3 (10+)
3. Axle Spin Knuckle, C.MP, Reverse Shaft Breaker Lv.3(10+)

________________________________________________________________________

- Combo 3 is a juggle. It must be done into a corner.

========================================================================
JUNI
------------------------------------------------------------------------

-Moves-

(SC) Spin Drive Smasher : db (charge),df,db,uf + K
(SC) Psycho Streak      : b (charge),f,b,f + P

________________________________________________________________________

-Combos-

1. J.HK, C.LK, C.LP, Spin Drive Smasher Lv.3 (12)
2. J.HK, C.LK, C.LP, Psycho Streak Lv.3 (8)

________________________________________________________________________
========================================================================
Satsui no Hadou ni Mezameta RYU (EVIL RYU)
------------------------------------------------------------------------

-Moves-

(SC) Messatsu Gou Shoryuu : qcf,d,df + P
(SC) Shinkuu Hadouken : qcf,qcf + P

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Messatsu Gou Shoryuu Lv.3 (11)
2. J.HK, C.LP, C.LK, Shinkuu Hadouken Lv.2, Messatsu Gou Shoryuu Lv.1
(11)

________________________________________________________________________

- All Ryu Combos will work here, except the ones that need Shin
Shoryuuken or Metsu Shoryuuken.

- Combo 2 is a juggle. It must be done into a corner.

========================================================================
FEI LONG
------------------------------------------------------------------------

-Moves-

Shienkyaku     : b,d,db + K
(SC) Shien Renkyaku : qcb,qcb + K
(SC) Rekka Shinken  : qcf,qcf + P
(SC) Ryuu Yasai     : qcb,qcb + P (only Lv.3)

________________________________________________________________________

-Combos-

1. J.HK, LP, LK, Shien Renkyaku Lv.3 (13)
2. J.HK, LP, LK, Shien Renkyaku Lv.2, Shien Renkyaku Lv.1 (20)
3. J.HK, LP, LK, Shien Renkyaku Lv.2, Rekka Shinken Lv.1 (13)
4. J.HK, LP, LK, Shien Renkyaku Lv.3, Shienkyaku (15)
5. J.HK, LP, LK, Rekka Shinken Lv.3 (8)
6. J.HK, LP, LK, Ryuu Yasai (6)

________________________________________________________________________

- Combos 2, 3 and 4 are juggles. They must be done into a corner.

========================================================================
DEE JAY
------------------------------------------------------------------------

-Moves-

Air Slasher      : b (charge),f + P
(SC) Sobat Carnival   : b(charge),f,b,f + P
(SC) Theme of Sunrise : db (charge),df,db,uf + K
(SC) Climax Beat      : db (charge),df,db,uf + P

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Air Slasher, C.HK (5)
2. Theme of Sunrise Lv.1, Theme of Sunrise Lv.2 (11)
3. Theme of Sunrise Lv.2, Climax Beat Lv.1 (15)
4. Theme of Surise Lv.1, Sobat Carnival Lv.2 (11)
5. Theme of Sunrise Lv.1, Climax Beat Lv.2 (14)
6. Sobat Carnival Lv.3, HK (7)

________________________________________________________________________

- Combos 2, 3, 4 and 5 are juggles. They must be done into a corner.

========================================================================
GUILE
------------------------------------------------------------------------

-Moves-

(SC) Sonic Hurricane    : b (charge),f,b,f + P
(SC) Sommersault Strike : db (charge),df,ab,uf + K

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Sommersault Strike Lv.3 (13)
2. J.HK, C.LP, C.LK, Sonic Hurricane Lv.3 (7)

________________________________________________________________________
========================================================================
T.HAWK
------------------------------------------------------------------------

-Moves-

Tomahawk Buster : f,d,df + P

________________________________________________________________________

-Combos-

1. J.HK, LK, Tomahawk Buster (4)

________________________________________________________________________
========================================================================
EDMOND HONDA
------------------------------------------------------------------------

-Moves-

Saba Ori          : f (ó b) + KK (close) (KK grab)
(K rep.)
Hyakuretsu Harite : P rep.
(SC) Oni Musou         : b (charge),f,b,f + P
(SC) Fuji Oroshi       : b (charge),f,b,f + K

________________________________________________________________________

-Combos-

1. C.LK, Oni Musou Lv.3 (9)
2. C.LK, Fuji Oroshi Lv.3 (9)
3. Saba Ori, Hyakuretsu Harite (10+)
4. Saba Ori, Oni Musou Lv.3 (14+)

________________________________________________________________________

- Combos 3 and 4 are juggles. They must be done into a corner.

========================================================================
BLANKA
------------------------------------------------------------------------

-Moves-

Rolling Attack : b (charge),f + P

________________________________________________________________________

-Combos-

1. J.HK, C.LK, Rolling Attack (3)

________________________________________________________________________
========================================================================
ZANGIEF
------------------------------------------------------------------------

-Moves-

Double Lariat       : PPP
(SC) Aerial Russian Slam : qcf,d,df + K

________________________________________________________________________

-Combos-

1. J.LK, C.LK, Double Lariat (3)
2. C.LP, Aerial Russian Slam Lv.3 (2)

________________________________________________________________________

- In Combo 2, the opponent must be in mid-air.

========================================================================
DHALSIM
------------------------------------------------------------------------

-Moves-

(SC) Yoga Inferno : qcf,qcf + P

________________________________________________________________________

-Combos-

1. db+HP, Yoga Inferno Lv.3 (14)

________________________________________________________________________
========================================================================
BALROG/M.BISON
------------------------------------------------------------------------

-Moves-

Dash Straight : b (charge),f + P

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LK, Dash Straight (4)

________________________________________________________________________

========================================================================
M.BISON/VEGA
------------------------------------------------------------------------

-Moves-

Psycho Crusher       : b (charge),f + P (en X-ISM)
Double Knee Press    : b (charge),f + K

________________________________________________________________________

-Combos-

1. J.HK, C.MK, Double Knee Press (4)
2. J.HK, HK(;1), Double Knee Press (4)
3. J.HK, HK(;1), Psycho Crusher (4)

________________________________________________________________________
========================================================================
------------------------------------------------------------------------

-Moves-

Rising Jaguar         : f,d,df + P
(SC) Jaguar Varied Assault : qcf,qcf + P
(SC) Jaguar Thousand       : P rep. durante el Jaguar Varied Assault
Lv.3
(SC) Jaguar Assasin        : K rep. durante el Jaguar Varied Assault
Lv.3

________________________________________________________________________

-Combos-

1. J.MK, LP, LK, Jaguar Thousand, Jaguar Kick (14)
2. J.MK, LP, LK, Jaguar Kick, Jaguar Varied Assault Lv.1 (9)
3. J.MK, LP, LK, Jaguar Assasin (11)

________________________________________________________________________

- Combo 1 is a juggle. It must be done into a corner.

========================================================================
GEN
------------------------------------------------------------------------

-Moves-

Ansatsuken Souryuu : PPP
Ansatsuken Kiryuu  : KKK

(SC) Zanei              : qcf,qcf + P (en estilo Souryuu)
(SC) Shitenshuu         : qcb,qcb + P (en estilo Souryuu)
(SC) Jakouga            : qcf,d,df + K (en estilo Kiryuu)

________________________________________________________________________

-Combos-

1. J.HK, LP, LK, Zanei Lv.3 (9)
2. J.HK, LP, LK, Shitenshuu Lv.3 (10)
3. J.HK, LP, C.LK, Jakouga Lv.3 (6)

________________________________________________________________________

- Combo 3 is a juggle.

========================================================================
BIRDIE
------------------------------------------------------------------------

-Moves-

(SC) The Birdie : b (charge),f,b,f + P

________________________________________________________________________

-Combos-

1. J.d+HP, C.HP, The Birdie Lv.3 (8)

________________________________________________________________________
========================================================================
ROSE
------------------------------------------------------------------------

-Moves-

Soul Spiral     : qcf + K
(SC) Aura Soul Spark : qcb,qcb + P
(SC) Aura Soul Throw : qcf,d,df + P
(SC) Soul Ilusion    : qcf,d,df + K

________________________________________________________________________

-Combos-

1. J.HK, C.LP, C.LP, Aura Soul Throw Lv.3 (6)
2. J.HK, C.HK, Aura Soul Throw Lv.3 (5)
3. J.HK, C.LK, Aura Soul Spark Lv.3 (6)
4. J.HK, C.LK, Aura Soul Spark Lv.2 (8)
5. J.HP, C.HP, Soul Spiral (5)
6. Soul Ilusion Lv.1, J.HP, Aura Soul Throw Lv.2 (9)
7. Soul Ilusion Lv.1, J.MK, C.LK, Aura Soul Spark Lv.2 (20)
8. Soul Ilusion Lv.1, J.HP, Aura Soul Spark Lv.2 (17)

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- The Aura Soul Spark connects more hits in Lv.2 than Lv.3.

========================================================================
RAINBOW MIKA
------------------------------------------------------------------------

-Moves-

(SC) Rainbow Hip Rush : qcf,d,df + P

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-Combos-

1. J.HK, C.LP, C.LK, Rainbow Hip Rush Lv.3 (13)

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========================================================================

This document is owned by Jesús Alejandro Vega.
Don't use it for personal/commercial purposes, or you will have to
asume the consecuences.

1999 JVega

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